{
  "schema_version": "1.0.0",
  "record_type": "reviewed-embodiment-upgrade-import-ledger",
  "title": "Reviewed Embodiment Upgrade Imports",
  "reviewed_on": "2026-10-25",
  "scope": {
    "source": "system/data/source_review_embodiment_upgrades.json",
    "source_records": 589,
    "policy": {
      "embodiment_changes": "Physical, biological, cybernetic, robotic, and mecha changes are Items purchased with EP and remain attached to one Embodiment.",
      "mental_training": "Learned control and technique are Mind-owned Skills, never embodiment upgrades.",
      "mechanics": "Reusable outcomes redirect to canonical Effect Mechanics; delivery, cost, and timing stay on the delivering Skill or Item.",
      "names": "Source-specific names appear only in src_rule. Canonical Item IDs, titles, groups, and rules use general Ninefold language.",
      "source_only_rows": "A source index pointer without effect text is pruned rather than reconstructed from its name."
    }
  },
  "coverage": {
    "expected": 589,
    "processed": 589,
    "missing": 0,
    "extra": 0,
    "duplicate_source_ids": 0,
    "by_disposition": {
      "prune": 262,
      "approve": 9,
      "merge": 128,
      "redirect-effect-mechanic": 190
    },
    "by_source_partition": {
      "dnd_derived": {
        "expected": 265,
        "processed": 265
      },
      "usable_cyberware": {
        "expected": 83,
        "processed": 83,
        "merged": 83
      },
      "cyberpunk_red_source_text_required": {
        "expected": 241,
        "processed": 241,
        "pruned_for_missing_rule_text": 241
      }
    }
  },
  "canonical_references": {
    "items": "system/data/reviewed_imports/cyberpunk_items.json",
    "skills": "system/data/skill_compendium.json",
    "dnd_skill_review": "system/data/reviewed_imports/dnd_skills.json",
    "effect_mechanics": "system/data/effect_mechanics_compendium.json"
  },
  "approved_items": [
    {
      "id": "physical-stat-reinforcement",
      "title": "Physical Stat Reinforcement",
      "type": "embodiment-upgrade-item",
      "category": "Embodiment Upgrade",
      "group": "embodiment/physicality/stat-reinforcement",
      "status": "approved",
      "ninefold_rules": "Install on one Embodiment. Choose STR, DEX, or CON for each EP spent; that Embodiment gains +1% to the chosen physical stat. Each of the three branches caps at +5%. The bonus never changes a Mental stat and does not follow the Mind into another Embodiment.",
      "effect_mechanics": [
        "attribute-modifier"
      ],
      "ep_cost": "1 EP per +1% to STR, DEX, or CON; each named branch caps at 5 EP.",
      "acquisition_rule": "Purchase, build, grow, or install the reinforcement during downtime on the receiving Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": [
        "Constitution Increase",
        "Dexterity Increase",
        "Dexterity or Constitution Increase",
        "Physical Stat Increase",
        "Primal Physical Apotheosis",
        "Strength Increase",
        "Strength or Constitution Increase"
      ],
      "src_reference_url": [
        "https://dnd2024.wikidot.com/feat:durable",
        "https://dnd2024.wikidot.com/feat:crossbow-expert",
        "https://dnd2024.wikidot.com/feat:speedy",
        "https://dnd2024.wikidot.com/feat:athlete",
        "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes",
        "https://dnd2024.wikidot.com/feat:great-weapon-master",
        "https://dnd2024.wikidot.com/feat:crusher"
      ],
      "source_ids": [
        "attributes/embodiment/constitution-increase",
        "attributes/embodiment/dexterity-increase",
        "attributes/embodiment/dexterity-or-constitution-increase",
        "attributes/embodiment/physical-stat-increase",
        "attributes/embodiment/primal-physical-apotheosis",
        "attributes/embodiment/strength-increase",
        "attributes/embodiment/strength-or-constitution-increase"
      ]
    },
    {
      "id": "toxin-isolation-system",
      "title": "Toxin Isolation System",
      "type": "embodiment-upgrade-item",
      "category": "Embodiment Upgrade",
      "group": "embodiment/resistances/toxin",
      "status": "approved",
      "ninefold_rules": "Ordinary single-tag poison and toxin effects are canceled before they deal damage or impose Poisoned on the host. Against exotic or mixed-tag toxins, negation does not apply; instead add +5% toxin resistance to the host's contested defense and apply only the highest applicable resistance.",
      "effect_mechanics": [
        "effect-negation",
        "defense-modifier"
      ],
      "ep_cost": "5 EP.",
      "acquisition_rule": "Install or grow the isolation system during downtime; the host must support metabolic, filtration, or sealed-circuit integration.",
      "src_system": "D&D 2024",
      "src_rule": "Antitoxic",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-poison-mastery",
      "source_ids": [
        "embodiment/defense-and-resilience/antitoxic"
      ]
    },
    {
      "id": "typed-resistance-layer",
      "title": "Typed Resistance Layer",
      "type": "embodiment-upgrade-item",
      "category": "Embodiment Upgrade",
      "group": "embodiment/resistances/typed",
      "status": "approved",
      "ninefold_rules": "Choose one damage or hazard tag when EP is invested. Each EP grants +1% to the Embodiment's contested defense against that tag, up to +5% for the named resistance node. When an effect has several tags, apply only the highest matching resistance.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP per +1% for one named resistance tag; each tag caps at 5 EP.",
      "acquisition_rule": "Install, grow, coat, or rebuild the relevant protective layer during downtime on one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": [
        "Dragon Damage Resistance",
        "Energy Resistance",
        "Grave Resistance",
        "Magical Resilience",
        "Otherworldly Resistance",
        "Storm Resistance",
        "Storm's Boon"
      ],
      "src_reference_url": [
        "https://dnd2024.wikidot.com/feat:dragonscarred",
        "https://dnd2024.wikidot.com/feat:boon-of-energy-resistance",
        "https://dnd2024.wikidot.com/feat:boon-of-the-soul-drinker",
        "https://dnd2024.wikidot.com/feat:spell-resistant",
        "https://dnd2024.wikidot.com/feat:portal-jumper",
        "https://dnd2024.wikidot.com/feat:boon-of-the-furious-storm",
        "https://dnd2024.wikidot.com/feat:mark-of-storm"
      ],
      "source_ids": [
        "embodiment/defense-and-resilience/dragon-damage-resistance",
        "embodiment/defense-and-resilience/energy-resistance",
        "embodiment/defense-and-resilience/grave-resistance",
        "embodiment/defense-and-resilience/magical-resilience",
        "embodiment/defense-and-resilience/otherworldly-resistance",
        "embodiment/defense-and-resilience/storm-resistance",
        "embodiment/defense-and-resilience/storms-boon"
      ]
    },
    {
      "id": "longevity-modification",
      "title": "Longevity Modification",
      "type": "embodiment-upgrade-item",
      "category": "Embodiment Upgrade",
      "group": "embodiment/physicality/lifecycle",
      "status": "approved",
      "ninefold_rules": "A biological host ages one biological year for every ten elapsed years. This changes only ordinary aging; it does not heal damage, cure disease, prevent imposed aging effects, or preserve a Mind outside the host.",
      "effect_mechanics": [
        "lifecycle-modifier"
      ],
      "ep_cost": "3 EP.",
      "acquisition_rule": "Grow or install the lifecycle modification during extended downtime with suitable medical or fabrication facilities.",
      "src_system": "D&D 2024",
      "src_rule": "Slow Aging",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes",
      "source_ids": [
        "embodiment/defense-and-resilience/slow-aging"
      ]
    },
    {
      "id": "traction-climbing-system",
      "title": "Traction Climbing System",
      "type": "embodiment-upgrade-item",
      "category": "Embodiment Upgrade",
      "group": "embodiment/mobility/climbing",
      "status": "approved",
      "ninefold_rules": "The host gains a climbing movement rate equal to its walking speed in ft/s on surfaces its limbs or traction system can grip. Unstable, fragile, moving, or featureless surfaces can still require a contested movement check.",
      "effect_mechanics": [
        "mobility-change"
      ],
      "ep_cost": "3 EP.",
      "acquisition_rule": "Install or grow compatible gripping limbs, pads, claws, or traction surfaces during downtime.",
      "src_system": "D&D 2024",
      "src_rule": "Climbing",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:athlete",
      "source_ids": [
        "embodiment/mobility/climbing"
      ]
    },
    {
      "id": "locomotion-actuator",
      "title": "Locomotion Actuator",
      "type": "embodiment-upgrade-item",
      "category": "Embodiment Upgrade",
      "group": "embodiment/mobility/ground",
      "status": "approved",
      "ninefold_rules": "Each purchase raises the host's walking speed by +1 ft/s. The actuator can be purchased five times for one Embodiment, to a maximum +5 ft/s. It does not reduce terrain, balance, or space requirements.",
      "effect_mechanics": [
        "mobility-change"
      ],
      "ep_cost": "2 EP per +1 ft/s; maximum five purchases.",
      "acquisition_rule": "Install, tune, or grow the host's locomotion system during downtime.",
      "src_system": "D&D 2024",
      "src_rule": [
        "Courier's Speed",
        "Lengthened Stride",
        "Quickness",
        "Speed Increase"
      ],
      "src_reference_url": [
        "https://dnd2024.wikidot.com/feat:mark-of-passage",
        "https://dnd2024.wikidot.com/feat:transmuted-anatomy",
        "https://dnd2024.wikidot.com/feat:boon-of-speed",
        "https://dnd2024.wikidot.com/feat:speedy"
      ],
      "source_ids": [
        "embodiment/mobility/couriers-speed",
        "embodiment/mobility/lengthened-stride",
        "embodiment/mobility/quickness",
        "embodiment/mobility/speed-increase"
      ]
    },
    {
      "id": "surface-traversal-system",
      "title": "Surface Traversal System",
      "type": "embodiment-upgrade-item",
      "category": "Embodiment Upgrade",
      "group": "embodiment/mobility/special",
      "status": "approved",
      "ninefold_rules": "While moving at least 2 ft/s, the host may cross vertical solid surfaces or the surface of a liquid without treating them as unsupported. If a tick ends without ordinary support, a compatible hold, or continued movement, the host immediately falls or sinks. This does not permit ceiling movement.",
      "effect_mechanics": [
        "mobility-change"
      ],
      "ep_cost": "4 EP.",
      "acquisition_rule": "Install or grow the complete traction, balance, and load-distribution system during downtime.",
      "src_system": "D&D 2024",
      "src_rule": "Surface Running",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes",
      "source_ids": [
        "embodiment/mobility/surface-running"
      ]
    },
    {
      "id": "proximity-mapping-sensor",
      "title": "Proximity Mapping Sensor",
      "type": "embodiment-upgrade-item",
      "category": "Sensory Implant",
      "group": "embodiment/senses/nonvisual",
      "status": "approved",
      "ninefold_rules": "The host senses solid surfaces and creatures within 10 feet without ordinary sight. Total cover blocks the sense, and it cannot read color, print, screens, or purely visual projections. Each range extension adds 10 feet, to a maximum range of 50 feet.",
      "effect_mechanics": [
        "sensory-change"
      ],
      "ep_cost": "3 EP for 10-foot range; 1 EP for each additional 10 feet, maximum 50 feet.",
      "acquisition_rule": "Install or grow a compatible sonar, lidar, vibration, pressure, or equivalent mapping suite during downtime.",
      "src_system": "D&D 2024",
      "src_rule": [
        "Close-Range Blindsight",
        "Feral Blindsight",
        "Short-Range Blindsight"
      ],
      "src_reference_url": [
        "https://dnd2024.wikidot.com/feat:blind-fighting",
        "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes",
        "https://dnd2024.wikidot.com/feat:skulker"
      ],
      "source_ids": [
        "embodiment/senses/close-range-blindsight",
        "embodiment/senses/feral-blindsight",
        "embodiment/senses/short-range-blindsight"
      ]
    },
    {
      "id": "deception-analysis-sensor",
      "title": "Deception Analysis Sensor",
      "type": "embodiment-upgrade-item",
      "category": "Sensory Implant",
      "group": "embodiment/senses/analysis",
      "status": "approved",
      "ninefold_rules": "Within 30 feet, add +5% to Perception contests against visual disguises, projections, invisibility effects, and transformed appearances. A successful contest identifies the deception and its visible boundary; the sensor does not see through solid cover or automatically defeat an effect without a contest.",
      "effect_mechanics": [
        "sensory-change",
        "check-modifier"
      ],
      "ep_cost": "5 EP.",
      "acquisition_rule": "Install or grow the multispectral analysis suite during downtime and calibrate it to the receiving Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Truesight",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-truesight",
      "source_ids": [
        "embodiment/senses/truesight"
      ]
    }
  ],
  "decisions": [
    {
      "source_id": "attributes/embodiment/body-and-mind-apotheosis",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The source combines permanent Mind and body advancement with a D&D score-cap increase. Ninefold cannot express that inseparable mixed clause as one EP Item, and no separable physical rule is supplied.",
      "src_system": "D&D 2024",
      "src_rule": "Body And Mind Apotheosis",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "attributes/embodiment/constitution-increase",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "physical-stat-reinforcement",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Constitution Increase",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:durable"
    },
    {
      "source_id": "attributes/embodiment/constitution-or-charisma-increase",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The source combines CON with a social Mind attribute and supplies no rule for separating the physical and mental choices. EP cannot modify the Mind.",
      "src_system": "D&D 2024",
      "src_rule": "Constitution or Charisma Increase",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:infernal-bulwark"
    },
    {
      "source_id": "attributes/embodiment/dexterity-increase",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "physical-stat-reinforcement",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Dexterity Increase",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:crossbow-expert"
    },
    {
      "source_id": "attributes/embodiment/dexterity-or-constitution-increase",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "physical-stat-reinforcement",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Dexterity or Constitution Increase",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:speedy"
    },
    {
      "source_id": "attributes/embodiment/physical-attribute-development",
      "disposition": "prune",
      "type": "source-record",
      "reason": "This is an obsolete physical-advancement root, not a playable effect. Ninefold develops bodies through named EP Items rather than a general physical Skill.",
      "src_system": "D&D 2024",
      "src_rule": "Physical Attribute Development",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "attributes/embodiment/physical-stat-increase",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "physical-stat-reinforcement",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Physical Stat Increase",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:athlete"
    },
    {
      "source_id": "attributes/embodiment/primal-physical-apotheosis",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "physical-stat-reinforcement",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Primal Physical Apotheosis",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "attributes/embodiment/strength-increase",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "physical-stat-reinforcement",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Strength Increase",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:great-weapon-master"
    },
    {
      "source_id": "attributes/embodiment/strength-or-constitution-increase",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "physical-stat-reinforcement",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Strength or Constitution Increase",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:crusher"
    },
    {
      "source_id": "embodiment/combat/additional-attack",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Additional Attack",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/attack-grappled-target",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Attack Grappled Target",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:grappler"
    },
    {
      "source_id": "embodiment/combat/bludgeoning-push",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "forced-movement"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Bludgeoning Push",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:crusher"
    },
    {
      "source_id": "embodiment/combat/bonus-unarmed-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Bonus Unarmed Strike",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/brutal-hamstring",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Brutal Hamstring",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/brutal-push",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "forced-movement",
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Brutal Push",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/brutal-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier",
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Brutal Strike",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/buffering-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Buffering Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:tactical-combatant"
    },
    {
      "source_id": "embodiment/combat/burst-action-reserve",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Burst Action Reserve",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/burst-action",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Burst Action",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/bypass-cover",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Bypass Cover",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:sharpshooter"
    },
    {
      "source_id": "embodiment/combat/charge-damage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Charge Damage",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:charger"
    },
    {
      "source_id": "embodiment/combat/charge-push",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "forced-movement"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Charge Push",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:charger"
    },
    {
      "source_id": "embodiment/combat/close-quarters-crossbow",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Close-Quarters Crossbow",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:crossbow-expert"
    },
    {
      "source_id": "embodiment/combat/close-quarters-ranged-attack",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Close-Quarters Ranged Attack",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:sharpshooter"
    },
    {
      "source_id": "embodiment/combat/combat-hiding",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "stealth",
        "title": "Stealth"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Combat Hiding",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:skulker"
    },
    {
      "source_id": "embodiment/combat/combat-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "combat",
        "title": "Combat"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Combat Training",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/combined-cunning-strikes",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "effect-invocation"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Combined Cunning Strikes",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/concentration-breaker",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Concentration Breaker",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:mage-slayer"
    },
    {
      "source_id": "embodiment/combat/coordinated-pack-bonus",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Coordinated Pack Bonus",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:pack-fighting"
    },
    {
      "source_id": "embodiment/combat/critical-opening",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "critical-change",
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Critical Opening",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:crusher"
    },
    {
      "source_id": "embodiment/combat/crossbow-loading",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "task-enablement"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Crossbow Loading",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:crossbow-expert"
    },
    {
      "source_id": "embodiment/combat/crossbow-offhand-damage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Crossbow Offhand Damage",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:crossbow-expert"
    },
    {
      "source_id": "embodiment/combat/cunning-daze",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Cunning Daze",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/cunning-knockout",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Cunning Knockout",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/cunning-obscure",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Cunning Obscure",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/cunning-poison",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Cunning Poison",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/cunning-strike-resource",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Cunning Strike Resource",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/cunning-trip",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Cunning Trip",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/cunning-withdraw",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Cunning Withdraw",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/damage-type-substitution",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "attribute-set"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Damage Type Substitution",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/dangerous-shroud",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache names the clause but supplies no trigger, duration, cost, target, or effect text; normalizing it would invent mechanics.",
      "src_system": "D&D 2024",
      "src_rule": "Dangerous Shroud",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shadow-trapper"
    },
    {
      "source_id": "embodiment/combat/dexterous-attacks",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Dexterous Attacks",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/domino-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "forced-movement",
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Domino Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shifting-combatant"
    },
    {
      "source_id": "embodiment/combat/enhanced-dual-wielding",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Enhanced Dual Wielding",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:dual-wielder"
    },
    {
      "source_id": "embodiment/combat/enhanced-unarmed-damage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Enhanced Unarmed Damage",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:unarmed-fighting"
    },
    {
      "source_id": "embodiment/combat/enhanced-unarmed-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Enhanced Unarmed Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:tavern-brawler"
    },
    {
      "source_id": "embodiment/combat/exploit-opening",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Exploit Opening",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:zhentarim-ruffian"
    },
    {
      "source_id": "embodiment/combat/fast-wrestler",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Fast Wrestler",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:grappler"
    },
    {
      "source_id": "embodiment/combat/fight-while-prone",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Fight While Prone",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:prone-fighting"
    },
    {
      "source_id": "embodiment/combat/fighting-style-reconfiguration",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The source only permits a D&D fighting-style swap on gaining a level. Ninefold has no levels, and the row supplies no independent action or physical effect.",
      "src_system": "D&D 2024",
      "src_rule": "Fighting Style Reconfiguration",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/fighting-style-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "combat",
        "title": "Combat"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Fighting Style Training",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/finesse-parry",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier",
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Finesse Parry",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:defensive-duelist"
    },
    {
      "source_id": "embodiment/combat/flexible-weapon-mastery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "effect-invocation"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Flexible Weapon Mastery",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/flurry-of-blows",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Flurry Of Blows",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/focus-reserve",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Focus Reserve",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/grapple-crush",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Grapple Crush",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:unarmed-fighting"
    },
    {
      "source_id": "embodiment/combat/guardian-attack",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Guardian Attack",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:sentinel"
    },
    {
      "source_id": "embodiment/combat/headlock",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Headlock",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:street-justice"
    },
    {
      "source_id": "embodiment/combat/heavy-weapon-mastery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Heavy Weapon Mastery",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:great-weapon-master"
    },
    {
      "source_id": "embodiment/combat/heightened-focus",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Heightened Focus",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/hew",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Hew",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:great-weapon-master"
    },
    {
      "source_id": "embodiment/combat/improved-mounted-handling",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Improved Mounted Handling",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:greater-mark-of-handling"
    },
    {
      "source_id": "embodiment/combat/improved-quarry-damage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Improved Quarry Damage",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/improvised-weapon-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "combat",
        "title": "Combat"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Improvised Weapon Training",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:tavern-brawler"
    },
    {
      "source_id": "embodiment/combat/inevitable-betrayal",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Inevitable Betrayal",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:treacherous-allure"
    },
    {
      "source_id": "embodiment/combat/initiative-full-recovery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Initiative Full Recovery",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/killers-fortune",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Killer's Fortune",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-bloodshed"
    },
    {
      "source_id": "embodiment/combat/leap-aside",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Leap Aside",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:mounted-combatant"
    },
    {
      "source_id": "embodiment/combat/lengthened-strike",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache names the clause but supplies no reach value, duration, trigger, cost, or source effect; normalizing it would invent mechanics.",
      "src_system": "D&D 2024",
      "src_rule": "Lengthened Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:living-shadow"
    },
    {
      "source_id": "embodiment/combat/long-range-shooting",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Long-Range Shooting",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:sharpshooter"
    },
    {
      "source_id": "embodiment/combat/marked-target-accuracy",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Marked Target Accuracy",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/martial-arts-die",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Martial Arts Die",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/martial-weapon-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "combat",
        "title": "Combat"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Martial Weapon Training",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:martial-weapon-training"
    },
    {
      "source_id": "embodiment/combat/mastery-reconfiguration",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The source is a D&D long-rest mastery swap tied to a capacity subsystem. Ninefold weapon proficiency is trained on the Mind and does not reconfigure through rest.",
      "src_system": "D&D 2024",
      "src_rule": "Mastery Reconfiguration",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:weapon-master"
    },
    {
      "source_id": "embodiment/combat/minimum-focus-on-initiative",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Minimum Focus On Initiative",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/mounted-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Mounted Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:mounted-combatant"
    },
    {
      "source_id": "embodiment/combat/offhand-damage-modifier",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Offhand Damage Modifier",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:two-weapon-fighting"
    },
    {
      "source_id": "embodiment/combat/one-handed-weapon-damage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "One-Handed Weapon Damage",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:dueling"
    },
    {
      "source_id": "embodiment/combat/overwhelming-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "critical-change",
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Overwhelming Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-irresistible-offense"
    },
    {
      "source_id": "embodiment/combat/pack-attack-bonus",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Pack Attack Bonus",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:pack-fighting"
    },
    {
      "source_id": "embodiment/combat/peerless-aim",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Peerless Aim",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-combat-prowess"
    },
    {
      "source_id": "embodiment/combat/persistent-rage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Persistent Rage",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/piercing-critical",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "critical-change",
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Piercing Critical",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:piercer"
    },
    {
      "source_id": "embodiment/combat/poisoned-weapon-effect",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage",
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Poisoned Weapon Effect",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:poisoner"
    },
    {
      "source_id": "embodiment/combat/pole-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Pole Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:polearm-master"
    },
    {
      "source_id": "embodiment/combat/power-from-pain",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Power from Pain",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-bloodshed"
    },
    {
      "source_id": "embodiment/combat/primal-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Primal Strike",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/punch-and-grab",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage",
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Punch and Grab",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:grappler"
    },
    {
      "source_id": "embodiment/combat/puncture",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Puncture",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:piercer"
    },
    {
      "source_id": "embodiment/combat/quick-draw",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Quick Draw",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:dual-wielder"
    },
    {
      "source_id": "embodiment/combat/radiant-strikes",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Radiant Strikes",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/rage-damage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Rage Damage",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/rage-reserve",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Rage Reserve",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/rage-state",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Rage State",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/ranged-weapon-accuracy",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "ranged-weapons",
        "title": "Ranged"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Ranged Weapon Accuracy",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:archery"
    },
    {
      "source_id": "embodiment/combat/reassert-honor",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Reassert Honor",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:lords-alliance-agent"
    },
    {
      "source_id": "embodiment/combat/reckless-accuracy",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier",
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Reckless Accuracy",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/redirected-force",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "target-scope-extension"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Redirected Force",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/resist-prone-attacks",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Resist Prone Attacks",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:prone-fighting"
    },
    {
      "source_id": "embodiment/combat/retaliate",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Retaliate",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:zhentarim-tactics"
    },
    {
      "source_id": "embodiment/combat/savage-damage-choice",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Savage Damage Choice",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:savage-attacker"
    },
    {
      "source_id": "embodiment/combat/shadowy-stretch",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "target-scope-extension"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Shadowy Stretch",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-looming-shadows"
    },
    {
      "source_id": "embodiment/combat/simple-weapon-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "combat",
        "title": "Combat"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Simple Weapon Training",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/sneak-attack",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Sneak Attack",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/sorrowful-embrace",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache names the clause but supplies no trigger, target, duration, cost, or outcome; normalizing it would invent mechanics.",
      "src_system": "D&D 2024",
      "src_rule": "Sorrowful Embrace",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shadow-trapper"
    },
    {
      "source_id": "embodiment/combat/staggering-blow",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier",
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Staggering Blow",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/steady-aim",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier",
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Steady Aim",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/studied-opponent",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Studied Opponent",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/stunning-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Stunning Strike",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/sundering-blow",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Sundering Blow",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/thrown-weapon-damage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Thrown Weapon Damage",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:thrown-weapon-fighting"
    },
    {
      "source_id": "embodiment/combat/thrown-weapon-long-shots",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Thrown Weapon Long Shots",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:bomber"
    },
    {
      "source_id": "embodiment/combat/two-handed-damage-floor",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "roll-floor"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Two-Handed Damage Floor",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:great-weapon-fighting"
    },
    {
      "source_id": "embodiment/combat/unarmed-damage-reroll",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "damage"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Unarmed Damage Reroll",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:tavern-brawler"
    },
    {
      "source_id": "embodiment/combat/unarmed-push",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "forced-movement"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Unarmed Push",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:tavern-brawler"
    },
    {
      "source_id": "embodiment/combat/veer",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "target-scope-extension"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Veer",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:mounted-combatant"
    },
    {
      "source_id": "embodiment/combat/weapon-mastery-capacity",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "combat",
        "title": "Combat"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Weapon Mastery Capacity",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/combat/weapon-mastery-property",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "combat",
        "title": "Combat"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Weapon Mastery Property",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:weapon-master"
    },
    {
      "source_id": "embodiment/defense-and-resilience/antitoxic",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "toxin-isolation-system",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Antitoxic",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-poison-mastery"
    },
    {
      "source_id": "embodiment/defense-and-resilience/armor-defense-bonus",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Armor Defense Bonus",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:defense"
    },
    {
      "source_id": "embodiment/defense-and-resilience/augmented-health",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Augmented Health",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-bountiful-health"
    },
    {
      "source_id": "embodiment/defense-and-resilience/blazing-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "attribute-set"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Blazing Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-blazing-dawn"
    },
    {
      "source_id": "embodiment/defense-and-resilience/bloodied-storm-immunity",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "effect-suppression"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Bloodied Storm Immunity",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-the-furious-storm"
    },
    {
      "source_id": "embodiment/defense-and-resilience/breathless",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it does not say whether breathing is removed, delayed, or conditionally replaced.",
      "src_system": "D&D 2024",
      "src_rule": "Breathless",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:aberrant-anatomy"
    },
    {
      "source_id": "embodiment/defense-and-resilience/constitution-surge",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Constitution Surge",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:transmuted-anatomy"
    },
    {
      "source_id": "embodiment/defense-and-resilience/damage-evasion",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Damage Evasion",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/death-saving-resilience",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Death-Saving Resilience",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:durable"
    },
    {
      "source_id": "embodiment/defense-and-resilience/defense-of-body-and-mind",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Defense of Body and Mind",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-desperate-resilience"
    },
    {
      "source_id": "embodiment/defense-and-resilience/defensive-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "defensive-combat",
        "title": "Defensive"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Defensive Training",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/deflect-attack",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Deflect Attack",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/deflect-energy",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Deflect Energy",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/devils-flesh-defense",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no defense value, trigger, duration, or host limitation.",
      "src_system": "D&D 2024",
      "src_rule": "Devil's Flesh Defense",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:infernal-bulwark"
    },
    {
      "source_id": "embodiment/defense-and-resilience/dexterous-medium-armor",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Dexterous Medium Armor",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:medium-armor-master"
    },
    {
      "source_id": "embodiment/defense-and-resilience/dragon-damage-resistance",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "typed-resistance-layer",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Dragon Damage Resistance",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:dragonscarred"
    },
    {
      "source_id": "embodiment/defense-and-resilience/elusive-defense",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Elusive Defense",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/energy-redirection",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier",
        "damage",
        "target-scope-extension"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Energy Redirection",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-energy-resistance"
    },
    {
      "source_id": "embodiment/defense-and-resilience/energy-resistance",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "typed-resistance-layer",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Energy Resistance",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-energy-resistance"
    },
    {
      "source_id": "embodiment/defense-and-resilience/expanded-health-capacity",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "structural-capacity-optimizer",
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "reason": "The source changes maximum Hit Point capacity rather than STR, DEX, or CON. It merges into the existing generic structural-capacity Item and remains an EP-funded Embodiment change.",
      "src_system": "D&D 2024",
      "src_rule": "Expanded Health Capacity",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-fortitude"
    },
    {
      "source_id": "embodiment/defense-and-resilience/fortified-recovery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Fortified Recovery",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-fortitude"
    },
    {
      "source_id": "embodiment/defense-and-resilience/grave-resistance",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "typed-resistance-layer",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Grave Resistance",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-the-soul-drinker"
    },
    {
      "source_id": "embodiment/defense-and-resilience/graves-pull",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no movement distance, target, contest, timing, or cost.",
      "src_system": "D&D 2024",
      "src_rule": "Grave's Pull",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:touch-of-death"
    },
    {
      "source_id": "embodiment/defense-and-resilience/heavy-armor-damage-reduction",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Heavy Armor Damage Reduction",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:heavy-armor-master"
    },
    {
      "source_id": "embodiment/defense-and-resilience/heavy-armor-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "defensive-combat",
        "title": "Defensive"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Heavy Armor Training",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:heavily-armored"
    },
    {
      "source_id": "embodiment/defense-and-resilience/improved-vigilant-guardian",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Improved Vigilant Guardian",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:greater-mark-of-sentinel"
    },
    {
      "source_id": "embodiment/defense-and-resilience/improved-warding",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Improved Warding",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:greater-mark-of-warding"
    },
    {
      "source_id": "embodiment/defense-and-resilience/infernal-resistance-choice",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it does not identify the resistance choices, value, duration, or reconfiguration rule.",
      "src_system": "D&D 2024",
      "src_rule": "Infernal Resistance Choice",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:infernal-pact"
    },
    {
      "source_id": "embodiment/defense-and-resilience/intercept-ally-damage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier",
        "target-scope-extension"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Intercept Ally Damage",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:interception"
    },
    {
      "source_id": "embodiment/defense-and-resilience/interpose-shield",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Interpose Shield",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shield-master"
    },
    {
      "source_id": "embodiment/defense-and-resilience/last-stand",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery",
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Last Stand",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-recovery"
    },
    {
      "source_id": "embodiment/defense-and-resilience/light-armor-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "defensive-combat",
        "title": "Defensive"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Light Armor Training",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:lightly-armored"
    },
    {
      "source_id": "embodiment/defense-and-resilience/magic-absorption",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Magic Absorption",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:spellfire-spark"
    },
    {
      "source_id": "embodiment/defense-and-resilience/magical-resilience",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "typed-resistance-layer",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Magical Resilience",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:spell-resistant"
    },
    {
      "source_id": "embodiment/defense-and-resilience/martial-vitality",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "structural-capacity-optimizer",
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "reason": "The source changes maximum Hit Point capacity rather than STR, DEX, or CON. It merges into the existing generic structural-capacity Item and remains an EP-funded Embodiment change.",
      "src_system": "D&D 2024",
      "src_rule": "Martial Vitality",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/medium-armor-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "defensive-combat",
        "title": "Defensive"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Medium Armor Training",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:moderately-armored"
    },
    {
      "source_id": "embodiment/defense-and-resilience/necrotic-ward",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier",
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Necrotic Ward",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:vampire-hunter"
    },
    {
      "source_id": "embodiment/defense-and-resilience/otherworldly-resistance",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "typed-resistance-layer",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Otherworldly Resistance",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:portal-jumper"
    },
    {
      "source_id": "embodiment/defense-and-resilience/patient-defense",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier",
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Patient Defense",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/physical-damage-resistance",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Physical Damage Resistance",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/physical-resistance-bypass",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Physical Resistance Bypass",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-irresistible-offense"
    },
    {
      "source_id": "embodiment/defense-and-resilience/physical-save-training",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The source grants D&D saving-throw proficiency. Ninefold has no saves, and physical stats have no trainable skills; defenses are contested rolls using actual armor and effect modifiers.",
      "src_system": "D&D 2024",
      "src_rule": "Physical Save Training",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/powerful-recovery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "roll-floor"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Powerful Recovery",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:bloodlust"
    },
    {
      "source_id": "embodiment/defense-and-resilience/radiant-immunity",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "effect-negation"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Radiant Immunity",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-blazing-dawn"
    },
    {
      "source_id": "embodiment/defense-and-resilience/rapid-self-recovery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery",
        "resource-change",
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Rapid Self-Recovery",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/reckless-exposure",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Reckless Exposure",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/recover-vitality",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery",
        "resource-change",
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Recover Vitality",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-recovery"
    },
    {
      "source_id": "embodiment/defense-and-resilience/recovery-reserve-recharge",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Recovery Reserve Recharge",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/recovery-reserve",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Recovery Reserve",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/relentless-survival",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery",
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Relentless Survival",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/resistance-reconfiguration",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "attribute-set"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Resistance Reconfiguration",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-energy-resistance"
    },
    {
      "source_id": "embodiment/defense-and-resilience/rested-exhaustion-recovery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Rested Exhaustion Recovery",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/sanguine-feast",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery",
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Sanguine Feast",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:bloodlust"
    },
    {
      "source_id": "embodiment/defense-and-resilience/shadow-blood-healing-reroll",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no healing roll, reroll limit, trigger, or duration.",
      "src_system": "D&D 2024",
      "src_rule": "Shadow Blood Healing Reroll",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shadow-pact"
    },
    {
      "source_id": "embodiment/defense-and-resilience/shadowy-form",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Shadowy Form",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-the-night-spirit"
    },
    {
      "source_id": "embodiment/defense-and-resilience/shield-bash-knockdown",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Shield Bash Knockdown",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shield-master"
    },
    {
      "source_id": "embodiment/defense-and-resilience/shield-bash-push",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "forced-movement"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Shield Bash Push",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shield-master"
    },
    {
      "source_id": "embodiment/defense-and-resilience/shield-interposition",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Shield Interposition",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:protection"
    },
    {
      "source_id": "embodiment/defense-and-resilience/shield-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "shields",
        "title": "Shields"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Shield Training",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:lightly-armored"
    },
    {
      "source_id": "embodiment/defense-and-resilience/slow-aging",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "longevity-modification",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Slow Aging",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/slow-fall",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Slow Fall",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/speedy-recovery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery",
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Speedy Recovery",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:durable"
    },
    {
      "source_id": "embodiment/defense-and-resilience/storm-resistance",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "typed-resistance-layer",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Storm Resistance",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-the-furious-storm"
    },
    {
      "source_id": "embodiment/defense-and-resilience/storms-boon",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "typed-resistance-layer",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Storm's Boon",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:mark-of-storm"
    },
    {
      "source_id": "embodiment/defense-and-resilience/suns-healing",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Sun's Healing",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:light-bringer"
    },
    {
      "source_id": "embodiment/defense-and-resilience/superior-recuperation",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "roll-floor"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Superior Recuperation",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-bountiful-health"
    },
    {
      "source_id": "embodiment/defense-and-resilience/superior-resistance",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier",
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Superior Resistance",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/sustained-shield-cover",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier",
        "target-scope-extension"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Sustained Shield Cover",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:protection"
    },
    {
      "source_id": "embodiment/defense-and-resilience/sustained-symbiosis",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no symbiosis host, upkeep, duration, benefit, or failure state.",
      "src_system": "D&D 2024",
      "src_rule": "Sustained Symbiosis",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:symbiotic-being"
    },
    {
      "source_id": "embodiment/defense-and-resilience/tireless-buffer",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Tireless Buffer",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/toughened-flesh",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Toughened Flesh",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:delicious-pain"
    },
    {
      "source_id": "embodiment/defense-and-resilience/toughness",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "structural-capacity-optimizer",
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "reason": "The source changes maximum Hit Point capacity rather than STR, DEX, or CON. It merges into the existing generic structural-capacity Item and remains an EP-funded Embodiment change.",
      "src_system": "D&D 2024",
      "src_rule": "Toughness",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:tough"
    },
    {
      "source_id": "embodiment/defense-and-resilience/unarmored-defense",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Unarmored Defense",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/uncanny-dodge",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Uncanny Dodge",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/defense-and-resilience/vengeful-surge",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no trigger, action, target, duration, or effect.",
      "src_system": "D&D 2024",
      "src_rule": "Vengeful Surge",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:infernal-bulwark"
    },
    {
      "source_id": "embodiment/defense-and-resilience/vigilant-guardian",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "spatial-relocation",
        "target-scope-extension"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Vigilant Guardian",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:mark-of-sentinel"
    },
    {
      "source_id": "embodiment/defense-and-resilience/vigilant",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Vigilant",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:tyro-of-the-gauntlet"
    },
    {
      "source_id": "embodiment/defense-and-resilience/warping-flesh",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no transformation, defense, duration, or adverse consequence.",
      "src_system": "D&D 2024",
      "src_rule": "Warping Flesh",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:aberrant-anatomy"
    },
    {
      "source_id": "embodiment/embodiment-skills/embodiment-aptitude",
      "disposition": "prune",
      "type": "source-record",
      "reason": "This obsolete root treats general embodiment control as a body Skill. Ninefold uses the relevant mental Skill plus the active body's physical stat and properties; there is no universal embodiment proficiency.",
      "src_system": "D&D 2024",
      "src_rule": "Embodiment Aptitude",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/embodiment-skills/far-lobber",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "ranged-weapons",
        "title": "Ranged"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Far Lobber",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:bomber"
    },
    {
      "source_id": "embodiment/embodiment-skills/feral-initiative",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "perception",
        "title": "Perception"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Feral Initiative",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/embodiment-skills/hidden-miss",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "stealth",
        "title": "Stealth"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Hidden Miss",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:skulker"
    },
    {
      "source_id": "embodiment/embodiment-skills/hypervigilance",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "perception",
        "title": "Perception"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Hypervigilance",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:survivor"
    },
    {
      "source_id": "embodiment/embodiment-skills/initiative-proficiency",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "perception",
        "title": "Perception"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Initiative Proficiency",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:alert"
    },
    {
      "source_id": "embodiment/embodiment-skills/misty-survival",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "transformation",
        "recovery"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Misty Survival",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-misty-escape"
    },
    {
      "source_id": "embodiment/embodiment-skills/potent-poison",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Potent Poison",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:poisoner"
    },
    {
      "source_id": "embodiment/embodiment-skills/reactive-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Reactive Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:polearm-master"
    },
    {
      "source_id": "embodiment/embodiment-skills/shape-shift-resistance",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Shape-Shift Resistance",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:transmuted-anatomy"
    },
    {
      "source_id": "embodiment/embodiment-skills/stand-as-one",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "effect-negation"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Stand as One",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:tyro-of-the-gauntlet"
    },
    {
      "source_id": "embodiment/embodiment-skills/strength-check-advantage",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Strength Check Advantage",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/embodiment-skills/strength-result-floor",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "roll-floor"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Strength Result Floor",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/embodiment-skills/stronger-together",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier",
        "target-scope-extension",
        "effect-suppression"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Stronger Together",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:order-s-resilience"
    },
    {
      "source_id": "embodiment/embodiment-skills/sturdy-knot",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Sturdy Knot",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:street-justice"
    },
    {
      "source_id": "embodiment/embodiment-skills/tag-team",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "spatial-relocation"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Tag Team",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:emerald-enclave-fledgling"
    },
    {
      "source_id": "embodiment/melee-weapons/slashing-weapons/crippling-critical",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "critical-change",
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Crippling Critical",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:slasher"
    },
    {
      "source_id": "embodiment/melee-weapons/slashing-weapons/hamstring-strike",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Hamstring Strike",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:slasher"
    },
    {
      "source_id": "embodiment/melee-weapons/slashing-weapons",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "melee-weapons",
        "title": "Melee"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Slashing Weapons",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:slasher"
    },
    {
      "source_id": "embodiment/melee-weapons",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "melee-weapons",
        "title": "Melee"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Melee Weapons",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/adroit-escape",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "check-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Adroit Escape",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:vampire-hunter"
    },
    {
      "source_id": "embodiment/mobility/agile-movement",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Agile Movement",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:speedy"
    },
    {
      "source_id": "embodiment/mobility/beast-form-repertoire",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "effect-invocation"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Beast Form Repertoire",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/beast-transformation",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "transformation"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Beast Transformation",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/climbing",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "traction-climbing-system",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Climbing",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:athlete"
    },
    {
      "source_id": "embodiment/mobility/couriers-speed",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "locomotion-actuator",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Courier's Speed",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:mark-of-passage"
    },
    {
      "source_id": "embodiment/mobility/cunning-action",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Cunning Action",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/dancing-silhouette",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Dancing Silhouette",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-looming-shadows"
    },
    {
      "source_id": "embodiment/mobility/dash-through-difficult-terrain",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Dash Through Difficult Terrain",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:speedy"
    },
    {
      "source_id": "embodiment/mobility/escape-artist",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "condition-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Escape Artist",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-speed"
    },
    {
      "source_id": "embodiment/mobility/faerie-trod-trotter",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Faerie Trod Trotter",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:fairy-trickster"
    },
    {
      "source_id": "embodiment/mobility/fearless-leap",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Fearless Leap",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shifting-combatant"
    },
    {
      "source_id": "embodiment/mobility/gaseous-mobility",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Gaseous Mobility",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-misty-escape"
    },
    {
      "source_id": "embodiment/mobility/halt",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Halt",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:sentinel"
    },
    {
      "source_id": "embodiment/mobility/hardy-transformation",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Hardy Transformation",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-fluid-forms"
    },
    {
      "source_id": "embodiment/mobility/improved-dash",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Improved Dash",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:charger"
    },
    {
      "source_id": "embodiment/mobility/initiative-transformation-recovery",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Initiative Transformation Recovery",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/intuitive-motion",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "acrobatics",
        "title": "Acrobatics"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Intuitive Motion",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:mark-of-passage"
    },
    {
      "source_id": "embodiment/mobility/lengthened-stride",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "locomotion-actuator",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Lengthened Stride",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:transmuted-anatomy"
    },
    {
      "source_id": "embodiment/mobility/misty-regeneration",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "recovery"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Misty Regeneration",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-misty-escape"
    },
    {
      "source_id": "embodiment/mobility/mobility-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "athletics",
        "title": "Athletics"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Mobility Training",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/natures-veil",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "sensory-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Natures Veil",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/quick-dodge",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Quick Dodge",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:arcane-infiltrator"
    },
    {
      "source_id": "embodiment/mobility/quick-recovery-prone",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Quick Recovery from Prone",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:athlete"
    },
    {
      "source_id": "embodiment/mobility/quickness",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "locomotion-actuator",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Quickness",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-speed"
    },
    {
      "source_id": "embodiment/mobility/rage-entry-movement",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "action-modifier",
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Rage Entry Movement",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/recovery-movement",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Recovery Movement",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/roving-movement",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Roving Movement",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/safe-recovery-movement",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Safe Recovery Movement",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/shapechanger",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "transformation"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Shapechanger",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-fluid-forms"
    },
    {
      "source_id": "embodiment/mobility/short-run-jump",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Short-Run Jump",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:athlete"
    },
    {
      "source_id": "embodiment/mobility/speed-increase",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "locomotion-actuator",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Speed Increase",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:speedy"
    },
    {
      "source_id": "embodiment/mobility/step-of-the-wind",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change",
        "action-modifier",
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Step Of The Wind",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/storm-flight",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Storm Flight",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:greater-mark-of-storm"
    },
    {
      "source_id": "embodiment/mobility/surface-running",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "surface-traversal-system",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Surface Running",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/timely-retreat",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change",
        "action-modifier",
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Timely Retreat",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:vampire-s-plaything"
    },
    {
      "source_id": "embodiment/mobility/transformation-buffer",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Transformation Buffer",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-fluid-forms"
    },
    {
      "source_id": "embodiment/mobility/unarmored-movement",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "mobility-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Unarmored Movement",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/mobility/wild-shape-reserve",
      "disposition": "redirect-effect-mechanic",
      "type": "effect-mechanic-reference",
      "effect_mechanics": [
        "resource-change"
      ],
      "target_ledger": "system/data/effect_mechanics_compendium.json",
      "reason": "The source is a learned action, trigger, rider, state, or resolution clause rather than installed anatomy or hardware. Its reusable outcome belongs to the named Effect Mechanics; a future Skill or Item must supply delivery, cost, and timing.",
      "src_system": "D&D 2024",
      "src_rule": "Wild Shape Reserve",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/ranged-weapons",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "ranged-weapons",
        "title": "Ranged"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Ranged Weapons",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/senses/aberrant-blindsight",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no range, occlusion rule, supported medium, duration, or cost.",
      "src_system": "D&D 2024",
      "src_rule": "Short-Range Blindsight",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:aberrant-anatomy"
    },
    {
      "source_id": "embodiment/senses/close-range-blindsight",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "proximity-mapping-sensor",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Close-Range Blindsight",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:blind-fighting"
    },
    {
      "source_id": "embodiment/senses/feral-blindsight",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "proximity-mapping-sensor",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Feral Blindsight",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/senses/infernal-darkvision",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no range or definition of which obscurants the sight method penetrates.",
      "src_system": "D&D 2024",
      "src_rule": "Darkvision Through Magical Darkness",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:infernal-pact"
    },
    {
      "source_id": "embodiment/senses/sensory-training",
      "disposition": "merge",
      "type": "skill",
      "canonical_target": {
        "id": "perception",
        "title": "Perception"
      },
      "target_ledger": "system/data/skill_compendium.json",
      "related_review_ledger": "system/data/reviewed_imports/dnd_skills.json",
      "reason": "This is learned control, training, or technique rather than a physical alteration. It belongs to the existing Mind-owned Skill tree and never consumes EP.",
      "src_system": "D&D 2024",
      "src_rule": "Sensory Training",
      "src_reference_url": "https://www.dndbeyond.com/sources/dnd/free-rules/character-classes"
    },
    {
      "source_id": "embodiment/senses/shadow-pact-darkvision",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The cache contains only the label and an instruction to recover the source clause; it supplies no range, environmental limit, duration, or activation rule.",
      "src_system": "D&D 2024",
      "src_rule": "Shadow Darkvision",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:shadow-pact"
    },
    {
      "source_id": "embodiment/senses/short-range-blindsight",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "proximity-mapping-sensor",
      "target_ledger": "system/data/reviewed_imports/embodiment_upgrades.json#approved_items",
      "reason": "The source expresses the same physical upgrade family and is absorbed by the approved generic EP Item and its scaling rule.",
      "src_system": "D&D 2024",
      "src_rule": "Short-Range Blindsight",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:skulker"
    },
    {
      "source_id": "embodiment/senses/truesight",
      "disposition": "approve",
      "type": "embodiment-upgrade-item",
      "canonical_target_id": "deception-analysis-sensor",
      "reason": "The source describes a persistent physical capability. It is normalized as a generically named Item purchased with EP and attached to one Embodiment.",
      "src_system": "D&D 2024",
      "src_rule": "Truesight",
      "src_reference_url": "https://dnd2024.wikidot.com/feat:boon-of-truesight"
    },
    {
      "source_id": "cyberware/gorilla-arms/hydraulic-ram",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "structural-breach-actuator",
        "title": "Structural Breach Actuator",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/heavy-melee"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/gorilla-arms/hydraulic-ram",
      "ninefold_rules": "Occupies one compatible enhancement slot. Integrated melee attacks against cover or unattended structures add one damage die.",
      "effect_mechanics": [
        "damage"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Hydraulic Ram",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberware/gorilla-arms/pneumatic-actuation",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "critical-injury-actuator",
        "title": "Critical Injury Actuator",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/heavy-melee"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/gorilla-arms/pneumatic-actuation",
      "ninefold_rules": "Occupies one compatible enhancement slot. A critical integrated-melee hit improves its injury result once.",
      "effect_mechanics": [
        "critical-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Pneumatic Actuation",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberware/gorilla-arms/tungsten-reinforcement",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "variable-force-arm-reinforcement",
        "title": "Variable-Force Arm Reinforcement",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/heavy-melee"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/gorilla-arms/tungsten-reinforcement",
      "ninefold_rules": "Occupies one compatible enhancement slot and provides two modes: a 1-tick 1d6 light strike or a 3-tick 3d6 heavy strike.",
      "effect_mechanics": [
        "action-modifier",
        "damage"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Tungsten Reinforcement",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberware/mantis-blades/double-edged",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "selective-critical-edge",
        "title": "Selective Critical Edge",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/blades"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/mantis-blades/double-edged",
      "ninefold_rules": "Occupies one compatible enhancement slot. On a critical blade hit, roll two eligible injury outcomes and choose one.",
      "effect_mechanics": [
        "critical-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Double-Edged",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberware/mantis-blades/monomolecular-edge",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "armor-piercing-edge",
        "title": "Armor-Piercing Edge",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/blades"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/mantis-blades/monomolecular-edge",
      "ninefold_rules": "Occupies one compatible enhancement slot. Compatible blade attacks ignore 5% physical defense from light armor.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Monomolecular Edge",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberware/mantis-blades/streamlined",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "accelerated-blade-housing",
        "title": "Accelerated Blade Housing",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/blades"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/mantis-blades/streamlined",
      "ninefold_rules": "Occupies one compatible enhancement slot. While a reflex-acceleration state is active, compatible blade attacks gain +5%.",
      "effect_mechanics": [
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Streamlined",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberware/monowire/barbed-line",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "barbed-cutting-line",
        "title": "Barbed Cutting Line",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/wire"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/monowire/barbed-line",
      "ninefold_rules": "Occupies one compatible enhancement slot. On a critical wire hit, roll one additional eligible injury outcome before choosing the result.",
      "effect_mechanics": [
        "critical-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Barbed Line",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberware/monowire/electroshock",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "nonlethal-shock-line",
        "title": "Nonlethal Shock Line",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/wire"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/monowire/electroshock",
      "ninefold_rules": "Occupies one compatible enhancement slot. A 2-tick wire attack may deal 1d6 electrical damage and leave a defeated living target Unconscious instead of dying.",
      "effect_mechanics": [
        "damage",
        "condition-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Electroshock",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberware/monowire/thermal-bladed",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "thermal-armor-cutting-line",
        "title": "Thermal Armor-Cutting Line",
        "type": "embodiment-item",
        "category": "Embodiment Module",
        "group": "embodiment/modules/wire"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberware_import.json#enhancements#cyberware/monowire/thermal-bladed",
      "ninefold_rules": "Occupies one compatible enhancement slot. A successful wire hit gives applicable armor -5% physical defense until repaired; this penalty does not stack.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Thermal-Bladed",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2024/08/RTG-CX-CyberwareEnhancements.pdf"
    },
    {
      "source_id": "cyberpunk2077/kiroshi-optics",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "enhanced-optics",
        "title": "Enhanced Optics",
        "type": "embodiment-item",
        "category": "Sensory Implant",
        "group": "embodiment/senses/vision"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#kiroshi-optics",
      "ninefold_rules": "Integrated sensors grant +5% to visual identification and aimed-target checks.",
      "effect_mechanics": [
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Kiroshi Optics",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/basic-cyberdeck",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "neural-cyberdeck",
        "title": "Neural Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#basic-cyberdeck",
      "ninefold_rules": "Permits remote Hacking actions through installed programs and stores four active program slots.",
      "effect_mechanics": [
        "task-enablement",
        "storage-capacity"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/sandevistan",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "reflex-accelerator",
        "title": "Reflex Accelerator",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/reflex"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#sandevistan",
      "ninefold_rules": "Once per recovery cycle, activate for 3 ticks; eligible physical actions occupy 1 fewer tick, minimum 1.",
      "effect_mechanics": [
        "action-modifier",
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Sandevistan",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/berserk",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "combat-overdrive-controller",
        "title": "Combat Overdrive Controller",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/combat"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#berserk",
      "ninefold_rules": "Once per recovery cycle, activate for 5 ticks; gain +5% on physical attacks and defenses but cannot perform Hacking actions.",
      "effect_mechanics": [
        "check-modifier",
        "defense-modifier",
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Berserk",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/projectile-launch-system",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "integrated-projectile-launcher",
        "title": "Integrated Projectile Launcher",
        "type": "embodiment-item",
        "category": "Integrated Weapon",
        "group": "embodiment/arms/ranged"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#projectile-launch-system",
      "ninefold_rules": "A 2-tick ranged attack consumes one loaded projectile and deals 2d6 blast damage in a 5-foot radius; ammunition supplies additional tags.",
      "effect_mechanics": [
        "task-enablement",
        "damage",
        "resource-change",
        "target-scope-extension"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Projectile Launch System",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/reinforced-tendons",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "secondary-jump-actuators",
        "title": "Secondary Jump Actuators",
        "type": "embodiment-item",
        "category": "Mobility Implant",
        "group": "embodiment/legs/mobility"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#reinforced-tendons",
      "ninefold_rules": "Spend 1 Stamina while airborne to move up to walking speed once before landing.",
      "effect_mechanics": [
        "mobility-change",
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Reinforced Tendons",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/fortified-ankles",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "charged-leap-actuators",
        "title": "Charged-Leap Actuators",
        "type": "embodiment-item",
        "category": "Mobility Implant",
        "group": "embodiment/legs/mobility"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#fortified-ankles",
      "ninefold_rules": "Hold a jump for 1 additional tick to double its distance and ignore the first 10 feet of a controlled fall.",
      "effect_mechanics": [
        "action-modifier",
        "mobility-change",
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Fortified Ankles",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/jenkins-tendons",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "sprint-actuators",
        "title": "Sprint Actuators",
        "type": "embodiment-item",
        "category": "Mobility Implant",
        "group": "embodiment/legs/mobility"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#jenkins-tendons",
      "ninefold_rules": "Increase walking and sprint movement by 1 ft/s.",
      "effect_mechanics": [
        "mobility-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Jenkins' Tendons",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/subdermal-armor",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "subdermal-armor",
        "title": "Subdermal Armor",
        "type": "embodiment-item",
        "category": "Protective Implant",
        "group": "embodiment/integument/armor"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#subdermal-armor",
      "ninefold_rules": "Add +5% to physical defense contests while the implant is intact.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Subdermal Armor",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/optical-camo",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "active-camouflage-mesh",
        "title": "Active Camouflage Mesh",
        "type": "embodiment-item",
        "category": "Protective Implant",
        "group": "embodiment/integument/stealth"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#optical-camo",
      "ninefold_rules": "Activate for 1 Stamina per tick to gain +10% on visual Stealth checks; attacking ends the effect after that attack resolves.",
      "effect_mechanics": [
        "check-modifier",
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Optical Camo",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/pain-editor",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "pain-signal-regulator",
        "title": "Pain Signal Regulator",
        "type": "embodiment-item",
        "category": "Systemic Implant",
        "group": "embodiment/nervous-system/defense"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#pain-editor",
      "ninefold_rules": "Add +10% to defenses against pain, shock, and injury-caused interruption.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Pain Editor",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/shock-n-awe",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "reactive-shock-layer",
        "title": "Reactive Shock Layer",
        "type": "embodiment-item",
        "category": "Protective Implant",
        "group": "embodiment/integument/reactive"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#shock-n-awe",
      "ninefold_rules": "After a close attacker hits, take a 1-tick reaction and spend 1 Stamina to deal 1d6 electrical damage back to it.",
      "effect_mechanics": [
        "damage",
        "action-modifier",
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Shock-N-Awe",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/blood-pump",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "auxiliary-blood-pump",
        "title": "Auxiliary Blood Pump",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/recovery"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#blood-pump",
      "ninefold_rules": "Once per recovery cycle, a 1-tick action permits the host to spend one Hit Die immediately.",
      "effect_mechanics": [
        "recovery",
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Blood Pump",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/biomonitor",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "trauma-monitor",
        "title": "Trauma Monitor",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/monitoring"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#biomonitor",
      "ninefold_rules": "Once per recovery cycle, automatically invoke one compatible installed recovery item when Hit Points fall to one-quarter or less.",
      "effect_mechanics": [
        "effect-invocation"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Biomonitor",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/second-heart",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "redundant-heart",
        "title": "Redundant Heart",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/recovery"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#second-heart",
      "ninefold_rules": "Once per recovery cycle, when newly incapacitated, spend one Hit Die and return to 1 Hit Point if the embodiment remains structurally intact.",
      "effect_mechanics": [
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Second Heart",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/heal-on-kill",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "combat-recovery-trigger",
        "title": "Combat Recovery Trigger",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/recovery"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#heal-on-kill",
      "ninefold_rules": "After personally defeating an active hostile target, recover 1 Stamina, at most once per tick.",
      "effect_mechanics": [
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Heal-on-Kill",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/synaptic-accelerator",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "threat-response-accelerator",
        "title": "Threat-Response Accelerator",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/nervous-system/reflex"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#synaptic-accelerator",
      "ninefold_rules": "After succeeding on a Perception contest against an undeclared hostile action, gain one 1-tick reaction before normal combat timing resumes.",
      "effect_mechanics": [
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Synaptic Accelerator",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/kerenzikov",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "evasive-aim-accelerator",
        "title": "Evasive Aim Accelerator",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/nervous-system/reflex"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#kerenzikov",
      "ninefold_rules": "Add 1 tick and 1 Stamina to combine an aimed ranged action with a dodge, slide, or rapid-movement action.",
      "effect_mechanics": [
        "action-modifier",
        "mobility-change",
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Kerenzikov",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/reflex-tuner",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "emergency-reflex-tuner",
        "title": "Emergency Reflex Tuner",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/nervous-system/defense"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#reflex-tuner",
      "ninefold_rules": "Once per recovery cycle at one-quarter Hit Points or less, automatically gain +5% physical defense for 3 ticks.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Reflex Tuner",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/titanium-bones",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "load-bearing-skeleton",
        "title": "Load-Bearing Skeleton",
        "type": "embodiment-item",
        "category": "Skeletal Implant",
        "group": "embodiment/skeleton/load"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#titanium-bones",
      "ninefold_rules": "Increase carrying capacity by 25% and grant +5% on bracing and load-bearing checks.",
      "effect_mechanics": [
        "storage-capacity",
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Titanium Bones",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/dense-marrow",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "impact-skeleton",
        "title": "Impact Skeleton",
        "type": "embodiment-item",
        "category": "Skeletal Implant",
        "group": "embodiment/skeleton/melee"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#dense-marrow",
      "ninefold_rules": "Melee hits add 1d6 damage; each melee attack costs 1 additional Stamina.",
      "effect_mechanics": [
        "damage",
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Dense Marrow",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/ram-upgrade",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "neural-compute-expansion",
        "title": "Neural Compute Expansion",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#ram-upgrade",
      "ninefold_rules": "Increase maximum hacking compute by 2.",
      "effect_mechanics": [
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "RAM Upgrade",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/self-ice",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "neural-intrusion-guard",
        "title": "Neural Intrusion Guard",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/neural/security"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#self-ice",
      "ninefold_rules": "Once per recovery cycle, gain +10% to defend against one hostile network effect; success cancels that effect.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Self-ICE",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/smart-link",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "guided-weapon-interface",
        "title": "Guided Weapon Interface",
        "type": "embodiment-item",
        "category": "Weapon Interface",
        "group": "embodiment/hands/targeting"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#smart-link",
      "ninefold_rules": "Enables compatible guided-weapon locks and grants +5% on target-lock contests.",
      "effect_mechanics": [
        "task-enablement",
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Smart Link",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/ballistic-coprocessor",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "ballistic-trajectory-processor",
        "title": "Ballistic Trajectory Processor",
        "type": "embodiment-item",
        "category": "Weapon Interface",
        "group": "embodiment/hands/ballistics"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#items#ballistic-coprocessor",
      "ninefold_rules": "Enables calculated ricochet actions and grants +5% to their attack checks.",
      "effect_mechanics": [
        "task-enablement",
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Ballistic Coprocessor",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/camillo-ram-manager",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "reserve-compute-manager",
        "title": "Reserve Compute Manager",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#camillo-ram-manager",
      "ninefold_rules": "Once per recovery cycle, when hacking compute reaches 0, immediately recover 2 compute.",
      "effect_mechanics": [
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Camillo RAM Manager",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/ex-disk",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "neural-compute-expansion",
        "title": "Neural Compute Expansion",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#ex-disk",
      "ninefold_rules": "Increase maximum hacking compute by 2.",
      "effect_mechanics": [
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Ex-Disk",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/limbic-system-enhancement",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "critical-targeting-coprocessor",
        "title": "Critical Targeting Coprocessor",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/neural/targeting"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#limbic-system-enhancement",
      "ninefold_rules": "Widen the critical range of visually aimed attacks by 5%.",
      "effect_mechanics": [
        "critical-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Limbic System Enhancement",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/mechatronic-core",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "machine-targeting-core",
        "title": "Machine Targeting Core",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/neural/targeting"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#mechatronic-core",
      "ninefold_rules": "Gain +5% on attacks and analysis checks against drones, robots, and mecha.",
      "effect_mechanics": [
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Mechatronic Core",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/memory-boost",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "combat-compute-recovery",
        "title": "Combat Compute Recovery",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#memory-boost",
      "ninefold_rules": "After personally defeating a networked hostile target, recover 2 hacking compute, at most once per tick.",
      "effect_mechanics": [
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Memory Boost",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/visual-cortex-support",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "critical-effect-optics",
        "title": "Critical Effect Optics",
        "type": "embodiment-item",
        "category": "Sensory Implant",
        "group": "embodiment/senses/vision"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#visual-cortex-support",
      "ninefold_rules": "A critical attack made with visual targeting data adds one damage die.",
      "effect_mechanics": [
        "critical-change",
        "damage"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Visual Cortex Support",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/adrenaline-booster",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "combat-recovery-trigger",
        "title": "Combat Recovery Trigger",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/recovery"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#adrenaline-booster",
      "ninefold_rules": "After personally defeating an active hostile target, recover 1 Stamina, at most once per tick.",
      "effect_mechanics": [
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Adrenaline Booster",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/bioconductor",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "upgrade-cooldown-regulator",
        "title": "Upgrade Cooldown Regulator",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/recovery"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#bioconductor",
      "ninefold_rules": "Reduce the cooldown of compatible active embodiment items by 1 tick, minimum 1.",
      "effect_mechanics": [
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Bioconductor",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/bioplastic-blood-vessels",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "passive-tissue-regenerator",
        "title": "Passive Tissue Regenerator",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/recovery"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#bioplastic-blood-vessels",
      "ninefold_rules": "After 10 minutes outside combat, the host may spend one Hit Die without using a medical item.",
      "effect_mechanics": [
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Bioplastic Blood Vessels",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/feedback-circuit",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "charge-recovery-circuit",
        "title": "Charge Recovery Circuit",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/weapon-interface"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#feedback-circuit",
      "ninefold_rules": "Once per recovery cycle after a fully charged weapon hit, the host may spend one Hit Die.",
      "effect_mechanics": [
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Feedback Circuit",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/microgenerator",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "emergency-shock-emitter",
        "title": "Emergency Shock Emitter",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/reactive"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#microgenerator",
      "ninefold_rules": "Once per recovery cycle at one-quarter Hit Points or less, emit 1d6 electrical damage against each adjacent target.",
      "effect_mechanics": [
        "damage"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Microgenerator",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/syn-lungs",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "enhanced-lungs",
        "title": "Enhanced Lungs",
        "type": "embodiment-item",
        "category": "Respiratory Implant",
        "group": "embodiment/circulatory/stamina"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#syn-lungs",
      "ninefold_rules": "The host recovers 1 Stamina after 4 idle ticks instead of the normal 5.",
      "effect_mechanics": [
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Syn-Lungs",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/tyrosine-injector",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "intrusion-time-regulator",
        "title": "Intrusion-Time Regulator",
        "type": "embodiment-item",
        "category": "Circulatory Implant",
        "group": "embodiment/circulatory/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#tyrosine-injector",
      "ninefold_rules": "A held network-intrusion action may remain held for 2 additional ticks before it must resolve or be released.",
      "effect_mechanics": [
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Tyrosine Injector",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/cataresist",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "broad-spectrum-resistance-implant",
        "title": "Broad-Spectrum Resistance Implant",
        "type": "embodiment-item",
        "category": "Immune Implant",
        "group": "embodiment/immune/defense"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#cataresist",
      "ninefold_rules": "Add +5% to defenses against toxins, disease, heat, cold, and chemical hazards.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Cataresist",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/detoxifier",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "poison-filter",
        "title": "Poison Filter",
        "type": "embodiment-item",
        "category": "Immune Implant",
        "group": "embodiment/immune/poison"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#detoxifier",
      "ninefold_rules": "Add +10% to defenses against ordinary poisons; on an effortless defense, ignore the poison entirely.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Detoxifier",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/inductor",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "electrical-recovery-inductor",
        "title": "Electrical Recovery Inductor",
        "type": "embodiment-item",
        "category": "Immune Implant",
        "group": "embodiment/immune/electrical"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#inductor",
      "ninefold_rules": "After successfully defending against an electrical effect, gain +5% physical defense until the end of the next tick.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Inductor",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/metabolic-editor",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "toxin-recovery-metabolism",
        "title": "Toxin Recovery Metabolism",
        "type": "embodiment-item",
        "category": "Immune Implant",
        "group": "embodiment/immune/poison"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#metabolic-editor",
      "ninefold_rules": "Once per recovery cycle after successfully defending against Poison, recover 1d6 Hit Points.",
      "effect_mechanics": [
        "defense-modifier",
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Metabolic Editor",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/maneuvering-system",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "air-dodge-controller",
        "title": "Air-Dodge Controller",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/nervous-system/mobility"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#maneuvering-system",
      "ninefold_rules": "Spend 1 Stamina on a 1-tick reaction to move up to half walking speed while airborne.",
      "effect_mechanics": [
        "action-modifier",
        "mobility-change",
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Maneuvering System",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/nanorelays",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "acceleration-duration-relay",
        "title": "Acceleration Duration Relay",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/nervous-system/reflex"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#nanorelays",
      "ninefold_rules": "Once per activation, extend a compatible reflex-acceleration state by 1 tick.",
      "effect_mechanics": [
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Nanorelays",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/neofiber",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "evasion-fibers",
        "title": "Evasion Fibers",
        "type": "embodiment-item",
        "category": "Neural Implant",
        "group": "embodiment/nervous-system/defense"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#neofiber",
      "ninefold_rules": "Add +5% to active dodge and evasion defense contests.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Neofiber",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/fireproof-coating",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "thermal-resistant-coating",
        "title": "Thermal-Resistant Coating",
        "type": "embodiment-item",
        "category": "Protective Implant",
        "group": "embodiment/integument/resistance"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#fireproof-coating",
      "ninefold_rules": "Add +10% to defenses against thermal damage and Burning.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Fireproof Coating",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/grounding-plating",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "electrical-grounding-plating",
        "title": "Electrical Grounding Plating",
        "type": "embodiment-item",
        "category": "Protective Implant",
        "group": "embodiment/integument/resistance"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#grounding-plating",
      "ninefold_rules": "Add +10% to defenses against electrical damage and Shock.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Grounding Plating",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/heat-converter",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "thermal-feedback-converter",
        "title": "Thermal Feedback Converter",
        "type": "embodiment-item",
        "category": "Protective Implant",
        "group": "embodiment/integument/reactive"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#heat-converter",
      "ninefold_rules": "After successfully defending against Burning, gain +5% on the next attack made before the end of the next tick.",
      "effect_mechanics": [
        "defense-modifier",
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Heat Converter",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/supra-dermal-weave",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "bleed-resistant-weave",
        "title": "Bleed-Resistant Weave",
        "type": "embodiment-item",
        "category": "Protective Implant",
        "group": "embodiment/integument/resistance"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#supra-dermal-weave",
      "ninefold_rules": "Add +10% to defenses against Bleeding and slashing critical injuries.",
      "effect_mechanics": [
        "defense-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Supra-Dermal Weave",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/bionic-joints",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "recoil-stabilized-joints",
        "title": "Recoil-Stabilized Joints",
        "type": "embodiment-item",
        "category": "Skeletal Implant",
        "group": "embodiment/skeleton/ranged"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#bionic-joints",
      "ninefold_rules": "Add +5% to recoil-control checks.",
      "effect_mechanics": [
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Bionic Joints",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/bionic-lungs",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "stamina-reserve-lungs",
        "title": "Stamina Reserve Lungs",
        "type": "embodiment-item",
        "category": "Respiratory Implant",
        "group": "embodiment/circulatory/stamina"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#bionic-lungs",
      "ninefold_rules": "Increase maximum Stamina by 5.",
      "effect_mechanics": [
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Bionic Lungs",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/microrotors",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "rapid-melee-actuators",
        "title": "Rapid Melee Actuators",
        "type": "embodiment-item",
        "category": "Skeletal Implant",
        "group": "embodiment/skeleton/melee"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#microrotors",
      "ninefold_rules": "Once per combo, the second eligible melee action occupies 1 fewer tick, minimum 1.",
      "effect_mechanics": [
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Microrotors",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/microvibration-generator",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "melee-force-generator",
        "title": "Melee Force Generator",
        "type": "embodiment-item",
        "category": "Skeletal Implant",
        "group": "embodiment/skeleton/melee"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#microvibration-generator",
      "ninefold_rules": "Compatible melee hits add 1d6 damage.",
      "effect_mechanics": [
        "damage"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Microvibration Generator",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/synaptic-signal-optimizer",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "structural-capacity-optimizer",
        "title": "Structural Capacity Optimizer",
        "type": "embodiment-item",
        "category": "Skeletal Implant",
        "group": "embodiment/skeleton/integrity"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#synaptic-signal-optimizer",
      "ninefold_rules": "Increase maximum Hit Points by one Hit Die.",
      "effect_mechanics": [
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Synaptic Signal Optimizer",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/tyger-claws-dermal-imprint",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "guided-weapon-interface",
        "title": "Guided Weapon Interface",
        "type": "embodiment-item",
        "category": "Weapon Interface",
        "group": "embodiment/hands/targeting"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#tyger-claws-dermal-imprint",
      "ninefold_rules": "Enables compatible guided-weapon locks and grants +5% on target-lock contests.",
      "effect_mechanics": [
        "task-enablement",
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Tyger Claws Dermal Imprint",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/lynx-paws",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "quiet-step-actuators",
        "title": "Quiet-Step Actuators",
        "type": "embodiment-item",
        "category": "Mobility Implant",
        "group": "embodiment/legs/stealth"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#lynx-paws",
      "ninefold_rules": "Add +5% to Stealth checks based on quiet movement.",
      "effect_mechanics": [
        "check-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Lynx Paws",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/arasaka-cyberdeck",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "covert-intrusion-cyberdeck",
        "title": "Covert Intrusion Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#arasaka-cyberdeck",
      "ninefold_rules": "Functions as a Neural Cyberdeck; covert programs cost 1 less compute, minimum 1.",
      "effect_mechanics": [
        "task-enablement",
        "resource-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Arasaka Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/biodyne-cyberdeck",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "recovery-cyberdeck",
        "title": "Recovery Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#biodyne-cyberdeck",
      "ninefold_rules": "Functions as a Neural Cyberdeck and recovers 1 hacking compute after 5 idle ticks.",
      "effect_mechanics": [
        "task-enablement",
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "BioDyne Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/biotech-cyberdeck",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "offensive-recovery-cyberdeck",
        "title": "Offensive Recovery Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#biotech-cyberdeck",
      "ninefold_rules": "Functions as a Neural Cyberdeck; damaging programs add 1d6 damage, and defeating a networked target recovers 1 compute.",
      "effect_mechanics": [
        "task-enablement",
        "damage",
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Biotech Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/fuyutsui-cyberdeck",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "propagation-cyberdeck",
        "title": "Propagation Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#fuyutsui-cyberdeck",
      "ninefold_rules": "Functions as a Neural Cyberdeck; a compatible program may affect one additional nearby target and lasts 1 additional tick.",
      "effect_mechanics": [
        "task-enablement",
        "target-scope-extension"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Fuyutsui Electronics Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/militech-paraline",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "neural-cyberdeck",
        "title": "Neural Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#militech-paraline",
      "ninefold_rules": "Permits remote Hacking actions through installed programs and stores four active program slots.",
      "effect_mechanics": [
        "task-enablement",
        "storage-capacity"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Militech Paraline Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/netwatch-netdriver",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "high-capacity-propagation-cyberdeck",
        "title": "High-Capacity Propagation Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#netwatch-netdriver",
      "ninefold_rules": "Functions as a Neural Cyberdeck with two additional program slots; a compatible program may affect one additional nearby target.",
      "effect_mechanics": [
        "task-enablement",
        "storage-capacity",
        "target-scope-extension"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "NetWatch Netdriver Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/raven-microcyber",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "defensive-propagation-cyberdeck",
        "title": "Defensive Propagation Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#raven-microcyber",
      "ninefold_rules": "Functions as a Neural Cyberdeck, grants +5% network defense, and lets defensive programs cover one additional linked ally.",
      "effect_mechanics": [
        "task-enablement",
        "defense-modifier",
        "target-scope-extension"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Raven Microcyber Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/seacho-cyberdeck",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "rapid-covert-cyberdeck",
        "title": "Rapid Covert Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#seacho-cyberdeck",
      "ninefold_rules": "Functions as a Neural Cyberdeck; covert programs cost 1 less compute and occupy 1 fewer tick, each to a minimum of 1.",
      "effect_mechanics": [
        "task-enablement",
        "resource-change",
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Seacho Electronics Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/stephenson-tech-cyberdeck",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "rapid-upload-cyberdeck",
        "title": "Rapid-Upload Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#stephenson-tech-cyberdeck",
      "ninefold_rules": "Functions as a Neural Cyberdeck; program uploads and their cooldowns each occupy 1 fewer tick, minimum 1.",
      "effect_mechanics": [
        "task-enablement",
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Stephenson Tech Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/tetratronic-cyberdeck",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "high-impact-cyberdeck",
        "title": "High-Impact Cyberdeck",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/network"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#tetratronic-cyberdeck",
      "ninefold_rules": "Functions as a Neural Cyberdeck; high-impact offensive programs cost 1 less compute and add 1d6 damage.",
      "effect_mechanics": [
        "task-enablement",
        "resource-change",
        "damage"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Tetratronic Cyberdeck",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/biodyne-berserk",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "combat-overdrive-controller",
        "title": "Combat Overdrive Controller",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/combat"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#biodyne-berserk",
      "ninefold_rules": "Once per recovery cycle, activate for 5 ticks; gain +5% on physical attacks and defenses but cannot perform Hacking actions.",
      "effect_mechanics": [
        "check-modifier",
        "defense-modifier",
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "BioDyne Berserk",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/militech-berserk",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "fortified-combat-overdrive",
        "title": "Fortified Combat Overdrive",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/combat"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#militech-berserk",
      "ninefold_rules": "Once per recovery cycle, activate for 5 ticks; gain +10% physical defense and +5 maximum Stamina, but cannot perform Hacking actions.",
      "effect_mechanics": [
        "defense-modifier",
        "resource-change",
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Militech Berserk",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/moore-tech-berserk",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "stabilized-combat-overdrive",
        "title": "Stabilized Combat Overdrive",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/combat"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#moore-tech-berserk",
      "ninefold_rules": "Once per recovery cycle, activate for 5 ticks; melee hits add 1d6 damage and recoil-control checks gain +5%, but Hacking is unavailable.",
      "effect_mechanics": [
        "damage",
        "check-modifier",
        "action-modifier"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Moore Tech Berserk",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/zetatech-berserk",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "shockwave-combat-overdrive",
        "title": "Shockwave Combat Overdrive",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/combat"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#zetatech-berserk",
      "ninefold_rules": "Once per recovery cycle, activate for 5 ticks; a 2-tick descending strike deals 2d6 physical damage and applies Prone in a 5-foot radius.",
      "effect_mechanics": [
        "action-modifier",
        "damage",
        "condition-change",
        "target-scope-extension"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Zetatech Berserk",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/dynalar-sandevistan",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "offensive-reflex-accelerator",
        "title": "Offensive Reflex Accelerator",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/reflex"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#dynalar-sandevistan",
      "ninefold_rules": "Once per recovery cycle, activate for 3 ticks; eligible physical actions occupy 1 fewer tick and attacks add 1d6 damage.",
      "effect_mechanics": [
        "action-modifier",
        "damage"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Dynalar Sandevistan",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/militech-falcon-sandevistan",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "sustained-precision-accelerator",
        "title": "Sustained Precision Accelerator",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/reflex"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#militech-falcon-sandevistan",
      "ninefold_rules": "Once per recovery cycle, activate for 5 ticks; eligible physical actions occupy 1 fewer tick and attack critical ranges widen by 5%.",
      "effect_mechanics": [
        "action-modifier",
        "critical-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Militech Falcon Sandevistan",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/qian-t-warp-dancer",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "burst-precision-accelerator",
        "title": "Burst Precision Accelerator",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/reflex"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#qian-t-warp-dancer",
      "ninefold_rules": "Once per recovery cycle, activate for 2 ticks; eligible physical actions occupy 1 fewer tick and aimed attacks gain +10% with a 5% wider critical range.",
      "effect_mechanics": [
        "action-modifier",
        "check-modifier",
        "critical-change"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "QianT Warp Dancer Sandevistan",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "cyberpunk2077/zetatech-sandevistan",
      "disposition": "merge",
      "type": "embodiment-upgrade-item",
      "canonical_target": {
        "id": "recoverable-precision-accelerator",
        "title": "Recoverable Precision Accelerator",
        "type": "embodiment-item",
        "category": "Neural Interface",
        "group": "embodiment/neural/reflex"
      },
      "target_ledger": "system/data/reviewed_imports/cyberpunk_items.json",
      "target_ledger_key": "system/data/cyberpunk2077_import.json#additionalItems#zetatech-sandevistan",
      "ninefold_rules": "Once per recovery cycle, activate for 3 ticks; physical actions occupy 1 fewer tick and critical ranges widen by 5%; defeating a target restores 1 activation tick once.",
      "effect_mechanics": [
        "action-modifier",
        "critical-change",
        "recovery"
      ],
      "ep_cost": "1 EP",
      "acquisition_rule": "Purchase, build, or otherwise acquire the canonical Item, then install this physical integration on one compatible Embodiment during downtime. EP remains attached to that Embodiment.",
      "reason": "This embodiment row duplicates a mechanically complete, generically named Item already approved in the Cyberpunk item ledger; no second upgrade record is needed.",
      "src_system": "Cyberpunk 2077",
      "src_rule": "Zetatech Sandevistan",
      "src_reference_url": "https://www.cyberpunk.net/en/news/49129/whats-coming-in-2-0-cyberware"
    },
    {
      "source_id": "equipment/red-airhypo-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 24”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 24) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Airhypo Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-animal-behavior-chip/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:Mix 15”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:Mix 15) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Animal Behavior Chip",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-anti-dazzle/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Anti-Dazzle",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-appetite-controller/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:MHC 2, IR2 72, IR3 46”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 2, IR2 72, IR3 46) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Appetite Controller",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-aquaform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “4,500eb (V Expensive)”, and page pointer “IR2 69”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 69) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "AquaForm®",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-bottoms/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Bottoms",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-contact-lenses/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Contact Lenses",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-footwear/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Footwear",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-glasses/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Glasses",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-hats/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Hats",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-jacket/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Jacket",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-jewelry/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Jewelry",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-mirrorshades/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Mirrorshades",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-asia-pop-top/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20eb (Everyday)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Asia Pop Top",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-audiovox/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 362”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 362) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "AudioVox",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bag-lady-chic-bottoms/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20eb (Everyday)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bag Lady Chic Bottoms",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bag-lady-chic-footwear/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20eb (Everyday)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bag Lady Chic Footwear",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bag-lady-chic-glasses/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “10eb (Cheap)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bag Lady Chic Glasses",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bag-lady-chic-jacket/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20eb (Everyday)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bag Lady Chic Jacket",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bag-lady-chic-jewelry/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20eb (Everyday)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bag Lady Chic Jewelry",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bag-lady-chic-mirrorshades/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20eb (Everyday)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bag Lady Chic Mirrorshades",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bag-lady-chic-top/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “10eb (Cheap)”, and page pointer “CP:R 356”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 356) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bag Lady Chic Top",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-ballpoint-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 24”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 24) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Ballpoint Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-battleglove/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 347”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 347) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Battleglove",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-berserk-implant/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CEMK 34”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CEMK 34) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Berserk Implant",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-big-knucks/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Big Knucks",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-biomonitor/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 358”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 358) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Biomonitor",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-blitzkrieg-arc-thrower/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12Cy 4, IR3 86”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 4, IR3 86) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Blitzkrieg Arc-Thrower",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bodyweight-autoinjector/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:HP 5, IR4 7”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:HP 5, IR4 7) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bodyweight AutoInjector",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-braindance-recorder/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 359”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 359) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Braindance Recorder",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-budget-chipware-socket/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 17”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 17) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Budget Chipware Socket",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-buhgouse/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “6,000eb (Luxury)”, and page pointer “IR2 69”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 69) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Buhgouse®",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-bullet-storage-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 24”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 24) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Bullet Storage Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-chainripp/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:12Cy 3, IR3 85”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 3, IR3 85) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "ChainRipp",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-chemskin/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 358”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 358) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Chemskin",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-chipware-compartment/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “MC 1, DL:YNBF 12”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (MC 1, DL:YNBF 12) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Chipware Compartment",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-chipware-socket/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 359”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 359) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Chipware Socket",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-chyron/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Chyron",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-color-shift/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Color Shift",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-combat-jaw/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “IR2 72, DGD 145, DL:YNBF 12”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 72, DGD 145, DL:YNBF 12) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Combat Jaw",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-combat-tail/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR2 72”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 72) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Combat Tail",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-contraceptive-implant/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “10eb (Cheap)”, and page pointer “CP:R 362”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 362) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Contraceptive Implant",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cyberarm/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cyberarm",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cyberdeck-integrated/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cyberdeck, Integrated",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cyberdude-smart-glove/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “750eb (Expensive)”, and page pointer “DL:12RED 3”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12RED 3) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "CyberDude Smart Glove",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cybereye/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cybereye",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cyberleg/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cyberleg",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cybermatrix-gang-jazzler/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:12Cy 3, IR3 85”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 3, IR3 85) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cybermatrix Gang Jazzler",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cyberpillow/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 2, IR3 46”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 2, IR3 46) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cyberpillow",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cyberscanner-integrated/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:12Gear 3, IR4 66”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Gear 3, IR4 66) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cyberscanner, Integrated",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cyberskull/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “5,000eb (Luxury)”, and page pointer “IR3 105”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 105) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cyberskull",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-cybersnake/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Cybersnake",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-dartgun-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 24”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 24) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Dartgun Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-deathtrance/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:12Cy 3, IR3 85”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 3, IR3 85) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "DeathTrance",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-demonique/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,100eb (V Expensive)”, and page pointer “IR2 67”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 67) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Demonique™",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-draconic-fantaform-1/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (S Luxury)”, and page pointer “IR2 71”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 71) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Draconic FantaForm™ 1",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-drone-remote/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:HR+ 22”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:HR+ 22) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Drone Remote",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-dwarvish-fantaform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,100eb (V Expensive)”, and page pointer “IR2 71”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 71) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Dwarvish FantaForm™",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-dynalar-aquarius/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “13,000eb (V Expensive)”, and page pointer “IR3 96”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 96) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Dynalar Aquarius",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-dynalar-pro-cyberhand/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:Mix 15”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:Mix 15) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Dynalar Pro Cyberhand",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-dynalar-xtra-dex-smart-glove/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12Gear 3, IR4 67”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Gear 3, IR4 67) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Dynalar Xtra-Dex Smart Glove",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-ebm-pir2-internal-agent/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:AAA 9”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:AAA 9) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "EBM PiR2 Internal Agent",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-elvish-fantaform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,100eb (V Expensive)”, and page pointer “IR2 71”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 71) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Elvish FantaForm™",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-embrace-rodentia/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,100eb (V Expensive)”, and page pointer “IR2 67”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 67) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Embrace Rodentia®",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-emp-threading/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “10eb (Cheap)”, and page pointer “CP:R 358”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 358) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "EMP Threading",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-enhanced-antibodies/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 362”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 362) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Enhanced Antibodies",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-ex-disk/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CEMK 35”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CEMK 35) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Ex-Disk",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-explicit-memory-stimulator/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 18”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 18) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Explicit Memory Stimulator",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-external-vidscreen/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 2, IR3 46”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 2, IR3 46) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "External Vidscreen",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-extra-jointed-cyberlimb-upgrade/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 18, IR2 73”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 18, IR2 73) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Extra-Jointed Cyberlimb Upgrade",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-fbc-brimstone-coating/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR3 106”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 106) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "FBC Brimstone Coating",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-fbc-chameleon-coating/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR3 106, DL:YNBF 12”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 106, DL:YNBF 12) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "FBC Chameleon Coating",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-fbc-emp-coating/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR3 106”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 106) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "FBC EMP Coating",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-fbc-gemini-sculpt/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR3 106”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 106) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "FBC Gemini Sculpt",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-fbc-integrated-bodyweight/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR3 106”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 106) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "FBC Integrated Bodyweight",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-firebreather/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR2 73”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 73) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Firebreather",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-flashbulb/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 18, DL:YNBF 12”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 18, DL:YNBF 12) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Flashbulb",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-flashlight-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 24”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 24) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Flashlight Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-gills/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Gills",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-gor-arms-hydaulic-ram/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:MK2 2”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 2) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Gor Arms: Hydaulic Ram",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-gor-arms-pneumatic-actuation/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:MK2 2”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 2) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Gor Arms: Pneumatic Actuation",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-gor-arms-tungsten-reinforcement/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:MK2 2”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 2) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Gor Arms: Tungsten Reinforcement",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-gorilla-arm/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CEMK 35”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CEMK 35) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Gorilla Arm",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-grafted-muscle-bone-lace/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Grafted Muscle & Bone Lace",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-grapple-hand/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 365”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 365) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Grapple Hand",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-grip-foot/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Grip Foot",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-hammered-ind-cyberliver/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:Mix 15”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:Mix 15) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Hammered Ind Cyberliver",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-hardened-cybereye-casing/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 19, DL:YNBF 12”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 19, DL:YNBF 12) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Hardened Cybereye Casing",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-hardened-shielding/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 367”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 367) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Hardened Shielding",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-hello-cutie-mono-paw/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:12Cute 6”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cute 6) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Hello Cutie Mono-Paw",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-hello-cutie-sparkle-ize/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “250eb (Premium)”, and page pointer “DL:12Cute 6”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cute 6) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Hello Cutie Sparkle-ize",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-heuristic-health-monitor/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 19, IR2 73”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 19, IR2 73) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Heuristic Health Monitor",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-hidden-holster/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Hidden Holster",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-holo-projector-palm/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 3, IR3 47”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 3, IR3 47) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Holo Projector Palm",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-homing-tracer-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 25, DL:YNBF 12”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 25, DL:YNBF 12) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Homing Tracer Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-h-safell-hydraulic-underjack/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12Cute 7”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cute 7) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Húsafell Hydraulic Underjack",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-image-enhance/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Image Enhance",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-independent-air-supply/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Independent Air Supply",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-int-cyberware-hardened-shielding/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “BC 20”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 20) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Int Cyberware Hardened Shielding",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-int-hydraulics-upgrade/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR3 107”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 107) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Int Hydraulics Upgrade",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-int-hydraulics-upgrade-perfected/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20,000eb (S Luxury)”, and page pointer “IR3 108”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 108) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Int Hydraulics Upgrade, Perfected",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-int-hydraulics-upgrade-tuned/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “5,000eb (V Expensive)”, and page pointer “IR3 107”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 107) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Int Hydraulics Upgrade, Tuned",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-integrated-cyberdeck-upgrade/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 19, IR3 108”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 19, IR3 108) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Integrated Cyberdeck Upgrade",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-interface-plugs/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 359”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 359) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Interface Plugs",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-internal-agent/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 362”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 362) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Internal Agent",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-jump-booster/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Jump Booster",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-katnip/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,200eb (V Expensive)”, and page pointer “IR2 68”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 68) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "KatNip®",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-kerenzikov/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 359”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 359) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Kerenzikov",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-kill-display/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 3, IR3 47”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 3, IR3 47) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Kill Display",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-kiroshi-optishield/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:12Cy 4, DGD 145, IR3 86”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 4, DGD 145, IR3 86) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Kiroshi Optishield",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-lagoform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,100eb (V Expensive)”, and page pointer “IR2 68”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 68) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "LagoForm®",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-laser-pointer-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 25”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 25) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Laser Pointer Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-level-damper/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 362”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 362) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Level Damper",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-light-tattoo/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 358”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 358) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Light Tattoo",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-lighter-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 25”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 25) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Lighter Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-lockpick-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 25”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 25) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Lockpick Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-low-light-infrared-uv/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Low Light/Infrared/UV",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-lupaform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,200eb (V Expensive)”, and page pointer “IR2 68”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 68) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "LupaForm®",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mantis-blade/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CEMK 35”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CEMK 35) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mantis Blade",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mantis-blade-double-edged/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:MK2 3”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 3) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mantis Blade: Double-Edged",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mantis-blade-monomolecular-edge/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:MK2 3”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 3) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mantis Blade: Monomolecular Edge",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mantis-blade-streamlined/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:MK2 3”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 3) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mantis Blade: Streamlined",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mechaman-smart-glove/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 37”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 37) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "MechaMan Smart Glove",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mediaware-braingen-agent/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “50eb (Costly)”, and page pointer “DL:AAA 9”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:AAA 9) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mediaware BrainGen Agent",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-medscanner-integrated/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 365”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 365) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Medscanner, Integrated",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-memory-chip/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “10eb (Cheap)”, and page pointer “CP:R 359”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 359) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Memory Chip",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mercurius-cyberchair/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:CC 2, DGD 147 , IR1 38”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:CC 2, DGD 147 , IR1 38) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mercurius Cyberchair",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-merish-fantaform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “3,600eb (V Expensive)”, and page pointer “IR2 71”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 71) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Merish FantaForm™",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-microoptics/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 361”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 361) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "MicroOptics",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-microphone-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 25”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 25) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Microphone Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-microvideo/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 361”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 361) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "MicroVideo",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-midnight-lady-sexual-implant/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Midnight Lady™ Sexual Implant",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-militech-dragoon/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “35,000eb (S Luxury)”, and page pointer “IR3 98”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 98) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Militech Dragoon",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-militech-eclipse/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “29,200eb (Luxury)”, and page pointer “IR3 98”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 98) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Militech Eclipse",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-militech-enforcer/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “16,800eb (V Expensive)”, and page pointer “IR3 100”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 100) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "MIlitech Enforcer",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-militech-spyder-2-0/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “24,900eb (Luxury)”, and page pointer “IR3 100”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 100) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Militech Spyder 2.0",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mini-air-supply-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 26”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 26) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mini Air Supply Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-modular-finger-cyberhand/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 20”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 20) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Modular Finger Cyberhand",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-monowire/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CEMK 35”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CEMK 35) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Monowire",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-monowire-barbed-line/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:MK2 3”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 3) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Monowire: Barbed Line",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-monowire-electroshock/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:MK2 3”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 3) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Monowire: Electroshock",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-monowire-thermal-bladed/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:MK2 3”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MK2 3) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Monowire: Thermal-Bladed",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mood-eye/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 3, IR3 47”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 3, IR3 47) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mood Eye",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-moore-technologies-sheol/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “19,600eb (V Expensive)”, and page pointer “IR3 100”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 100) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Moore Technologies Sheol",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-mr-studd-sexual-implant/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Mr. Studd™ Sexual Implant",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-nasal-filters/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Nasal Filters",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-neo-soviet-cyberarm/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 20”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 20) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Neo-Soviet Cyberarm",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-neuhuman/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “4,000eb (V Expensive)”, and page pointer “IR2 70”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 70) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "NeuHuman™",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-neural-link/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 359”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 359) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Neural Link",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-neuroport/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CEMK 35”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CEMK 35) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Neuroport",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-neuroport-cyberdeck-port/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CEMK 36”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CEMK 36) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Neuroport Cyberdeck Port",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-neutongue/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 3, IR2 73, IR3 47”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 3, IR2 73, IR3 47) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "NeuTongue",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-noveltech-samson/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20,500eb (Luxury)”, and page pointer “IR3 102”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 102) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "NovelTech Samson",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-ogrish-fantaform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “4,000eb (V Expensive)”, and page pointer “IR2 71”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 71) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Ogrish FantaForm™",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-olfactory-boost/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 359”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 359) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Olfactory Boost",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-one-shot-special-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 26”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 26) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "One Shot Special Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-orcish-fantaform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,500eb (V Expensive)”, and page pointer “IR2 71”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 71) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Orcish FantaForm™",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-pain-editor/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Pain Editor",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-perfectfit-cyberfoot/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 4, DGD 146, IR3 48”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 4, DGD 146, IR3 48) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "PerfectFit Cyberfoot",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-personalpak-kibblewarmer/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 4, IR3 48”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 4, IR3 48) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "PersonalPak KibbleWarmer",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-plastic-covering/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 367”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 367) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Plastic Covering",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-popup-grenade-launcher/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 365”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 365) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Popup Grenade Launcher",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-popup-melee-weapon/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 365”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 365) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Popup Melee Weapon",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-popup-net-launcher/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 20”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 20) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Popup Net Launcher",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-popup-ranged-weapon/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 365”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 365) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Popup Ranged Weapon",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-popup-shield/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 365”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 365) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Popup Shield",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-popup-shotgun/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “BC 21”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 21) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Popup Shotgun",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-poser-chip/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “or 1,000eb (V Expensive) DL:12Cy 4, IR3 86”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (or 1,000eb (V Expensive) DL:12Cy 4, IR3 86) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Poser Chip",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-prehensile-cyberfoot/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR3 108”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 108) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Prehensile Cyberfoot",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-psiberstuff-watch-man/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:12Cy 4, DGD 146, IR3 86”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 4, DGD 146, IR3 86) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Psiberstuff Watch-Man",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-pursuit-security-gas-jet/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:HP 5, IR4 7”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:HP 5, IR4 7) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Pursuit Security Gas Jet",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-pursuit-security-personal-shredder/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 4, IR3 48”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 4, IR3 48) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Pursuit Security Personal Shredder",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-quick-change-faceplate-mount/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12RED 4”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12RED 4) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Quick Change Faceplate Mount",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-quick-change-mount/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 365”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 365) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Quick Change Mount",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-racer-bracer/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 22”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 22) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Racer Bracer",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-radar-sonar-implant/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Radar/Sonar Implant",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-radiation-detector/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 361”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 361) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Radiation Detector",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-raven-microcyb-drake-agent/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:AAA 9”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:AAA 9) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Raven MicroCyb Drake Agent",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-raven-microcyb-gemini/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “10,200eb (Expensive)”, and page pointer “IR3 102”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 102) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Raven Microcyb Gemini",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-rc-microwaldo/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12Cy 5, DGD 146, IR3 87”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 5, DGD 146, IR3 87) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "RC MicroWaldo",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-realskinn-covering/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 367”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 367) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Realskinn™ Covering",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-reflex-co-processor/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “BC 21, IR2 73, DGD 146”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 21, IR2 73, DGD 146) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Reflex Co-Processor",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-reinforced-cyberlimb-upgrade/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “BC 21, IR3 109”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 21, IR3 109) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Reinforced Cyberlimb Upgrade",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-rippers/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 365”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 365) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Rippers",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-rocklin-aug-alpha-class/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “9,900eb (Expensive)”, and page pointer “IR3 103”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 103) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Rocklin Aug Alpha Class",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-rocklin-aug-neuron-agent/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:AAA 9”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:AAA 9) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Rocklin Aug Neuron Agent",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-rocklin-aug-quick-digits/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “250eb (Premium)”, and page pointer “DL:12RED 4”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12RED 4) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Rocklin Aug Quick Digits",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-rocklin-augmentics-skydrivers/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12RED 4”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12RED 4) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Rocklin Augmentics Skydrivers",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-rocklin-mird1-13-gun-hand/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “DL:Mix 16”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:Mix 16) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Rocklin MIRD1 13 Gun Hand",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-romanova-cyberlegs/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12Cy 5, IR3 87”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 5, IR3 87) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Romanova Cyberlegs",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-sandevistan/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 359”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 359) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Sandevistan",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-scratchers/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Scratchers",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-self-ice/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CEMK 36”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CEMK 36) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Self-ICE",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-serpentize-yourself/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “2,100eb (V Expensive)”, and page pointer “IR2 68”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 68) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Serpentize Yourself®",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-shift-tacts/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 358”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 358) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Shift Tacts",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-shoulder-cam/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Shoulder Cam",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-signal-jammer/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Premium)”, and page pointer “DL:Mix 16”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:Mix 16) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Signal Jammer",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-skate-foot/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Skate Foot",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-skill-chip/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “or 1,000eb (V Expensive) CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (or 1,000eb (V Expensive) CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Skill Chip",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-skin-weave/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Skin Weave",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-skinwatch/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 358”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 358) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Skinwatch",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-slice-n-dice/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Slice ‘N Dice",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-smart-ears/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12RED 4”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12RED 4) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Smart Ears",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-smart-glasses/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 354”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 354) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Smart Glasses",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-smart-lens/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “MC 1, DGD 148”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (MC 1, DGD 148) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Smart Lens",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-spider-cyberchair/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:CC 2, IR1 38”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:CC 2, IR1 38) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Spider Cyberchair",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-sponsored-covering/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “50eb (Costly)”, and page pointer “DL:MHC 4, IR3 48”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 4, IR3 48) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Sponsored Covering",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-sponsored-cybereye/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “50eb (Costly)”, and page pointer “BC 22”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 22) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Sponsored Cybereye",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-spray-paint-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 26”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 26) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Spray Paint Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-squirt-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 26”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 26) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Squirt Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-standard-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “20eb (Everyday)”, and page pointer “BC 26”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 26) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Standard Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-standard-foot/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Standard Foot",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-standard-hand/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Standard Hand",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-subdermal-armor/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Subdermal Armor",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-subdermal-grip/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Subdermal Grip",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-subdermal-pocket/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 364”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 364) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Subdermal Pocket",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-superchrome-covering/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “CP:R 367”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 367) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Superchrome® Covering",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-sycust-cyberspine/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12RED 5”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12RED 5) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Sycust Cyberspine",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-sycust-fleshweave/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12Cy 5, DGD 146, IR3 87”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12Cy 5, DGD 146, IR3 87) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Sycust FleshWeave",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-tactile-boost/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 360”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 360) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Tactile Boost",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-talon-foot/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 367”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 367) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Talon Foot",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-targeting-scope/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 361”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 361) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Targeting Scope",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-techhair/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 358”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 358) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "TechHair",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-techscanner-integrated/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Techscanner, Integrated",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-teleoptics/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 361”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 361) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "TeleOptics",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-tool-hand/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Tool Hand",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-toxin-binders/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Toxin Binders",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-translation-chip/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:GQ 7”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:GQ 7) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Translation Chip",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-trauma-response-nanomatrix/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “BC 22, DL:YNBF 12”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 22, DL:YNBF 12) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Trauma Response Nanomatrix",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-trauma-team-kildare/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “12,200eb (V Expensive)”, and page pointer “IR3 103”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 103) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Trauma Team Kildare",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-turn-on-show-off-nails/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:MHC 3, DGD 146, IR3 47”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:MHC 3, DGD 146, IR3 47) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Turn-On Show-Off Nails",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-ursaform/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “8,200eb (Luxury)”, and page pointer “IR2 70”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR2 70) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "UrsaForm®",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-vampyres/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 363”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 363) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Vampyres",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-vic-jammer/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “DL:Mix 16”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:Mix 16) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "VIC Jammer",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-virtuality/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 361”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 361) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Virtuality",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-voice-stress-analyzer/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “CP:R 362”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 362) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Voice Stress Analyzer",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-web-foot/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 367”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 367) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Web Foot",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-wirecutter-scissor-cyberfinger/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “100eb (Premium)”, and page pointer “BC 26”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (BC 26) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Wirecutter/Scissor Cyberfinger",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-wolvers/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “500eb (Expensive)”, and page pointer “CP:R 366”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (CP:R 366) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Wolvers",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-zero-gravity-thrusters/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “IR3 108”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (IR3 108) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Zero Gravity Thrusters",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    },
    {
      "source_id": "equipment/red-zetatech-cyberconductor-int/source-mechanics",
      "disposition": "prune",
      "type": "source-record",
      "reason": "The RED index row supplies only category “Cyberware”, cost “1,000eb (V Expensive)”, and page pointer “DL:12RED 5”; it has no rule text, effect, timing, or scaling to normalize, so Ninefold mechanics would be guesswork. This embodiment row repeats only that same pointer (DL:12RED 5) and therefore contains no additional usable rule.",
      "src_system": "Cyberpunk RED",
      "src_rule": "Zetatech CyberConductor, Int",
      "src_reference_url": "https://rtalsoriangames.com/wp-content/uploads/2025/12/RTG-CPR-DLC-NightMarketIndexv1.23.pdf"
    }
  ]
}
