Add Stormer Vevaphon to species.json
10th playable species with stat rolls, skill bonuses, and special rules including polymorphicBody, vevaphonInstability, and corporateLeash.
This commit is contained in:
+234
-36
@@ -7,7 +7,10 @@
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"startingScl": 10,
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"starterPackage": "Strike Squad",
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"choiceBonuses": [
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{ "count": 3, "bonus": 10 }
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{
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"count": 3,
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"bonus": 10
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}
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],
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"identity": "Adaptable generalists. No racial extremes; their edge is flexibility and social access to SLA's systems.",
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"fieldPressure": "Humans are expected to fill doctrine gaps, improvise, and absorb sponsor demands without complaint.",
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@@ -39,10 +42,22 @@
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"startingScl": 10,
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"starterPackage": "Kick Murder",
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"skillBonuses": [
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{ "skillRef": "Melee Blade 2H", "bonus": 20 },
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{ "skillRef": "Brawl", "bonus": 20 },
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{ "skillRef": "Athletics", "bonus": 20 },
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{ "skillRef": "Intimidate", "bonus": 10 }
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{
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"skillRef": "Melee Blade 2H",
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"bonus": 20
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},
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{
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"skillRef": "Brawl",
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"bonus": 20
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},
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{
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"skillRef": "Athletics",
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"bonus": 20
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},
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{
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"skillRef": "Intimidate",
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"bonus": 10
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}
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],
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"identity": "Clan-human berserkers born with a physiological gift for combat drugs, violence, and recovery.",
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"fieldPressure": "Keep them pointed at the problem and away from delicate evidence chains or sponsor-facing civilians.",
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@@ -81,10 +96,22 @@
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"startingScl": 10,
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"starterPackage": "Ebb Operative",
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"skillBonuses": [
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{ "skillRef": "Biofeedback", "bonus": 20 },
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{ "skillRef": "Formulate", "bonus": 20 },
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{ "skillRef": "Medical", "bonus": 10 },
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{ "skillRef": "Psychology", "bonus": 10 }
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{
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"skillRef": "Biofeedback",
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"bonus": 20
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},
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{
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"skillRef": "Formulate",
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"bonus": 20
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},
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{
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"skillRef": "Medical",
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"bonus": 10
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},
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{
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"skillRef": "Psychology",
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"bonus": 10
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}
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],
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"identity": "Mystical, emotionally volatile Ebb users whose greatest strength is disciplined mental focus rather than physical resilience.",
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"fieldPressure": "They are trusted when the mission needs calm precision, but every Flux spike is watched and every psychic event hits them harder.",
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@@ -123,10 +150,22 @@
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"startingScl": 10,
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"starterPackage": "Ebb Operative",
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"skillBonuses": [
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{ "skillRef": "Formulate", "bonus": 20 },
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{ "skillRef": "Biofeedback", "bonus": 10 },
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{ "skillRef": "Intimidate", "bonus": 10 },
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{ "skillRef": "Firearm (Rifle/Shotgun)", "bonus": 10 }
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{
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"skillRef": "Formulate",
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"bonus": 20
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},
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{
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"skillRef": "Biofeedback",
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"bonus": 10
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},
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{
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"skillRef": "Intimidate",
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"bonus": 10
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},
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{
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"skillRef": "Firearm (Rifle/Shotgun)",
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"bonus": 10
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}
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],
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"identity": "Violent evolutionary offshoots of the Ebon; hateful, aggressive Ebb users who are more dangerous in a fight than in a briefing room.",
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"fieldPressure": "Command expects results fast, but collateral panic and the psychic shockwave around them are never far behind.",
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@@ -165,10 +204,22 @@
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"startingScl": 10,
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"starterPackage": "Scouting",
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"skillBonuses": [
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{ "skillRef": "Athletics", "bonus": 20 },
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{ "skillRef": "Dodge", "bonus": 20 },
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{ "skillRef": "Spot Hidden", "bonus": 20 },
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{ "skillRef": "Firearm (Rifle/Shotgun)", "bonus": 10 }
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{
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"skillRef": "Athletics",
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"bonus": 20
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},
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{
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"skillRef": "Dodge",
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"bonus": 20
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},
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{
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"skillRef": "Spot Hidden",
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"bonus": 20
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},
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{
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"skillRef": "Firearm (Rifle/Shotgun)",
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"bonus": 10
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}
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],
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"identity": "Feline ice-world hunters with lightning reflexes, superior senses, and the fastest natural movement profile in the World of Progress.",
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"fieldPressure": "Use them for pursuit, flank work, and live target acquisition before a scene turns static or heavily scripted.",
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@@ -207,10 +258,22 @@
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"startingScl": 10,
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"starterPackage": "Death Squad",
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"skillBonuses": [
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{ "skillRef": "Melee Blade 2H", "bonus": 20 },
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{ "skillRef": "Tactics", "bonus": 20 },
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{ "skillRef": "Command", "bonus": 10 },
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{ "skillRef": "SLA Info", "bonus": 10 }
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{
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"skillRef": "Melee Blade 2H",
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"bonus": 20
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},
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{
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"skillRef": "Tactics",
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"bonus": 20
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},
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{
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"skillRef": "Command",
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"bonus": 10
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},
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{
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"skillRef": "SLA Info",
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"bonus": 10
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}
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],
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"identity": "Saurian warriors of honour and martial tradition, combining brutal strength with disciplined battlefield intent.",
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"fieldPressure": "Doctrine has to respect their code or the squad risks discipline fractures at the worst possible time.",
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@@ -249,11 +312,26 @@
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"startingScl": 10,
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"starterPackage": "Death Squad",
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"skillBonuses": [
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{ "skillRef": "Brawl", "bonus": 20 },
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{ "skillRef": "Melee Axe", "bonus": 20 },
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{ "skillRef": "Firearm (Auto/Support)", "bonus": 20 },
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{ "skillRef": "Persuade", "bonus": -10 },
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{ "skillRef": "Fast Talk", "bonus": -10 }
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{
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"skillRef": "Brawl",
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"bonus": 20
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},
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{
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"skillRef": "Melee Axe",
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"bonus": 20
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},
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{
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"skillRef": "Firearm (Auto/Support)",
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"bonus": 20
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},
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{
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"skillRef": "Persuade",
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"bonus": -10
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},
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{
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"skillRef": "Fast Talk",
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"bonus": -10
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}
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],
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"identity": "Karma's standard biogenetic combat unit: a massive regenerating killing machine with overwhelming power and minimal subtlety.",
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"fieldPressure": "They solve breaches, riots, and hard resistance, but subtlety evaporates the moment they become the main plan.",
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@@ -299,10 +377,22 @@
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"startingScl": 10,
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"starterPackage": "Scouting",
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"skillBonuses": [
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{ "skillRef": "Athletics", "bonus": 20 },
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{ "skillRef": "Dodge", "bonus": 20 },
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{ "skillRef": "Firearm (SMG)", "bonus": 20 },
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{ "skillRef": "Streetwise", "bonus": 10 }
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{
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"skillRef": "Athletics",
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"bonus": 20
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},
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{
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"skillRef": "Dodge",
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"bonus": 20
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},
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{
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"skillRef": "Firearm (SMG)",
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"bonus": 20
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},
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{
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"skillRef": "Streetwise",
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"bonus": 10
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}
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],
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"identity": "Karma's fast insectile camouflage unit: a stealth biogen built for pursuit, ambush, and pressure from impossible angles.",
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"fieldPressure": "Best used where speed and feral pressure matter more than conversation, procedure, or sponsor optics.",
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@@ -348,11 +438,26 @@
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"startingScl": 10,
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"starterPackage": "Tech Ops",
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"skillBonuses": [
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{ "skillRef": "Brawl", "bonus": 20 },
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{ "skillRef": "Melee Axe", "bonus": 20 },
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{ "skillRef": "Streetwise", "bonus": 20 },
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{ "skillRef": "Persuade", "bonus": -10 },
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{ "skillRef": "Command", "bonus": -10 }
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{
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"skillRef": "Brawl",
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"bonus": 20
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},
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{
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"skillRef": "Melee Axe",
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"bonus": 20
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},
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{
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"skillRef": "Streetwise",
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"bonus": 20
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},
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{
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"skillRef": "Persuade",
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"bonus": -10
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},
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{
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"skillRef": "Command",
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"bonus": -10
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}
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],
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"identity": "Cunning survivor-mutants with strong instincts and an uneasy fit inside official SLA structures.",
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"fieldPressure": "They thrive in broken districts and dirty jobs, but prejudice follows them into every briefing room.",
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@@ -378,6 +483,99 @@
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"default": true
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}
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]
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},
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{
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"name": "Stormer Vevaphon",
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"startingScl": 10,
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"starterPackage": "Strike Squad",
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"skillBonuses": [
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{
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"skillRef": "Stealth",
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"bonus": 20
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},
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{
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"skillRef": "Brawl",
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"bonus": 15
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},
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{
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"skillRef": "Disguise",
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"bonus": 15
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},
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{
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"skillRef": "Climb",
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"bonus": 10
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},
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{
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"skillRef": "Persuade",
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"bonus": -10
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},
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{
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"skillRef": "SLA Info",
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"bonus": -10
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}
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],
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"identity": "Sleight Industries' cancelled polymorphic Stormer line. A shape-shifting bioweapon that can be anything the mission needs \u2014 and that is precisely the problem.",
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"fieldPressure": "Vevaphons excel in infiltration, close-quarters ambushes, and adaptable shock roles, but their psychological fragility makes long missions a liability; every form change erodes who they think they are.",
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"mothershipStats": {
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"strength": "2d10+35",
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"speed": "2d10+28",
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"intellect": "2d10+20",
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"combat": "2d10+35",
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"sanity": "2d10+12",
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"fear": "2d10+23",
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"body": "2d10+22",
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"health": "1d10+12"
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},
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"mothershipDescription": "Strong, fast, and physically resilient biogenetic platform with severely degraded Sanity reflecting identity diffusion and psychological instability from continuous polymorphic reprogramming.",
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"notes": [
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"Minimum 3 Wound slots (amorphous body redistributes trauma across the matrix).",
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"Immune to bleeding and bone fractures; vulnerable to fire, extreme heat, and corrosives (double damage).",
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"Cannot be identified by standard biometrics while in an altered form \u2014 only deep forensic scanning reveals Vevaphon DNA."
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],
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"specialRules": [
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{
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"key": "polymorphicBody",
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"label": "Polymorphic Body",
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"summary": "May reconfigure as an action. Choose Brute Form (+5 melee damage, +2 Armour, -5 Speed, Disadvantage on Stealth), Stalker Form (Advantage on Stealth, can squeeze through tight spaces, -2 Armour), or Raptor Form (+8 Speed, extended melee reach, Vulnerability to fire/corrosives). Each form change triggers a Sanity save; on failure gain 1 Instability.",
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"optional": false,
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"default": true
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},
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{
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"key": "adaptivePhysiology",
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"label": "Adaptive Physiology",
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"summary": "When taking physical damage, may choose to shed mass: reduce incoming damage by 1d5, but lose 3 Strength temporarily until next rest. Immune to bleeding and broken bones. Double damage from fire, extreme heat, and corrosive attacks.",
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"optional": false,
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"default": true
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},
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{
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"key": "fluidIdentity",
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"label": "Fluid Identity",
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"summary": "Advantage on Disguise/Deception when impersonating someone studied for at least one scene. Deep scans always reveal Vevaphon origin. Long-term impersonations (more than one session) generate 1 Stress per session.",
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"optional": false,
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"default": true
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},
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{
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"key": "vevaphonInstability",
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"label": "Psychological Instability",
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"summary": "Track Instability separately (0-12). At 3+ suffer Disadvantage on social Intellect checks. At 6+ roll on Minor Morph Panic table at combat start. At 9+ failed Sanity saves trigger the Vevaphon Morph Panic table instead of standard Panic.",
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"optional": false,
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"default": true
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},
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{
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"key": "corporateLeash",
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"label": "Corporate Asset / Liability",
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"summary": "At creation choose On the Leash (better gear, Sleight can recall/track/sabotage) or Off the Grid (burnt serial; Hunter Sheet active from session 1, no corporate strings).",
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"optional": true,
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"default": false
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},
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{
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"key": "sleightLineDefect",
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"label": "Cancelled Line Defect",
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"summary": "The Vevaphon programme was quietly purged. You do not officially exist. SLA systems flag your DNA as pending recall if scanned. Karma and Sleight treat you as a liability.",
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"optional": false,
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"default": true
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}
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]
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}
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]
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}
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}
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