chore: initial deploy — SLA Industries Foundry VTT

Co-authored-by: slaguru666 <timevans666@gmail.com>
This commit is contained in:
2026-03-31 17:00:37 +01:00
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node_modules/
npm-debug.log*
.npm/
dist/
*.min.js
*.min.css
.DS_Store
.DS_Store?
._*
Thumbs.db
.vscode/
.idea/
*.swp
*.swo
worlds/
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# SLA Mothership Companion
Draft companion module for `sla-mothership`.
When enabled in an `sla-mothership` world, the module seeds:
- SLA skills
- SLA species notes
- SLA training packages
- SLA weapons
- SLA armour
- SLA general gear
- SLA Ebb abilities
- SLA utility macros
- A starter operative squad for first-pass testing
- Tier data for Ebb powers so SLA Mothership can prompt for intensity on use
Artwork paths currently reuse the installed `sla-industries-compendium` module assets.
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{
"SlaMothershipCompendium.AutoSeed": "Auto-seed SLA content",
"SlaMothershipCompendium.AutoSeedHint": "Populate a new SLA Mothership world with SLA reference items the first time the module runs."
}
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{
"id": "sla-mothership-compendium",
"title": "SLA Mothership Companion",
"description": "Seeds SLA Industries weapons, armour, gear, training references, species notes, skills, Ebb abilities, and SLA panic tables into SLA Mothership worlds.",
"version": "0.5.1",
"url": "https://github.com/slaguru666/sla_industries_MS",
"manifest": "https://raw.githubusercontent.com/slaguru666/sla-mothership-compendium/main/module.json",
"download": "https://github.com/slaguru666/sla-mothership-compendium/releases/latest/download/sla-mothership-compendium.zip",
"compatibility": {
"minimum": "13",
"verified": "13.350",
"maximum": "13"
},
"authors": [
{
"name": "Tim Evans",
"flags": {}
}
],
"esmodules": [
"module/sla-mothership-compendium.mjs"
],
"relationships": {
"requires": [
{
"id": "sla-mothership",
"type": "system",
"compatibility": {}
}
]
},
"languages": [
{
"lang": "en",
"name": "English",
"path": "lang/en.json",
"flags": {}
}
]
}
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{
"conditions": [
{
"name": "Anhedonia",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/exhausted.png",
"severity": 1,
"effectSummary": "Recovery feels numb and incomplete. Sanity-based focus and morale suffer.",
"severityScale": "Each untreated level deepens the emotional flatline and worsens penalties.",
"treatment": "Rest, therapy, meds, squad support, secure downtime.",
"description": "The operative struggles to feel relief, reward, or emotional connection after stress.",
"statMods": { "sanity": -5 },
"skillMods": [
{ "skill": "Persuade", "value": -5 },
{ "skill": "Command", "value": -5 }
]
},
{
"name": "Bleeding",
"category": "Physical",
"img": "systems/sla-mothership/images/icons/ui/conditions/bleeding.png",
"severity": 1,
"effectSummary": "Ongoing blood loss. Existing bleed automation handles the Health drain.",
"severityScale": "Each untreated level increases blood loss and compounds danger.",
"treatment": "Pressure, clotting agent, dressing, tourniquet, surgery.",
"description": "Open trauma or internal bleeding is actively worsening the operative's condition.",
"statMods": {},
"skillMods": []
},
{
"name": "Broken",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/deflated.png",
"severity": 1,
"effectSummary": "Confidence and composure collapse under pressure.",
"severityScale": "Each untreated level makes leadership and fear control harder.",
"treatment": "Reassurance, therapy, recovery, successful action, removal from stressors.",
"description": "The operative has emotionally cracked and struggles to hold formation or nerve.",
"statMods": { "fear": -5 },
"skillMods": [
{ "skill": "Command", "value": -10 },
{ "skill": "Intimidate", "value": -5 }
]
},
{
"name": "Corrosive Atmosphere",
"category": "Environmental",
"img": "systems/sla-mothership/images/icons/ui/conditions/corrosive_atmosphere.png",
"severity": 1,
"effectSummary": "Acidic or corrosive exposure slows movement and punishes endurance.",
"severityScale": "Each untreated level worsens pain, degradation, and mobility loss.",
"treatment": "Seal suit, neutralise contaminant, wash down, replace compromised gear.",
"description": "The operative is operating in or contaminated by a corrosive environment.",
"statMods": { "speed": -5, "body": -5 },
"skillMods": []
},
{
"name": "Coward",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/coward.png",
"severity": 1,
"effectSummary": "The operative hesitates when violence and fear collide.",
"severityScale": "Each untreated level further erodes combat nerve and fear control.",
"treatment": "Calming support, therapy, command pressure, rest, successful exposure.",
"description": "The operative instinctively withdraws from direct confrontation.",
"statMods": { "combat": -10, "fear": -10 },
"skillMods": []
},
{
"name": "Cryosickness",
"category": "Physical",
"img": "systems/sla-mothership/images/icons/ui/conditions/cryosickness.png",
"severity": 1,
"effectSummary": "Nausea, vertigo, and weakness after transit or cold shock.",
"severityScale": "Each untreated level worsens dizziness and physical sluggishness.",
"treatment": "Warmth, hydration, anti-nausea meds, monitored recovery.",
"description": "The operative is reeling from cryo exposure or violent decompression effects.",
"statMods": { "strength": -5, "speed": -10 },
"skillMods": [
{ "skill": "Athletics", "value": -5 },
{ "skill": "Dodge", "value": -5 }
]
},
{
"name": "Exhausted",
"category": "Physical",
"img": "systems/sla-mothership/images/icons/ui/conditions/exhausted.png",
"severity": 1,
"effectSummary": "Fatigue drags down physical output and reaction time.",
"severityScale": "Each untreated level compounds strain across physical actions.",
"treatment": "Sleep, food, water, stimulants, light duty, rest cycle.",
"description": "The operative is running on fumes and cannot sustain peak performance.",
"statMods": { "strength": -10, "speed": -10, "combat": -5 },
"skillMods": [
{ "skill": "Athletics", "value": -10 },
{ "skill": "Climb", "value": -10 },
{ "skill": "Swim", "value": -10 },
{ "skill": "Dodge", "value": -5 }
]
},
{
"name": "Extreme Cold",
"category": "Environmental",
"img": "systems/sla-mothership/images/icons/ui/conditions/extreme_cold.png",
"severity": 1,
"effectSummary": "Cold stress slows limbs, reactions, and endurance.",
"severityScale": "Each untreated level deepens numbness and loss of motor control.",
"treatment": "Insulation, heat source, dry clothing, rewarm gradually.",
"description": "The operative is suffering from freezing temperatures or cold exposure.",
"statMods": { "speed": -5, "combat": -5, "body": -5 },
"skillMods": [
{ "skill": "Athletics", "value": -5 },
{ "skill": "Climb", "value": -5 },
{ "skill": "Firearm (Pistol)", "value": -5 },
{ "skill": "Firearm (Rifle/Shotgun)", "value": -5 },
{ "skill": "Firearm (SMG)", "value": -5 },
{ "skill": "Firearm (Auto/Support)", "value": -5 }
]
},
{
"name": "Extreme Heat",
"category": "Environmental",
"img": "systems/sla-mothership/images/icons/ui/conditions/extreme_heat.png",
"severity": 1,
"effectSummary": "Heat stress blurs judgement and punishes sustained activity.",
"severityScale": "Each untreated level worsens dehydration, confusion, and fatigue.",
"treatment": "Cool zone, fluids, shade, suit regulation, reduced exertion.",
"description": "The operative is overheating in hostile temperature conditions.",
"statMods": { "intellect": -5, "combat": -5, "body": -5 },
"skillMods": [
{ "skill": "Athletics", "value": -5 },
{ "skill": "Tech (Mechanical)", "value": -5 },
{ "skill": "Medical", "value": -5 }
]
},
{
"name": "Frightened",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/frightened.png",
"severity": 1,
"effectSummary": "Fear control slips and aggression becomes unreliable.",
"severityScale": "Each untreated level further erodes nerve and tactical resolve.",
"treatment": "Reassurance, sedation, command stabilisation, distance from trigger.",
"description": "The operative is actively rattled by a threat and struggling to stay steady.",
"statMods": { "combat": -10, "fear": -10 },
"skillMods": [
{ "skill": "Command", "value": -10 }
]
},
{
"name": "Hallucinations",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/loss_of_confidence.png",
"severity": 1,
"effectSummary": "Perception and judgement become unreliable.",
"severityScale": "Each untreated level worsens sensory confusion and bad calls.",
"treatment": "Sedation, medical intervention, rest, remove toxins or trigger.",
"description": "The operative cannot fully trust what they see, hear, or infer.",
"statMods": { "intellect": -10 },
"skillMods": [
{ "skill": "Spot Hidden", "value": -10 },
{ "skill": "Listen", "value": -10 },
{ "skill": "Tactics", "value": -5 }
]
},
{
"name": "Haunted",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/haunted.png",
"severity": 1,
"effectSummary": "Recurring dread bleeds into calm judgement and fear resistance.",
"severityScale": "Each untreated level intensifies intrusive thoughts and fear bleed-through.",
"treatment": "Therapy, ritual closure, proper sleep, medication, protected downtime.",
"description": "The operative is stalked by memories, echoes, or lingering terror.",
"statMods": { "sanity": -5, "fear": -5 },
"skillMods": []
},
{
"name": "Hypervigilance",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/hypervigilance.png",
"severity": 1,
"effectSummary": "Sharper scanning comes at the cost of social ease and calm.",
"severityScale": "Each untreated level sharpens detection but worsens social tension.",
"treatment": "Rest, reassurance, proper sleep, rotation off watch, medication.",
"description": "The operative is keyed-up and sees every shadow as a threat.",
"statMods": {},
"skillMods": [
{ "skill": "Spot Hidden", "value": 5 },
{ "skill": "Listen", "value": 5 },
{ "skill": "Persuade", "value": -5 },
{ "skill": "Fast Talk", "value": -5 }
]
},
{
"name": "Irradiated",
"category": "Environmental",
"img": "systems/sla-mothership/images/icons/ui/conditions/irradiated.png",
"severity": 1,
"effectSummary": "Radiation poisoning attacks stamina and resilience.",
"severityScale": "Each untreated level worsens sickness, weakness, and bodily failure.",
"treatment": "Rad purge, chems, shielding, detox, medical monitoring.",
"description": "The operative has absorbed enough radiation to begin deteriorating.",
"statMods": { "body": -10, "strength": -5 },
"skillMods": [
{ "skill": "Athletics", "value": -5 }
]
},
{
"name": "Loss of Confidence",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/loss_of_confidence.png",
"severity": 1,
"effectSummary": "The operative second-guesses themselves at the worst moment.",
"severityScale": "Each untreated level deepens hesitation and poor authority projection.",
"treatment": "Reassurance, training, recovery, command support, success under pressure.",
"description": "Self-belief is eroding and assertive action is harder to sustain.",
"statMods": { "combat": -10 },
"skillMods": [
{ "skill": "Command", "value": -10 },
{ "skill": "Persuade", "value": -5 },
{ "skill": "Intimidate", "value": -5 }
]
},
{
"name": "Nightmares",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/nightmares.png",
"severity": 1,
"effectSummary": "Poor sleep leaves the operative drained and frayed.",
"severityScale": "Each untreated level further erodes recovery and fear resistance.",
"treatment": "Sleep, sedation, therapy, safer quarters, monitored rest.",
"description": "Rest is disturbed by vivid recurring trauma or dread imagery.",
"statMods": { "sanity": -5, "fear": -5, "speed": -5 },
"skillMods": []
},
{
"name": "Panicky",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/distress.png",
"severity": 1,
"effectSummary": "Fear spikes fast and action discipline suffers.",
"severityScale": "Each untreated level makes panic responses harder to contain.",
"treatment": "Breathing control, sedation, command support, remove from trigger.",
"description": "The operative is already teetering on the edge of a panic response.",
"statMods": { "fear": -10, "combat": -5 },
"skillMods": []
},
{
"name": "Phobia",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/frightened.png",
"severity": 1,
"effectSummary": "A specific trigger collapses nerve and movement control.",
"severityScale": "Each untreated level intensifies the triggered fear spiral.",
"treatment": "Therapy, controlled exposure, sedation, distance from trigger.",
"description": "The operative carries a specific overwhelming fear response.",
"statMods": { "fear": -10, "combat": -5, "speed": -5 },
"skillMods": []
},
{
"name": "Severe Anxiety",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/anxiety.png",
"severity": 1,
"effectSummary": "Every decision comes under pressure and dread.",
"severityScale": "Each untreated level further erodes concentration and control.",
"treatment": "Sedation, therapy, reassurance, reduced exposure to pressure.",
"description": "The operative is locked in a persistent high-anxiety state.",
"statMods": { "fear": -10, "intellect": -5 },
"skillMods": [
{ "skill": "Command", "value": -5 }
]
},
{
"name": "Social Anxiety",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/anxiety.png",
"severity": 1,
"effectSummary": "Communication under pressure becomes difficult and strained.",
"severityScale": "Each untreated level worsens hesitation and social friction.",
"treatment": "Therapy, coaching, medication, low-pressure recovery time.",
"description": "The operative struggles to perform in direct social or command exchanges.",
"statMods": {},
"skillMods": [
{ "skill": "Persuade", "value": -10 },
{ "skill": "Fast Talk", "value": -10 },
{ "skill": "Command", "value": -10 },
{ "skill": "Intimidate", "value": -10 }
]
},
{
"name": "Starving",
"category": "Physical",
"img": "systems/sla-mothership/images/icons/ui/conditions/starving.png",
"severity": 1,
"effectSummary": "Lack of food and water drains bodily reserves and performance.",
"severityScale": "Each untreated level worsens weakness, collapse risk, and poor endurance.",
"treatment": "Food, water, electrolytes, rest, monitored recovery.",
"description": "The operative is underfed, dehydrated, or metabolically depleted.",
"statMods": { "strength": -10, "body": -10, "speed": -5 },
"skillMods": [
{ "skill": "Athletics", "value": -10 },
{ "skill": "Climb", "value": -10 },
{ "skill": "Swim", "value": -10 }
]
},
{
"name": "Suffocating",
"category": "Environmental",
"img": "systems/sla-mothership/images/icons/ui/conditions/suffocating.png",
"severity": 1,
"effectSummary": "Oxygen loss or choking destroys mental and physical performance.",
"severityScale": "Each untreated level rapidly worsens every roll tied to survival.",
"treatment": "Restore air, clear airway, re-pressurise, oxygen mask, evac.",
"description": "The operative is being starved of oxygen or cannot breathe properly.",
"statMods": { "strength": -10, "speed": -10, "intellect": -10, "combat": -10, "body": -10 },
"skillMods": []
},
{
"name": "The Bends",
"category": "Physical",
"img": "systems/sla-mothership/images/icons/ui/conditions/the_bends.png",
"severity": 1,
"effectSummary": "Pressure trauma punishes movement, stability, and endurance.",
"severityScale": "Each untreated level worsens pain, weakness, and collapse risk.",
"treatment": "Recompression, oxygen, medical supervision, controlled rest.",
"description": "The operative is suffering from decompression sickness.",
"statMods": { "speed": -10, "body": -10, "combat": -5 },
"skillMods": [
{ "skill": "Athletics", "value": -10 },
{ "skill": "Dodge", "value": -5 }
]
},
{
"name": "The Shakes",
"category": "Physical",
"img": "systems/sla-mothership/images/icons/ui/conditions/the_shakes.png",
"severity": 1,
"effectSummary": "Fine motor control is unreliable, especially under pressure.",
"severityScale": "Each untreated level worsens aim and precision work.",
"treatment": "Medication, rest, stabilisers, warmth, treat underlying cause.",
"description": "The operative cannot keep their hands steady enough for precise work.",
"statMods": {},
"skillMods": [
{ "skill": "Firearm (Pistol)", "value": -10 },
{ "skill": "Firearm (Rifle/Shotgun)", "value": -10 },
{ "skill": "Firearm (SMG)", "value": -10 },
{ "skill": "Firearm (Auto/Support)", "value": -10 },
{ "skill": "Medical", "value": -10 },
{ "skill": "Tech (Electronics)", "value": -10 },
{ "skill": "Tech (Mechanical)", "value": -10 }
]
},
{
"name": "Toxic Atmosphere",
"category": "Environmental",
"img": "systems/sla-mothership/images/icons/ui/conditions/toxic_atmosphere.png",
"severity": 1,
"effectSummary": "Toxins attack endurance, balance, and breathing efficiency.",
"severityScale": "Each untreated level compounds sickness and bodily failure.",
"treatment": "Respirator, evac, anti-toxin, purge, sealed environment.",
"description": "The operative is exposed to a poisonous or unbreathable environment.",
"statMods": { "body": -10, "speed": -10 },
"skillMods": []
},
{
"name": "Twitchy",
"category": "Psychological",
"img": "systems/sla-mothership/images/icons/ui/conditions/the_shakes.png",
"severity": 1,
"effectSummary": "Jumpy reflexes ruin patience, stealth, and delicate control.",
"severityScale": "Each untreated level makes quiet or precise work harder.",
"treatment": "Rest, calming meds, decompression, squad reassurance.",
"description": "The operative keeps flinching, jerking, and overreacting to stimuli.",
"statMods": {},
"skillMods": [
{ "skill": "Stealth", "value": -10 },
{ "skill": "Dodge", "value": -5 },
{ "skill": "Medical", "value": -5 },
{ "skill": "Tech (Mechanical)", "value": -5 }
]
}
]
}
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{
"version": "0.3.1-draft5",
"source": "SLA Industries Drug System -> Mothership Conversion Notes",
"drugs": [
{
"id": "rush",
"name": "Rush",
"category": "Combat",
"rating": 5,
"cost": 50,
"img": "systems/sla-mothership/images/sla-assets/Drugs/Rush.png",
"durationSeconds": 21600,
"durationLabel": "6 hours",
"activeSummary": "+10 Combat, +10 Speed, ignore one wound penalty per scene.",
"withdrawalSummary": "-5 Strength, -5 Body Save, -2 max Health per wound tier.",
"notes": [
"Standard Frother combat drug and common operative stimulant.",
"Each dose triggers a Body Save unless the user is a Frother."
],
"addiction": {
"threshold": 4,
"saveDisadvantage": false,
"frotherExempt": true,
"withdrawalCheckSeconds": 86400
},
"effects": {
"statBonuses": {
"combat": 10,
"speed": 10
},
"ignoreWoundPenaltyCount": 1
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": null,
"statBonuses": {
"strength": -5,
"body": -5
},
"healthMaxPenaltyPerWoundTier": 2
}
},
{
"id": "ultra-violence",
"name": "Ultra Violence",
"category": "Combat",
"rating": 10,
"cost": 150,
"img": "systems/sla-mothership/images/sla-assets/Drugs/UV.png",
"durationSeconds": 43200,
"durationLabel": "12 hours",
"activeSummary": "+15 Combat, +10 Speed, Advantage on Combat checks, halve incoming damage.",
"withdrawalSummary": "-10 Strength, -10 Body Save, -1 max Wounds.",
"notes": [
"Legal only for heavily contracted corporate operatives.",
"On expiry, roll a Sanity Save; failure adds 1d5 Stress."
],
"addiction": {
"threshold": 1,
"saveDisadvantage": true,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {
"statBonuses": {
"combat": 15,
"speed": 10
},
"combatAdvantage": true,
"damageTakenMultiplier": 0.5
},
"expiry": {
"sanitySaveOnExpiry": true,
"stressFormulaOnFailure": "1d5"
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": null,
"statBonuses": {
"strength": -10,
"body": -10
},
"woundMaxPenalty": 1
}
},
{
"id": "blaze-uv",
"name": "Blaze UV",
"category": "Combat",
"rating": 4,
"cost": 20,
"img": "systems/sla-mothership/images/sla-assets/Drugs/2nd try/Blaze UV.png",
"durationSeconds": 600,
"durationLabel": "10 minutes",
"activeSummary": "+15 Combat, +10 Speed, Advantage on Combat checks, halve incoming damage, +1 Stress on use.",
"withdrawalSummary": "Automatic -10 Strength crash for 3 hours.",
"notes": [
"Street-grade UV with a filthy comedown.",
"Frothers gain an additional +5 Combat while active."
],
"addiction": {
"threshold": 1,
"saveDisadvantage": true,
"frotherExempt": false,
"withdrawalCheckSeconds": 0
},
"effects": {
"statBonuses": {
"combat": 15,
"speed": 10
},
"combatAdvantage": true,
"damageTakenMultiplier": 0.5,
"stressOnUse": 1,
"frotherCombatBonus": 5
},
"withdrawal": {
"mode": "immediate",
"durationSeconds": 10800,
"statBonuses": {
"strength": -10
}
}
},
{
"id": "bass",
"name": "Bass",
"category": "Combat",
"rating": 4,
"cost": 30,
"img": "systems/sla-mothership/images/sla-assets/Drugs/Redline.png",
"durationSeconds": 3600,
"durationLabel": "1 hour",
"activeSummary": "+10 Strength.",
"withdrawalSummary": "-5 Strength, -5 Speed.",
"notes": [
"Pure strength amplifier favored by heavy assault species.",
"Uses a hard crash profile if addiction sets in."
],
"addiction": {
"threshold": 1,
"saveDisadvantage": true,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {
"statBonuses": {
"strength": 10
}
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": null,
"statBonuses": {
"strength": -5,
"speed": -5
}
}
},
{
"id": "cream",
"name": "Cream",
"category": "Combat",
"rating": 4,
"cost": 35,
"img": "systems/sla-mothership/images/sla-assets/Drugs/Stimulant.png",
"durationSeconds": 3600,
"durationLabel": "1 hour",
"activeSummary": "+8 Speed, Advantage on ranged Combat checks.",
"withdrawalSummary": "-15 Speed for 3 hours.",
"notes": [
"Motor-control enhancer popular with shooters.",
"Non-Frothers gain +1 Stress on use."
],
"addiction": {
"threshold": 1,
"saveDisadvantage": false,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {
"statBonuses": {
"speed": 8
},
"rangedCombatAdvantage": true,
"stressOnUse": 1,
"stressNonFrotherOnly": true
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": 10800,
"statBonuses": {
"speed": -15
}
}
},
{
"id": "beat",
"name": "Beat",
"category": "Soft",
"rating": 5,
"cost": 15,
"img": "systems/sla-mothership/images/sla-assets/Drugs/Calmline.png",
"durationSeconds": 21600,
"durationLabel": "6 hours",
"activeSummary": "+8 Sanity Save, +5 Fear Save.",
"withdrawalSummary": "-5 Intellect, -5 Sanity Save.",
"notes": [
"A mild operative nerve stabilizer used to keep trauma manageable."
],
"addiction": {
"threshold": 2,
"saveDisadvantage": false,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {
"statBonuses": {
"sanity": 8,
"fear": 5
}
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": null,
"statBonuses": {
"intellect": -5,
"sanity": -5
}
}
},
{
"id": "flip",
"name": "Flip",
"category": "Soft",
"rating": 4,
"cost": 25,
"img": "systems/sla-mothership/images/sla-assets/Drugs/2nd try/Flip.png",
"durationSeconds": 10800,
"durationLabel": "3 hours",
"activeSummary": "+12 Sanity Save, +8 Fear Save.",
"withdrawalSummary": "-10 Sanity Save, -8 Fear Save for 6 hours.",
"notes": [
"An aggressive COOL amplifier used by trauma survivors and frontline operatives."
],
"addiction": {
"threshold": 1,
"saveDisadvantage": true,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {
"statBonuses": {
"sanity": 12,
"fear": 8
}
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": 21600,
"statBonuses": {
"sanity": -10,
"fear": -8
}
}
},
{
"id": "drum",
"name": "Drum",
"category": "Soft",
"rating": 4,
"cost": 40,
"img": "systems/sla-mothership/images/sla-assets/Drugs/2nd try/Drum.png",
"durationSeconds": 7200,
"durationLabel": "2 hours",
"activeSummary": "Restore full Flux if Ebb-capable and gain +5 Sanity Save for 2 hours.",
"withdrawalSummary": "-5 Intellect per withdrawal stage.",
"notes": [
"Only Ebb-capable species gain the Flux benefit.",
"Non-Ebb users still receive the Sanity bonus."
],
"addiction": {
"threshold": 2,
"saveDisadvantage": false,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {
"statBonuses": {
"sanity": 5
},
"restoreFlux": "full"
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": null,
"statBonuses": {
"intellect": -5
}
}
},
{
"id": "alice",
"name": "Alice",
"category": "Soft",
"rating": 9,
"cost": 200,
"img": "systems/sla-mothership/images/sla-assets/Drugs/2nd try/Bubbles.png",
"durationSeconds": 0,
"durationLabel": "GM / scene duration",
"activeSummary": "+15 Intellect for Ebb-related checks. Mandatory Sanity Save on use; failure adds 1d10 Stress and a Panic Check.",
"withdrawalSummary": "No timed withdrawal. Long-term use causes permanent Intellect loss.",
"notes": [
"The vision content is intentionally GM-controlled.",
"After the first use, each additional dose permanently reduces Intellect by 5."
],
"addiction": {
"threshold": 0,
"saveDisadvantage": false,
"frotherExempt": false,
"withdrawalCheckSeconds": 0
},
"effects": {
"statBonuses": {
"intellect": 15
}
},
"special": {
"aliceTrip": true,
"intellectPermanentAfterFirst": -5
}
},
{
"id": "decadence",
"name": "Decadence",
"category": "Soft",
"rating": 8,
"cost": 120,
"img": "systems/sla-mothership/images/sla-assets/Drugs/Sedative.png",
"durationSeconds": 3600,
"durationLabel": "1 hour",
"activeSummary": "Target is incapacitated for the treatment period.",
"withdrawalSummary": "Permanent -5 Sanity Save and -5 Fear Save per addiction stage.",
"notes": [
"Used in trauma treatment and leaves the target in a chemical coma.",
"On expiry, remove 3 Stress."
],
"addiction": {
"threshold": 5,
"saveDisadvantage": false,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {
"incapacitated": true
},
"expiry": {
"stressRelief": 3
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": null,
"statBonuses": {
"sanity": -5,
"fear": -5
},
"permanent": true
}
},
{
"id": "kickstart",
"name": "KickStart",
"category": "Medical",
"rating": 3,
"cost": 40,
"img": "systems/sla-mothership/images/sla-assets/Drugs/Stimulant.png",
"durationSeconds": 18,
"durationLabel": "3 rounds delay",
"activeSummary": "Pending medical dose. On expiry, restore Health to the current wound tier maximum and heal 1 Wound.",
"withdrawalSummary": "-5 Body Save, -2 max Health per wound tier if addiction ever becomes relevant.",
"notes": [
"Emergency battlefield stabiliser with a short delayed onset.",
"Multiple doses can stack by queuing additional pending injections."
],
"addiction": {
"threshold": 30,
"saveDisadvantage": false,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {},
"special": {
"kickstartDelay": true,
"healHealthToMax": true,
"healWounds": 1
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": null,
"statBonuses": {
"body": -5
},
"healthMaxPenaltyPerWoundTier": 2
}
},
{
"id": "pineal-stim",
"name": "Pineal Stim",
"category": "Medical",
"rating": 6,
"cost": 90,
"img": "systems/sla-mothership/images/sla-assets/Drugs/Stimulant.png",
"durationSeconds": 0,
"durationLabel": "Manual / enhancement support",
"activeSummary": "Double the duration of Flux-powered enhancement effects while active.",
"withdrawalSummary": "-5 Intellect, -2 max Flux, and weaker Ebb enhancement outcomes.",
"notes": [
"Prescription-only support chemical for Ebb Enhancement work."
],
"addiction": {
"threshold": 3,
"saveDisadvantage": false,
"frotherExempt": false,
"withdrawalCheckSeconds": 86400
},
"effects": {
"doubleEbbDuration": true
},
"withdrawal": {
"mode": "addiction-check",
"durationSeconds": null,
"statBonuses": {
"intellect": -5
},
"fluxMaxPenalty": 2,
"ebbPowerPenalty": 1
}
}
]
}
+452
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@@ -0,0 +1,452 @@
{
"version": "0.4.0-ebb-core",
"source": "SLA_BRP.txt",
"abilities": [
{
"id": "awareness",
"name": "Awareness",
"skillRef": "Ebb Awareness",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Mental",
"impact": "other",
"attack": false,
"range": "POW x 5m",
"rangeFormula": "pow*5",
"duration": "1 minute",
"pppl": "1",
"effect": "Sense active Ebb, flux fields, and Ebb users.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 1,
"range": "POW x 5m",
"duration": "1 minute",
"effect": "Detect active Ebb, flux batteries, and Ebb users."
},
{
"id": "strong",
"label": "Strong",
"cost": 3,
"range": "POW x 10m",
"duration": "2 minutes",
"effect": "Greater radius and rough source strength."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 5,
"range": "POW x 20m",
"duration": "3 minutes",
"effect": "Strong source mapping and directional lock."
}
],
"notes": [
"Special success gives stronger directional detail.",
"Used for scanning unknown spaces before contact."
]
},
{
"id": "blast",
"name": "Blast",
"skillRef": "Ebb Blast",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Combat",
"impact": "harm",
"attack": true,
"range": "POW x 2m",
"rangeFormula": "pow*2",
"duration": "Instant",
"pppl": "1",
"effect": "Kinetic Ebb bolt.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 1,
"damage": "1D6",
"ignoreArmour": 2,
"effect": "Kinetic bolt, ignores 2 armour."
},
{
"id": "strong",
"label": "Strong",
"cost": 3,
"damage": "2D6",
"ignoreArmour": 4,
"effect": "Heavy bolt, ignores 4 armour."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 5,
"damage": "3D6",
"ignoreArmour": 6,
"effect": "Violent blast, ignores 6 armour."
}
],
"special": {
"specialDoubleDice": true,
"criticalMode": "max-ignore-armour"
},
"notes": [
"Single roll resolves both control and hit.",
"Critical: max dice and ignore all armour."
]
},
{
"id": "thermal-red",
"name": "Thermal (Red)",
"skillRef": "Ebb Thermal (Red)",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Combat",
"impact": "harm",
"attack": true,
"range": "POW x 2m",
"rangeFormula": "pow*2",
"duration": "Instant",
"pppl": "1",
"effect": "Heat and fire projection.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 1,
"damage": "1D6",
"ignoreArmour": 2,
"effect": "Heat lance; flammable targets may ignite."
},
{
"id": "strong",
"label": "Strong",
"cost": 3,
"damage": "2D6",
"ignoreArmour": 4,
"effect": "Intense thermal burst."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 5,
"damage": "3D6",
"ignoreArmour": 6,
"effect": "Severe thermal strike."
}
],
"notes": [
"Targets in flammable gear may ignite on failed Agility.",
"Treat as offensive Ebb attack."
]
},
{
"id": "thermal-blue",
"name": "Thermal (Blue)",
"skillRef": "Ebb Thermal (Blue)",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Combat",
"impact": "harm",
"attack": true,
"range": "POW x 2m",
"rangeFormula": "pow*2",
"duration": "Instant",
"pppl": "1",
"effect": "Cold and frost projection.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 1,
"damage": "1D6",
"effect": "Cryo strike."
},
{
"id": "strong",
"label": "Strong",
"cost": 3,
"damage": "2D6",
"effect": "Heavy cryo strike."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 5,
"damage": "3D6",
"effect": "Severe freezing strike."
}
],
"special": {
"specialCondition": "slow"
},
"notes": [
"Special success can halve MOVE and apply -20% Physical for 1D3 rounds.",
"Normal armour applies."
]
},
{
"id": "telekinesis",
"name": "Telekinesis",
"skillRef": "Ebb Telekinesis",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Mental",
"impact": "other",
"attack": false,
"range": "POW x 2m",
"rangeFormula": "pow*2",
"duration": "Sustained",
"pppl": "1",
"effect": "Move, hold, and throw objects with Ebb force.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 1,
"duration": "1 round/maintain",
"effect": "STR 5 equivalent force."
},
{
"id": "strong",
"label": "Strong",
"cost": 3,
"duration": "1 round/maintain",
"effect": "STR 15 equivalent force."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 5,
"duration": "1 round/maintain",
"effect": "STR 25 equivalent force."
}
],
"notes": [
"1 Flux per round to maintain sustained control.",
"Thrown objects deal damage by mass and velocity."
]
},
{
"id": "communicate",
"name": "Communicate",
"skillRef": "Ebb Communicate",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Mental",
"impact": "other",
"attack": false,
"range": "POW x 100m",
"rangeFormula": "pow*100",
"duration": "1 minute",
"pppl": "1",
"effect": "Telepathic communication.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 1,
"effect": "One-to-one telepathy with familiar mind."
},
{
"id": "strong",
"label": "Strong",
"cost": 3,
"effect": "Share images/emotional overlays."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 5,
"effect": "No language barrier for simple intent."
}
],
"notes": [
"Special can include strong visual packets.",
"Critical can bypass language mismatch."
]
},
{
"id": "senses",
"name": "Senses",
"skillRef": "Ebb Senses",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Perception",
"impact": "other",
"attack": false,
"range": "Self",
"duration": "POW rounds",
"pppl": "1",
"effect": "Enhance sensory throughput and remote perception.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 1,
"duration": "POW rounds",
"rollMods": {
"perception": 20
},
"effect": "+20% Spot Hidden/Listen style checks."
},
{
"id": "strong",
"label": "Strong",
"cost": 3,
"duration": "POW rounds",
"rollMods": {
"perception": 30
},
"effect": "+30% perception and doubled spotting distances."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 5,
"duration": "POW rounds",
"rollMods": {
"perception": 40
},
"effect": "+40% perception and remote-view snapshots."
}
],
"notes": [
"Special can briefly remote-view known nearby locations.",
"Applies as roll modifier while active."
]
},
{
"id": "protect",
"name": "Protect",
"skillRef": "Ebb Protect",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Mental",
"impact": "other",
"attack": false,
"range": "Touch",
"duration": "POW rounds",
"pppl": "1",
"effect": "Temporary Ebb shielding.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 1,
"duration": "POW rounds",
"avBonus": 2,
"protectType": "physical",
"effect": "+2 AV vs chosen damage family."
},
{
"id": "strong",
"label": "Strong",
"cost": 3,
"duration": "POW rounds",
"avBonus": 4,
"protectType": "physical",
"effect": "+4 AV vs chosen damage family."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 5,
"duration": "POW rounds",
"avBonus": 6,
"protectType": "physical",
"effect": "+6 AV vs chosen damage family."
}
],
"special": {
"criticalMode": "dual-protect"
},
"notes": [
"On critical, protection applies to both physical and Ebb attack types."
]
},
{
"id": "heal",
"name": "Heal",
"skillRef": "Ebb Heal",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Mental",
"impact": "heal",
"attack": false,
"range": "Touch",
"duration": "Instant",
"pppl": "2",
"effect": "Restore HP or stabilize severe wounds.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 2,
"healing": "1D6",
"effect": "Restore 1D6 HP."
},
{
"id": "strong",
"label": "Strong",
"cost": 4,
"healing": "2D6",
"effect": "Restore 2D6 HP or stabilize fatal injury to major wound."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 6,
"healing": "3D6",
"effect": "High-output recovery burst."
}
],
"notes": [
"On fumble, target takes 1D4 damage from Ebb trauma."
]
},
{
"id": "reality-fold",
"name": "Reality Fold",
"skillRef": "Ebb Reality Fold",
"coreSkillRef": "Ebb (Core)",
"base": 0,
"skillCategoryRef": "Mental",
"impact": "other",
"attack": false,
"range": "POW x 3m",
"rangeFormula": "pow*3",
"duration": "Instant",
"pppl": "5",
"effect": "Short-range spatial fold / teleport.",
"tiers": [
{
"id": "basic",
"label": "Basic",
"cost": 5,
"range": "POW x 3m",
"effect": "Teleport self plus gear, line of sight."
},
{
"id": "strong",
"label": "Strong",
"cost": 7,
"range": "POW x 4m",
"effect": "Longer fold and improved control."
},
{
"id": "extreme",
"label": "Extreme",
"cost": 9,
"range": "POW x 5m",
"effect": "Aggressive fold envelope, can include adjacent ally."
}
],
"notes": [
"Difficult if destination is unfamiliar or occluded.",
"On fumble, arrive off target and take 1D6 spatial shear damage."
]
}
]
}
File diff suppressed because it is too large Load Diff
+839
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@@ -0,0 +1,839 @@
{
"categories": [
{
"key": "communications",
"title": "Communications Equipment",
"items": [
{
"name": "Headset Communicator",
"cost": "20c",
"weight": "0.1kg",
"power": "48hrs continuous",
"description": "Standard SLA encrypted short-range comms with bone-conduction mic/speaker.",
"stats": [
"Range: 5km urban / 15km open terrain",
"Encryption: Listen at -40% to intercept"
],
"brp": "Enables squad coordination. +10% to cooperative Tactics rolls."
},
{
"name": "Klippo Multi-Band Communicator",
"cost": "150c",
"weight": "0.3kg",
"power": "72hrs",
"description": "Handheld or belt-mounted boosted comm unit with recording.",
"stats": [
"Range: 15km urban / 50km open terrain",
"Encryption: Listen at -60% to intercept"
],
"brp": "Can patch into Third Eye feeds, Shiver channels, or public bands."
},
{
"name": "Vid-Phone (Portable)",
"cost": "80c",
"weight": "0.5kg",
"power": "24hrs",
"description": "Visual comm device for public/private/SLA channels with video recording.",
"stats": [
"Range: unlimited via network / 10km direct",
"Storage: 2hrs video"
],
"brp": "Useful for remote briefings and evidence transmission."
},
{
"name": "Oyster Card (ITB Card)",
"cost": "5c",
"weight": "0.01kg",
"power": "Passive RFID",
"description": "ID, travel, and banking card with SCL, credits, permits, and biometrics.",
"stats": [
"Replacement fee after loss: 50c",
"Loss can trigger immediate SCL audit"
],
"brp": "Required for official SLA transactions. Electronics (Computer) at -30% to hack."
},
{
"name": "Operative Organiser",
"cost": "100c",
"weight": "0.4kg",
"power": "168hrs",
"description": "Rugged PDA with BPN storage, maps, contacts, and tactical software.",
"stats": [
"Includes Downtown maps and transit schedules",
"Includes basic forensic software"
],
"brp": "+10% to Navigate (Urban) and Research when consulting stored data."
},
{
"name": "BOOPA (Audio)",
"cost": "250c",
"weight": "0.6kg",
"power": "96hrs",
"description": "Advanced tactical audio suite with threat detection and directional awareness.",
"stats": [
"Range: 20km urban / 60km open terrain",
"Active filtering for sonic/flash effects"
],
"brp": "+20% Listen, negates surprise from audio cues, halves flashbang/sonic effects."
}
]
},
{
"key": "surveillance",
"title": "Surveillance & Detection Equipment",
"items": [
{
"name": "Environment Scanner (Standard)",
"cost": "300c",
"weight": "1.2kg",
"power": "48hrs",
"description": "Handheld multi-spectrum scanner for heat, chemicals, radiation, bio, and EM fields.",
"stats": [
"Range: 50m radius",
"Invisible/cloaked detection to 10m"
],
"brp": "+30% Search for hidden targets/objects. Opposed Stealth for cloaked targets."
},
{
"name": "Environment Scanner (Advanced)",
"cost": "800c",
"weight": "1.5kg",
"power": "72hrs",
"description": "Military-grade scanner with composition analysis, motion tracking, and Ebb sensing.",
"stats": [
"Range: 100m radius / 500m targeted scan",
"Auto-detects Ebb use within 50m"
],
"brp": "+40% Search. Can identify compounds/agents with no additional kit."
},
{
"name": "UV / Multi-Spectrum Torch",
"cost": "15c",
"weight": "0.3kg",
"power": "24hrs",
"description": "Compact weatherproof torch with white/UV/IR modes.",
"stats": [
"Beam: 50m white / 20m UV or IR"
],
"brp": "UV reveals bio traces with Forensics. IR halves darkness penalties."
},
{
"name": "Binoculars (Standard)",
"cost": "30c",
"weight": "0.4kg",
"power": "N/A",
"description": "8x optical binoculars with waterproof body.",
"stats": [
"Effective observation to 500m"
],
"brp": "Negates Spot range penalties up to 500m."
},
{
"name": "Binoculars (Tactical)",
"cost": "200c",
"weight": "0.8kg",
"power": "48hrs",
"description": "12x stabilized optics with IR/low-light, rangefinder, and laser designator.",
"stats": [
"Effective to 2000m",
"Exact distance output"
],
"brp": "Negates Spot range penalties to 2000m. IR works in total darkness."
},
{
"name": "Motion Tracker",
"cost": "450c",
"weight": "1.0kg",
"power": "72hrs",
"description": "Vibration/thermal movement detector with direction and approximate distance.",
"stats": [
"Range: 50m radius",
"Poor through thick walls or vs stationary targets"
],
"brp": "Auto-alerts movement in range. +20% to avoid ambush."
},
{
"name": "Forensic Kit",
"cost": "180c",
"weight": "2.5kg",
"power": "N/A",
"description": "Portable CSI suite with sample tools, reagents, bags, and analysis aids.",
"stats": [
"20 consumable uses included"
],
"brp": "Required for detailed Forensics; otherwise -30%."
},
{
"name": "Lockpick Set (Professional)",
"cost": "50c",
"weight": "0.2kg",
"power": "N/A",
"description": "Professional mechanical picks, tension tools, and bypass hardware.",
"stats": [
"Removes improvised lockpicking penalties"
],
"brp": "Required for Locksmith rolls without penalty; improvised tools impose -20%."
},
{
"name": "Electronic Lockpick / Bypass Kit",
"cost": "300c",
"weight": "0.5kg",
"power": "24hrs",
"description": "Electronic lock override, keycard cloning, and cipher bypass suite.",
"stats": [
"+10% Electronics (Security) for electronic lock defeat",
"Military-grade SLA locks may still require specialist access"
],
"brp": "Primary toolkit for electronic breach work."
}
]
},
{
"key": "medical",
"title": "Medical Equipment",
"items": [
{
"name": "BOOPA Medical Kit (Standard)",
"cost": "50c",
"weight": "1.5kg",
"power": "N/A",
"description": "Field first-aid set with bandages, antiseptics, coagulants, and hypo tools.",
"stats": [
"Supplies for 10 treatments",
"Includes KickStart and Splatter doses"
],
"brp": "Required for First Aid without penalty. KickStart restores 1d3 HP."
},
{
"name": "BOOPA Medical Kit (Advanced)",
"cost": "250c",
"weight": "3.0kg",
"power": "48hrs diagnostics",
"description": "Enhanced trauma and surgical field kit with scanner/defib/monitoring tools.",
"stats": [
"Supplies for 20 treatments",
"Includes KickStart, Splatter, and Bosh doses"
],
"brp": "Required for Medicine without penalty. +10% to First Aid and Medicine."
},
{
"name": "Medikit (Disposable Emergency)",
"cost": "10c",
"weight": "0.3kg",
"power": "N/A",
"description": "Single-use emergency pack with stimulant and coagulant patch.",
"stats": [
"Single use"
],
"brp": "Allows First Aid at -10%. Restores 1d3 HP."
},
{
"name": "Trauma Stabiliser",
"cost": "400c",
"weight": "5.0kg",
"power": "12hrs",
"description": "Portable life-support unit for critically injured casualties.",
"stats": [
"Includes oxygen, IV, and vital monitors"
],
"brp": "Auto-stabilises dying characters for 12 hours; Medicine roll to apply optimally."
},
{
"name": "Drug Hypo-Spray (Empty)",
"cost": "5c",
"weight": "0.1kg",
"power": "N/A",
"description": "Reusable painless delivery system for one drug dose.",
"stats": [
"Holds 1 dose"
],
"brp": "Administer one dose as a simple combat action."
}
]
},
{
"key": "exploration",
"title": "Climbing & Exploration Gear",
"items": [
{
"name": "Grapple Gun",
"cost": "120c",
"weight": "2.0kg",
"power": "24 shots",
"description": "Pneumatic launcher with 50m monofilament line and hook options.",
"stats": [
"Line tensile strength: 500kg",
"Setup time: 1 combat round"
],
"brp": "+20% Climb with secured line. Line breaks on 10+ damage hit."
},
{
"name": "Climbing Harness & Gear",
"cost": "40c",
"weight": "1.5kg",
"power": "N/A",
"description": "Full harness kit with ascenders, descenders, gloves, and support hardware.",
"stats": [
"Field climbing standard"
],
"brp": "Required for serious climbing; without it Climb at -20%."
},
{
"name": "Rope (50m, High-Tensile)",
"cost": "20c",
"weight": "3.0kg",
"power": "N/A",
"description": "Military climbing rope, weatherproof and squad-capable.",
"stats": [
"Tensile strength: 800kg"
],
"brp": "+10% Climb with proper rope support."
},
{
"name": "Maghold Boots",
"cost": "80c",
"weight": "2.0kg",
"power": "48hrs battery / 8hrs continuous use",
"description": "Electromagnetic boots for ferrous walls and ceilings.",
"stats": [
"Metal surfaces only",
"Movement rate halved while active"
],
"brp": "Auto-success Climb on metal surfaces."
},
{
"name": "Maghold Gloves",
"cost": "60c",
"weight": "0.5kg",
"power": "48hrs battery / 8hrs continuous use",
"description": "Electromagnetic palm pads for metallic climbing and gear anchoring.",
"stats": [
"Attach up to 50kg to ferrous surfaces"
],
"brp": "+30% Climb on metal surfaces."
}
]
},
{
"key": "tools",
"title": "Tools & Utility Gear",
"items": [
{
"name": "MAC Knife (Multi-Application Cutting Tool)",
"cost": "15c",
"weight": "0.3kg",
"power": "N/A",
"description": "Heavy-duty folding tool with ceramic blade, cutter, breaker, and pry attachments.",
"stats": [
"Improvised damage: 1d4, AP 1"
],
"brp": "Common requirement for Craft/Repair tasks in the field."
},
{
"name": "Entrenching Tool",
"cost": "12c",
"weight": "1.0kg",
"power": "N/A",
"description": "Folding shovel/pick combo for digging, rubble clearing, and breaching weak cover.",
"stats": [
"Improvised damage: 1d6+db"
],
"brp": "Supports fast fieldworks and emergency breaching."
},
{
"name": "Tool Kit (General)",
"cost": "60c",
"weight": "4.0kg",
"power": "N/A",
"description": "Comprehensive field repair kit for mechanical fixes.",
"stats": [
"Assorted hand tools, fasteners, tapes, and adhesives"
],
"brp": "Required for Craft (Mechanical)/Repair without penalty. Improvised tools: -30%."
},
{
"name": "Tool Kit (Electronics)",
"cost": "100c",
"weight": "2.0kg",
"power": "N/A",
"description": "Precision electronics tool set for diagnostics and component work.",
"stats": [
"Includes multimeter, solder tools, testers, and parts"
],
"brp": "Required for Electronics specialities without penalty."
},
{
"name": "Breaching Charge (Frame Charge)",
"cost": "80c per charge",
"weight": "1.5kg",
"power": "N/A",
"description": "Adhesive shaped charge with timer/remote detonation for entry operations.",
"stats": [
"Blast: 6d6 in 3m radius",
"Focused breach: 10d6 in 1m area"
],
"brp": "Demolitions roll for placement. Standard doors/walls breach automatically."
},
{
"name": "Padlock (Heavy Duty)",
"cost": "8c",
"weight": "0.3kg",
"power": "N/A",
"description": "Hardened steel padlock resistant to cutting and routine bypass attempts.",
"stats": [
"Locksmith at -20% to pick",
"STR 25+ with tools to force"
],
"brp": "Reliable low-cost field lock for temporary site security."
},
{
"name": "Duct Tape (Roll)",
"cost": "2c",
"weight": "0.2kg",
"power": "N/A",
"description": "High-strength adhesive tape, 50m roll.",
"stats": [
"Improvised restraints: STR vs STR+10 to break"
],
"brp": "Useful for temporary repairs, restraints, and improvised field solutions."
},
{
"name": "Cable Ties (Pack of 50)",
"cost": "5c",
"weight": "0.2kg",
"power": "N/A",
"description": "Heavy-duty non-metallic restraint ties.",
"stats": [
"Break free: STR vs 15 (single attempt)"
],
"brp": "Fast detainee handling and bundling utility."
},
{
"name": "Flares (Pack of 6)",
"cost": "10c",
"weight": "0.5kg",
"power": "N/A",
"description": "Weatherproof chemical flares for illumination, marking, and signalling.",
"stats": [
"Burn time: 30 minutes",
"Light radius: 50m"
],
"brp": "Reliable light source and route marker in low-visibility operations."
}
]
},
{
"key": "personal",
"title": "Personal Field Equipment",
"items": [
{
"name": "Backpack (Operative Issue)",
"cost": "15c",
"weight": "0.5kg empty",
"power": "N/A",
"description": "Waterproof modular military pack.",
"stats": [
"Capacity: 30kg"
],
"brp": "Carries major load without extra encumbrance penalties up to capacity."
},
{
"name": "Webbing / Tactical Vest",
"cost": "25c",
"weight": "1.0kg empty",
"power": "N/A",
"description": "Load-bearing vest with utility pouches and mount points.",
"stats": [
"Capacity: 10kg quick-access gear"
],
"brp": "Reload actions take half time with properly arranged ammunition."
},
{
"name": "Sleeping Bag (Thermal)",
"cost": "20c",
"weight": "1.5kg",
"power": "N/A",
"description": "Insulated bag rated to -20C with waterproof shell.",
"stats": [
"Cold-weather sustainment"
],
"brp": "Prevents cold/wet rest penalties during field downtime."
},
{
"name": "Ration Pack (1 Week)",
"cost": "15c",
"weight": "3.0kg",
"power": "N/A",
"description": "High-calorie long shelf-life field food for one operative (7 days).",
"stats": [
"Single-op weekly sustainment"
],
"brp": "Prevents starvation. Morale impacts are GM discretion."
},
{
"name": "Water Purification Tablets (50)",
"cost": "5c",
"weight": "0.1kg",
"power": "N/A",
"description": "Chemical water purification tablets.",
"stats": [
"1 tablet purifies 1 litre"
],
"brp": "Prevents disease from dirty water; does not remove heavy toxins/radiological contamination."
},
{
"name": "Canteen (2 Litre)",
"cost": "3c",
"weight": "0.3kg empty / 2.3kg full",
"power": "N/A",
"description": "Durable water container with carry strap.",
"stats": [
"2L volume"
],
"brp": "Supports hydration: roughly 1 day normal use, half-day in extreme heat/exertion."
}
]
},
{
"key": "specialist",
"title": "Specialist Equipment",
"items": [
{
"name": "Ebb Damper",
"cost": "600c",
"weight": "0.8kg",
"power": "48hrs",
"description": "Localized Ebb suppression field generator.",
"stats": [
"Radius: 5m",
"Detectable by scanners at double range"
],
"brp": "All Ebb rolls in radius at -30%, including the user's own Ebb rolls."
},
{
"name": "Power Cell (Standard)",
"cost": "10c",
"weight": "0.3kg",
"power": "24hrs typical load",
"description": "Rechargeable universal power cell.",
"stats": [
"Hot-swappable in most field gear"
],
"brp": "Baseline backup power source."
},
{
"name": "Power Cell (Extended)",
"cost": "25c",
"weight": "0.6kg",
"power": "72hrs typical load",
"description": "High-capacity universal power cell.",
"stats": [
"Extended operation support"
],
"brp": "Critical for long missions without resupply."
},
{
"name": "Recharge Station (Portable)",
"cost": "150c",
"weight": "2.0kg",
"power": "Mains or generator required",
"description": "Portable charging station for up to 4 cells at once.",
"stats": [
"4 cells / 4 hours"
],
"brp": "Field recharging hub when connected to stable power."
},
{
"name": "Portable Generator",
"cost": "300c",
"weight": "8.0kg",
"power": "48hrs on fuel",
"description": "Fuel-cell generator for charging and power distribution.",
"stats": [
"Output: 2kW",
"Hydrogen-1 fuel: 10c per 48hrs",
"Audible to Listen +20% within 50m"
],
"brp": "Mobile power backbone for remote operations."
},
{
"name": "Thermal Blanket (Emergency)",
"cost": "5c",
"weight": "0.2kg",
"power": "N/A",
"description": "Single-use reflective emergency blanket for heat retention.",
"stats": [
"Weatherproof emergency shelter aid"
],
"brp": "+20% Survival in cold exposure scenarios."
},
{
"name": "Chem-Light Sticks (Pack of 10)",
"cost": "5c",
"weight": "0.3kg",
"power": "N/A",
"description": "Snap-activated chemical light sticks in multiple colours.",
"stats": [
"8-hour glow",
"10m dim light radius",
"No heat signature"
],
"brp": "Silent route marking and low-profile signalling."
},
{
"name": "Mirror (Signal)",
"cost": "2c",
"weight": "0.1kg",
"power": "N/A",
"description": "Unbreakable signal mirror with sighting hole.",
"stats": [
"Signal up to 10km in clear daylight with Survival roll"
],
"brp": "Low-tech long-range signalling backup."
},
{
"name": "Compass (Magnetic)",
"cost": "5c",
"weight": "0.1kg",
"power": "N/A",
"description": "Liquid-filled compass for reliable bearing checks.",
"stats": [
"Stable performance in Downtown sectors"
],
"brp": "+10% Navigate in unfamiliar or low-visibility routes."
}
]
},
{
"key": "lifestyle",
"title": "Lifestyle & Comfort Equipment",
"items": [
{
"name": "Third Eye Viewer (Portable)",
"cost": "60c",
"weight": "0.4kg",
"power": "12hrs",
"description": "Handheld viewer for Third Eye and approved entertainment channels.",
"stats": [
"Tracks media narrative exposure"
],
"brp": "Can influence reputation and SCL perception."
},
{
"name": "Camera (Still/Video)",
"cost": "80c",
"weight": "0.6kg",
"power": "24hrs",
"description": "Weather-sealed camera with night mode and evidence-grade tagging.",
"stats": [
"8hrs video or 5000 stills"
],
"brp": "+10% Forensics when scenes are properly documented."
},
{
"name": "Audio Recorder",
"cost": "30c",
"weight": "0.2kg",
"power": "48hrs",
"description": "Covert recorder with long-form capture.",
"stats": [
"24hrs recording capacity"
],
"brp": "Conceal with Sleight of Hand; useful for intel evidence chains."
},
{
"name": "Holographic Projector (Personal)",
"cost": "120c",
"weight": "0.5kg",
"power": "12hrs",
"description": "Portable 3D projection for maps, briefs, and presentations.",
"stats": [
"Projection up to 2m height"
],
"brp": "+10% Tactics during planning sessions with active holo display."
},
{
"name": "Playing Cards / Entertainment Kit",
"cost": "5c",
"weight": "0.2kg",
"power": "N/A",
"description": "Compact downtime game set.",
"stats": [
"Cards, dice, and micro game kit"
],
"brp": "Supports morale and Gamble skill scenes."
},
{
"name": "Grooming Kit",
"cost": "8c",
"weight": "0.3kg",
"power": "N/A",
"description": "One-month hygiene and grooming supplies.",
"stats": [
"Sponsor-facing appearance support"
],
"brp": "Can matter for social/sponsor-facing checks at GM discretion."
}
]
},
{
"key": "storage-maintenance",
"title": "Storage, Cybernetic, and Workshop Support",
"items": [
{
"name": "Evidence Bags (Pack of 20)",
"cost": "5c",
"weight": "0.2kg",
"power": "N/A",
"description": "Tamper-resistant evidence storage bags.",
"stats": [
"Multi-size chain-of-custody pack"
],
"brp": "Required for full legal/corporate Forensics presentation quality."
},
{
"name": "Ammunition Box (Sealed)",
"cost": "8c",
"weight": "0.5kg empty",
"power": "N/A",
"description": "Weatherproof/shockproof ammo storage case.",
"stats": [
"500 pistol rounds or 200 rifle rounds"
],
"brp": "Prevents moisture and handling degradation."
},
{
"name": "Equipment Case (Ruggedised)",
"cost": "40c",
"weight": "2.0kg empty",
"power": "N/A",
"description": "Hard shell waterproof case for fragile equipment transport.",
"stats": [
"Capacity: 20kg"
],
"brp": "Protects scanners, med gear, and electronics from transport damage."
},
{
"name": "Cybernetic Maintenance Kit",
"cost": "200c",
"weight": "3.0kg",
"power": "N/A",
"description": "Field service kit for implant diagnostics, maintenance, and minor repairs.",
"stats": [
"Includes tools, couplers, lubricants, and common replacement parts"
],
"brp": "Required for Craft/Medicine (Cybernetics) without penalty; otherwise -40%."
},
{
"name": "Power Coupler (Cybernetic)",
"cost": "30c",
"weight": "0.2kg",
"power": "N/A",
"description": "Universal charging coupler for cybernetic power systems.",
"stats": [
"Connects implants to standard field power sources"
],
"brp": "Required for rapid recharge of internal cybernetic power cells."
},
{
"name": "Interface Cable (Cybernetic to Computer)",
"cost": "25c",
"weight": "0.1kg",
"power": "N/A",
"description": "Direct neural interface cable for high-speed data exchange.",
"stats": [
"Direct system access support"
],
"brp": "Direct interface can increase Electronics (Computer) task speed by x10."
},
{
"name": "Vehicle Repair Kit",
"cost": "150c",
"weight": "10kg",
"power": "N/A",
"description": "Field repair supplies and tools for emergency vehicle maintenance.",
"stats": [
"Supports 5 major repairs or 20 minor fixes"
],
"brp": "Required for vehicle Craft (Mechanical) without penalty."
},
{
"name": "Vehicle Toolkit (Advanced)",
"cost": "400c",
"weight": "20kg",
"power": "Requires external power",
"description": "Professional vehicle diagnostics, welding, and advanced repair suite.",
"stats": [
"+20% Craft (Mechanical) on vehicle repairs/modifications"
],
"brp": "Supports major field repairs and modification work."
},
{
"name": "Magna-Clamp (Vehicle Tracking)",
"cost": "80c",
"weight": "0.5kg",
"power": "168hrs",
"description": "Magnetic encrypted GPS vehicle tracking device.",
"stats": [
"Tracking range: 50km",
"Detectable by scanner at ~5m"
],
"brp": "Attach via Sleight of Hand/Stealth for remote tracking."
}
]
},
{
"key": "non-lethal",
"title": "Security & Defense (Non-Lethal)",
"items": [
{
"name": "Flashbang Grenade",
"cost": "25c",
"weight": "0.3kg",
"power": "N/A",
"description": "Stun grenade with intense flash and sonic blast.",
"stats": [
"3m radius",
"CON roll or stunned 1d3 rounds and sensory disruption 1d6 rounds"
],
"brp": "Breaching and crowd-control staple; minimal structural damage."
},
{
"name": "Smoke Grenade",
"cost": "15c",
"weight": "0.3kg",
"power": "N/A",
"description": "Dense smoke canister for LOS denial.",
"stats": [
"10m cloud lasting 2d6 rounds"
],
"brp": "Spot and ranged attacks through smoke at -50%; movement often halved."
},
{
"name": "Tear Gas Grenade",
"cost": "20c",
"weight": "0.3kg",
"power": "N/A",
"description": "Chemical irritant dispersal for riot and area denial control.",
"stats": [
"5m cloud lasting 2d6 rounds",
"CON roll or 1d4 damage and -30% actions while exposed"
],
"brp": "Most SLA teams use filtration but unprotected targets are heavily impaired."
},
{
"name": "Restraint Cuffs (Heavy Duty)",
"cost": "15c",
"weight": "0.4kg",
"power": "N/A",
"description": "Hardened cuffs with biometric lock.",
"stats": [
"STR vs 20 to break free (single attempt; failure causes 1d3 damage)",
"Electronics (Security) at -30% to bypass lock"
],
"brp": "Reliable detainee control tool for live-capture objectives."
}
]
}
]
}
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{
"weapons": {
"blablitzer": "systems/sla-mothership/images/sla-assets/Weapons/BLA Blitzer.png",
"cafblade": "systems/sla-mothership/images/sla-assets/Weapons/CAF Blade.png",
"cafsmg": "systems/sla-mothership/images/sla-assets/Weapons/CAF SMG.png",
"chainaxe1": "systems/sla-mothership/images/sla-assets/Weapons/Chainaxe1.png",
"chainsaw1": "systems/sla-mothership/images/sla-assets/Weapons/Chainsaw1.png",
"colapsablebaton": "systems/sla-mothership/images/sla-assets/Weapons/Colapsable Baton.png",
"fen204gunhead": "systems/sla-mothership/images/sla-assets/Weapons/FEN 204 Gunhead.png",
"fen204": "systems/sla-mothership/images/sla-assets/Weapons/FEN 204.png",
"fen209machinepistol": "systems/sla-mothership/images/sla-assets/Weapons/FEN 209 Machine PIstol.png",
"fen3030": "systems/sla-mothership/images/sla-assets/Weapons/FEN 30-30.png",
"fen401shiverpistol": "systems/sla-mothership/images/sla-assets/Weapons/FEN 401 Shiver Pistol.png",
"fen603autopistol": "systems/sla-mothership/images/sla-assets/Weapons/FEN 603 Auto Pistol.png",
"fen603": "systems/sla-mothership/images/sla-assets/Weapons/FEN 603.png",
"fen703heavypistol": "systems/sla-mothership/images/sla-assets/Weapons/FEN 703 Heavy Pistol.png",
"fen706": "systems/sla-mothership/images/sla-assets/Weapons/FEN 706.png",
"fen981sniperrifle": "systems/sla-mothership/images/sla-assets/Weapons/FEN 981 Sniper Rifle.png",
"fenarassaultrifle": "systems/sla-mothership/images/sla-assets/Weapons/FEN AR Assault Rifle.png",
"fenar": "systems/sla-mothership/images/sla-assets/Weapons/FEN AR.png",
"fenreaperlmg": "systems/sla-mothership/images/sla-assets/Weapons/FEN Reaper LMG.png",
"fen10streetsweeper": "systems/sla-mothership/images/sla-assets/Weapons/FEN10 Street Sweeper.png",
"fen701urbancarbine": "systems/sla-mothership/images/sla-assets/Weapons/FEN701 Urban Carbine.png",
"fraggrenade": "systems/sla-mothership/images/sla-assets/Weapons/Frag Grenade.png",
"ga50finisher": "systems/sla-mothership/images/sla-assets/Weapons/GA 50 Finisher.png",
"ga9442": "systems/sla-mothership/images/sla-assets/Weapons/GA 9442.png",
"ga9443": "systems/sla-mothership/images/sla-assets/Weapons/GA 9443.png",
"gashfirst": "systems/sla-mothership/images/sla-assets/Weapons/GASH First.png",
"gashpacifierbaton": "systems/sla-mothership/images/sla-assets/Weapons/GASH Pacifier Baton.png",
"kpsmangler": "systems/sla-mothership/images/sla-assets/Weapons/KPS Mangler .png",
"kpsshotgun": "systems/sla-mothership/images/sla-assets/Weapons/KPS Shotgun.png",
"macknife": "systems/sla-mothership/images/sla-assets/Weapons/MAC Knife.png",
"milagrenagelauncher": "systems/sla-mothership/images/sla-assets/Weapons/MILA Grenage Launcher.png",
"pacifierbaton": "systems/sla-mothership/images/sla-assets/Weapons/Pacifier Baton.png",
"powerclaymore": "systems/sla-mothership/images/sla-assets/Weapons/Power ClayMOre.png",
"slablade": "systems/sla-mothership/images/sla-assets/Weapons/SLA Blade.png",
"slabreach": "systems/sla-mothership/images/sla-assets/Weapons/SLA Breach.png",
"slacarbinerifle": "systems/sla-mothership/images/sla-assets/Weapons/SLA Carbine Rifle.png",
"slacombatknifestandard": "systems/sla-mothership/images/sla-assets/Weapons/SLA Combat KNife Standard.png",
"slacombatshotgun": "systems/sla-mothership/images/sla-assets/Weapons/SLA Combat Shotgun.png",
"slaheavylauncher": "systems/sla-mothership/images/sla-assets/Weapons/SLA Heavy Launcher.png",
"slamarksmanrifle": "systems/sla-mothership/images/sla-assets/Weapons/SLA MArksman Rifle.png",
"slamonoknife": "systems/sla-mothership/images/sla-assets/Weapons/SLA Mono Knife.png",
"slasupportlmg": "systems/sla-mothership/images/sla-assets/Weapons/SLA SUpport LMG.png",
"slasnarelauncher": "systems/sla-mothership/images/sla-assets/Weapons/SLA Snare Launcher.png",
"shacktarclaws": "systems/sla-mothership/images/sla-assets/Weapons/Shacktar Claws.png",
"stormerclaws": "systems/sla-mothership/images/sla-assets/Weapons/Stormer Claws.png",
"vibrosabre": "systems/sla-mothership/images/sla-assets/Weapons/Vibro Sabre.png",
"wraithraiderclaws": "systems/sla-mothership/images/sla-assets/Weapons/Wraith Raider Claws.png"
},
"armor": {
"caf": "systems/sla-mothership/images/sla-assets/Armor/2nd try/CAF.png",
"chippy": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Chippy.png",
"crackshot": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Crackshot.png",
"darknightpower": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Dark Night Power.png",
"dodgybone": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Dodgybone.png",
"ebbdethsuit": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Ebb Dethsuit.png",
"hazmat": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Hazmat.png",
"heavythresher": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Heavy Thresher.png",
"lightthresher": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Light Thresher.png",
"pp644bodyblocker": "systems/sla-mothership/images/sla-assets/Armor/2nd try/PP644 Body Blocker.png",
"riotshield": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Riot Shield.png",
"slacombatarmor": "systems/sla-mothership/images/sla-assets/Armor/2nd try/SLA Combat Armor.png",
"slacovertvest": "systems/sla-mothership/images/sla-assets/Armor/2nd try/SLA Covert Vest.png",
"slaheavyassult": "systems/sla-mothership/images/sla-assets/Armor/2nd try/SLA Heavy Assult.png",
"slapatrolearmour": "systems/sla-mothership/images/sla-assets/Armor/2nd try/SLA Patrole Armour.png",
"slareconmesh": "systems/sla-mothership/images/sla-assets/Armor/2nd try/SLA Recon Mesh.png",
"shiverflakvest": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Shiver Flak Vest.png",
"shiver": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Shiver.png",
"shockarmor": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Shock Armor.png",
"stealthsuit": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Stealth Suit.png",
"streetcloths": "systems/sla-mothership/images/sla-assets/Armor/2nd try/Street Cloths.png",
"cafarmour": "systems/sla-mothership/images/sla-assets/Armor/CAF Armour.png",
"downtownjacket": "systems/sla-mothership/images/sla-assets/Armor/Downtown Jacket.png",
"exoarmor": "systems/sla-mothership/images/sla-assets/Armor/Exo Armor.png",
"hardarmor": "systems/sla-mothership/images/sla-assets/Armor/Hard Armor.png",
"scoutarmor": "systems/sla-mothership/images/sla-assets/Armor/Scout Armor.png",
"squadshieledpowerarmor": "systems/sla-mothership/images/sla-assets/Armor/Squad Shieled Power Armor.png"
},
"gear": {
"ammoboxsealed": "systems/sla-mothership/images/sla-assets/Gear/Ammo Box Sealed.png",
"audiorecorder": "systems/sla-mothership/images/sla-assets/Gear/Audio recorder.png",
"backpack": "systems/sla-mothership/images/sla-assets/Gear/Backpack.png",
"boopaaudio": "systems/sla-mothership/images/sla-assets/Gear/Boopa Audio.png",
"boopamedikitadvanced": "systems/sla-mothership/images/sla-assets/Gear/Boopa Medi Kit Advanced.png",
"breachingframecharge": "systems/sla-mothership/images/sla-assets/Gear/Breaching Frame Charge.png",
"cableties": "systems/sla-mothership/images/sla-assets/Gear/Cable Ties.png",
"chemlightsticks": "systems/sla-mothership/images/sla-assets/Gear/Chem Light Sticks.png",
"climbingharness": "systems/sla-mothership/images/sla-assets/Gear/Climbing Harness.png",
"compassmagnetic": "systems/sla-mothership/images/sla-assets/Gear/Compass Magnetic.png",
"csnteen": "systems/sla-mothership/images/sla-assets/Gear/Csnteen.png",
"cyberneticmaintenancekit": "systems/sla-mothership/images/sla-assets/Gear/Cybernetic Maintenance Kit.png",
"ducttaperoll": "systems/sla-mothership/images/sla-assets/Gear/Duct Tape Roll.png",
"ebbdamper": "systems/sla-mothership/images/sla-assets/Gear/Ebb Damper.png",
"electriclockpick": "systems/sla-mothership/images/sla-assets/Gear/Electric Lockpick.png",
"entrenchingtool": "systems/sla-mothership/images/sla-assets/Gear/Entrenching Tool.png",
"environmentscannerstandard": "systems/sla-mothership/images/sla-assets/Gear/Environment Scanner Standard.png",
"environmentscanner": "systems/sla-mothership/images/sla-assets/Gear/Environment Scanner.png",
"equipmentcaserugged": "systems/sla-mothership/images/sla-assets/Gear/Equipment Case Rugged.png",
"evidencebags": "systems/sla-mothership/images/sla-assets/Gear/Evidence Bags.png",
"flarespackof6": "systems/sla-mothership/images/sla-assets/Gear/Flares Pack of 6.png",
"flashbang": "systems/sla-mothership/images/sla-assets/Gear/FlashBang .png",
"forensickit": "systems/sla-mothership/images/sla-assets/Gear/Forensic Kit.png",
"grapplegun": "systems/sla-mothership/images/sla-assets/Gear/Grapple Gun.png",
"groomingkit": "systems/sla-mothership/images/sla-assets/Gear/Grooming Kit.png",
"headsetcomms": "systems/sla-mothership/images/sla-assets/Gear/Headset Comms.png",
"holoprojector": "systems/sla-mothership/images/sla-assets/Gear/Holo Projector.png",
"interfacecabler": "systems/sla-mothership/images/sla-assets/Gear/Interface Cabler.png",
"klippomultibandcomm": "systems/sla-mothership/images/sla-assets/Gear/Klippo MultiBand Comm.png",
"klipposprayhypo": "systems/sla-mothership/images/sla-assets/Gear/Klippo Spray Hypo.png",
"lockpicksetprofessional": "systems/sla-mothership/images/sla-assets/Gear/Lockpick Set Professional.png",
"macknife": "systems/sla-mothership/images/sla-assets/Gear/MAC Knife.png",
"mre": "systems/sla-mothership/images/sla-assets/Gear/MRE.png",
"magholdboots": "systems/sla-mothership/images/sla-assets/Gear/Maghold Boots.png",
"magholdgloves": "systems/sla-mothership/images/sla-assets/Gear/Maghold Gloves.png",
"medikitdisposable": "systems/sla-mothership/images/sla-assets/Gear/Medikit Disposable.png",
"mirrossignal": "systems/sla-mothership/images/sla-assets/Gear/Mirros Signal.png",
"motiontracker": "systems/sla-mothership/images/sla-assets/Gear/Motion Tracker.png",
"oystercard": "systems/sla-mothership/images/sla-assets/Gear/Oyster Card.png",
"padlock": "systems/sla-mothership/images/sla-assets/Gear/Padlock.png",
"playngcards": "systems/sla-mothership/images/sla-assets/Gear/Playng Cards.png",
"portablegenorator": "systems/sla-mothership/images/sla-assets/Gear/Portable Genorator.png",
"powercellextended": "systems/sla-mothership/images/sla-assets/Gear/Power Cell Extended.png",
"powercoupler": "systems/sla-mothership/images/sla-assets/Gear/Power Coupler.png",
"powerscellstandard": "systems/sla-mothership/images/sla-assets/Gear/Power SCell Standard.png",
"rechargestationportable": "systems/sla-mothership/images/sla-assets/Gear/Recharge Station Portable.png",
"restraintcuffs": "systems/sla-mothership/images/sla-assets/Gear/Restraint Cuffs.png",
"rope": "systems/sla-mothership/images/sla-assets/Gear/Rope.png",
"sleepingbag": "systems/sla-mothership/images/sla-assets/Gear/Sleeping Bag.png",
"smokegrenade": "systems/sla-mothership/images/sla-assets/Gear/Smoke Grenade.png",
"standardbinoculars": "systems/sla-mothership/images/sla-assets/Gear/Standard Binoculars.png",
"thermalblanket": "systems/sla-mothership/images/sla-assets/Gear/Thermal Blanket.png",
"toolkitelectronic": "systems/sla-mothership/images/sla-assets/Gear/Tool Kit Electronic.png",
"toolkitgeneral": "systems/sla-mothership/images/sla-assets/Gear/Tool Kit General.png",
"traumastabiliser": "systems/sla-mothership/images/sla-assets/Gear/Trauma Stabiliser.png",
"uvmultispectrumtorch": "systems/sla-mothership/images/sla-assets/Gear/UV Multi Spectrum Torch.png",
"vehiclerepairkit": "systems/sla-mothership/images/sla-assets/Gear/Vehicle Repair Kit.png",
"vehicletoolkit": "systems/sla-mothership/images/sla-assets/Gear/Vehicle Tool Kit.png",
"vidphoneportable": "systems/sla-mothership/images/sla-assets/Gear/Vid Phone Portable.png",
"waterpurifytablets": "systems/sla-mothership/images/sla-assets/Gear/Water Purify Tablets.png",
"webbingtackticalvest": "systems/sla-mothership/images/sla-assets/Gear/Webbing Tacktical Vest.png",
"binocularstacktical": "systems/sla-mothership/images/sla-assets/Gear/binoculars Tacktical.png",
"camerastillvideo": "systems/sla-mothership/images/sla-assets/Gear/camera Still video.png",
"pprativeorganiser": "systems/sla-mothership/images/sla-assets/Gear/pprative organiser.png"
},
"skills": {
"athletics": "systems/sla-mothership/images/sla-assets/Skills/Athletics.png",
"biofeedback": "systems/sla-mothership/images/sla-assets/Skills/Biofeedback.png",
"brawl": "systems/sla-mothership/images/sla-assets/Skills/Brawl.png",
"bureaucracy": "systems/sla-mothership/images/sla-assets/Skills/Bureaucracy.png",
"climb": "systems/sla-mothership/images/sla-assets/Skills/Climb.png",
"command": "systems/sla-mothership/images/sla-assets/Skills/Command.png",
"computersystems": "systems/sla-mothership/images/sla-assets/Skills/Computer Systems.png",
"craft": "systems/sla-mothership/images/sla-assets/Skills/Craft.png",
"dodge": "systems/sla-mothership/images/sla-assets/Skills/Dodge.png",
"drivecivilian": "systems/sla-mothership/images/sla-assets/Skills/Drive Civilian.png",
"drivemilitary": "systems/sla-mothership/images/sla-assets/Skills/Drive Military.png",
"ebbawareness": "systems/sla-mothership/images/sla-assets/Skills/EBB Awareness.png",
"ebbblast": "systems/sla-mothership/images/sla-assets/Skills/EBB Blast.png",
"ebbbluethermal": "systems/sla-mothership/images/sla-assets/Skills/EBB Blue Thermal.png",
"ebbcore": "systems/sla-mothership/images/sla-assets/Skills/EBB Core.png",
"ebbrealityfold": "systems/sla-mothership/images/sla-assets/Skills/EBB Reality Fold.png",
"ebbspeciality": "systems/sla-mothership/images/sla-assets/Skills/EBB Speciality.png",
"ebbtelekinesis": "systems/sla-mothership/images/sla-assets/Skills/EBB Telekinesis.png",
"ebbthermalred": "systems/sla-mothership/images/sla-assets/Skills/EBB Thermal Red.png",
"ebbcommunicate": "systems/sla-mothership/images/sla-assets/Skills/Ebb Communicate.png",
"fasttalk": "systems/sla-mothership/images/sla-assets/Skills/Fast Talk.png",
"firearmauto": "systems/sla-mothership/images/sla-assets/Skills/Firearm Auto.png",
"firearmpistol": "systems/sla-mothership/images/sla-assets/Skills/Firearm Pistol.png",
"firearmrifleshotgun": "systems/sla-mothership/images/sla-assets/Skills/Firearm Rifle:shotgun.png",
"firearmsmg": "systems/sla-mothership/images/sla-assets/Skills/Firearm SMG.png",
"formulate": "systems/sla-mothership/images/sla-assets/Skills/Formulate.png",
"intimidate": "systems/sla-mothership/images/sla-assets/Skills/Intimidate.png",
"listen": "systems/sla-mothership/images/sla-assets/Skills/Listen.png",
"medical": "systems/sla-mothership/images/sla-assets/Skills/Medical.png",
"melee2hblade": "systems/sla-mothership/images/sla-assets/Skills/Melee 2H Blade.png",
"meleeaxe": "systems/sla-mothership/images/sla-assets/Skills/Melee Axe.png",
"meleeblade1h": "systems/sla-mothership/images/sla-assets/Skills/Melee Blade 1H.png",
"meleeclub": "systems/sla-mothership/images/sla-assets/Skills/Melee Club.png",
"persuade": "systems/sla-mothership/images/sla-assets/Skills/Persuade.png",
"pilot": "systems/sla-mothership/images/sla-assets/Skills/Pilot.png",
"psychology": "systems/sla-mothership/images/sla-assets/Skills/Psychology.png",
"rechmechanical": "systems/sla-mothership/images/sla-assets/Skills/Rech Mechanical.png",
"slainfo": "systems/sla-mothership/images/sla-assets/Skills/SLA Info.png",
"spothidden": "systems/sla-mothership/images/sla-assets/Skills/Spot Hidden.png",
"stealth": "systems/sla-mothership/images/sla-assets/Skills/Stealth.png",
"streetwise": "systems/sla-mothership/images/sla-assets/Skills/Streetwise.png",
"swim": "systems/sla-mothership/images/sla-assets/Skills/Swim.png",
"throw": "systems/sla-mothership/images/sla-assets/Skills/THrow.png",
"tactics": "systems/sla-mothership/images/sla-assets/Skills/Tactics.png",
"techcomputersandai": "systems/sla-mothership/images/sla-assets/Skills/Tech Computers and AI.png",
"techelectronics": "systems/sla-mothership/images/sla-assets/Skills/Tech Electronics.png",
"techmechanical": "systems/sla-mothership/images/sla-assets/Skills/Tech Mechanical.png",
"techmilitary": "systems/sla-mothership/images/sla-assets/Skills/Tech Military.png"
},
"ebb": {
"awareness": "systems/sla-mothership/images/sla-assets/Ebb/Awareness.png",
"blast": "systems/sla-mothership/images/sla-assets/Ebb/Blast.png",
"communicate": "systems/sla-mothership/images/sla-assets/Ebb/Communicate.png",
"ebbheal": "systems/sla-mothership/images/sla-assets/Ebb/Ebb Heal.png",
"enhancement": "systems/sla-mothership/images/sla-assets/Ebb/Enhancement.png",
"gorecannon": "systems/sla-mothership/images/sla-assets/Ebb/Gore Cannon.png",
"heal": "systems/sla-mothership/images/sla-assets/Ebb/Heal.png",
"protect": "systems/sla-mothership/images/sla-assets/Ebb/Protect.png",
"realityfold": "systems/sla-mothership/images/sla-assets/Ebb/Reality Fold.png",
"senses": "systems/sla-mothership/images/sla-assets/Ebb/Senses.png",
"telekinesis": "systems/sla-mothership/images/sla-assets/Ebb/Telekinesis.png",
"thermalblue": "systems/sla-mothership/images/sla-assets/Ebb/Thermal Blue.png",
"thermalred": "systems/sla-mothership/images/sla-assets/Ebb/Thermal Red.png",
"deathsquad": "systems/sla-mothership/images/sla-assets/Ebb/Training/Death Squad.png",
"ebboperative": "systems/sla-mothership/images/sla-assets/Ebb/Training/EBB Operative.png",
"investigation": "systems/sla-mothership/images/sla-assets/Ebb/Training/INvestigation.png",
"kickmurdersquad": "systems/sla-mothership/images/sla-assets/Ebb/Training/Kick Murder Squad.png",
"kickmurder": "systems/sla-mothership/images/sla-assets/Ebb/Training/Kick Murder.png",
"mechanictechops": "systems/sla-mothership/images/sla-assets/Ebb/Training/Mechanic Tech Ops.png",
"mechanic": "systems/sla-mothership/images/sla-assets/Ebb/Training/Mechanic.png",
"media": "systems/sla-mothership/images/sla-assets/Ebb/Training/Media.png",
"medical": "systems/sla-mothership/images/sla-assets/Ebb/Training/Medical.png",
"pilot": "systems/sla-mothership/images/sla-assets/Ebb/Training/Pilot.png",
"scouting": "systems/sla-mothership/images/sla-assets/Ebb/Training/Scouting.png",
"specialops": "systems/sla-mothership/images/sla-assets/Ebb/Training/Special Ops.png",
"strikesquad": "systems/sla-mothership/images/sla-assets/Ebb/Training/Strike Squad.png",
"techops": "systems/sla-mothership/images/sla-assets/Ebb/Training/Tech Ops.png",
"mediaelete": "systems/sla-mothership/images/sla-assets/Ebb/Training/media Elete.png",
"pilotandnavigation": "systems/sla-mothership/images/sla-assets/Ebb/Training/pilot and Navigation.png"
},
"species": {
"advancedcarrion": "systems/sla-mothership/images/sla-assets/Species/Advanced Carrion.png",
"brainwaster": "systems/sla-mothership/images/sla-assets/Species/Brain Waster.png",
"ebon": "systems/sla-mothership/images/sla-assets/Species/Ebon.png",
"frother": "systems/sla-mothership/images/sla-assets/Species/Frother.png",
"human": "systems/sla-mothership/images/sla-assets/Species/Human.png",
"shaktar": "systems/sla-mothership/images/sla-assets/Species/Shaktar.png",
"stormer313": "systems/sla-mothership/images/sla-assets/Species/Stormer 313.png",
"stormer711": "systems/sla-mothership/images/sla-assets/Species/Stormer 711.png",
"wraithraider": "systems/sla-mothership/images/sla-assets/Species/Wraith Raider.png"
}
}
+64
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{
"version": "0.4.0-ebb-core",
"source": "SLA_BRP.txt",
"skills": [
{ "name": "SLA Info", "base": 10, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Drive (Civilian)", "base": 20, "categoryRef": "Technical", "attributes": ["speed", "intellect"] },
{ "name": "Drive (Military)", "base": 10, "categoryRef": "Technical", "attributes": ["speed", "intellect"] },
{ "name": "Pilot", "base": 5, "categoryRef": "Technical", "attributes": ["speed", "intellect"] },
{ "name": "Tech (Computers & AI)", "base": 10, "categoryRef": "Technical", "attributes": ["intellect"] },
{ "name": "Tech (Electronics)", "base": 10, "categoryRef": "Technical", "attributes": ["intellect"] },
{ "name": "Tech (Mechanical)", "base": 10, "categoryRef": "Technical", "attributes": ["intellect"] },
{ "name": "Tech (Military)", "base": 5, "categoryRef": "Technical", "attributes": ["intellect"] },
{ "name": "Bureaucracy", "base": 10, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Medical", "base": 10, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Psychology", "base": 10, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Tactics", "base": 10, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Computer Systems", "base": 10, "categoryRef": "Technical", "attributes": ["intellect"] },
{ "name": "Persuade", "base": 15, "categoryRef": "Communication", "attributes": ["intellect"] },
{ "name": "Fast Talk", "base": 10, "categoryRef": "Communication", "attributes": ["intellect"] },
{ "name": "Intimidate", "base": 15, "categoryRef": "Communication", "attributes": ["intellect"] },
{ "name": "Streetwise", "base": 10, "categoryRef": "Communication", "attributes": ["intellect"] },
{ "name": "Command", "base": 15, "categoryRef": "Communication", "attributes": ["intellect"] },
{ "name": "Craft (Specialty)", "base": 10, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Spot Hidden", "base": 25, "categoryRef": "Perception", "attributes": ["speed", "intellect"] },
{ "name": "Listen", "base": 25, "categoryRef": "Perception", "attributes": ["speed", "intellect"] },
{ "name": "Athletics", "base": 15, "categoryRef": "Physical", "attributes": ["strength", "speed"] },
{ "name": "Climb", "base": 20, "categoryRef": "Physical", "attributes": ["strength", "speed"] },
{ "name": "Swim", "base": 20, "categoryRef": "Physical", "attributes": ["strength", "speed"] },
{ "name": "Dodge", "base": 15, "categoryRef": "Physical", "attributes": ["speed"] },
{ "name": "Stealth", "base": 10, "categoryRef": "Physical", "attributes": ["speed"] },
{ "name": "Brawl", "base": 25, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "strength"] },
{ "name": "Melee Blade 1H", "base": 20, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "strength"] },
{ "name": "Melee Blade 2H", "base": 10, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "strength"] },
{ "name": "Melee Club", "base": 20, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "strength"] },
{ "name": "Melee Axe", "base": 15, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "strength"] },
{ "name": "Throw", "base": 20, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "strength", "speed"] },
{ "name": "Firearm (Pistol)", "base": 20, "categoryRef": "Combat", "combat": true, "attributes": ["combat"] },
{ "name": "Firearm (Rifle/Shotgun)", "base": 25, "categoryRef": "Combat", "combat": true, "attributes": ["combat"] },
{ "name": "Firearm (SMG)", "base": 15, "categoryRef": "Combat", "combat": true, "attributes": ["combat"] },
{ "name": "Firearm (Auto/Support)", "base": 10, "categoryRef": "Combat", "combat": true, "attributes": ["combat"] },
{ "name": "Biofeedback", "base": 5, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Formulate", "base": 5, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Ebb (Core)", "base": 10, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Ebb Awareness", "base": 5, "categoryRef": "Perception", "attributes": ["speed", "intellect"] },
{ "name": "Ebb Blast", "base": 5, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "intellect"] },
{ "name": "Ebb Thermal (Red)", "base": 5, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "intellect"] },
{ "name": "Ebb Thermal (Blue)", "base": 5, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "intellect"] },
{ "name": "Ebb Telekinesis", "base": 5, "categoryRef": "Mental", "attributes": ["strength", "intellect"] },
{ "name": "Ebb Communicate", "base": 5, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Ebb Senses", "base": 5, "categoryRef": "Perception", "attributes": ["speed", "intellect"] },
{ "name": "Ebb Protect", "base": 5, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Ebb Heal", "base": 5, "categoryRef": "Mental", "attributes": ["intellect"] },
{ "name": "Ebb Reality Fold", "base": 5, "categoryRef": "Mental", "attributes": ["intellect"] }
]
}
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{
"version": "0.3.1-draft4",
"source": "SLA Industries -> Mothership species conversion notes",
"species": [
{
"name": "Human",
"startingScl": 10,
"starterPackage": "Strike Squad",
"choiceBonuses": [
{ "count": 3, "bonus": 10 }
],
"identity": "Adaptable generalists. No racial extremes; their edge is flexibility and social access to SLA's systems.",
"fieldPressure": "Humans are expected to fill doctrine gaps, improvise, and absorb sponsor demands without complaint.",
"mothershipStats": {
"strength": "2d10+25",
"speed": "2d10+25",
"intellect": "2d10+27",
"combat": "2d10+25",
"sanity": "2d10+30",
"fear": "2d10+33",
"body": "2d10+10"
},
"mothershipDescription": "Baseline human template with a slight Intellect and Sanity edge reflecting bureaucracy, social resilience, and operational flexibility.",
"notes": [
"Flexible Mort City baseline. No species stat is pushed hard, which keeps Humans broadly useful across all packages."
],
"specialRules": [
{
"key": "adaptable",
"label": "Adaptable",
"summary": "Once per session, reroll one Stat check and take the better result.",
"optional": false,
"default": true
}
]
},
{
"name": "Frother",
"startingScl": 10,
"starterPackage": "Kick Murder",
"skillBonuses": [
{ "skillRef": "Melee Blade 2H", "bonus": 20 },
{ "skillRef": "Brawl", "bonus": 20 },
{ "skillRef": "Athletics", "bonus": 20 },
{ "skillRef": "Intimidate", "bonus": 10 }
],
"identity": "Clan-human berserkers born with a physiological gift for combat drugs, violence, and recovery.",
"fieldPressure": "Keep them pointed at the problem and away from delicate evidence chains or sponsor-facing civilians.",
"mothershipStats": {
"strength": "2d10+33",
"speed": "2d10+28",
"intellect": "2d10+20",
"combat": "2d10+35",
"sanity": "2d10+2",
"fear": "2d10+35",
"body": "2d10+25"
},
"mothershipDescription": "Extreme Strength, Combat, and Body with a weak Intellect line and dangerously fragile Sanity. Frothers are terror weapons, not balanced operatives.",
"notes": [
"High physical ceiling, fragile mind, terrible at precision or reflective tasks."
],
"specialRules": [
{
"key": "berserkState",
"label": "Berserk State",
"summary": "When failing a Sanity Save, the Frother may enter Berserk instead of gaining Stress: +10 to Combat and Strength checks for the scene, but they must pass a Combat check to avoid attacking the nearest target.",
"optional": true,
"default": true
},
{
"key": "drugMetabolism",
"label": "Drug Metabolism",
"summary": "No addiction roll for standard SLA combat drugs. One combat drug per scene can be taken without a Body Save penalty.",
"optional": true,
"default": true
}
]
},
{
"name": "Ebon",
"startingScl": 10,
"starterPackage": "Ebb Operative",
"skillBonuses": [
{ "skillRef": "Biofeedback", "bonus": 20 },
{ "skillRef": "Formulate", "bonus": 20 },
{ "skillRef": "Medical", "bonus": 10 },
{ "skillRef": "Psychology", "bonus": 10 }
],
"identity": "Mystical, emotionally volatile Ebb users whose greatest strength is disciplined mental focus rather than physical resilience.",
"fieldPressure": "They are trusted when the mission needs calm precision, but every Flux spike is watched and every psychic event hits them harder.",
"mothershipStats": {
"strength": "2d10+20",
"speed": "2d10+25",
"intellect": "2d10+47",
"combat": "2d10+22",
"sanity": "2d10+25",
"fear": "2d10+14",
"body": "2d10+5"
},
"mothershipDescription": "Exceptional Intellect backed by weak Strength and Body. Ebons solve impossible problems through Ebb discipline, not brute force.",
"notes": [
"Physically frail, emotionally sensitive, and deeply tied to the psychic environment around them."
],
"specialRules": [
{
"key": "ebbSensitivity",
"label": "Ebb Sensitivity",
"summary": "Automatically senses nearby Ebb use within Close Range. Sanity Saves against xenoesoteric or reality-warping events are rolled at Disadvantage.",
"optional": false,
"default": true
},
{
"key": "fluxPool",
"label": "Flux Pool",
"summary": "Begins with Flux equal to Intellect / 4 with a minimum reserve of 20. Flux recovers at 1 point per hour of rest.",
"optional": false,
"default": true
}
]
},
{
"name": "Brain Waster",
"startingScl": 10,
"starterPackage": "Ebb Operative",
"skillBonuses": [
{ "skillRef": "Formulate", "bonus": 20 },
{ "skillRef": "Biofeedback", "bonus": 10 },
{ "skillRef": "Intimidate", "bonus": 10 },
{ "skillRef": "Firearm (Rifle/Shotgun)", "bonus": 10 }
],
"identity": "Violent evolutionary offshoots of the Ebon; hateful, aggressive Ebb users who are more dangerous in a fight than in a briefing room.",
"fieldPressure": "Command expects results fast, but collateral panic and the psychic shockwave around them are never far behind.",
"mothershipStats": {
"strength": "2d10+28",
"speed": "2d10+25",
"intellect": "2d10+43",
"combat": "2d10+32",
"sanity": "2d10+33",
"fear": "2d10+10",
"body": "2d10+13"
},
"mothershipDescription": "A harsher Ebb profile than Ebon: stronger, more aggressive, and more immediately dangerous, but socially and psychically corrosive.",
"notes": [
"Better fighters than Ebons, worse diplomats, and much harder on the people around them."
],
"specialRules": [
{
"key": "ebbAggression",
"label": "Ebb Aggression",
"summary": "Uses the same Flux Pool rules as Ebon, including a minimum reserve of 20. When dealing damage with Ebb abilities, add +1d5 damage.",
"optional": false,
"default": true
},
{
"key": "unnervingPresence",
"label": "Unnerving Presence",
"summary": "Close-range friendly operatives roll Fear Saves at Disadvantage when the Brain Waster uses an Ebb ability.",
"optional": true,
"default": true
}
]
},
{
"name": "Wraith Raider",
"startingScl": 10,
"starterPackage": "Scouting",
"skillBonuses": [
{ "skillRef": "Athletics", "bonus": 20 },
{ "skillRef": "Dodge", "bonus": 20 },
{ "skillRef": "Spot Hidden", "bonus": 20 },
{ "skillRef": "Firearm (Rifle/Shotgun)", "bonus": 10 }
],
"identity": "Feline ice-world hunters with lightning reflexes, superior senses, and the fastest natural movement profile in the World of Progress.",
"fieldPressure": "Use them for pursuit, flank work, and live target acquisition before a scene turns static or heavily scripted.",
"mothershipStats": {
"strength": "2d10+25",
"speed": "2d10+40",
"intellect": "2d10+28",
"combat": "2d10+33",
"sanity": "2d10+22",
"fear": "2d10+18",
"body": "2d10+12"
},
"mothershipDescription": "The speed apex among natural species. Wraith Raiders react, pursue, and strike before most opponents have processed the danger.",
"notes": [
"Race Raider is treated as a more feral Wraith Raider variant rather than a separate baseline species template."
],
"specialRules": [
{
"key": "predatorSenses",
"label": "Predator Senses",
"summary": "Advantage on Speed-based checks for perception, detecting ambush, or initiative. Never surprised in natural or urban environments unless by supernatural means.",
"optional": false,
"default": true
},
{
"key": "naturalWeapons",
"label": "Natural Weapons",
"summary": "Claws deal Strength / 10 + 1d5 damage at Adjacent range and count as primary species weapons.",
"optional": false,
"default": true
}
]
},
{
"name": "Shaktar",
"startingScl": 10,
"starterPackage": "Death Squad",
"skillBonuses": [
{ "skillRef": "Melee Blade 2H", "bonus": 20 },
{ "skillRef": "Tactics", "bonus": 20 },
{ "skillRef": "Command", "bonus": 10 },
{ "skillRef": "SLA Info", "bonus": 10 }
],
"identity": "Saurian warriors of honour and martial tradition, combining brutal strength with disciplined battlefield intent.",
"fieldPressure": "Doctrine has to respect their code or the squad risks discipline fractures at the worst possible time.",
"mothershipStats": {
"strength": "2d10+37",
"speed": "2d10+30",
"intellect": "2d10+20",
"combat": "2d10+37",
"sanity": "2d10+18",
"fear": "2d10+40",
"body": "2d10+32"
},
"mothershipDescription": "A front-line martial species with exceptional Strength, Combat, and Body backed by formidable Sanity and Fear saves.",
"notes": [
"Tactical and martial intelligence are strong; abstract cognition is weaker than their battlefield presence."
],
"specialRules": [
{
"key": "honourBound",
"label": "Honour Bound",
"summary": "Breaking a code of honour forces a Sanity Save or the Shaktar gains 1d3 Stress.",
"optional": true,
"default": true
},
{
"key": "naturalWeapons",
"label": "Natural Weapons",
"summary": "Claws deal Strength / 10 damage at Adjacent range. Shaktar gain Advantage on grappling or restraining Strength checks.",
"optional": false,
"default": true
}
]
},
{
"name": "Stormer 313 Malice",
"startingScl": 10,
"starterPackage": "Death Squad",
"skillBonuses": [
{ "skillRef": "Brawl", "bonus": 20 },
{ "skillRef": "Melee Axe", "bonus": 20 },
{ "skillRef": "Firearm (Auto/Support)", "bonus": 20 },
{ "skillRef": "Persuade", "bonus": -10 },
{ "skillRef": "Fast Talk", "bonus": -10 }
],
"identity": "Karma's standard biogenetic combat unit: a massive regenerating killing machine with overwhelming power and minimal subtlety.",
"fieldPressure": "They solve breaches, riots, and hard resistance, but subtlety evaporates the moment they become the main plan.",
"mothershipStats": {
"strength": "2d10+43",
"speed": "2d10+30",
"intellect": "2d10+17",
"combat": "2d10+40",
"sanity": "2d10+20",
"fear": "2d10+47",
"body": "2d10+25"
},
"mothershipDescription": "Near-ceiling assault biology: immense Strength, Combat, and Body with deliberately shallow abstract reasoning and social finesse.",
"notes": [
"Purpose-built for violence, shock entry, and surviving damage that would kill almost anyone else."
],
"specialRules": [
{
"key": "prometheusRegeneration",
"label": "Prometheus Regeneration",
"summary": "At the end of every fourth combat round, recover 1d5 Health. Once wounds are fully healed, continue regenerating 1 Health per round.",
"optional": true,
"default": true
},
{
"key": "biogeneticAggression",
"label": "Biogenetic Aggression",
"summary": "Disadvantage on Intellect checks involving diplomacy, deception detection, or abstract reasoning.",
"optional": false,
"default": true
},
{
"key": "financeChipMandatory",
"label": "Finance Chip Mandatory",
"summary": "The Karma finance chip is a built-in hindrance and cannot be removed.",
"optional": false,
"default": true
}
]
},
{
"name": "Stormer 711 Xeno",
"startingScl": 10,
"starterPackage": "Scouting",
"skillBonuses": [
{ "skillRef": "Athletics", "bonus": 20 },
{ "skillRef": "Dodge", "bonus": 20 },
{ "skillRef": "Firearm (SMG)", "bonus": 20 },
{ "skillRef": "Streetwise", "bonus": 10 }
],
"identity": "Karma's fast insectile camouflage unit: a stealth biogen built for pursuit, ambush, and pressure from impossible angles.",
"fieldPressure": "Best used where speed and feral pressure matter more than conversation, procedure, or sponsor optics.",
"mothershipStats": {
"strength": "2d10+30",
"speed": "2d10+40",
"intellect": "2d10+23",
"combat": "2d10+35",
"sanity": "2d10+15",
"fear": "2d10+42",
"body": "2d10+18"
},
"mothershipDescription": "Matches Wraith Raider speed with biogen resilience, regeneration, and camouflage systems in place of natural grace.",
"notes": [
"Fastest movement profile in the game, backed by natural chitin armour and unsettling inhuman presence."
],
"specialRules": [
{
"key": "chameleonChitin",
"label": "Chameleon Chitin",
"summary": "Spend 1 action to become near-invisible. Detection is at Disadvantage while still; moving breaks the effect.",
"optional": true,
"default": true
},
{
"key": "prometheusRegeneration",
"label": "Prometheus Regeneration",
"summary": "At the end of every fourth combat round, recover 1d5 Health.",
"optional": true,
"default": true
},
{
"key": "inhumanAppearance",
"label": "Inhuman Appearance",
"summary": "Social Intellect checks against other species are at Disadvantage because the Xeno's appearance is deeply unnerving.",
"optional": true,
"default": true
}
]
},
{
"name": "Advanced Carrien",
"startingScl": 10,
"starterPackage": "Tech Ops",
"skillBonuses": [
{ "skillRef": "Brawl", "bonus": 20 },
{ "skillRef": "Melee Axe", "bonus": 20 },
{ "skillRef": "Streetwise", "bonus": 20 },
{ "skillRef": "Persuade", "bonus": -10 },
{ "skillRef": "Command", "bonus": -10 }
],
"identity": "Cunning survivor-mutants with strong instincts and an uneasy fit inside official SLA structures.",
"fieldPressure": "They thrive in broken districts and dirty jobs, but prejudice follows them into every briefing room.",
"mothershipStats": {
"strength": "2d10+30",
"speed": "2d10+26",
"intellect": "2d10+30",
"combat": "2d10+26",
"sanity": "2d10+14",
"fear": "2d10+14",
"body": "2d10+18"
},
"mothershipDescription": "Legacy draft Carrien template retained until a source-grounded 1st Edition conversion pass is written.",
"notes": [
"This entry is still using the project's legacy Carrien draft because the new conversion notes did not include a Carrien profile."
],
"specialRules": [
{
"key": "socialPrejudice",
"label": "Social Prejudice",
"summary": "Track district or sponsor prejudice penalties where relevant.",
"optional": true,
"default": true
}
]
}
]
}
+188
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{
"version": "0.5.0-skill-pools",
"source": "SLA_BRP.txt",
"startingCredits": 1500,
"professionalSkillPool": 300,
"generalSkillPool": 120,
"professionalSkillMax": 45,
"generalSkillMax": 25,
"creationSkillCap": 75,
"packages": [
{
"name": "Death Squad",
"wealth": "Average",
"skills": [
"Firearm (Rifle/Shotgun)",
"Firearm (SMG)",
"Firearm (Auto/Support)",
"Brawl",
"Dodge",
"Athletics",
"Intimidate",
"Tactics",
"Spot Hidden",
"Tech (Military)"
]
},
{
"name": "Strike Squad",
"wealth": "Average",
"skills": [
"Firearm (Rifle/Shotgun)",
"Firearm (Pistol)",
"Dodge",
"Athletics",
"Climb",
"Tactics",
"Command",
"Spot Hidden",
"Drive (Military)",
"Tech (Military)"
]
},
{
"name": "Kick Murder",
"wealth": "Average",
"skills": [
"Brawl",
"Melee Blade 1H",
"Melee Blade 2H",
"Melee Axe",
"Melee Club",
"Throw",
"Athletics",
"Dodge",
"Intimidate",
"Spot Hidden"
]
},
{
"name": "Scouting",
"wealth": "Average",
"skills": [
"Firearm (Rifle/Shotgun)",
"Climb",
"Athletics",
"Dodge",
"Spot Hidden",
"Listen",
"Drive (Military)",
"Tactics",
"Streetwise",
"Pilot"
]
},
{
"name": "Investigation",
"wealth": "Average",
"skills": [
"Spot Hidden",
"Listen",
"Psychology",
"Bureaucracy",
"Persuade",
"Fast Talk",
"Streetwise",
"Computer Systems",
"SLA Info",
"Craft (Specialty)"
]
},
{
"name": "Media",
"wealth": "Average to Affluent",
"skills": [
"Fast Talk",
"Persuade",
"Psychology",
"Streetwise",
"Command",
"Bureaucracy",
"SLA Info",
"Computer Systems",
"Craft (Specialty)",
"Drive (Civilian)"
]
},
{
"name": "Medical",
"wealth": "Average",
"skills": [
"Medical",
"Psychology",
"Athletics",
"Dodge",
"Computer Systems",
"Bureaucracy",
"Spot Hidden",
"Drive (Civilian)",
"Tech (Electronics)",
"Craft (Specialty)"
]
},
{
"name": "Mechanic",
"wealth": "Average",
"skills": [
"Tech (Mechanical)",
"Tech (Electronics)",
"Tech (Computers & AI)",
"Craft (Specialty)",
"Drive (Civilian)",
"Drive (Military)",
"Athletics",
"Bureaucracy",
"Computer Systems",
"Spot Hidden"
]
},
{
"name": "Tech Ops",
"wealth": "Average",
"skills": [
"Tech (Computers & AI)",
"Tech (Electronics)",
"Tech (Military)",
"Computer Systems",
"Bureaucracy",
"Psychology",
"SLA Info",
"Spot Hidden",
"Drive (Civilian)",
"Tactics"
]
},
{
"name": "Pilot",
"wealth": "Average",
"skills": [
"Pilot",
"Drive (Military)",
"Drive (Civilian)",
"Spot Hidden",
"Listen",
"Tactics",
"Computer Systems",
"Athletics",
"Dodge",
"Tech (Mechanical)"
]
},
{
"name": "Ebb Operative",
"wealth": "Average",
"skills": [
"Psychology",
"SLA Info",
"Spot Hidden",
"Listen",
"Bureaucracy",
"Persuade",
"Computer Systems",
"Dodge",
"Medical",
"Craft (Specialty)"
]
}
]
}
+897
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{
"version": "0.1.0",
"source": "SLA Mothership species + training package trauma response matrix",
"profiles": [
{
"key": "Human::Death Squad",
"title": "Human / Death Squad: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during hard elimination doctrine and breach-line pressure.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Corporate Override shaped by Death Squad doctrine."
},
{
"key": "Human::Strike Squad",
"title": "Human / Strike Squad: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during tight team movement, entry discipline, and controlled force.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Corporate Override shaped by Strike Squad doctrine."
},
{
"key": "Human::Kick Murder",
"title": "Human / Kick Murder: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during close violence, intimidation, and spectacle-driven aggression.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Corporate Override shaped by Kick Murder doctrine."
},
{
"key": "Human::Scouting",
"title": "Human / Scouting: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Corporate Override shaped by Scouting doctrine."
},
{
"key": "Human::Investigation",
"title": "Human / Investigation: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during evidence control, witness handling, and structured pressure.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Corporate Override shaped by Investigation doctrine."
},
{
"key": "Human::Media",
"title": "Human / Media: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during camera awareness, narrative control, and audience-facing posture.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Corporate Override shaped by Media doctrine."
},
{
"key": "Human::Medical",
"title": "Human / Medical: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during casualty triage, harm reduction, and keeping people functional.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Corporate Override shaped by Medical doctrine."
},
{
"key": "Human::Mechanic",
"title": "Human / Mechanic: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Corporate Override shaped by Mechanic doctrine."
},
{
"key": "Human::Tech Ops",
"title": "Human / Tech Ops: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Corporate Override shaped by Tech Ops doctrine."
},
{
"key": "Human::Pilot",
"title": "Human / Pilot: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during vehicle survival, route discipline, and momentum through movement.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Corporate Override shaped by Pilot doctrine."
},
{
"key": "Human::Ebb Operative",
"title": "Human / Ebb Operative: Corporate Override",
"trigger": "When they take Stress, lose control of a scene, or see the plan slipping during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "Allies in Close range may either clear 1 Stress or gain +5 on their next coordinated roll. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "The operative becomes rigid and command-dependent; independent social or creative action is at -10 until someone reasserts the plan. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Invoke sponsor discipline to reroll one failed Command, Bureaucracy, or Fear-related test, but afterwards a superior, sponsor, or handler is owed a concession. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Corporate Override shaped by Ebb Operative doctrine."
},
{
"key": "Frother::Death Squad",
"title": "Frother / Death Squad: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during hard elimination doctrine and breach-line pressure.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Red Mist Containment shaped by Death Squad doctrine."
},
{
"key": "Frother::Strike Squad",
"title": "Frother / Strike Squad: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during tight team movement, entry discipline, and controlled force.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Red Mist Containment shaped by Strike Squad doctrine."
},
{
"key": "Frother::Kick Murder",
"title": "Frother / Kick Murder: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during close violence, intimidation, and spectacle-driven aggression.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Red Mist Containment shaped by Kick Murder doctrine."
},
{
"key": "Frother::Scouting",
"title": "Frother / Scouting: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Red Mist Containment shaped by Scouting doctrine."
},
{
"key": "Frother::Investigation",
"title": "Frother / Investigation: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during evidence control, witness handling, and structured pressure.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Red Mist Containment shaped by Investigation doctrine."
},
{
"key": "Frother::Media",
"title": "Frother / Media: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during camera awareness, narrative control, and audience-facing posture.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Red Mist Containment shaped by Media doctrine."
},
{
"key": "Frother::Medical",
"title": "Frother / Medical: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during casualty triage, harm reduction, and keeping people functional.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Red Mist Containment shaped by Medical doctrine."
},
{
"key": "Frother::Mechanic",
"title": "Frother / Mechanic: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Red Mist Containment shaped by Mechanic doctrine."
},
{
"key": "Frother::Tech Ops",
"title": "Frother / Tech Ops: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Red Mist Containment shaped by Tech Ops doctrine."
},
{
"key": "Frother::Pilot",
"title": "Frother / Pilot: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during vehicle survival, route discipline, and momentum through movement.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Red Mist Containment shaped by Pilot doctrine."
},
{
"key": "Frother::Ebb Operative",
"title": "Frother / Ebb Operative: Red Mist Containment",
"trigger": "When they are wounded, restrained, denied a charge lane, or chemically overstimulated during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "One ally can immediately surge with them, gaining +10 on the next melee, Brawl, or forced-entry action. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "The nearest ally or bystander takes 1 Stress, loses cover, or has to scramble clear as the Frother's violence spills outward. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Ignore wound penalties for one combat round and close distance immediately, then gain 1d5 Stress when the surge burns out. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Red Mist Containment shaped by Ebb Operative doctrine."
},
{
"key": "Ebon::Death Squad",
"title": "Ebon / Death Squad: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during hard elimination doctrine and breach-line pressure.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Quiet Flux shaped by Death Squad doctrine."
},
{
"key": "Ebon::Strike Squad",
"title": "Ebon / Strike Squad: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during tight team movement, entry discipline, and controlled force.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Quiet Flux shaped by Strike Squad doctrine."
},
{
"key": "Ebon::Kick Murder",
"title": "Ebon / Kick Murder: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during close violence, intimidation, and spectacle-driven aggression.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Quiet Flux shaped by Kick Murder doctrine."
},
{
"key": "Ebon::Scouting",
"title": "Ebon / Scouting: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Quiet Flux shaped by Scouting doctrine."
},
{
"key": "Ebon::Investigation",
"title": "Ebon / Investigation: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during evidence control, witness handling, and structured pressure.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Quiet Flux shaped by Investigation doctrine."
},
{
"key": "Ebon::Media",
"title": "Ebon / Media: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during camera awareness, narrative control, and audience-facing posture.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Quiet Flux shaped by Media doctrine."
},
{
"key": "Ebon::Medical",
"title": "Ebon / Medical: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during casualty triage, harm reduction, and keeping people functional.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Quiet Flux shaped by Medical doctrine."
},
{
"key": "Ebon::Mechanic",
"title": "Ebon / Mechanic: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Quiet Flux shaped by Mechanic doctrine."
},
{
"key": "Ebon::Tech Ops",
"title": "Ebon / Tech Ops: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Quiet Flux shaped by Tech Ops doctrine."
},
{
"key": "Ebon::Pilot",
"title": "Ebon / Pilot: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during vehicle survival, route discipline, and momentum through movement.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Quiet Flux shaped by Pilot doctrine."
},
{
"key": "Ebon::Ebb Operative",
"title": "Ebon / Ebb Operative: Quiet Flux",
"trigger": "When they absorb psychic shock, intense grief, or impossible sensory information during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "A nearby ally gains calm focus: clear 1 Stress, stabilize a Fear response, or take +10 on one careful action. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "Reality hushes around the Ebon; nearby allies feel the pressure and take -5 on their next impulsive or noisy action. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Open a moment of lucid stillness that lets one ally reroll a failed mental check, but the Ebon immediately gains 1d5 Stress. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Quiet Flux shaped by Ebb Operative doctrine."
},
{
"key": "Brain Waster::Death Squad",
"title": "Brain Waster / Death Squad: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during hard elimination doctrine and breach-line pressure.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Predatory Backwash shaped by Death Squad doctrine."
},
{
"key": "Brain Waster::Strike Squad",
"title": "Brain Waster / Strike Squad: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during tight team movement, entry discipline, and controlled force.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Predatory Backwash shaped by Strike Squad doctrine."
},
{
"key": "Brain Waster::Kick Murder",
"title": "Brain Waster / Kick Murder: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during close violence, intimidation, and spectacle-driven aggression.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Predatory Backwash shaped by Kick Murder doctrine."
},
{
"key": "Brain Waster::Scouting",
"title": "Brain Waster / Scouting: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Predatory Backwash shaped by Scouting doctrine."
},
{
"key": "Brain Waster::Investigation",
"title": "Brain Waster / Investigation: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during evidence control, witness handling, and structured pressure.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Predatory Backwash shaped by Investigation doctrine."
},
{
"key": "Brain Waster::Media",
"title": "Brain Waster / Media: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during camera awareness, narrative control, and audience-facing posture.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Predatory Backwash shaped by Media doctrine."
},
{
"key": "Brain Waster::Medical",
"title": "Brain Waster / Medical: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during casualty triage, harm reduction, and keeping people functional.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Predatory Backwash shaped by Medical doctrine."
},
{
"key": "Brain Waster::Mechanic",
"title": "Brain Waster / Mechanic: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Predatory Backwash shaped by Mechanic doctrine."
},
{
"key": "Brain Waster::Tech Ops",
"title": "Brain Waster / Tech Ops: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Predatory Backwash shaped by Tech Ops doctrine."
},
{
"key": "Brain Waster::Pilot",
"title": "Brain Waster / Pilot: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during vehicle survival, route discipline, and momentum through movement.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Predatory Backwash shaped by Pilot doctrine."
},
{
"key": "Brain Waster::Ebb Operative",
"title": "Brain Waster / Ebb Operative: Predatory Backwash",
"trigger": "When they smell weakness, take psychic pain, or sense prey escaping the kill during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "Nearby allies gain ruthless momentum: +5 on their next attack against the same target or an immediate free reposition toward the threat. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "The psychic splash is ugly. Allies in Close range take 1 Stress or hesitate before acting aggressively near the Brain Waster. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Force the scene into a kill-focus: one target becomes obvious and allies gain +10 to attack it for a round, but everyone nearby knows the Brain Waster is slipping. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Predatory Backwash shaped by Ebb Operative doctrine."
},
{
"key": "Wraith Raider::Death Squad",
"title": "Wraith Raider / Death Squad: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during hard elimination doctrine and breach-line pressure.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Predator Snap shaped by Death Squad doctrine."
},
{
"key": "Wraith Raider::Strike Squad",
"title": "Wraith Raider / Strike Squad: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during tight team movement, entry discipline, and controlled force.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Predator Snap shaped by Strike Squad doctrine."
},
{
"key": "Wraith Raider::Kick Murder",
"title": "Wraith Raider / Kick Murder: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during close violence, intimidation, and spectacle-driven aggression.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Predator Snap shaped by Kick Murder doctrine."
},
{
"key": "Wraith Raider::Scouting",
"title": "Wraith Raider / Scouting: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Predator Snap shaped by Scouting doctrine."
},
{
"key": "Wraith Raider::Investigation",
"title": "Wraith Raider / Investigation: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during evidence control, witness handling, and structured pressure.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Predator Snap shaped by Investigation doctrine."
},
{
"key": "Wraith Raider::Media",
"title": "Wraith Raider / Media: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during camera awareness, narrative control, and audience-facing posture.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Predator Snap shaped by Media doctrine."
},
{
"key": "Wraith Raider::Medical",
"title": "Wraith Raider / Medical: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during casualty triage, harm reduction, and keeping people functional.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Predator Snap shaped by Medical doctrine."
},
{
"key": "Wraith Raider::Mechanic",
"title": "Wraith Raider / Mechanic: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Predator Snap shaped by Mechanic doctrine."
},
{
"key": "Wraith Raider::Tech Ops",
"title": "Wraith Raider / Tech Ops: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Predator Snap shaped by Tech Ops doctrine."
},
{
"key": "Wraith Raider::Pilot",
"title": "Wraith Raider / Pilot: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during vehicle survival, route discipline, and momentum through movement.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Predator Snap shaped by Pilot doctrine."
},
{
"key": "Wraith Raider::Ebb Operative",
"title": "Wraith Raider / Ebb Operative: Predator Snap",
"trigger": "When they are cornered, lose sight of prey, or are forced into static formation during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "One ally may immediately shift position, dive for flank, or gain +10 on the next pursuit, ambush, or precision shot. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "The Wraith peels away from the group instinctively; squad cohesion frays and nearby allies lose the benefit of tight formation or overwatch. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Exploit a predatory opening to act first against one exposed threat, but the Wraith must commit to that line and cannot hold the broader objective at the same time. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Predator Snap shaped by Ebb Operative doctrine."
},
{
"key": "Shaktar::Death Squad",
"title": "Shaktar / Death Squad: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during hard elimination doctrine and breach-line pressure.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Honour Lock shaped by Death Squad doctrine."
},
{
"key": "Shaktar::Strike Squad",
"title": "Shaktar / Strike Squad: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during tight team movement, entry discipline, and controlled force.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Honour Lock shaped by Strike Squad doctrine."
},
{
"key": "Shaktar::Kick Murder",
"title": "Shaktar / Kick Murder: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during close violence, intimidation, and spectacle-driven aggression.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Honour Lock shaped by Kick Murder doctrine."
},
{
"key": "Shaktar::Scouting",
"title": "Shaktar / Scouting: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Honour Lock shaped by Scouting doctrine."
},
{
"key": "Shaktar::Investigation",
"title": "Shaktar / Investigation: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during evidence control, witness handling, and structured pressure.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Honour Lock shaped by Investigation doctrine."
},
{
"key": "Shaktar::Media",
"title": "Shaktar / Media: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during camera awareness, narrative control, and audience-facing posture.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Honour Lock shaped by Media doctrine."
},
{
"key": "Shaktar::Medical",
"title": "Shaktar / Medical: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during casualty triage, harm reduction, and keeping people functional.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Honour Lock shaped by Medical doctrine."
},
{
"key": "Shaktar::Mechanic",
"title": "Shaktar / Mechanic: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Honour Lock shaped by Mechanic doctrine."
},
{
"key": "Shaktar::Tech Ops",
"title": "Shaktar / Tech Ops: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Honour Lock shaped by Tech Ops doctrine."
},
{
"key": "Shaktar::Pilot",
"title": "Shaktar / Pilot: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during vehicle survival, route discipline, and momentum through movement.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Honour Lock shaped by Pilot doctrine."
},
{
"key": "Shaktar::Ebb Operative",
"title": "Shaktar / Ebb Operative: Honour Lock",
"trigger": "When their code is insulted, an ally falls dishonourably, or a duel-worthy threat emerges during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "An ally gains steadiness from the Shaktar's presence: +10 on one defensive, leadership, or hold-the-line action. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "The Shaktar becomes bound to the obvious challenge and resists compromise, retreat, or deception until the honour issue is addressed. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Declare a martial vow against a target or objective; the Shaktar gains +10 while pursuing it, but cannot willingly abandon that vow without taking 1d5 Stress. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Honour Lock shaped by Ebb Operative doctrine."
},
{
"key": "Stormer 313 Malice::Death Squad",
"title": "Stormer 313 Malice / Death Squad: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during hard elimination doctrine and breach-line pressure.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Breach Engine shaped by Death Squad doctrine."
},
{
"key": "Stormer 313 Malice::Strike Squad",
"title": "Stormer 313 Malice / Strike Squad: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during tight team movement, entry discipline, and controlled force.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Breach Engine shaped by Strike Squad doctrine."
},
{
"key": "Stormer 313 Malice::Kick Murder",
"title": "Stormer 313 Malice / Kick Murder: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during close violence, intimidation, and spectacle-driven aggression.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Breach Engine shaped by Kick Murder doctrine."
},
{
"key": "Stormer 313 Malice::Scouting",
"title": "Stormer 313 Malice / Scouting: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Breach Engine shaped by Scouting doctrine."
},
{
"key": "Stormer 313 Malice::Investigation",
"title": "Stormer 313 Malice / Investigation: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during evidence control, witness handling, and structured pressure.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Breach Engine shaped by Investigation doctrine."
},
{
"key": "Stormer 313 Malice::Media",
"title": "Stormer 313 Malice / Media: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during camera awareness, narrative control, and audience-facing posture.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Breach Engine shaped by Media doctrine."
},
{
"key": "Stormer 313 Malice::Medical",
"title": "Stormer 313 Malice / Medical: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during casualty triage, harm reduction, and keeping people functional.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Breach Engine shaped by Medical doctrine."
},
{
"key": "Stormer 313 Malice::Mechanic",
"title": "Stormer 313 Malice / Mechanic: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Breach Engine shaped by Mechanic doctrine."
},
{
"key": "Stormer 313 Malice::Tech Ops",
"title": "Stormer 313 Malice / Tech Ops: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Breach Engine shaped by Tech Ops doctrine."
},
{
"key": "Stormer 313 Malice::Pilot",
"title": "Stormer 313 Malice / Pilot: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during vehicle survival, route discipline, and momentum through movement.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Breach Engine shaped by Pilot doctrine."
},
{
"key": "Stormer 313 Malice::Ebb Operative",
"title": "Stormer 313 Malice / Ebb Operative: Breach Engine",
"trigger": "When they hit hard resistance, suffer visible injury, or are treated as the blunt solution during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "Allies nearby may immediately press the breach: gain +10 on one push, suppress, or shock-entry action this round. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "Subtlety collapses. Nearby operatives lose finesse; social, stealth, or delicate technical actions are at -10 while the Stormer dominates the scene. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Turn the response into overwhelming mass: ignore knockback, restraint, and hesitation for one round, but every nearby ally or witness reads the escalation instantly. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Breach Engine shaped by Ebb Operative doctrine."
},
{
"key": "Stormer 711 Xeno::Death Squad",
"title": "Stormer 711 Xeno / Death Squad: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during hard elimination doctrine and breach-line pressure.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Stalker Reflex shaped by Death Squad doctrine."
},
{
"key": "Stormer 711 Xeno::Strike Squad",
"title": "Stormer 711 Xeno / Strike Squad: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during tight team movement, entry discipline, and controlled force.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Stalker Reflex shaped by Strike Squad doctrine."
},
{
"key": "Stormer 711 Xeno::Kick Murder",
"title": "Stormer 711 Xeno / Kick Murder: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during close violence, intimidation, and spectacle-driven aggression.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Stalker Reflex shaped by Kick Murder doctrine."
},
{
"key": "Stormer 711 Xeno::Scouting",
"title": "Stormer 711 Xeno / Scouting: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Stalker Reflex shaped by Scouting doctrine."
},
{
"key": "Stormer 711 Xeno::Investigation",
"title": "Stormer 711 Xeno / Investigation: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during evidence control, witness handling, and structured pressure.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Stalker Reflex shaped by Investigation doctrine."
},
{
"key": "Stormer 711 Xeno::Media",
"title": "Stormer 711 Xeno / Media: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during camera awareness, narrative control, and audience-facing posture.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Stalker Reflex shaped by Media doctrine."
},
{
"key": "Stormer 711 Xeno::Medical",
"title": "Stormer 711 Xeno / Medical: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during casualty triage, harm reduction, and keeping people functional.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Stalker Reflex shaped by Medical doctrine."
},
{
"key": "Stormer 711 Xeno::Mechanic",
"title": "Stormer 711 Xeno / Mechanic: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Stalker Reflex shaped by Mechanic doctrine."
},
{
"key": "Stormer 711 Xeno::Tech Ops",
"title": "Stormer 711 Xeno / Tech Ops: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Stalker Reflex shaped by Tech Ops doctrine."
},
{
"key": "Stormer 711 Xeno::Pilot",
"title": "Stormer 711 Xeno / Pilot: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during vehicle survival, route discipline, and momentum through movement.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Stalker Reflex shaped by Pilot doctrine."
},
{
"key": "Stormer 711 Xeno::Ebb Operative",
"title": "Stormer 711 Xeno / Ebb Operative: Stalker Reflex",
"trigger": "When they are observed too clearly, lose camouflage, or feel prey slipping through a net during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "One ally can immediately reposition, hide, or line up a crossfire with +10 on the next attack from concealment. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "The Xeno's inhuman movement shakes the team; allies in sight take -5 on their next social or comms-dependent action. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Explode into hunting movement and gain a free stealth or flank reposition, but all nearby friendlies know exactly how unnatural that burst looked. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Stalker Reflex shaped by Ebb Operative doctrine."
},
{
"key": "Advanced Carrien::Death Squad",
"title": "Advanced Carrien / Death Squad: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during hard elimination doctrine and breach-line pressure.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response naturally supports direct violence, suppression, and target deletion.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. Non-combat options shrink fast; restraint, mercy, and evidence care become secondary.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Mark one hostile or kill-zone. Allies who commit to it gain +10 for one round, but any collateral or intimidation fallout is amplified.",
"summary": "Scavenger Adaptation shaped by Death Squad doctrine."
},
{
"key": "Advanced Carrien::Strike Squad",
"title": "Advanced Carrien / Strike Squad: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during tight team movement, entry discipline, and controlled force.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response strengthens covering arcs, shield work, and clean squad timing.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. Breaking formation feels like failure; the operative resists improvisation that pulls them off the team rhythm.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Call a formation snap. Up to two allies may immediately reposition or gain +5 to their next disciplined action, but everyone becomes more predictable for a round.",
"summary": "Scavenger Adaptation shaped by Strike Squad doctrine."
},
{
"key": "Advanced Carrien::Kick Murder",
"title": "Advanced Carrien / Kick Murder: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during close violence, intimidation, and spectacle-driven aggression.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response rewards momentum, fear projection, and brutal follow-through in close quarters.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. Collateral intimidation rises immediately; delicate witnesses, civilians, or weak-willed allies are rattled.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Turn panic into a public display of violence. Gain +10 on one melee or intimidation burst, but someone nearby remembers how ugly it looked.",
"summary": "Scavenger Adaptation shaped by Kick Murder doctrine."
},
{
"key": "Advanced Carrien::Scouting",
"title": "Advanced Carrien / Scouting: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during pursuit, overwatch, live target acquisition, and flank discipline.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response sharpens lines of sight, pursuit instincts, and exploit-the-gap movement.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. The operative starts thinking like a lone hunter and can drift away from the wider squad objective.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Name an escape route, rooftop, blind corner, or kill lane; one ally can exploit it immediately, but the operative becomes fixated on that line until it resolves.",
"summary": "Scavenger Adaptation shaped by Scouting doctrine."
},
{
"key": "Advanced Carrien::Investigation",
"title": "Advanced Carrien / Investigation: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during evidence control, witness handling, and structured pressure.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response helps lock onto motive, contradiction, or one critical clue others are missing.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. The operative becomes obsessed with one read, suspect, or theory and can miss broader battlefield cues.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Call out the key pattern in the chaos and grant +10 to one search, read, or interrogation move, but if it is wrong the whole scene loses tempo.",
"summary": "Scavenger Adaptation shaped by Investigation doctrine."
},
{
"key": "Advanced Carrien::Media",
"title": "Advanced Carrien / Media: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during camera awareness, narrative control, and audience-facing posture.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response can seize attention, redirect blame, and create a dramatic moment that helps the team.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. Everything starts to feel performative; truth, caution, and privacy suffer when the spotlight instinct takes over.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Take control of the scene's narrative for one beat: gain +10 to one social pivot or broadcast action, but someone important sees the mask slip.",
"summary": "Scavenger Adaptation shaped by Media doctrine."
},
{
"key": "Advanced Carrien::Medical",
"title": "Advanced Carrien / Medical: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during casualty triage, harm reduction, and keeping people functional.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response immediately prioritizes stabilization, pain control, and keeping others in the fight.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. The operative can overcommit to one casualty or moral triage call and neglect the tactical picture.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Declare emergency triage authority: one ally may ignore a penalty or clear 1d5 Stress, but someone else is necessarily deprioritized.",
"summary": "Scavenger Adaptation shaped by Medical doctrine."
},
{
"key": "Advanced Carrien::Mechanic",
"title": "Advanced Carrien / Mechanic: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during repair under pressure, jury-rig resilience, and practical continuity.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response spots what can still be made to work and buys the team one more functioning moment.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. The operative starts treating people like systems; empathy and soft judgment degrade while the fix obsession takes hold.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Force one broken plan, device, or route to function one more time, but it becomes unstable, noisy, or impossible to hide.",
"summary": "Scavenger Adaptation shaped by Mechanic doctrine."
},
{
"key": "Advanced Carrien::Tech Ops",
"title": "Advanced Carrien / Tech Ops: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during systems dominance, tactical feed control, and hostile tech exploitation.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response sharpens data interpretation, sensor control, and battlefield command through information.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. The operative overrelies on systems, feeds, or assumptions and becomes brittle if the data picture changes.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Call a systems spike: one allied action may count as perfectly timed intel support, but afterwards the local network, drone, or feed is compromised.",
"summary": "Scavenger Adaptation shaped by Tech Ops doctrine."
},
{
"key": "Advanced Carrien::Pilot",
"title": "Advanced Carrien / Pilot: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during vehicle survival, route discipline, and momentum through movement.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response favours speed, extraction thinking, and preserving an exit line for the team.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. The operative becomes route-fixated and can prioritise escape or movement over mission nuance.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Name the extraction vector. One ally may immediately move, mount up, or gain +10 on a vehicle-related action, but abandoning that route becomes psychologically harder.",
"summary": "Scavenger Adaptation shaped by Pilot doctrine."
},
{
"key": "Advanced Carrien::Ebb Operative",
"title": "Advanced Carrien / Ebb Operative: Scavenger Adaptation",
"trigger": "When they are cornered, cut off from resources, or forced into open contempt from others during psychic composure, hidden pressure, and the disciplined use of the Ebb.",
"positive": "One ally may improvise from the Carrien's instinct: reroll a Streetwise, survival, theft, or dirty-fix style action. The response can calm or focus another operative through eerie certainty, attention, or psychic poise.",
"negative": "Trust drops fast. Nearby allies become suspicious, losing confidence in promises, command, or clean procedure until results appear. Everyone nearby feels that something is not normal; fear, suspicion, or social strain rises even when the effect helps.",
"session": "Turn desperation into advantage by producing an ugly but effective solution; it works once, but leaves a social stain or material mess behind. Declare a single controlled surge of unnatural clarity: reroll one mental or Ebb-linked failure, but mark the scene as visibly touched by the Ebb.",
"summary": "Scavenger Adaptation shaped by Ebb Operative doctrine."
}
]
}