3 Commits
Author SHA1 Message Date
slaguru666 38dc850ef2 chore: bump version to 0.6.0
Disguise skill, Vevaphon species data.
2026-04-09 15:09:30 +01:00
slaguru666 ac35245e07 Add Disguise skill (Physical/Speed, base 10) with trained/master descriptions
- skills.json: new Disguise entry with notes field covering what the skill can and cannot change
- buildSkill(): renders entry.notes into the item description HTML
- Trained (10-14): fools casual observers, +10 to observer Spot Hidden vs known target
- Master (20+): holds under close scrutiny, critical success required to see through
2026-04-09 14:02:36 +01:00
slaguru666 8f8fb6c3e0 Add Stormer Vevaphon to species.json
10th playable species with stat rolls, skill bonuses, and special rules
including polymorphicBody, vevaphonInstability, and corporateLeash.
2026-04-09 12:00:46 +01:00
4 changed files with 243 additions and 37 deletions
+1 -1
View File
@@ -2,7 +2,7 @@
"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",
"version": "0.6.0",
"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",
+1
View File
@@ -357,6 +357,7 @@ function buildSkill(entry, folder, iconMap) {
${attributeTags.length ? `<p><strong>Stat use:</strong> ${attributeTags.join(", ")}.</p>` : ""}
${entry.combat ? "<p><strong>Use:</strong> Combat-linked skill. Roll it when the attack, defence, or violent action maps to this discipline.</p>" : ""}
${ebbOnly ? "<p><strong>Restriction:</strong> Ebb-only discipline. Remove it from non-Ebon and non-Brain Waster operatives.</p>" : ""}
${entry.notes ? entry.notes.split(/\n+/).map(line => `<p>${line.trim()}</p>`).join("") : ""}
`,
rank: "SLA",
bonus: Number(entry.base ?? 0),
+7
View File
@@ -34,6 +34,13 @@
{ "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": "Disguise",
"base": 10,
"categoryRef": "Physical",
"attributes": ["speed"],
"notes": "Used to alter a character's visible appearance through cosmetics, prosthetics, surface tissue manipulation (for biogenetic species), clothing, and movement coaching. Cannot change fundamental physical dimensions — height, body mass, bone structure, and limb length cannot be disguised. What it CAN change: skin tone and texture, hair colour and style, apparent age, facial features (nose shape, jaw line, brow), visible markings and scarring, and species-surface tells on biogenetic characters.\n\nTrained (bonus 10–14): Convincing against casual observers and brief encounters. A Spot Hidden roll from an observer who has met the target before will reveal the disguise on a success. Add +10 to any observer's Spot Hidden if they know the person being impersonated.\n\nMaster (bonus 20+): The disguise holds under close scrutiny and extended social interaction. Observers require a critical success on Spot Hidden to see through it. Can convincingly replicate a specific named individual's features well enough to fool colleagues and security systems that rely on visual identification."
},
{ "name": "Brawl", "base": 25, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "strength"] },
{ "name": "Melee Blade 1H", "base": 20, "categoryRef": "Combat", "combat": true, "attributes": ["combat", "strength"] },
+234 -36
View File
@@ -7,7 +7,10 @@
"startingScl": 10,
"starterPackage": "Strike Squad",
"choiceBonuses": [
{ "count": 3, "bonus": 10 }
{
"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.",
@@ -39,10 +42,22 @@
"startingScl": 10,
"starterPackage": "Kick Murder",
"skillBonuses": [
{ "skillRef": "Melee Blade 2H", "bonus": 20 },
{ "skillRef": "Brawl", "bonus": 20 },
{ "skillRef": "Athletics", "bonus": 20 },
{ "skillRef": "Intimidate", "bonus": 10 }
{
"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.",
@@ -81,10 +96,22 @@
"startingScl": 10,
"starterPackage": "Ebb Operative",
"skillBonuses": [
{ "skillRef": "Biofeedback", "bonus": 20 },
{ "skillRef": "Formulate", "bonus": 20 },
{ "skillRef": "Medical", "bonus": 10 },
{ "skillRef": "Psychology", "bonus": 10 }
{
"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.",
@@ -123,10 +150,22 @@
"startingScl": 10,
"starterPackage": "Ebb Operative",
"skillBonuses": [
{ "skillRef": "Formulate", "bonus": 20 },
{ "skillRef": "Biofeedback", "bonus": 10 },
{ "skillRef": "Intimidate", "bonus": 10 },
{ "skillRef": "Firearm (Rifle/Shotgun)", "bonus": 10 }
{
"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.",
@@ -165,10 +204,22 @@
"startingScl": 10,
"starterPackage": "Scouting",
"skillBonuses": [
{ "skillRef": "Athletics", "bonus": 20 },
{ "skillRef": "Dodge", "bonus": 20 },
{ "skillRef": "Spot Hidden", "bonus": 20 },
{ "skillRef": "Firearm (Rifle/Shotgun)", "bonus": 10 }
{
"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.",
@@ -207,10 +258,22 @@
"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 }
{
"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.",
@@ -249,11 +312,26 @@
"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 }
{
"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.",
@@ -299,10 +377,22 @@
"startingScl": 10,
"starterPackage": "Scouting",
"skillBonuses": [
{ "skillRef": "Athletics", "bonus": 20 },
{ "skillRef": "Dodge", "bonus": 20 },
{ "skillRef": "Firearm (SMG)", "bonus": 20 },
{ "skillRef": "Streetwise", "bonus": 10 }
{
"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.",
@@ -348,11 +438,26 @@
"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 }
{
"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.",
@@ -378,6 +483,99 @@
"default": true
}
]
},
{
"name": "Stormer Vevaphon",
"startingScl": 10,
"starterPackage": "Strike Squad",
"skillBonuses": [
{
"skillRef": "Stealth",
"bonus": 20
},
{
"skillRef": "Brawl",
"bonus": 15
},
{
"skillRef": "Disguise",
"bonus": 15
},
{
"skillRef": "Climb",
"bonus": 10
},
{
"skillRef": "Persuade",
"bonus": -10
},
{
"skillRef": "SLA Info",
"bonus": -10
}
],
"identity": "Sleight Industries' cancelled polymorphic Stormer line. A shape-shifting bioweapon that can be anything the mission needs \u2014 and that is precisely the problem.",
"fieldPressure": "Vevaphons excel in infiltration, close-quarters ambushes, and adaptable shock roles, but their psychological fragility makes long missions a liability; every form change erodes who they think they are.",
"mothershipStats": {
"strength": "2d10+35",
"speed": "2d10+28",
"intellect": "2d10+20",
"combat": "2d10+35",
"sanity": "2d10+12",
"fear": "2d10+23",
"body": "2d10+22",
"health": "1d10+12"
},
"mothershipDescription": "Strong, fast, and physically resilient biogenetic platform with severely degraded Sanity reflecting identity diffusion and psychological instability from continuous polymorphic reprogramming.",
"notes": [
"Minimum 3 Wound slots (amorphous body redistributes trauma across the matrix).",
"Immune to bleeding and bone fractures; vulnerable to fire, extreme heat, and corrosives (double damage).",
"Cannot be identified by standard biometrics while in an altered form \u2014 only deep forensic scanning reveals Vevaphon DNA."
],
"specialRules": [
{
"key": "polymorphicBody",
"label": "Polymorphic Body",
"summary": "May reconfigure as an action. Choose Brute Form (+5 melee damage, +2 Armour, -5 Speed, Disadvantage on Stealth), Stalker Form (Advantage on Stealth, can squeeze through tight spaces, -2 Armour), or Raptor Form (+8 Speed, extended melee reach, Vulnerability to fire/corrosives). Each form change triggers a Sanity save; on failure gain 1 Instability.",
"optional": false,
"default": true
},
{
"key": "adaptivePhysiology",
"label": "Adaptive Physiology",
"summary": "When taking physical damage, may choose to shed mass: reduce incoming damage by 1d5, but lose 3 Strength temporarily until next rest. Immune to bleeding and broken bones. Double damage from fire, extreme heat, and corrosive attacks.",
"optional": false,
"default": true
},
{
"key": "fluidIdentity",
"label": "Fluid Identity",
"summary": "Advantage on Disguise/Deception when impersonating someone studied for at least one scene. Deep scans always reveal Vevaphon origin. Long-term impersonations (more than one session) generate 1 Stress per session.",
"optional": false,
"default": true
},
{
"key": "vevaphonInstability",
"label": "Psychological Instability",
"summary": "Track Instability separately (0-12). At 3+ suffer Disadvantage on social Intellect checks. At 6+ roll on Minor Morph Panic table at combat start. At 9+ failed Sanity saves trigger the Vevaphon Morph Panic table instead of standard Panic.",
"optional": false,
"default": true
},
{
"key": "corporateLeash",
"label": "Corporate Asset / Liability",
"summary": "At creation choose On the Leash (better gear, Sleight can recall/track/sabotage) or Off the Grid (burnt serial; Hunter Sheet active from session 1, no corporate strings).",
"optional": true,
"default": false
},
{
"key": "sleightLineDefect",
"label": "Cancelled Line Defect",
"summary": "The Vevaphon programme was quietly purged. You do not officially exist. SLA systems flag your DNA as pending recall if scanned. Karma and Sleight treat you as a liability.",
"optional": false,
"default": true
}
]
}
]
}
}