{ "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 } ] } ] }