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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

581 lines
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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
}
]
},
{
"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
}
]
}
]
}