10th playable species with stat rolls, skill bonuses, and special rules including polymorphicBody, vevaphonInstability, and corporateLeash.
581 lines
21 KiB
JSON
581 lines
21 KiB
JSON
{
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"version": "0.3.1-draft4",
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"source": "SLA Industries -> Mothership species conversion notes",
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"species": [
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{
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"name": "Human",
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"startingScl": 10,
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"starterPackage": "Strike Squad",
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"choiceBonuses": [
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{
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"count": 3,
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"bonus": 10
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}
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],
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"identity": "Adaptable generalists. No racial extremes; their edge is flexibility and social access to SLA's systems.",
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"fieldPressure": "Humans are expected to fill doctrine gaps, improvise, and absorb sponsor demands without complaint.",
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"mothershipStats": {
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"strength": "2d10+25",
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"speed": "2d10+25",
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"intellect": "2d10+27",
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"combat": "2d10+25",
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"sanity": "2d10+30",
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"fear": "2d10+33",
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"body": "2d10+10"
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},
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"mothershipDescription": "Baseline human template with a slight Intellect and Sanity edge reflecting bureaucracy, social resilience, and operational flexibility.",
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"notes": [
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"Flexible Mort City baseline. No species stat is pushed hard, which keeps Humans broadly useful across all packages."
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],
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"specialRules": [
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{
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"key": "adaptable",
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"label": "Adaptable",
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"summary": "Once per session, reroll one Stat check and take the better result.",
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"optional": false,
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"default": true
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}
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]
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},
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{
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"name": "Frother",
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"startingScl": 10,
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"starterPackage": "Kick Murder",
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"skillBonuses": [
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{
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"skillRef": "Melee Blade 2H",
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"bonus": 20
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},
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{
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"skillRef": "Brawl",
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"bonus": 20
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},
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{
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"skillRef": "Athletics",
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"bonus": 20
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},
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{
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"skillRef": "Intimidate",
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"bonus": 10
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}
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],
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"identity": "Clan-human berserkers born with a physiological gift for combat drugs, violence, and recovery.",
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"fieldPressure": "Keep them pointed at the problem and away from delicate evidence chains or sponsor-facing civilians.",
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"mothershipStats": {
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"strength": "2d10+33",
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"speed": "2d10+28",
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"intellect": "2d10+20",
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"combat": "2d10+35",
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"sanity": "2d10+2",
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"fear": "2d10+35",
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"body": "2d10+25"
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},
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"mothershipDescription": "Extreme Strength, Combat, and Body with a weak Intellect line and dangerously fragile Sanity. Frothers are terror weapons, not balanced operatives.",
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"notes": [
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"High physical ceiling, fragile mind, terrible at precision or reflective tasks."
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],
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"specialRules": [
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{
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"key": "berserkState",
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"label": "Berserk State",
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"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.",
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"optional": true,
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"default": true
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},
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{
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"key": "drugMetabolism",
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"label": "Drug Metabolism",
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"summary": "No addiction roll for standard SLA combat drugs. One combat drug per scene can be taken without a Body Save penalty.",
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"optional": true,
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"default": true
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}
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]
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},
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{
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"name": "Ebon",
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"startingScl": 10,
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"starterPackage": "Ebb Operative",
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"skillBonuses": [
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{
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"skillRef": "Biofeedback",
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"bonus": 20
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},
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{
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"skillRef": "Formulate",
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"bonus": 20
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},
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{
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"skillRef": "Medical",
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"bonus": 10
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},
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{
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"skillRef": "Psychology",
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"bonus": 10
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}
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],
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"identity": "Mystical, emotionally volatile Ebb users whose greatest strength is disciplined mental focus rather than physical resilience.",
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"fieldPressure": "They are trusted when the mission needs calm precision, but every Flux spike is watched and every psychic event hits them harder.",
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"mothershipStats": {
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"strength": "2d10+20",
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"speed": "2d10+25",
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"intellect": "2d10+47",
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"combat": "2d10+22",
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"sanity": "2d10+25",
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"fear": "2d10+14",
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"body": "2d10+5"
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},
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"mothershipDescription": "Exceptional Intellect backed by weak Strength and Body. Ebons solve impossible problems through Ebb discipline, not brute force.",
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"notes": [
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"Physically frail, emotionally sensitive, and deeply tied to the psychic environment around them."
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],
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"specialRules": [
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{
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"key": "ebbSensitivity",
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"label": "Ebb Sensitivity",
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"summary": "Automatically senses nearby Ebb use within Close Range. Sanity Saves against xenoesoteric or reality-warping events are rolled at Disadvantage.",
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"optional": false,
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"default": true
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},
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{
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"key": "fluxPool",
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"label": "Flux Pool",
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"summary": "Begins with Flux equal to Intellect / 4 with a minimum reserve of 20. Flux recovers at 1 point per hour of rest.",
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"optional": false,
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"default": true
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}
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]
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},
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{
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"name": "Brain Waster",
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"startingScl": 10,
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"starterPackage": "Ebb Operative",
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"skillBonuses": [
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{
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"skillRef": "Formulate",
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"bonus": 20
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},
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{
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"skillRef": "Biofeedback",
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"bonus": 10
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},
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{
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"skillRef": "Intimidate",
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"bonus": 10
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},
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{
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"skillRef": "Firearm (Rifle/Shotgun)",
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"bonus": 10
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}
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],
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"identity": "Violent evolutionary offshoots of the Ebon; hateful, aggressive Ebb users who are more dangerous in a fight than in a briefing room.",
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"fieldPressure": "Command expects results fast, but collateral panic and the psychic shockwave around them are never far behind.",
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"mothershipStats": {
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"strength": "2d10+28",
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"speed": "2d10+25",
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"intellect": "2d10+43",
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"combat": "2d10+32",
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"sanity": "2d10+33",
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"fear": "2d10+10",
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"body": "2d10+13"
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},
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"mothershipDescription": "A harsher Ebb profile than Ebon: stronger, more aggressive, and more immediately dangerous, but socially and psychically corrosive.",
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"notes": [
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"Better fighters than Ebons, worse diplomats, and much harder on the people around them."
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],
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"specialRules": [
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{
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"key": "ebbAggression",
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"label": "Ebb Aggression",
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"summary": "Uses the same Flux Pool rules as Ebon, including a minimum reserve of 20. When dealing damage with Ebb abilities, add +1d5 damage.",
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"optional": false,
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"default": true
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},
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{
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"key": "unnervingPresence",
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"label": "Unnerving Presence",
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"summary": "Close-range friendly operatives roll Fear Saves at Disadvantage when the Brain Waster uses an Ebb ability.",
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"optional": true,
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"default": true
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}
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]
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},
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{
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"name": "Wraith Raider",
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"startingScl": 10,
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"starterPackage": "Scouting",
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"skillBonuses": [
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{
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"skillRef": "Athletics",
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"bonus": 20
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},
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{
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"skillRef": "Dodge",
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"bonus": 20
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},
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{
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"skillRef": "Spot Hidden",
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"bonus": 20
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},
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{
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"skillRef": "Firearm (Rifle/Shotgun)",
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"bonus": 10
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}
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],
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"identity": "Feline ice-world hunters with lightning reflexes, superior senses, and the fastest natural movement profile in the World of Progress.",
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"fieldPressure": "Use them for pursuit, flank work, and live target acquisition before a scene turns static or heavily scripted.",
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"mothershipStats": {
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"strength": "2d10+25",
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"speed": "2d10+40",
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"intellect": "2d10+28",
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"combat": "2d10+33",
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"sanity": "2d10+22",
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"fear": "2d10+18",
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"body": "2d10+12"
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},
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"mothershipDescription": "The speed apex among natural species. Wraith Raiders react, pursue, and strike before most opponents have processed the danger.",
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"notes": [
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"Race Raider is treated as a more feral Wraith Raider variant rather than a separate baseline species template."
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],
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"specialRules": [
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{
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"key": "predatorSenses",
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"label": "Predator Senses",
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"summary": "Advantage on Speed-based checks for perception, detecting ambush, or initiative. Never surprised in natural or urban environments unless by supernatural means.",
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"optional": false,
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"default": true
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},
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{
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"key": "naturalWeapons",
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"label": "Natural Weapons",
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"summary": "Claws deal Strength / 10 + 1d5 damage at Adjacent range and count as primary species weapons.",
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"optional": false,
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"default": true
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}
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]
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},
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{
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"name": "Shaktar",
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"startingScl": 10,
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"starterPackage": "Death Squad",
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"skillBonuses": [
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{
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"skillRef": "Melee Blade 2H",
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"bonus": 20
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},
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{
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"skillRef": "Tactics",
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"bonus": 20
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},
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{
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"skillRef": "Command",
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"bonus": 10
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},
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{
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"skillRef": "SLA Info",
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"bonus": 10
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}
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],
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"identity": "Saurian warriors of honour and martial tradition, combining brutal strength with disciplined battlefield intent.",
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"fieldPressure": "Doctrine has to respect their code or the squad risks discipline fractures at the worst possible time.",
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"mothershipStats": {
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"strength": "2d10+37",
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"speed": "2d10+30",
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"intellect": "2d10+20",
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"combat": "2d10+37",
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"sanity": "2d10+18",
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"fear": "2d10+40",
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"body": "2d10+32"
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},
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"mothershipDescription": "A front-line martial species with exceptional Strength, Combat, and Body backed by formidable Sanity and Fear saves.",
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"notes": [
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"Tactical and martial intelligence are strong; abstract cognition is weaker than their battlefield presence."
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],
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"specialRules": [
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{
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"key": "honourBound",
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"label": "Honour Bound",
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"summary": "Breaking a code of honour forces a Sanity Save or the Shaktar gains 1d3 Stress.",
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"optional": true,
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"default": true
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},
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{
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"key": "naturalWeapons",
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"label": "Natural Weapons",
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"summary": "Claws deal Strength / 10 damage at Adjacent range. Shaktar gain Advantage on grappling or restraining Strength checks.",
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"optional": false,
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"default": true
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}
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]
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},
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{
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"name": "Stormer 313 Malice",
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"startingScl": 10,
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"starterPackage": "Death Squad",
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"skillBonuses": [
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{
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"skillRef": "Brawl",
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"bonus": 20
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},
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{
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"skillRef": "Melee Axe",
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"bonus": 20
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},
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{
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"skillRef": "Firearm (Auto/Support)",
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"bonus": 20
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},
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{
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"skillRef": "Persuade",
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"bonus": -10
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},
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{
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"skillRef": "Fast Talk",
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"bonus": -10
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}
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],
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"identity": "Karma's standard biogenetic combat unit: a massive regenerating killing machine with overwhelming power and minimal subtlety.",
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"fieldPressure": "They solve breaches, riots, and hard resistance, but subtlety evaporates the moment they become the main plan.",
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"mothershipStats": {
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"strength": "2d10+43",
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"speed": "2d10+30",
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"intellect": "2d10+17",
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"combat": "2d10+40",
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"sanity": "2d10+20",
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"fear": "2d10+47",
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"body": "2d10+25"
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},
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"mothershipDescription": "Near-ceiling assault biology: immense Strength, Combat, and Body with deliberately shallow abstract reasoning and social finesse.",
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"notes": [
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"Purpose-built for violence, shock entry, and surviving damage that would kill almost anyone else."
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],
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"specialRules": [
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{
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"key": "prometheusRegeneration",
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"label": "Prometheus Regeneration",
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"summary": "At the end of every fourth combat round, recover 1d5 Health. Once wounds are fully healed, continue regenerating 1 Health per round.",
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"optional": true,
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"default": true
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},
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{
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"key": "biogeneticAggression",
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"label": "Biogenetic Aggression",
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"summary": "Disadvantage on Intellect checks involving diplomacy, deception detection, or abstract reasoning.",
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"optional": false,
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"default": true
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},
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{
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"key": "financeChipMandatory",
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"label": "Finance Chip Mandatory",
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"summary": "The Karma finance chip is a built-in hindrance and cannot be removed.",
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"optional": false,
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"default": true
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}
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]
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},
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{
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"name": "Stormer 711 Xeno",
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"startingScl": 10,
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"starterPackage": "Scouting",
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"skillBonuses": [
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{
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"skillRef": "Athletics",
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"bonus": 20
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},
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{
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"skillRef": "Dodge",
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"bonus": 20
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},
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{
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"skillRef": "Firearm (SMG)",
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"bonus": 20
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},
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{
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"skillRef": "Streetwise",
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"bonus": 10
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}
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],
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"identity": "Karma's fast insectile camouflage unit: a stealth biogen built for pursuit, ambush, and pressure from impossible angles.",
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"fieldPressure": "Best used where speed and feral pressure matter more than conversation, procedure, or sponsor optics.",
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"mothershipStats": {
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"strength": "2d10+30",
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"speed": "2d10+40",
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"intellect": "2d10+23",
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"combat": "2d10+35",
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"sanity": "2d10+15",
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"fear": "2d10+42",
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"body": "2d10+18"
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},
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"mothershipDescription": "Matches Wraith Raider speed with biogen resilience, regeneration, and camouflage systems in place of natural grace.",
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"notes": [
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"Fastest movement profile in the game, backed by natural chitin armour and unsettling inhuman presence."
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],
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"specialRules": [
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{
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"key": "chameleonChitin",
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"label": "Chameleon Chitin",
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"summary": "Spend 1 action to become near-invisible. Detection is at Disadvantage while still; moving breaks the effect.",
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"optional": true,
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"default": true
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},
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{
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"key": "prometheusRegeneration",
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"label": "Prometheus Regeneration",
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"summary": "At the end of every fourth combat round, recover 1d5 Health.",
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"optional": true,
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"default": true
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},
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{
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"key": "inhumanAppearance",
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"label": "Inhuman Appearance",
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"summary": "Social Intellect checks against other species are at Disadvantage because the Xeno's appearance is deeply unnerving.",
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"optional": true,
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"default": true
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}
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]
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},
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{
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"name": "Advanced Carrien",
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"startingScl": 10,
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"starterPackage": "Tech Ops",
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"skillBonuses": [
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{
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"skillRef": "Brawl",
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"bonus": 20
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},
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{
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"skillRef": "Melee Axe",
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"bonus": 20
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},
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{
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"skillRef": "Streetwise",
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"bonus": 20
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},
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{
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"skillRef": "Persuade",
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"bonus": -10
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},
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{
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"skillRef": "Command",
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"bonus": -10
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}
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],
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"identity": "Cunning survivor-mutants with strong instincts and an uneasy fit inside official SLA structures.",
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"fieldPressure": "They thrive in broken districts and dirty jobs, but prejudice follows them into every briefing room.",
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"mothershipStats": {
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"strength": "2d10+30",
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"speed": "2d10+26",
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"intellect": "2d10+30",
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"combat": "2d10+26",
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"sanity": "2d10+14",
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"fear": "2d10+14",
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"body": "2d10+18"
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},
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"mothershipDescription": "Legacy draft Carrien template retained until a source-grounded 1st Edition conversion pass is written.",
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"notes": [
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"This entry is still using the project's legacy Carrien draft because the new conversion notes did not include a Carrien profile."
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],
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"specialRules": [
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{
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"key": "socialPrejudice",
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"label": "Social Prejudice",
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"summary": "Track district or sponsor prejudice penalties where relevant.",
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"optional": true,
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"default": true
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}
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]
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},
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{
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"name": "Stormer Vevaphon",
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"startingScl": 10,
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"starterPackage": "Strike Squad",
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"skillBonuses": [
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{
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"skillRef": "Stealth",
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"bonus": 20
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},
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{
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"skillRef": "Brawl",
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"bonus": 15
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},
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{
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"skillRef": "Disguise",
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"bonus": 15
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},
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{
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"skillRef": "Climb",
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"bonus": 10
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},
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{
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"skillRef": "Persuade",
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"bonus": -10
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},
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{
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"skillRef": "SLA Info",
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"bonus": -10
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}
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],
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"identity": "Sleight Industries' cancelled polymorphic Stormer line. A shape-shifting bioweapon that can be anything the mission needs \u2014 and that is precisely the problem.",
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"fieldPressure": "Vevaphons excel in infiltration, close-quarters ambushes, and adaptable shock roles, but their psychological fragility makes long missions a liability; every form change erodes who they think they are.",
|
|
"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
|
|
}
|
|
]
|
|
}
|
|
]
|
|
} |