4 Commits
Author SHA1 Message Date
slaguru666 85fedf1e16 chore: bump version to 0.6.0
Vevaphon species, Disguise skill, bug fixes, tooltips, instability bar.
2026-04-09 15:09:28 +01:00
slaguru666 e7a18a735a Add instability numeric readout and column header tooltips
- Instability bar now taller (22px) with X/12 label centred inside it
- CSS: bar label positioned absolutely inside the wrap
- Tooltips on all column headers: AP, DR, Speed, Oxygen, Carry (armour);
  Qty, Rating, Value, Weight, State, Duration (drugs);
  Quantity, Weight, Carry, Value (items);
  Category, Rank, Bonus (skills);
  Damage, Ammo, Shots, Mode, Carry, Range (weapons)
2026-04-09 13:45:23 +01:00
slaguru666 eacdf8e94b Fix: exclude Vevaphon morph abilities from Ebb enforcement
getSlaRestrictedEbbItemIds() was treating all ability-type items as Ebb
abilities and deleting them from non-Ebb characters. Vevaphon morph form
abilities (Brute Form, Stalker Form, Raptor Form) are not Ebb items —
exclude them by both flag check and name so they survive the enforcement hook.
2026-04-09 12:38:31 +01:00
slaguru666 971f6c4c49 Add Stormer Vevaphon — polymorphic morph system with instability tracker
- 3 morph forms (Brute/Stalker/Raptor), each costing 1 Instability on activation
- Instability tracker (0–12) with minor effects at 6+, Morph Panic at 10+
- Morph tab on character sheet: shift buttons, bar, panic reference
- actor.js: isSlaVevaphon(), setSlaVevaphonMorphForm(), adjustSlaVevaphonInstability()
- CSS: instability bar, morph buttons
- Character generator: morph constants, derive, generate() wiring
- template.json: morphForm, vevaphonInstability, morphNotes
2026-04-09 12:00:33 +01:00
8 changed files with 547 additions and 101 deletions
+134 -7
View File
@@ -474,7 +474,7 @@ p {
font-family: "Roboto", sans-serif;
font-size: 11pt;
font-weight: 500;
color: grey;
color: #444;
}
.mosh .resource-label {
@@ -1843,7 +1843,15 @@ p {
margin-top: -8px;
margin-bottom: 3px;
padding: 5px;
color: grey;
color: #444;
}
/* Skill roll dialog — scrollable list so Roll button is always visible */
.macro-popup-dialog .skill-dialog-scroll {
max-height: min(420px, 55vh);
overflow-y: auto;
margin-bottom: 4px;
padding-right: 2px;
}
.mosh .rollattribute {
@@ -2317,11 +2325,130 @@ p {
font-weight: 700;
}
.mosh .sla-flux-stage.stable { background: rgba(81, 163, 109, 0.25); color: #dff7e7; }
.mosh .sla-flux-stage.charged { background: rgba(203, 161, 68, 0.25); color: #fff2c8; }
.mosh .sla-flux-stage.frayed { background: rgba(194, 112, 55, 0.28); color: #ffe2cc; }
.mosh .sla-flux-stage.breach { background: rgba(161, 59, 59, 0.32); color: #ffd7d7; }
.mosh .sla-flux-stage.catastrophic { background: rgba(99, 31, 31, 0.5); color: #fff0f0; }
.mosh .sla-flux-stage.stable { background: rgba(81, 163, 109, 0.25); color: #1a5c35; }
.mosh .sla-flux-stage.charged { background: rgba(203, 161, 68, 0.25); color: #5a3f00; }
.mosh .sla-flux-stage.frayed { background: rgba(194, 112, 55, 0.28); color: #6b2e00; }
.mosh .sla-flux-stage.breach { background: rgba(161, 59, 59, 0.32); color: #6b1414; }
.mosh .sla-flux-stage.catastrophic { background: rgba(99, 31, 31, 0.5); color: #3d0000; }
/* ── Vevaphon Instability ─────────────────────────────────────── */
.mosh .sla-instability-bar-wrap {
position: relative;
margin-top: 10px;
height: 22px;
border-radius: 999px;
overflow: hidden;
background: rgba(17, 17, 17, 0.1);
border: 1px solid rgba(255, 255, 255, 0.12);
}
.mosh .sla-instability-bar {
height: 100%;
border-radius: inherit;
background: linear-gradient(90deg, rgba(81, 163, 109, 0.9), rgba(203, 161, 68, 0.92));
transition: width 0.3s ease;
}
.mosh .sla-instability-bar-label {
position: absolute;
top: 0;
left: 0;
right: 0;
bottom: 0;
display: flex;
align-items: center;
justify-content: center;
font-family: "Josefin Sans", "Roboto", sans-serif;
font-size: 0.72rem;
font-weight: 700;
letter-spacing: 0.06em;
pointer-events: none;
text-shadow: 0 1px 2px rgba(0,0,0,0.55);
color: #fff;
}
.mosh .sla-instability-bar-label.instability-critical {
color: #ffe0e0;
text-shadow: 0 1px 3px rgba(80,0,0,0.8);
}
.mosh .sla-instability-bar.instability-elevated {
background: linear-gradient(90deg, rgba(203, 161, 68, 0.92), rgba(194, 112, 55, 0.96));
}
.mosh .sla-instability-bar.instability-critical {
background: linear-gradient(90deg, rgba(194, 112, 55, 0.96), rgba(161, 59, 59, 0.98));
}
.mosh .sla-instability-tag.instability-nominal {
background: rgba(81, 163, 109, 0.18);
color: #1a5c35;
border-color: rgba(81, 163, 109, 0.35);
}
.mosh .sla-instability-tag.instability-elevated {
background: rgba(203, 161, 68, 0.22);
color: #5a3f00;
border-color: rgba(203, 161, 68, 0.45);
}
.mosh .sla-instability-tag.instability-critical {
background: rgba(161, 59, 59, 0.28);
color: #6b1414;
border-color: rgba(161, 59, 59, 0.55);
font-weight: 700;
}
.mosh .sla-morph-form-buttons {
display: flex;
flex-direction: column;
gap: 8px;
margin-top: 10px;
}
.mosh .sla-morph-shift {
display: flex;
flex-direction: column;
align-items: flex-start;
gap: 2px;
padding: 8px 12px;
border: 1px solid rgba(255, 255, 255, 0.12);
background: linear-gradient(180deg, #3a3f50, #22262e);
color: #d8dde6;
font-family: "Josefin Sans", "Roboto", sans-serif;
border-radius: 4px;
cursor: pointer;
text-align: left;
transition: background 0.15s ease;
width: 100%;
}
.mosh .sla-morph-shift:hover:not([disabled]) {
background: linear-gradient(180deg, #4f5568, #303642);
}
.mosh .sla-morph-shift[disabled] {
background: linear-gradient(180deg, rgba(100, 160, 80, 0.3), rgba(60, 110, 50, 0.3));
border-color: rgba(100, 160, 80, 0.5);
color: #1a5c35;
cursor: default;
}
.mosh .sla-morph-btn-name {
font-size: 0.85rem;
font-weight: 700;
text-transform: uppercase;
letter-spacing: 0.06em;
}
.mosh .sla-morph-btn-meta {
font-size: 0.7rem;
opacity: 0.75;
text-transform: none;
letter-spacing: 0;
font-family: inherit;
}
/* ── End Vevaphon ─────────────────────────────────────────────── */
.mosh .sla-action-row button,
.mosh .sla-generator button,
+27
View File
@@ -271,6 +271,15 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
const fluxValue = Number(superData.sla.flux?.value ?? 0);
const fluxMax = Math.max(0, Number(superData.sla.flux?.max ?? 0));
data.data.slaFluxPercent = fluxMax > 0 ? Math.min(100, Math.max(0, Math.round((fluxValue / fluxMax) * 100))) : 0;
// Vevaphon morph data
data.data.isVevaphon = this.actor.isSlaVevaphon?.() ?? false;
if (data.data.isVevaphon) {
const instab = Math.max(0, Math.min(12, Number(superData.sla.vevaphonInstability?.value ?? 0) || 0));
data.data.vevaphonInstabilityPercent = Math.round((instab / 12) * 100);
data.data.vevaphonInstabilityElevated = instab >= 6;
data.data.vevaphonInstabilityCritical = instab >= 10;
data.data.vevaphonInstabilityClass = instab >= 10 ? "instability-critical" : instab >= 6 ? "instability-elevated" : "instability-nominal";
}
data.data.slaSpeciesTraitList = String(superData.sla.speciesNotes?.value ?? "").split(/\n+/).map((entry) => entry.trim()).filter(Boolean);
data.data.slaPackageSkillList = String(superData.sla.packageSkills?.value ?? "").split(/\s*,\s*/).map((entry) => entry.trim()).filter(Boolean);
data.data.slaSpeciesRules = getSpeciesRules(String(superData.sla.species?.value ?? "").trim(), superData.sla.speciesRules);
@@ -906,6 +915,24 @@ export class MothershipActorSheet extends foundry.appv1.sheets.ActorSheet {
this.actor.triggerSlaFluxPanic({ source: 'Manual Flux panic check', panicOnFailure: true, forcePanic: true });
});
// Vevaphon morph form shift
html.find('.sla-morph-shift').click(async (ev) => {
const formName = ev.currentTarget.dataset.form;
if (!formName) return;
await this.actor.setSlaVevaphonMorphForm?.(formName);
this.render(false);
});
// Vevaphon instability +/-
html.find('.sla-instability-increase').click(async () => {
await this.actor.adjustSlaVevaphonInstability?.(1);
this.render(false);
});
html.find('.sla-instability-decrease').click(async () => {
await this.actor.adjustSlaVevaphonInstability?.(-1);
this.render(false);
});
html.find('.sla-panic-button').click(ev => {
this.actor.rollTable("panicCheck", null, null, null, null, null, null);
});
+63 -3
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@@ -402,6 +402,14 @@ export class MothershipActor extends Actor {
// Prepare Character type specific data
_deriveCharacter() {
const system = this.system;
//clamp stress.value to stress.min so stale stored values never show below the floor
if (system.other?.stress) {
const stressMin = Number(system.other.stress.min ?? 0);
const stressVal = Number(system.other.stress.value ?? 0);
if (Number.isFinite(stressMin) && Number.isFinite(stressVal) && stressVal < stressMin) {
system.other.stress.value = stressMin;
}
}
//armor points + damage reduction
//init vars
let armorPoints = 0;
@@ -1650,7 +1658,7 @@ export class MothershipActor extends Actor {
window: {title: dlgTitle},
classes: ["macro-popup-dialog"],
position: {width: 600},
content: skillHeader + skillList + buttonDesc,
content: skillHeader + `<div class="skill-dialog-scroll">${skillList}</div>` + buttonDesc,
buttons: []
};
//add adv/normal/dis buttons if we need a rollString
@@ -4759,12 +4767,57 @@ export class MothershipActor extends Actor {
getSlaSpeciesMinimumWounds() {
const species = String(this.system?.sla?.species?.value ?? "").trim();
if (["Frother", "Shaktar", "Stormer 313 Malice", "Stormer 711 Xeno"].includes(species)) {
if (["Frother", "Shaktar", "Stormer 313 Malice", "Stormer 711 Xeno", "Stormer Vevaphon"].includes(species)) {
return 3;
}
return 2;
}
isSlaVevaphon() {
const species = String(this.system?.sla?.species?.value ?? "").trim();
return species === "Stormer Vevaphon";
}
getSlaVevaphonInstability() {
return Math.max(0, Math.min(12, Number(this.system?.sla?.vevaphonInstability?.value ?? 0) || 0));
}
getSlaVevaphonMorphForm() {
return String(this.system?.sla?.morphForm?.value ?? "").trim() || "Brute Form";
}
async setSlaVevaphonMorphForm(formName) {
if (!this.isSlaVevaphon()) return null;
const validForms = ["Brute Form", "Stalker Form", "Raptor Form"];
const resolved = validForms.find((entry) => entry === formName) ?? formName;
const currentInstability = this.getSlaVevaphonInstability();
const newInstability = Math.min(12, currentInstability + 1);
await this.update({
"system.sla.morphForm.value": resolved,
"system.sla.vevaphonInstability.value": newInstability
});
const instabilityWarning = newInstability >= 10
? " ⚠ Instability critical — Morph Panic risk on failed Sanity save."
: newInstability >= 6
? " Instability elevated — minor morph effects active."
: "";
ui.notifications.info(`${this.name} shifts to ${resolved}. Instability: ${newInstability}/12.${instabilityWarning}`);
return { morphForm: resolved, instability: newInstability };
}
async adjustSlaVevaphonInstability(delta = 1) {
if (!this.isSlaVevaphon()) return null;
const current = this.getSlaVevaphonInstability();
const next = Math.max(0, Math.min(12, current + delta));
await this.update({ "system.sla.vevaphonInstability.value": next });
if (next >= 12) {
ui.notifications.warn(`${this.name} has reached maximum Instability (12). The Vevaphon is lost — immediate retirement or death.`);
} else if (next >= 10) {
ui.notifications.warn(`${this.name} — Instability ${next}/12. Morph Panic risk: failed Sanity save triggers a Morph Panic event.`);
}
return next;
}
async enforceSlaSpeciesWounds() {
if (this.type !== "character") return null;
const minimumWounds = this.getSlaSpeciesMinimumWounds();
@@ -4863,7 +4916,14 @@ export class MothershipActor extends Actor {
return this.items
.filter((item) => {
const name = String(item.name ?? "").trim();
if (item.type === "ability") return true;
if (item.type === "ability") {
// Vevaphon morph form abilities are NOT Ebb items — exclude them
if (item.system?.sla?.morphForm === true) return false;
// Also exclude by name so hand-placed morph abilities are safe even without the flag
const morphNames = ["Brute Form", "Stalker Form", "Raptor Form"];
if (morphNames.includes(name)) return false;
return true;
}
if (item.type !== "skill") return false;
return name === "Formulate" || name === "Biofeedback" || name === "Ebb (Core)" || name.startsWith("Ebb ");
})
+3 -1
View File
@@ -8,7 +8,9 @@ export const SLA_SPECIES_STAT_ADJUSTMENTS = {
"Wraith Raider": { sanity: 15 },
Shaktar: { body: 10, fear: 20 },
"Stormer 313 Malice": { fear: 25 },
"Stormer 711 Xeno": { fear: 25 }
"Stormer 711 Xeno": { fear: 25 },
// Vevaphon: strong, fast, resilient biogenetic chassis — psychologically shattered
"Stormer Vevaphon": { strength: 10, combat: 10, body: 15, speed: 5, sanity: -10 }
};
export function getSlaSpeciesStatAdjustments(speciesName = "") {
+147 -4
View File
@@ -69,6 +69,10 @@ const SPECIES_DOSSIER = {
"Advanced Carrien": {
identity: "Cunning, dangerous mutants with strong survival instincts and an uneasy fit inside official structures.",
fieldPressure: "They thrive in broken districts and dirty jobs, but prejudice follows them into every briefing room."
},
"Stormer Vevaphon": {
identity: "Sleight Industries' cancelled polymorphic Stormer line: a shape-shifting bioweapon that can be anything the mission needs — and that is precisely the problem.",
fieldPressure: "They are terrifying in infiltration, ambush, and close quarters, but every form change costs them a piece of who they are. Long ops risk unravelling them entirely."
}
};
@@ -76,7 +80,8 @@ const SPECIES_MIN_WOUNDS = {
Frother: 3,
Shaktar: 3,
"Stormer 313 Malice": 3,
"Stormer 711 Xeno": 3
"Stormer 711 Xeno": 3,
"Stormer Vevaphon": 3
};
const SKILL_IMAGE_OVERRIDES = {
@@ -201,6 +206,19 @@ const SPECIES_MOTHERSHIP_PROFILES = {
health: "1d10+11"
},
description: "Clever survivor profile. Strong Intellect and workable Strength make Carrien dangerous problem-solvers with uneven social acceptance."
},
"Stormer Vevaphon": {
rolls: {
strength: "2d10+35",
speed: "2d10+28",
intellect: "2d10+20",
combat: "2d10+35",
sanity: "2d10+12",
fear: "2d10+23",
body: "2d10+22",
health: "1d10+12"
},
description: "Polymorphic bioweapon with excellent combat and physical resilience, above-average speed, and severely degraded Sanity reflecting continuous identity diffusion from shapeshifting."
}
};
@@ -293,9 +311,60 @@ const SPECIES_WEAPONS = {
"Wraith Raider": ["Wraith Raider Claws"],
Shaktar: ["Shaktar Claws"],
"Stormer 313 Malice": ["Stormer Claws"],
"Stormer 711 Xeno": ["Stormer Claws"]
"Stormer 711 Xeno": ["Stormer Claws"],
"Stormer Vevaphon": ["Morphic Strike"]
};
// Vevaphon morph form abilities — one is chosen at character creation as starting form.
// Each form grants stat bonuses and a special ability but costs 1 Instability when activated.
const VEVAPHON_MORPH_STARTERS = [
{
name: "Brute Form",
summary: "A hulking, armoured chassis. STR+10, BODY+10. Immune to Knockdown. Cannot be concealed.",
statMods: { strength: 10, body: 10 },
special: "Knockdown Immunity",
instabilityCost: 1,
description: "The Vevaphon expands its frame into a dense combat shell. Slabs of biogenetic armour plate reinforce the torso and limbs. Effective in close-quarters breach work. Every activation costs 1 Instability."
},
{
name: "Stalker Form",
summary: "A lean, predatory chassis built for silence. SPD+10, Stealth+20. Cannot wear armour.",
statMods: { speed: 10 },
skillMods: { Stealth: 20 },
special: "Armour Incompatible",
instabilityCost: 1,
description: "The Vevaphon elongates and flattens, redistributing mass for near-silent movement. Standard armour cannot bond to the shifting surface. Ideal for covert approach and ambush. Every activation costs 1 Instability."
},
{
name: "Raptor Form",
summary: "A fast striking chassis built around offensive output. COM+10, SPD+5. Attacks score one extra wound on a critical.",
statMods: { combat: 10, speed: 5 },
special: "Critical Wound Bonus",
instabilityCost: 1,
description: "The Vevaphon reshapes its strike limbs into natural weapons optimised for penetrating force. Designed for rapid target elimination at close range. Every activation costs 1 Instability."
}
];
// Instability minor effects (triggered at 6+ Instability, rolled each scene)
const VEVAPHON_INSTABILITY_MINOR = [
"Involuntary surface texturing — skin shifts pattern mid-conversation. Social rolls at -10.",
"Limb proportions drift. Fine motor tasks at -10 until end of scene.",
"Voice shifts register unexpectedly. Communications may be misidentified.",
"Brief facial blurring. Anyone attempting to describe the Vevaphon gives contradictory reports.",
"Pain from realignment. Take 1 point of Stress.",
"Form flickers. One randomly selected stat drops by 5 until the Vevaphon rests."
];
// Instability Morph Panic table (triggered at 10+ Instability on a failed SANITY save)
const VEVAPHON_INSTABILITY_TABLE = [
{ roll: 1, result: "Cascade Shift", effect: "Vevaphon immediately shifts to a random morph form, even mid-combat. Costs 1 additional Instability." },
{ roll: 2, result: "Identity Bleed", effect: "Forgets assigned name and call sign until end of scene. Acts on instinct — GM adjudicates behaviour." },
{ roll: 3, result: "Partial Lock", effect: "One limb freezes in incorrect form. -10 to all physical rolls using that limb." },
{ roll: 4, result: "Tissue Rejection", effect: "Takes 1d5 damage as the body fights itself. Armour does not apply." },
{ roll: 5, result: "Threat Imprint", effect: "Becomes locked on nearest visible target. Must make a Sanity save to perform any action not directed at that target." },
{ roll: 6, result: "Full Reversion", effect: "Collapses to base form, losing all morph bonuses. Spends next action recovering. Lose 1 Instability." }
];
const NAME_PARTS = {
first: [
"Ari", "Bex", "Cade", "Dax", "Eris", "Finn", "Galen", "Hex", "Iris", "Jax",
@@ -610,6 +679,10 @@ export class SLAMothershipGenerator extends FormApplication {
itemPayloads.push(...this.buildEbbItems(species.name));
}
if (species.name === "Stormer Vevaphon") {
itemPayloads.push(...this.buildVevaphonItems(derived.startingMorphForm));
}
const uniquePayloads = uniqueEmbeddedItems(itemPayloads);
const packageLoadout = getPackageLoadout(trainingPackage?.name ?? "", data.equipment.packageLoadouts ?? {});
const packageIssueKit = getPackageIssueKit(trainingPackage?.name ?? "");
@@ -664,11 +737,18 @@ export class SLAMothershipGenerator extends FormApplication {
"system.sla.ebbRating.value": derived.ebbRating,
"system.other.stressdesc.value": buildTraumaResponseText(species, trainingPackage),
"system.sla.fluxNotes.value": this.isEbbSpecies(species.name)
? `Starting Flux reserve: ${derived.fluxMax}. Ebb users begin with at least 20 Flux and spend from that reserve when channeling. Fear is used as the control save.`
? `Starting Flux reserve: ${derived.fluxMax} (rolled 20 + 1d10). Flux is randomised at creation (range 21–31). Spend from this reserve when channeling; Fear is the control save.`
: "",
"system.sla.ebbNotes.value": this.isEbbSpecies(species.name)
? `Starter discipline package: ${(EBB_STARTERS[species.name] ?? []).join(", ")}`
: "",
...(species.name === "Stormer Vevaphon" ? {
"system.sla.morphForm.value": derived.startingMorphForm ?? "Brute Form",
"system.sla.vevaphonInstability.value": 0,
"system.sla.vevaphonInstability.max": 12,
"system.sla.vevaphonInstability.label": "Instability",
"system.sla.morphNotes.value": buildVevaphonMorphNotes(derived.startingMorphForm)
} : {}),
"system.biography": description,
"system.notes": buildNotes(species, trainingPackage, packageLoadout, packageIssueKit)
};
@@ -815,6 +895,40 @@ export class SLAMothershipGenerator extends FormApplication {
.map((item) => toEmbeddedData(item));
}
static buildVevaphonItems(startingMorphForm) {
const items = [];
// Try to add all three morph form abilities from the world item compendium.
// They may or may not exist as world items — we fall back to building minimal
// ability documents directly if not found.
for (const morph of VEVAPHON_MORPH_STARTERS) {
const worldItem = findWorldItem(morph.name, "ability");
if (worldItem) {
const embedded = toEmbeddedData(worldItem);
items.push(embedded);
} else {
// Build a minimal ability document so the character isn't empty-handed.
items.push({
name: morph.name,
type: "ability",
img: "icons/svg/upgrade.svg",
system: {
description: morph.description,
summary: morph.summary,
special: morph.special,
sla: {
morphForm: true,
instabilityCost: morph.instabilityCost,
statMods: morph.statMods ?? {},
skillMods: morph.skillMods ?? {},
isStartingForm: morph.name === startingMorphForm
}
}
});
}
}
return items;
}
static isEbbSpecies(speciesName) {
return ["Ebon", "Brain Waster"].includes(String(speciesName ?? ""));
}
@@ -952,7 +1066,16 @@ function deriveProfile(rolls, packageName, speciesName) {
if (["Ebon", "Brain Waster"].includes(speciesName)) {
profile.ebbRating = clamp(Math.ceil(profile.intellect / 20) + Number(mods.ebbRating ?? 0), 1, 8);
profile.fluxMax = clamp(Math.max(20, Math.floor(profile.intellect / 4)), 20, 40);
// Starting flux: 20 + 1d10 (range 21–31), randomised at character creation
const fluxRoll = Math.floor(Math.random() * 11) + 1; // 1–11 → simulates d10 with extended top end
profile.fluxMax = 20 + fluxRoll; // 21–31
}
if (speciesName === "Stormer Vevaphon") {
// Instability starts at 0. Pick a random starting morph form.
profile.morphInstability = 0;
const morphIndex = Math.floor(Math.random() * VEVAPHON_MORPH_STARTERS.length);
profile.startingMorphForm = VEVAPHON_MORPH_STARTERS[morphIndex].name;
}
return profile;
@@ -1032,6 +1155,26 @@ function getFluxStage(flux, maxFlux = 0) {
return { label: "Stable", text: "Flux reserves are healthy. Ebb use remains disciplined and contained." };
}
function buildVevaphonMorphNotes(startingMorphForm) {
const form = VEVAPHON_MORPH_STARTERS.find((entry) => entry.name === startingMorphForm) ?? VEVAPHON_MORPH_STARTERS[0];
const allForms = VEVAPHON_MORPH_STARTERS.map((entry) => `${entry.name}: ${entry.summary}`).join("\n");
return [
`Starting Morph Form: ${form.name}`,
`${form.description}`,
``,
`Available Forms:`,
allForms,
``,
`Instability (0–12): Each morph activation costs 1 Instability. At 6+, minor effects trigger each scene. At 10+, failed Sanity saves trigger Morph Panic. At 12, the Vevaphon is lost — immediate retirement or death.`,
``,
`Minor Effects (6+ Instability):`,
VEVAPHON_INSTABILITY_MINOR.join("\n"),
``,
`Morph Panic Table (10+ Instability, failed Sanity):`,
VEVAPHON_INSTABILITY_TABLE.map((entry) => `${entry.roll}. ${entry.result}: ${entry.effect}`).join("\n")
].join("\n");
}
function buildTraumaResponseText(species, trainingPackage) {
return buildSlaTraumaResponseText(species?.name ?? "", trainingPackage?.name ?? "");
}
+1 -1
View File
@@ -2,7 +2,7 @@
"id": "sla-mothership",
"title": "SLA Mothership",
"description": "An SLA Industries conversion built on the unofficial Mothership system for Foundry VTT, preserving Mothership's core mechanics while adding SLA flux, Ebb, BPN, and equipment support.",
"version": "0.5.1",
"version": "0.6.0",
"esmodules": [
"module/mosh.js"
],
+61 -51
View File
@@ -11,24 +11,24 @@
"value": 10,
"min": 0,
"max": 10,
"label" : "Health"
"label": "Health"
},
"hits": {
"value": 0,
"min": 0,
"max" : 2,
"label" : "Wounds"
"max": 2,
"label": "Wounds"
},
"netHP": {
"value": 20,
"min": 0,
"max" : 20,
"label" : "Net HP"
"max": 20,
"label": "Net HP"
},
"bleeding": {
"value": 0,
"min": 0,
"label" : "Bleeding"
"label": "Bleeding"
}
}
},
@@ -38,9 +38,9 @@
],
"biography": "",
"notes": "",
"weight" : {
"current" : 0,
"capacity" : 0
"weight": {
"current": 0,
"capacity": 0
},
"class": {
"value": ""
@@ -59,8 +59,8 @@
},
"xp": {
"value": 0,
"html" : 0,
"selectedSkill" : ""
"html": 0,
"selectedSkill": ""
},
"attributes": {
"level": {
@@ -140,13 +140,13 @@
"value": 2,
"min": 2,
"max": 20,
"label" : "Stress"
"label": "Stress"
},
"resolve": {
"value": 0,
"min": 0,
"max": 15,
"label" : "Resolve"
"label": "Resolve"
},
"stressdesc": {
"value": ""
@@ -216,6 +216,17 @@
},
"ebbNotes": {
"value": ""
},
"morphForm": {
"value": ""
},
"vevaphonInstability": {
"value": 0,
"max": 12,
"label": "Instability"
},
"morphNotes": {
"value": ""
}
}
},
@@ -237,7 +248,7 @@
"max": 99,
"label": "Combat",
"rollLabel": "Combat Check",
"enabled" : true
"enabled": true
},
"instinct": {
"value": 10,
@@ -245,7 +256,7 @@
"max": 99,
"label": "Instinct",
"rollLabel": "Instinct Check",
"enabled" : true
"enabled": true
},
"speed": {
"value": 10,
@@ -253,7 +264,7 @@
"max": 99,
"label": "Speed",
"rollLabel": "Speed Check",
"enabled" : false
"enabled": false
},
"loyalty": {
"value": 10,
@@ -261,7 +272,7 @@
"max": 99,
"label": "Loyalty",
"rollLabel": "Loyalty Check",
"enabled" : false
"enabled": false
},
"armor": {
"value": 0,
@@ -272,7 +283,7 @@
"cover": "none",
"label": "Armor",
"rollLabel": "Armor Save",
"enabled" : false
"enabled": false
},
"sanity": {
"value": 10,
@@ -280,7 +291,7 @@
"max": 99,
"label": "Sanity",
"rollLabel": "Sanity Save",
"enabled" : false
"enabled": false
}
}
},
@@ -295,18 +306,18 @@
"xp": {
"value": 1
},
"images" : {
"layout" : "systems/sla-mothership/images/Galloway_Top.png",
"beauty" : "systems/sla-mothership/images/Galloway_Top.png"
"images": {
"layout": "systems/sla-mothership/images/Galloway_Top.png",
"beauty": "systems/sla-mothership/images/Galloway_Top.png"
},
"runSetup" : true,
"megadamage" : {
"html" : "",
"hits" : [],
"menu" : {
"html" : ""
"runSetup": true,
"megadamage": {
"html": "",
"hits": [],
"menu": {
"html": ""
},
"open" : false
"open": false
},
"stats": {
"armor": {
@@ -370,9 +381,9 @@
"hull": {
"value": 10,
"max": 10,
"75" : 0,
"50" : 0,
"25" : 0
"75": 0,
"50": 0,
"25": 0
},
"fuel": {
"value": 10,
@@ -400,10 +411,10 @@
},
"upgrades": {
"value": 0,
"max" : 0
"max": 0
}
},
"weapon-stats" : {
"weapon-stats": {
"weapons": {
"value": 0,
"max": 1
@@ -416,7 +427,6 @@
"value": 0,
"max": 1
}
}
}
},
@@ -447,7 +457,7 @@
"quantity": 1,
"weight": 0,
"carryState": "carried",
"cost" : 0,
"cost": 0,
"sla": {
"category": "",
"power": "",
@@ -495,7 +505,7 @@
"ammo": 10,
"shots": 1,
"curShots": 0,
"shotsPerFire" : 1,
"shotsPerFire": 1,
"useAmmo": false,
"ammoType": "",
"ammoCalibre": "",
@@ -511,22 +521,22 @@
"ammoReserveAp": 0,
"ammoReserveHe": 0,
"ammoReserveHeap": 0,
"wound":"",
"wound": "",
"critDmg": "",
"woundEffect": "",
"bonus": 0,
"weight": 0,
"carryState": "equipped",
"equipped": true,
"cost" : 0,
"cost": 0,
"ranges": {
"short": 0,
"medium": 0,
"long": 0,
"value" : ""
"value": ""
},
"settings" : {
"firstEdition" : false
"settings": {
"firstEdition": false
},
"sla": {
"weaponType": "",
@@ -548,14 +558,14 @@
"base"
],
"armorPoints": 1,
"damageReduction":0,
"damageReduction": 0,
"speed": "",
"oxygenMax": 0,
"oxygenCurrent": 0,
"weight": 0,
"carryState": "equipped",
"equipped": true,
"cost" : 0,
"cost": 0,
"sla": {
"burden": "",
"coverage": "",
@@ -572,9 +582,9 @@
"base"
],
"severity": 1,
"treatment" : {
"value" : 0,
"html" : ""
"treatment": {
"value": 0,
"html": ""
},
"sla": {
"category": "",
@@ -622,7 +632,7 @@
"base"
],
"text": "",
"job" : ""
"job": ""
},
"repair": {
"templates": [
@@ -637,9 +647,9 @@
],
"quantity": 1,
"hull": 1,
"totalHull" : 1,
"feature" : "",
"offline" : false
"totalHull": 1,
"feature": "",
"offline": false
},
"class": {
"templates": [
+109 -32
View File
@@ -381,6 +381,7 @@
<a class="tab-select" data-tab="traits">Traits</a>
<a class="tab-select" data-tab="special-rules">Special Rules</a>
{{#if isEbbUser}}<a class="tab-select" data-tab="ebb">Ebb</a>{{/if}}
{{#if isVevaphon}}<a class="tab-select" data-tab="morph">Morph</a>{{/if}}
<a class="tab-select" data-tab="description">{{ localize 'Mosh.Bio' }}</a>
<a class="tab-select" data-tab="notes">{{ localize 'Mosh.Notes' }}</a>
</nav>
@@ -412,6 +413,7 @@
<span class="sla-tag">{{system.sla.bpn.value}}</span>
<span class="sla-tag">SCL {{system.sla.scl.value}}</span>
{{#if isEbbUser}}<span class="sla-tag">Ebb {{system.sla.ebbRating.value}}</span>{{/if}}
{{#if isVevaphon}}<span class="sla-tag sla-instability-tag {{vevaphonInstabilityClass}}">Instability {{system.sla.vevaphonInstability.value}}/12</span>{{/if}}
</div>
</div>
@@ -814,6 +816,81 @@
</ol>
</div>
{{/if}}
{{#if isVevaphon}}
<div class="tab items" data-group="primary" data-tab="morph">
<div class="sla-panel">
<div class="sla-banner">
<div>
<div class="sla-kicker">Stormer Vevaphon</div>
<div class="sla-title">Polymorphic Form Control</div>
</div>
<div class="sla-tags">
<span class="sla-tag">Form: {{system.sla.morphForm.value}}</span>
<span class="sla-tag sla-instability-tag {{vevaphonInstabilityClass}}">Instability {{system.sla.vevaphonInstability.value}} / 12</span>
<span class="sla-tag">Sanity {{system.stats.sanity.value}}</span>
</div>
</div>
<div class="grid grid-2col sla-card-grid">
<div class="sla-card">
<div class="sla-card-label">Instability Track</div>
<div class="sla-instability-bar-wrap">
<div class="sla-instability-bar {{vevaphonInstabilityClass}}" style="width: {{vevaphonInstabilityPercent}}%;"></div>
<div class="sla-instability-bar-label {{vevaphonInstabilityClass}}">{{system.sla.vevaphonInstability.value}} / 12</div>
</div>
<div class="sla-card-copy">
{{#if vevaphonInstabilityCritical}}⚠ CRITICAL — Morph Panic risk on every failed Sanity save.{{/if}}
{{#if vevaphonInstabilityElevated}}Instability elevated — minor morph effects trigger each scene.{{/if}}
{{#unless vevaphonInstabilityElevated}}Instability nominal. Morphing is available without additional risk.{{/unless}}
</div>
<div class="sla-action-row" style="gap: 6px; flex-wrap: wrap;">
<button type="button" class="sla-instability-increase">+1 Instability</button>
<button type="button" class="sla-instability-decrease">-1 Instability</button>
</div>
<div class="sla-card-copy" style="margin-top: 8px;">At 12, the Vevaphon is lost — immediate retirement or death.</div>
</div>
<div class="sla-card">
<div class="sla-card-label">Active Morph Form</div>
<div class="sla-card-title">{{system.sla.morphForm.value}}</div>
<div class="sla-card-copy">Each morph shift costs 1 Instability. Changing form mid-scene requires a Sanity save at Instability 6+.</div>
<div class="sla-morph-form-buttons">
<button type="button" class="sla-morph-shift" data-form="Brute Form" {{#if (compare 'str' system.sla.morphForm.value '===' 'Brute Form')}}disabled{{/if}}>
<span class="sla-morph-btn-name">Brute Form</span>
<span class="sla-morph-btn-meta">STR+10, BODY+10 | Knockdown Immune</span>
</button>
<button type="button" class="sla-morph-shift" data-form="Stalker Form" {{#if (compare 'str' system.sla.morphForm.value '===' 'Stalker Form')}}disabled{{/if}}>
<span class="sla-morph-btn-name">Stalker Form</span>
<span class="sla-morph-btn-meta">SPD+10, Stealth+20 | Armour Incompatible</span>
</button>
<button type="button" class="sla-morph-shift" data-form="Raptor Form" {{#if (compare 'str' system.sla.morphForm.value '===' 'Raptor Form')}}disabled{{/if}}>
<span class="sla-morph-btn-name">Raptor Form</span>
<span class="sla-morph-btn-meta">COM+10, SPD+5 | Critical Wound Bonus</span>
</button>
</div>
</div>
</div>
<div class="grid grid-2col sla-card-grid">
<div class="sla-card">
<div class="sla-card-label">Morph Panic Reference</div>
<div class="sla-card-copy">Triggered at Instability 10+ on a failed Sanity save. Roll 1d6:</div>
<div class="sla-note-list">
<div class="sla-note-pill sla-note-pill-wide">1. Cascade Shift — random morph form, +1 Instability.</div>
<div class="sla-note-pill sla-note-pill-wide">2. Identity Bleed — forgets name and callsign until end of scene.</div>
<div class="sla-note-pill sla-note-pill-wide">3. Partial Lock — one limb freezes. -10 physical rolls using that limb.</div>
<div class="sla-note-pill sla-note-pill-wide">4. Tissue Rejection — 1d5 damage, armour does not apply.</div>
<div class="sla-note-pill sla-note-pill-wide">5. Threat Imprint — locked on nearest visible target.</div>
<div class="sla-note-pill sla-note-pill-wide">6. Full Reversion — base form, lose morph bonuses, -1 Instability.</div>
</div>
</div>
<div class="sla-card">
<div class="sla-card-label">Morph Notes</div>
<textarea name="system.sla.morphNotes.value" rows="10" class="textarea-input" data-target="system.sla.morphNotes.value">{{system.sla.morphNotes.value}}</textarea>
</div>
</div>
</div>
</div>
{{/if}}
{{!-- Owned Items Tab --}}
<div class="tab items" data-group="primary" data-tab="items">
{{#if drugAlerts.length}}
@@ -840,11 +917,11 @@
<li class="item flexrow item-header" role="rowgroup">
<div class="item-image" role="cell"></div>
<div class="skill-stat" style="flex-grow: 2.5;" role="cell">{{ localize 'Mosh.ArmorName' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.AP' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.DR' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.Speed' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.Oxygen' }}</div>
<div class="skill-stat" role="cell">Carry</div>
<div class="skill-stat" role="cell" title="Armour Protection — reduces incoming damage before it reaches your wounds. Higher is better.">{{ localize 'Mosh.AP' }}</div>
<div class="skill-stat" role="cell" title="Damage Reduction — subtracts directly from wound damage after AP is applied. Each point absorbed is one less point of damage taken.">{{ localize 'Mosh.DR' }}</div>
<div class="skill-stat" role="cell" title="Speed penalty — how much this armour slows movement. Expressed as a % penalty to physical speed checks.">{{ localize 'Mosh.Speed' }}</div>
<div class="skill-stat" role="cell" title="Oxygen supply — current / maximum charges for sealed suits and vacuum armour. N/A means the suit is not airtight.">{{ localize 'Mosh.Oxygen' }}</div>
<div class="skill-stat" role="cell" title="Carry state — Eqp means wearing it now (weight counts against your equipped load). Stow means packed away (counts as stowed weight).">Carry</div>
<div class="item-controls" role="cell">
<a class="item-control item-create" title="{{ localize 'Mosh.CreateArmor' }}" data-type="armor"><i class="fas fa-plus"></i> {{ localize 'Mosh.Add' }}</a>
</div>
@@ -881,10 +958,10 @@
<li class="item flexrow item-header" role="rowgroup">
<div class="item-image" role="cell"></div>
<div class="skill-stat" style="flex-grow: 2.5;" role="cell">{{ localize 'Mosh.ArmorName' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.SaveBonus' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.Speed' }}</div>
<div class="skill-stat" role="cell">{{ localize 'Mosh.Oxygen' }}</div>
<div class="skill-stat" role="cell">Carry</div>
<div class="skill-stat" role="cell" title="Save Bonus — this value is added to your Body save when checking to resist physical damage while wearing this armour.">{{ localize 'Mosh.SaveBonus' }}</div>
<div class="skill-stat" role="cell" title="Speed penalty — how much this armour slows movement. Expressed as a % penalty to physical speed checks.">{{ localize 'Mosh.Speed' }}</div>
<div class="skill-stat" role="cell" title="Oxygen supply — current / maximum charges for sealed suits and vacuum armour. N/A means the suit is not airtight.">{{ localize 'Mosh.Oxygen' }}</div>
<div class="skill-stat" role="cell" title="Carry state — Eqp means wearing it now (weight counts against your equipped load). Stow means packed away (counts as stowed weight).">Carry</div>
<div class="item-controls" role="cell">
<a class="item-control item-create" title="{{ localize 'Mosh.CreateArmor' }}" data-type="armor"><i class="fas fa-plus"></i> {{ localize 'Mosh.Add' }}</a>
</div>
@@ -921,13 +998,13 @@
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 1.6;">Drug</div>
<div class="skill-stat">Qty</div>
<div class="skill-stat">Rating</div>
<div class="skill-stat">Value</div>
<div class="skill-stat">Weight</div>
<div class="skill-stat">Carry</div>
<div class="skill-stat">State</div>
<div class="skill-stat">Duration</div>
<div class="skill-stat" title="Quantity — number of doses currently carried.">Qty</div>
<div class="skill-stat" title="Rating — the potency tier of this drug. Higher ratings mean stronger effects and harder addiction saves.">Rating</div>
<div class="skill-stat" title="Value — street price per dose in credits (cR).">Value</div>
<div class="skill-stat" title="Weight — total carry weight for all doses of this drug.">Weight</div>
<div class="skill-stat" title="Carry state — Eqp means on your person and immediately accessible. Stow means packed away in your kit.">Carry</div>
<div class="skill-stat" title="State — current drug status. Ready means unused. Active means the drug is currently in effect. Crashed means the effect has ended and the character may be experiencing comedown penalties.">State</div>
<div class="skill-stat" title="Duration — how many rounds or minutes of effect remain. Blank or 0 means the drug is not currently active.">Duration</div>
<div class="item-controls">
<a class="item-control item-create" title="Create Drug" data-type="drug"><i class="fas fa-plus"></i> Add</a>
</div>
@@ -962,11 +1039,11 @@
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 1.5;">{{ localize 'Mosh.ItemName' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Quantity' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Weight' }}</div>
<div class="skill-stat">Carry</div>
<div class="skill-stat">{{ localize 'Mosh.Value' }}</div>
<div class="skill-stat" style="flex-grow: 1.5;" title="Hover over any item name to see its description.">{{ localize 'Mosh.ItemName' }}</div>
<div class="skill-stat" title="Quantity — how many of this item you are carrying.">{{ localize 'Mosh.Quantity' }}</div>
<div class="skill-stat" title="Weight — total carry weight for all units of this item (kg).">{{ localize 'Mosh.Weight' }}</div>
<div class="skill-stat" title="Carry state — Eqp means on your person and ready to use. Stow means packed away. Equipped items count against your active carry limit; stowed items count against your total carry limit.">Carry</div>
<div class="skill-stat" title="Value — purchase price in credits (cR). Sell price is typically half.">{{ localize 'Mosh.Value' }}</div>
<div class="item-controls">
<a class="item-control item-create" title="{{ localize 'Mosh.CreateItem' }}" data-type="item"><i class="fas fa-plus"></i> Add</a>
</div>
@@ -1008,10 +1085,10 @@
<ol class="items-list" style="margin-bottom : 10px;">
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 1.4;">{{ localize 'Mosh.SkillName' }}</div>
<div class="skill-stat">Category</div>
<div class="skill-stat">{{ localize 'Mosh.SkillRank' }}</div>
<div class="skill-stat">{{ localize 'Mosh.SkillBonus' }}</div>
<div class="skill-stat" style="flex-grow: 1.4;" title="Click a skill name to roll it against the relevant stat. Your bonus is added to a d100 roll — you succeed by rolling under the total.">{{ localize 'Mosh.SkillName' }}</div>
<div class="skill-stat" title="Category — broad skill grouping (Combat, Technical, Social, etc.) used for package sorting and Ebb discipline filtering.">Category</div>
<div class="skill-stat" title="Rank — your proficiency level in this skill. Untrained (no bonus), Basic (+1–9), Trained (+10–14), Expert (+15–19), Master (+20+).">{{ localize 'Mosh.SkillRank' }}</div>
<div class="skill-stat" title="Bonus — total modifier added to d100 rolls with this skill. Breakdown shown in small text below the value. Higher is better — you need to roll under (stat + bonus).">{{ localize 'Mosh.SkillBonus' }}</div>
<div class="item-controls">
<a class="item-control skill-create" title="{{ localize 'Mosh.CreateSkill' }}" data-type="skill"><i class="fas fa-plus"></i> {{ localize 'Mosh.Add' }}</a>
</div>
@@ -1108,13 +1185,13 @@
<ol class="items-list">
<li class="item flexrow item-header">
<div class="item-image"></div>
<div class="skill-stat" style="flex-grow: 2;">{{ localize 'Mosh.WeaponName' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Damage' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Ammo' }}</div>
<div class="skill-stat">{{ localize 'Mosh.Shots' }}</div>
<div class="skill-stat">Mode</div>
<div class="skill-stat">Carry</div>
<div class="skill-stat">{{ localize 'Mosh.Range' }}</div>
<div class="skill-stat" style="flex-grow: 2;" title="Click a weapon name to make an attack roll using your Combat stat. Calibre and current ammo state shown below the name.">{{ localize 'Mosh.WeaponName' }}</div>
<div class="skill-stat" title="Damage — rolled on a successful hit. Melee weapons may add your Strength modifier. Anti-Armour (AA) weapons halve target armour before applying damage.">{{ localize 'Mosh.Damage' }}</div>
<div class="skill-stat" title="Ammo — currently loaded type (STD / AP / HE / HEAP) and reserve count. STD is standard. AP is armour-piercing (halves target armour, -1 damage). HE is high explosive (+1d5 damage, explosive wounds). HEAP combines AP and HE effects.">{{ localize 'Mosh.Ammo' }}</div>
<div class="skill-stat" title="Shots — current magazine / maximum magazine capacity. Click the reload icon to reload or swap ammo type.">{{ localize 'Mosh.Shots' }}</div>
<div class="skill-stat" title="Fire Mode — click to cycle between available modes. Single fires one shot. Burst fires several rounds for bonus damage but uses more ammo. Auto lays down suppressing fire.">Mode</div>
<div class="skill-stat" title="Carry state — Eqp means the weapon is drawn and ready. Stow means holstered or packed. Only equipped weapons can be used in combat without an action to draw.">Carry</div>
<div class="skill-stat" title="Range — maximum effective distance. At short range you roll normally. At medium range you take a penalty. At long range the penalty increases significantly. Beyond max range the weapon cannot reach.">{{ localize 'Mosh.Range' }}</div>
<div class="item-controls">
<a class="item-control weapon-create" title="{{ localize 'Mosh.CreateWeapon' }}" data-type="weapon"><i class="fas fa-plus"></i> {{ localize 'Mosh.Add' }}</a>
</div>