Initial commit — full system source + zero-engine-state.md reference

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[
{
"name": "Downtown Jacket",
"type": "armor",
"img": "icons/svg/shield.svg",
"system": {
"description": "Reinforced street jacket with hidden ballistic panels; common among low-level gangers and worried civilians.",
"armorRating": 1,
"armorDice": 1,
"armorAuto": 0,
"statMod": 0,
"skillMod": 0,
"statModTarget": "",
"skillModTarget": "",
"cost": 0,
"initiativeMod": 0
}
},
{
"name": "CAF Armor",
"type": "armor",
"img": "icons/svg/shield.svg",
"system": {
"description": "Standard CAF tactical vest and pads; decent protection without much extra bulk.",
"armorRating": 2,
"armorDice": 2,
"armorAuto": 1,
"statMod": 0,
"skillMod": 0,
"statModTarget": "",
"skillModTarget": "",
"cost": 0,
"initiativeMod": 0
}
},
{
"name": "Scout Armor",
"type": "armor",
"img": "icons/svg/shield.svg",
"system": {
"description": "Lightweight composite plates over flexible mesh; built for operatives who need to move and climb.",
"armorRating": 3,
"armorDice": 3,
"armorAuto": 1,
"statMod": 1,
"skillMod": 0,
"statModTarget": "agility",
"skillModTarget": "",
"cost": 0,
"initiativeMod": 0
}
},
{
"name": "HARD Armor",
"type": "armor",
"img": "icons/svg/shield.svg",
"system": {
"description": "Full-body ceramic and metal laminate suit for frontline combat and urban assaults.",
"armorRating": 4,
"armorDice": 4,
"armorAuto": 2,
"statMod": -1,
"skillMod": 1,
"statModTarget": "agility",
"skillModTarget": "force",
"cost": 0,
"initiativeMod": 0
}
},
{
"name": "Exo-Rig Armor",
"type": "armor",
"img": "icons/svg/shield.svg",
"system": {
"description": "Powered exoskeletal frame with armored plates; massively increases carrying and weapon handling at the cost of finesse.",
"armorRating": 5,
"armorDice": 5,
"armorAuto": 2,
"statMod": 1,
"skillMod": -1,
"statModTarget": "strength",
"skillModTarget": "mobility",
"cost": 0,
"initiativeMod": 0
}
},
{
"name": "Squad Shielded Power Armor",
"type": "armor",
"img": "icons/svg/shield.svg",
"system": {
"description": "Full sealed power armor with integrated energy shielding; rare, expensive, and terrifying on the street.",
"armorRating": 6,
"armorDice": 6,
"armorAuto": 3,
"statMod": 1,
"skillMod": -2,
"statModTarget": "strength",
"skillModTarget": "stealth",
"cost": 0,
"initiativeMod": 0
}
}
]
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2026/02/03-16:19:47.453295 30a642000 Delete type=3 #1
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2026/02/03-16:45:37.358525 3045b3000 Manual compaction at level-0 from '!journal!r5B5wsMCKGbH6IJ1' @ 72057594037927935 : 1 .. '!journal.pages!r5B5wsMCKGbH6IJ1.zio6bsCF9tr0XlAn' @ 0 : 0; will stop at (end)
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[
{
"name": "Painkillers (Analgesic)",
"type": "equipment",
"img": "icons/consumables/potions/potion-bottle-corked-red.webp",
"system": {
"description": "Prescription-grade painkillers used by Medics to keep operatives moving on broken bones and bullet wounds.",
"isDrug": true,
"quantity": 1,
"cost": 0,
"active": false,
"activeDuration": "1 shift",
"activeLabel": "",
"activeNotes": "",
"withdrawalActive": false,
"withdrawalDuration": "1-3 shifts",
"withdrawalLabel": "",
"withdrawalNotes": "Heavy use only (e.g. daily for a week).",
"healthMod": 0,
"resolveMod": 1,
"statPhysicalMod": 0,
"skillAllMod": 0,
"panicReduction": 0,
"injuryPenaltyIgnore": 2,
"stressRecoveryBonus": 0,
"postUseStaminaDamage": 0,
"wdHealthMod": 0,
"wdResolveMod": -1,
"wdStatPhysicalMod": 0,
"wdSkillAllMod": 0,
"wdPanicReduction": 0,
"wdInjuryPenaltyIgnore": 0,
"wdStressRecoveryBonus": 0,
"wdPostUseStaminaDamage": 0,
"skillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
},
"wdSkillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": -1,
"observation": -1,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
}
}
},
{
"name": "Stimulant (Focus/Wake-up)",
"type": "equipment",
"img": "icons/consumables/potions/potion-flask-corked-orange.webp",
"system": {
"description": "Corporate-grade stimulant chips; keep you awake, sharp, and moving long after your body wants to shut down.",
"isDrug": true,
"quantity": 1,
"cost": 0,
"active": false,
"activeDuration": "1 shift (2-4 hours)",
"activeLabel": "",
"activeNotes": "",
"withdrawalActive": false,
"withdrawalDuration": "Next shift",
"withdrawalLabel": "",
"withdrawalNotes": "",
"healthMod": 0,
"resolveMod": 1,
"statPhysicalMod": 1,
"skillAllMod": 0,
"panicReduction": 0,
"injuryPenaltyIgnore": 0,
"stressRecoveryBonus": 0,
"postUseStaminaDamage": 0,
"wdHealthMod": 0,
"wdResolveMod": -1,
"wdStatPhysicalMod": -1,
"wdSkillAllMod": -1,
"wdPanicReduction": 0,
"wdInjuryPenaltyIgnore": 0,
"wdStressRecoveryBonus": 0,
"wdPostUseStaminaDamage": 0,
"skillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 1,
"observation": 1,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
},
"wdSkillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
}
}
},
{
"name": "Sedative (Downer)",
"type": "equipment",
"img": "icons/consumables/potions/potion-vial-corked-blue.webp",
"system": {
"description": "Heavy sedative used to shut down panic, control Frothers, or help Ebons come down after bad Ebb feedback.",
"isDrug": true,
"quantity": 1,
"cost": 0,
"active": false,
"activeDuration": "1 stretch to 1 shift",
"activeLabel": "",
"activeNotes": "Recover +2 extra Stress once when taken.",
"withdrawalActive": false,
"withdrawalDuration": "1 shift",
"withdrawalLabel": "",
"withdrawalNotes": "Abuse only (daily for a week).",
"healthMod": 0,
"resolveMod": 2,
"statPhysicalMod": 0,
"skillAllMod": -1,
"panicReduction": 0,
"injuryPenaltyIgnore": 0,
"stressRecoveryBonus": 2,
"postUseStaminaDamage": 0,
"wdHealthMod": 0,
"wdResolveMod": -1,
"wdStatPhysicalMod": 0,
"wdSkillAllMod": 0,
"wdPanicReduction": 0,
"wdInjuryPenaltyIgnore": 0,
"wdStressRecoveryBonus": 0,
"wdPostUseStaminaDamage": 0,
"skillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
},
"wdSkillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
}
}
},
{
"name": "Redline (Overclock Combat Booster)",
"type": "equipment",
"img": "icons/consumables/potions/potion-bottle-corked-black.webp",
"system": {
"description": "Illegal DarkNight derivative of Rush; pushes the body past safe limits into true overdrive.",
"isDrug": true,
"quantity": 1,
"cost": 0,
"active": false,
"activeDuration": "1 scene/combat (max 1 stretch)",
"activeLabel": "",
"activeNotes": "",
"withdrawalActive": false,
"withdrawalDuration": "1 shift",
"withdrawalLabel": "",
"withdrawalNotes": "Make a Stamina test; on failure take 1 damage ignoring armor.",
"healthMod": 1,
"resolveMod": -2,
"statPhysicalMod": 2,
"skillAllMod": 0,
"panicReduction": 0,
"injuryPenaltyIgnore": 0,
"stressRecoveryBonus": 0,
"postUseStaminaDamage": 0,
"wdHealthMod": -1,
"wdResolveMod": 0,
"wdStatPhysicalMod": -1,
"wdSkillAllMod": 0,
"wdPanicReduction": 0,
"wdInjuryPenaltyIgnore": 0,
"wdStressRecoveryBonus": 0,
"wdPostUseStaminaDamage": 1,
"skillMods": {
"force": 0,
"melee": 1,
"stamina": 0,
"marksmanship": 1,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
},
"wdSkillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
}
}
},
{
"name": "Calm-Line (Anti-Panic Neuroregulator)",
"type": "equipment",
"img": "icons/consumables/potions/potion-bottle-corked-cyan.webp",
"system": {
"description": "Corporate anti-anxiety drug; standard issue for some Shiver units and corporate VIPs who still have to go on-site.",
"isDrug": true,
"quantity": 1,
"cost": 0,
"active": false,
"activeDuration": "1 shift",
"activeLabel": "",
"activeNotes": "",
"withdrawalActive": false,
"withdrawalDuration": "1 stretch to 1 shift",
"withdrawalLabel": "",
"withdrawalNotes": "Heavy/repeated use only.",
"healthMod": 0,
"resolveMod": 2,
"statPhysicalMod": 0,
"skillAllMod": 0,
"panicReduction": 2,
"injuryPenaltyIgnore": 0,
"stressRecoveryBonus": 0,
"postUseStaminaDamage": 0,
"wdHealthMod": 0,
"wdResolveMod": -1,
"wdStatPhysicalMod": 0,
"wdSkillAllMod": 0,
"wdPanicReduction": 0,
"wdInjuryPenaltyIgnore": 0,
"wdStressRecoveryBonus": 0,
"wdPostUseStaminaDamage": 0,
"skillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": -1,
"persuasion": -1
},
"wdSkillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
}
}
},
{
"name": "Rush (Combat Stimulant)",
"type": "equipment",
"img": "icons/consumables/potions/potion-bottle-corked-orange-red.webp",
"system": {
"description": "Standard Frother combat drug; a violent mix of stimulants, painkillers, and combat enhancers widely available on Mort.",
"isDrug": true,
"quantity": 1,
"cost": 0,
"active": false,
"activeDuration": "1 scene/combat (up to 1 stretch)",
"activeLabel": "",
"activeNotes": "",
"withdrawalActive": false,
"withdrawalDuration": "1 stretch",
"withdrawalLabel": "",
"withdrawalNotes": "Daily use for a week risks addiction.",
"healthMod": 1,
"resolveMod": -1,
"statPhysicalMod": 1,
"skillAllMod": 0,
"panicReduction": 0,
"injuryPenaltyIgnore": 0,
"stressRecoveryBonus": 0,
"postUseStaminaDamage": 0,
"wdHealthMod": 0,
"wdResolveMod": -1,
"wdStatPhysicalMod": -1,
"wdSkillAllMod": 0,
"wdPanicReduction": 0,
"wdInjuryPenaltyIgnore": 0,
"wdStressRecoveryBonus": 0,
"wdPostUseStaminaDamage": 0,
"skillMods": {
"force": 0,
"melee": 1,
"stamina": 0,
"marksmanship": 1,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
},
"wdSkillMods": {
"force": -1,
"melee": -1,
"stamina": -1,
"marksmanship": -1,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
}
}
},
{
"name": "UV (Ultra-Violence Combat Drug)",
"type": "equipment",
"img": "icons/consumables/potions/potion-bottle-corked-violet.webp",
"system": {
"description": "Restricted UV-grade combat cocktail reserved for black ops and suicidal Frothers; massively amplifies aggression and physical output at severe mental cost.",
"isDrug": true,
"quantity": 1,
"cost": 0,
"active": false,
"activeDuration": "1 scene/combat (max 1 stretch)",
"activeLabel": "",
"activeNotes": "GM may end early on catastrophic Panic.",
"withdrawalActive": false,
"withdrawalDuration": "1 shift",
"withdrawalLabel": "",
"withdrawalNotes": "After each dose, roll Stamina; on failure take 2 damage ignoring armor.",
"healthMod": 2,
"resolveMod": -3,
"statPhysicalMod": 2,
"skillAllMod": 0,
"panicReduction": 0,
"injuryPenaltyIgnore": 0,
"stressRecoveryBonus": 0,
"postUseStaminaDamage": 0,
"wdHealthMod": -1,
"wdResolveMod": -2,
"wdStatPhysicalMod": -2,
"wdSkillAllMod": -2,
"wdPanicReduction": 0,
"wdInjuryPenaltyIgnore": 0,
"wdStressRecoveryBonus": 0,
"wdPostUseStaminaDamage": 2,
"skillMods": {
"force": 0,
"melee": 2,
"stamina": 0,
"marksmanship": 2,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
},
"wdSkillMods": {
"force": 0,
"melee": 0,
"stamina": 0,
"marksmanship": 0,
"mobility": 0,
"stealth": 0,
"crafting": 0,
"observation": 0,
"survival": 0,
"healing": 0,
"insight": 0,
"persuasion": 0
}
}
}
]
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[
{
"name": "Empathic Pulse",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-awareness.svg",
"system": {
"description": "The Ebon reaches outward with focused ebb energy, sensing the emotional landscape of nearby minds. Used by investigators to read a room before entering and by field operatives to detect concealed hostiles.",
"discipline": "awareness",
"fluxCost": 1,
"successes": 1,
"effect": "Sense the dominant emotion of every living being within Short range. Gain +1 die to Insight rolls against sensed targets this stretch.",
"catastrophe": "Overwhelmed by alien emotions; +1 Stress and -1 die to all Empathy rolls for 1 round.",
"duration": "Stretch",
"range": "Short"
}
},
{
"name": "Precognition",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-awareness.svg",
"system": {
"description": "The Ebon projects their awareness a handful of seconds into the future, glimpsing outcomes before they crystallise. Even a brief forewarning can mean the difference between survival and oblivion on the streets of Mort.",
"discipline": "awareness",
"fluxCost": 2,
"successes": 2,
"effect": "Ask the GM one yes/no question about what will happen in the next few minutes. The answer is truthful but may be incomplete.",
"catastrophe": "Fractured timeline vision; Stunned for 1 round (no actions), +1 Stress.",
"duration": "Instant",
"range": "Self"
}
},
{
"name": "Danger Sense",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-awareness.svg",
"system": {
"description": "The Ebon maintains a perpetual low-level awareness field, turning the ebb into an early-warning system. Ambushes become nearly impossible and hostiles register as a cold prickle at the base of the skull before they act.",
"discipline": "awareness",
"fluxCost": 2,
"successes": 1,
"effect": "Cannot be surprised for 1 shift. Gain +2 dice to Initiative rolls. Sense aggression directed at you before it manifests.",
"catastrophe": "Hyper-vigilance overload; +2 Stress, must flee or attack the nearest perceived threat on next action.",
"duration": "Shift",
"range": "Self"
}
},
{
"name": "Ebb Bolt",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-blast.svg",
"system": {
"description": "The most fundamental offensive formula \u2014 raw ebb energy concentrated into a kinetic projectile. Every trained combat Ebon learns this first. Fast, reliable, and visible as a crackling blue-white streak.",
"discipline": "blast",
"fluxCost": 1,
"successes": 1,
"effect": "Strike one target for damage equal to successes. Armor applies normally.",
"catastrophe": "Backlash; Caster takes 1 damage and +1 Stress as ebb energy reverses.",
"duration": "Instant",
"range": "Short"
}
},
{
"name": "Hellfire",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-blast.svg",
"system": {
"description": "A concentrated ebb detonation that releases stored energy in a single catastrophic burst. The air turns orange-white and the impact leaves scorched craters. SLA is cautious about licensing Ebons who favour this formula \u2014 it is extremely effective and even more visible.",
"discipline": "blast",
"fluxCost": 2,
"successes": 2,
"effect": "Blast one target for successes + 2 damage. On 3+ successes, the blast ignites flammable materials and deals 1 splash damage to all Engaged targets.",
"catastrophe": "Misfire; Detonation occurs at caster's feet. Caster takes 2 damage, all Engaged characters take 1 damage.",
"duration": "Instant",
"range": "Short"
}
},
{
"name": "Ebb Storm",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-blast.svg",
"system": {
"description": "The most destructive Blast formula in common circulation, Ebb Storm saturates an area with rapidly cycling ebb frequencies until everything inside is shredded. Restricted to Department of Ebb-use oversight. Usage reports are mandatory.",
"discipline": "blast",
"fluxCost": 3,
"successes": 2,
"effect": "Ebb energy detonates at Short range from the caster. All targets in the burst radius take damage equal to successes (reduce by 1 per additional target beyond the first, minimum 1).",
"catastrophe": "Uncontrolled surge; All characters within Short range of caster \u2014 including allies \u2014 take 2 damage.",
"duration": "Instant",
"range": "Short"
}
},
{
"name": "Mind-Link",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-communicate.svg",
"system": {
"description": "A direct, unmediated channel between two minds. Words, images, and intent pass faster than speech. Standard kit for any Ebon working alongside non-ebb teammates who lack radio discipline.",
"discipline": "communicate",
"fluxCost": 1,
"successes": 1,
"effect": "Establish silent two-way mental communication with one willing target within Short range for 1 stretch. Undetectable by mundane surveillance.",
"catastrophe": "Static bleed; Both caster and target gain +1 Stress from the mental noise feedback.",
"duration": "Stretch",
"range": "Short"
}
},
{
"name": "Broadcast",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-communicate.svg",
"system": {
"description": "A one-way mental shout projected into every nearby mind simultaneously. Useful for mass commands, warnings, or demoralisation. Brain Wasters favour this formula for spreading raw terror.",
"discipline": "communicate",
"fluxCost": 2,
"successes": 1,
"effect": "Project one simple message, image, or emotion to all living beings within Long range. Cannot be blocked. Message is brief \u2014 one sentence or strong impression.",
"catastrophe": "Neural bleed; All targets, including allies, experience disorienting psychic noise. All within range lose their next Fast action.",
"duration": "Instant",
"range": "Long"
}
},
{
"name": "Compel",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-communicate.svg",
"system": {
"description": "The Ebon reaches into a target's decision-making architecture and plants a simple directive that feels entirely like the target's own idea. Extremely illegal without SLA authorisation. Used extensively by the Department of Investigation.",
"discipline": "communicate",
"fluxCost": 2,
"successes": 3,
"effect": "Force one target to perform a simple action (flee, drop weapon, sit down). Target resists with Empathy roll (3 successes to resist). On success, they comply believing it was their own choice.",
"catastrophe": "Psychic feedback; Target becomes hostile to the caster. Both gain +1 Stress.",
"duration": "Instant",
"range": "Engaged"
}
},
{
"name": "Surge",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-enhance.svg",
"system": {
"description": "A rapid-onset ebb boost that floods the target's neural pathways with enhanced signal clarity. Physical or mental performance spikes sharply for a brief window \u2014 long enough to matter.",
"discipline": "enhance",
"fluxCost": 1,
"successes": 1,
"effect": "Add +2 dice to all rolls using one chosen attribute (Strength, Agility, Wits, or Empathy) for 1 round.",
"catastrophe": "Overclocked; When the effect ends, gain +1 Stress and suffer -1 die to all rolls for 1 round as the crash hits.",
"duration": "Round",
"range": "Self"
}
},
{
"name": "Iron Flesh",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-enhance.svg",
"system": {
"description": "The Ebon's skin hardens as ebb energy reinforces cellular structure \u2014 faint crackling can be heard if you listen close. The effect is temporary but renders them significantly harder to injure.",
"discipline": "enhance",
"fluxCost": 2,
"successes": 2,
"effect": "Gain 2 automatic armor (stacks with worn armor) for 1 stretch. This ebb-armor is not reduced by AP.",
"catastrophe": "Brittle shell; The hardening shatters immediately and the caster takes 1 damage from the rebound feedback.",
"duration": "Stretch",
"range": "Self"
}
},
{
"name": "Heightened State",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-enhance.svg",
"system": {
"description": "The pinnacle of Enhance: the Ebon exists at the absolute limit of their potential for a brief, perfect moment. Operatives who have experienced this describe it as the most alive they have ever felt \u2014 immediately before the crash.",
"discipline": "enhance",
"fluxCost": 3,
"successes": 2,
"effect": "Gain +1 die to all rolls, reduce all incoming damage by 1 (minimum 1), and cannot be Broken for the duration.",
"catastrophe": "Crash; When the effect expires or fails, immediately become Broken. +2 Stress.",
"duration": "Stretch",
"range": "Self"
}
},
{
"name": "Mend",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-heal.svg",
"system": {
"description": "The Heal discipline's most basic application \u2014 the Ebon channels ebb energy directly into biological tissue, accelerating natural repair processes. Routine field medicine for any squad with an Ebon operative.",
"discipline": "heal",
"fluxCost": 1,
"successes": 1,
"effect": "Restore Health equal to successes (max 2) to self or a touched target. Cannot exceed maximum Health.",
"catastrophe": "Drain; Caster takes 1 damage as bio-energy flows the wrong direction through the link.",
"duration": "Instant",
"range": "Engaged"
}
},
{
"name": "Restore",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-heal.svg",
"system": {
"description": "A significant investment of flux that triggers deep biological regeneration. Bone knits, blood stops. On exceptional rolls, even light critical injuries can be suppressed \u2014 though not truly healed.",
"discipline": "heal",
"fluxCost": 2,
"successes": 2,
"effect": "Restore Health equal to successes + 1. On 3+ successes, also clear one non-lethal Critical Injury.",
"catastrophe": "Empathic wound; Caster absorbs the target's injuries. Caster takes damage equal to the target's critical count (1-3).",
"duration": "Instant",
"range": "Engaged"
}
},
{
"name": "Calm",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-heal.svg",
"system": {
"description": "The Ebon reaches into the ebb frequencies associated with panic and distress, smoothing them into something bearable. Standard issue for any operative working in trauma zones or prolonged high-stress environments.",
"discipline": "heal",
"fluxCost": 1,
"successes": 1,
"effect": "Reduce one target's Stress by 1. If they are Broken from Stress, they may immediately attempt a recovery roll.",
"catastrophe": "Shared anguish; Caster absorbs the emotional load. Caster gains +1 Stress.",
"duration": "Instant",
"range": "Engaged"
}
},
{
"name": "Ebb Shield",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-protect.svg",
"system": {
"description": "A reactive personal barrier of condensed ebb energy that interposes itself between the caster and incoming harm. The shimmer is visible \u2014 blue-white, flickering at impact. It does not last long but can turn the critical strike.",
"discipline": "protect",
"fluxCost": 1,
"successes": 1,
"effect": "Roll 2d6 against the next incoming attack this round; each 6 reduces damage by 1. The shield can absorb up to 3 damage total before collapsing.",
"catastrophe": "Barrier collapse; The shield implodes. Caster takes 1 damage and +1 Stress.",
"duration": "Round",
"range": "Self"
}
},
{
"name": "Ward",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-protect.svg",
"system": {
"description": "The Ebon extends a protective field to cover an ally, wrapping them in deflection energy. The ward holds until it absorbs a direct ebb attack or expires naturally.",
"discipline": "protect",
"fluxCost": 2,
"successes": 2,
"effect": "One target within Short range gains 1 automatic armor for 1 stretch. The ward also absorbs one incoming Ebb formula completely (then dissipates).",
"catastrophe": "Overextension; Both caster and target are momentarily unprotected. All attacks against either gain +1 die this round.",
"duration": "Stretch",
"range": "Short"
}
},
{
"name": "Phase Shell",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-protect.svg",
"system": {
"description": "The Ebon shifts their personal ebb signature out of phase with normal matter, causing incoming projectiles and blows to partially pass through. The most extreme defensive formula available \u2014 and the most taxing.",
"discipline": "protect",
"fluxCost": 3,
"successes": 3,
"effect": "All physical damage is reduced by 3 this round. Ebb attacks must overcome an opposed Ebb roll to penetrate. Movement is halved.",
"catastrophe": "Phase lock; Frozen in phase-space for 1 round \u2014 cannot act, but cannot be harmed. Extremely disorienting.",
"duration": "Round",
"range": "Self"
}
},
{
"name": "Blink",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-realityfold.svg",
"system": {
"description": "Short-range teleportation via a momentary fold in local space-time. The Ebon vanishes with a crack of displaced air and reappears somewhere within sight. Extremely useful in enclosed firefights.",
"discipline": "realityFold",
"fluxCost": 2,
"successes": 2,
"effect": "Instantly teleport to any visible point within Short range. Cannot pass through solid barriers.",
"catastrophe": "Partial fold; Materialise partially inside an obstacle. Take 2 damage and are knocked prone.",
"duration": "Instant",
"range": "Self"
}
},
{
"name": "Fold Space",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-realityfold.svg",
"system": {
"description": "Two points in space become adjacent for a brief window. Tactically absurd. The GM decides who can react fast enough when a wall suddenly has a window to a point fifty metres away.",
"discipline": "realityFold",
"fluxCost": 3,
"successes": 3,
"effect": "Two chosen points within range become adjacent for 1 round. Line of sight and attacks between them occur as if at Engaged range.",
"catastrophe": "Space collapse; Both fold points detonate. Everyone Engaged with either point takes 2 damage.",
"duration": "Round",
"range": "Medium"
}
},
{
"name": "Phase Through",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-realityfold.svg",
"system": {
"description": "The Ebon shifts their atomic structure briefly out of alignment with normal matter, allowing them to walk through a single solid non-living obstacle. The sensation is described as cold static filling every cell.",
"discipline": "realityFold",
"fluxCost": 3,
"successes": 2,
"effect": "Pass through one non-living solid object (wall, door, hull). Takes one action. Cannot phase through living tissue or active ebb fields.",
"catastrophe": "Partial phase; Stuck inside the material. Cannot act, take 1 damage per round until freed by allies or own effort.",
"duration": "Instant",
"range": "Self"
}
},
{
"name": "Ebb Sight",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-senses.svg",
"system": {
"description": "The Ebon perceives the ebb spectrum \u2014 active formulae glow like flares, dormant Ebons are visible as faint heat shimmer, and residual ebb discharge lingers like burn marks on reality.",
"discipline": "senses",
"fluxCost": 1,
"successes": 1,
"effect": "Perceive ebb energy, active formulae, and ebb users within Long range as visible auras. Gain +2 dice to detect ebb-related activity. See clearly in darkness.",
"catastrophe": "Ebb blindness; Normal vision disrupted by ebb noise. -2 dice to Observation for 1 round.",
"duration": "Stretch",
"range": "Long"
}
},
{
"name": "Mind's Eye",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-senses.svg",
"system": {
"description": "All five senses sharpen to preternatural levels simultaneously. The Ebon can read a serial number at Long range, hear whispers through walls, and track by scent. Over-reliance leads to the sensation of perpetual information overload.",
"discipline": "senses",
"fluxCost": 1,
"successes": 1,
"effect": "Gain +3 dice to all Observation rolls. Cannot be ambushed. Detect concealed objects and persons within Short range automatically.",
"catastrophe": "Sensory overload; Stunned for 1 round (no actions), +1 Stress.",
"duration": "Stretch",
"range": "Self"
}
},
{
"name": "Remote View",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-senses.svg",
"system": {
"description": "The Ebon projects their senses to a remote location, seeing and hearing as though present. The body remains inert and vulnerable while the mind wanders. Standard operational use requires a minder.",
"discipline": "senses",
"fluxCost": 2,
"successes": 2,
"effect": "Project senses to any location within Long range that you have visited or can clearly visualise. See and hear but cannot interact.",
"catastrophe": "Lost projection; Consciousness becomes stuck. Cannot act for 1 round \u2014 must be physically shaken free. +1 Stress.",
"duration": "Stretch",
"range": "Long"
}
},
{
"name": "Push",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-telekinesis.svg",
"system": {
"description": "The most common Telekinesis formula and a staple of Ebon combat training. A directed burst of kinetic force that can clear corridors, send opponents sprawling, or shove obstacles.",
"discipline": "telekinesis",
"fluxCost": 1,
"successes": 1,
"effect": "Hurl one target or object with mental force, moving them up to Short range. Living targets take 1 damage and must pass Strength (2 successes) or fall prone.",
"catastrophe": "Misaimed; The force shoves the caster instead. Caster is knocked back and falls prone.",
"duration": "Instant",
"range": "Short"
}
},
{
"name": "Grip",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-telekinesis.svg",
"system": {
"description": "An invisible hand seizes the target and holds them immobile. The hold is not gentle \u2014 internal pressure builds noticeably. Prolonged use causes real physical damage.",
"discipline": "telekinesis",
"fluxCost": 2,
"successes": 2,
"effect": "Hold one target immobile (they can still act but cannot move). Deal damage equal to successes at the start of each round the grip is maintained. Requires a new roll each round.",
"catastrophe": "Mental strain; Grip snaps. Caster takes 1 damage and +1 Stress.",
"duration": "Round",
"range": "Short"
}
},
{
"name": "Levitate",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-telekinesis.svg",
"system": {
"description": "The Ebon defies gravity with casual elegance. Movement is in any direction \u2014 vertical, horizontal, diagonal \u2014 at normal walking speed. A discreet entrance through a third-storey window is standard procedure.",
"discipline": "telekinesis",
"fluxCost": 2,
"successes": 1,
"effect": "Float at any height, moving in any direction at normal speed. Immune to fall damage while active. On 3+ successes, can carry one additional person.",
"catastrophe": "Sudden drop; Fall from current height and take normal fall damage.",
"duration": "Stretch",
"range": "Self"
}
},
{
"name": "Heat Touch",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-thermal.svg",
"system": {
"description": "Superheating the immediate cellular layer through Thermal manipulation is a brutal and intimate formula. Equipment melts, flesh chars. Favoured by Ebons who prefer to work at close quarters.",
"discipline": "thermal",
"fluxCost": 1,
"successes": 1,
"effect": "Deal damage equal to successes + 1 to a touched target. On 3+ successes, their clothing or equipment begins to burn (1 damage per round until extinguished).",
"catastrophe": "Backburn; Heat reverses. Caster takes 1 damage as the formula collapses inward.",
"duration": "Instant",
"range": "Engaged"
}
},
{
"name": "Flame Burst",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-thermal.svg",
"system": {
"description": "A ranged thermal projection \u2014 concentrated heat launched as a coherent bolt. The Ebon's eyes typically take on a faint orange glow while channelling. The impact smells of burning ozone and scorched metal.",
"discipline": "thermal",
"fluxCost": 2,
"successes": 1,
"effect": "Deal damage equal to successes + 2. On 3+ successes, the target catches fire (1 damage per round until extinguished by action or water).",
"catastrophe": "Flash; Caster and all Engaged targets are blinded for 1 round.",
"duration": "Instant",
"range": "Short"
}
},
{
"name": "Freeze",
"type": "ebb",
"img": "systems/zero-engine/assets/icons/ebb/ebb-thermal.svg",
"system": {
"description": "Thermal extraction removes heat from the target rapidly. Ice crystals form in joint fluid, synaptic firing slows, and movement becomes laboured agony. Objects frozen in this manner become dangerously brittle.",
"discipline": "thermal",
"fluxCost": 2,
"successes": 2,
"effect": "Target takes 1 damage and suffers -2 dice to all Agility rolls this round. Objects may shatter if frozen.",
"catastrophe": "Thermal shock; Temperature flux knocks caster prone. +1 Stress.",
"duration": "Round",
"range": "Short"
}
}
]
+226
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[
{
"name": "Sniper",
"type": "specialty",
"img": "icons/svg/combat.svg",
"system": {
"description": "You are trained to wait, breathe, and kill from extreme range, using concealment and patience instead of volume of fire.",
"effects": "+2 Marksmanship (Long+ range, concealment required)",
"category": "combat",
"package": "Scout",
"prerequisites": "Scout training package",
"isActive": true,
"effect": "When attacking from Long or Extreme range while hidden or in concealment, you gain +1 damage on a successful ranged attack."
}
},
{
"name": "Fast Reflexes",
"type": "specialty",
"img": "icons/svg/combat.svg",
"system": {
"description": "Your body reacts before your brain finishes the thought; you slip out of danger and act a heartbeat before others.",
"effects": "Draw 2 initiative cards, choose the better one",
"category": "combat",
"package": "Scout",
"prerequisites": "Scout training package",
"isActive": true,
"effect": "At the start of each combat, you gain +1 automatic success to Initiative."
}
},
{
"name": "Inquisitive",
"type": "specialty",
"img": "icons/svg/book.svg",
"system": {
"description": "You can’t leave a question alone; you pick at loose threads until they reveal the bigger pattern.",
"effects": "Push WIT rolls twice per roll",
"category": "investigation",
"package": "Investigator",
"prerequisites": "Investigator training package",
"isActive": true,
"effect": "When you spend extra time (a stretch) investigating a scene, system, or document, you automatically gain one additional piece of useful information beyond the basic success result."
}
},
{
"name": "Gut Feeling",
"type": "specialty",
"img": "icons/svg/book.svg",
"system": {
"description": "You have razor‑sharp instincts; your body spots danger before your conscious mind understands it.",
"effects": "Use EMP for Observation (threat detection only)",
"category": "investigation",
"package": "Investigator",
"prerequisites": "Investigator training package",
"isActive": true,
"effect": "Once per encounter, you may ask the GM “Is there an immediate hidden threat here?” and receive an honest yes/no answer plus a short hint if the answer is yes."
}
},
{
"name": "Hard Hitter",
"type": "specialty",
"img": "icons/svg/combat.svg",
"system": {
"description": "You don’t waste effort; every swing or shot is committed, brutal, and aimed to break things.",
"effects": "+1 Melee damage (sacrifice fast action)",
"category": "combat",
"package": "Frother",
"prerequisites": "Frother training package",
"isActive": true,
"effect": "Once per round, when you hit with a melee attack, you may trade your current unused Fast action (if any) to gain +2 damage on that attack."
}
},
{
"name": "True Grit",
"type": "specialty",
"img": "icons/svg/shield.svg",
"system": {
"description": "You simply refuse to stay down; pain and blood loss slow you, but they don’t stop you.",
"effects": "+1 maximum Health",
"category": "survival",
"package": "Frother",
"prerequisites": "Frother training package",
"isActive": true,
"effect": "Increase your maximum Health by +1, and once per combat when you would be Broken by physical damage, you instead remain at 1 Health."
}
},
{
"name": "Menacing",
"type": "specialty",
"img": "icons/svg/mystery-man.svg",
"system": {
"description": "Your presence, tone, and body language radiate controlled threat; people know you mean everything you say.",
"effects": "Use STR for Persuasion (intimidation only)",
"category": "social",
"package": "Corporate",
"prerequisites": "Corporate training package",
"isActive": true,
"effect": "When you use Persuasion to threaten, intimidate, or extract compliance, roll it using STR or EMP (your choice)."
}
},
{
"name": "Compassion",
"type": "specialty",
"img": "icons/svg/mystery-man.svg",
"system": {
"description": "You genuinely care, and people feel it; that makes them open up, calm down, or cling to you in crisis.",
"effects": "Push EMP rolls twice per roll",
"category": "social",
"package": "Corporate",
"prerequisites": "Corporate training package",
"isActive": true,
"effect": "When you successfully calm, reassure, or counsel an NPC or ally (Persuasion or Insight), that target recovers +1 extra Stress beyond the normal recovery from the scene."
}
},
{
"name": "Field Surgeon",
"type": "specialty",
"img": "icons/svg/heal.svg",
"system": {
"description": "You’re trained to work fast in filthy alleys and fire‑lit corridors, keeping people alive with whatever is at hand.",
"effects": "+1 Healing (critical injuries only)",
"category": "medical",
"package": "Medic",
"prerequisites": "Medic/Field Surgeon training package",
"isActive": true,
"effect": "When you treat a physical Critical Injury with Healing, reduce the required healing time by one step (rounds → stretch, stretch → shift, shift → 2 shifts, etc., to a minimum of 1 stretch)."
}
},
{
"name": "Healer",
"type": "specialty",
"img": "icons/svg/heal.svg",
"system": {
"description": "You focus on stabilizing and restoring others, making the most out of limited supplies and time.",
"effects": "Critical injuries heal in half the time",
"category": "medical",
"package": "Medic",
"prerequisites": "Medic/Field Surgeon training package",
"isActive": true,
"effect": "Whenever you successfully restore Health to another character (by Ebb, drugs, or medical treatment), the target recovers +1 additional Health."
}
},
{
"name": "Ebb Sensitive",
"type": "specialty",
"img": "icons/svg/explosion.svg",
"system": {
"description": "You have an innate feel for flux; the Ebb whispers in your nerves even when you are not actively using it.",
"effects": "Sense Ebons within ~10m radius",
"category": "ebb",
"package": "Ebon - Any",
"prerequisites": "Ebon race",
"isActive": true,
"effect": "You automatically sense the presence and general direction of Ebons or Brain Wasters within Short range and whether Ebb has been used in the area within the last few hours."
}
},
{
"name": "Ebb Fury",
"type": "specialty",
"img": "icons/svg/explosion.svg",
"system": {
"description": "You channel rage into raw psychic force, driving your powers harder than is strictly safe.",
"effects": "Spend 1 EP: +2 dice to combat roll",
"category": "ebb",
"package": "Brain Waster - Operative",
"prerequisites": "Brain Waster race",
"isActive": true,
"effect": "Once per combat round, after you roll a successful Ebb Use attack that deals damage, you may add +1 damage to that attack."
}
},
{
"name": "Code of Honor",
"type": "specialty",
"img": "icons/svg/statue.svg",
"system": {
"description": "You live by a strict personal or cultural code; breaking it would be worse than death.",
"effects": "Reroll all dice when upholding honor (once per session)",
"category": "racial",
"package": "Shaktar",
"prerequisites": "Shaktar race",
"isActive": true,
"effect": "When acting directly in line with your code (GM’s approval), you gain +1 die to a single roll once per scene; if you knowingly break your code, you immediately gain +1 Stress."
}
},
{
"name": "Cold Adapted",
"type": "specialty",
"img": "icons/svg/statue.svg",
"system": {
"description": "Your body is made for freezing climates; Mort’s bitter winds feel like mild weather.",
"effects": "Ignore cold penalties; +1 Stealth (dim/dark)",
"category": "racial",
"package": "Wraith Raider",
"prerequisites": "Wraith Raider race",
"isActive": true,
"effect": "You ignore penalties from natural cold environments and gain +1 die to Stealth in dim or dark conditions outdoors."
}
},
{
"name": "Regeneration",
"type": "specialty",
"img": "icons/svg/statue.svg",
"system": {
"description": "Your body knits flesh and bone far faster than humans; wounds close into angry scars in hours.",
"effects": "Heal 1 Health per hour (automatic)",
"category": "racial",
"package": "Stormer",
"prerequisites": "Stormer race",
"isActive": true,
"effect": "When you rest for at least one stretch in a safe place, you automatically regain +1 additional Health beyond normal recovery."
}
},
{
"name": "Combat Drug User",
"type": "specialty",
"img": "icons/svg/statue.svg",
"system": {
"description": "You know exactly how to ride the razor edge of combat drugs without immediately burning out.",
"effects": "Rush drug: +2 combat, -2 mental (addiction risk)",
"category": "racial",
"package": "Frother",
"prerequisites": "Frother race",
"isActive": true,
"effect": "When you take a combat drug (such as Rush), you may ignore the first –1 die penalty from its side effects for the duration of that dose."
}
}
]
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{
"panic": {
"name": "Panic Table",
"description": "Roll 1d6 + Stress. Results of 7-15 trigger panic effects.",
"formula": "1d6+@stress",
"results": [
{
"range": [7, 7],
"text": "<strong>Nervous Twitch:</strong> Gain +1 Stress. All allies in Short range gain +1 Stress as your tension spikes the squad.",
"type": 0
},
{
"range": [8, 8],
"text": "<strong>Tremble:</strong> Until end of scene: -2 dice to all AGI-based rolls (Marksmanship, Mobility, Stealth).",
"type": 0
},
{
"range": [9, 9],
"text": "<strong>Fumble/Jam:</strong> GM chooses one: drop held item; weapon jams (1 Fast action to clear); comms/camera/evidence mishandled (next related roll -2 dice).",
"type": 0
},
{
"range": [10, 10],
"text": "<strong>Freeze:</strong> Lose your next action (combat: lose next turn). You may defend normally but cannot Push again until after you act.",
"type": 0
},
{
"range": [11, 11],
"text": "<strong>Seek Cover:</strong> Use next action moving to cover/safer position if possible. If you refuse, take +1 Stress at start of each round until you comply.",
"type": 0
},
{
"range": [12, 12],
"text": "<strong>Outburst on Camera:</strong> You shout/scream/swear. Lose next action; position revealed (enemies +2 dice to locate/target). If witnesses/Third Eye present, GM introduces 'bad footage' complication.",
"type": 0
},
{
"range": [13, 13],
"text": "<strong>Flight Response:</strong> Must retreat from threat for at least 1 full round or one zone away. During this cannot take Slow actions.",
"type": 0
},
{
"range": [14, 14],
"text": "<strong>Operative Breakdown:</strong> Choose: BERSERK (attack nearest creature next action, friend/foe) OR CATATONIC (incapacitated D6 rounds). Allies who witness gain +1 Stress.",
"type": 0
},
{
"range": [15, 99],
"text": "<strong>Mind Fracture:</strong> Immediately suffer a Mental Critical Injury (roll Mental Critical Table) and apply it now.",
"type": 2,
"collection": "mentalCritical"
}
]
},
"physicalCritical": {
"name": "Physical Critical Injuries (D66)",
"description": "Roll 2d6 - first die is tens, second is ones (shown as tens.ones)",
"formula": "1d6t + 1d6",
"results": [
{"key": "1.1", "name": "Winded", "lethal": false, "timeLimit": "", "effects": "Lose next Fast action; -1 die to physical rolls for 1 round.", "healing": "1 stretch"},
{"key": "1.2", "name": "Rattled", "lethal": false, "timeLimit": "", "effects": "-1 die to Marksmanship and Observation for 1 scene.", "healing": "1 shift"},
{"key": "1.3", "name": "Sprained wrist", "lethal": false, "timeLimit": "", "effects": "-2 dice to actions using that hand (shooting, melee, crafting).", "healing": "D6 shifts"},
{"key": "1.4", "name": "Sprained ankle", "lethal": false, "timeLimit": "", "effects": "Movement is a Slow action until treated.", "healing": "D6 shifts or Healing"},
{"key": "1.5", "name": "Scalp cut", "lethal": false, "timeLimit": "", "effects": "Bleeding: take 1 damage per round until Healing roll succeeds (Slow action).", "healing": "1 shift"},
{"key": "1.6", "name": "Concussion", "lethal": false, "timeLimit": "", "effects": "-2 dice to WIT-based rolls for D6 shifts.", "healing": "D6 shifts"},
{"key": "2.1", "name": "Cracked ribs", "lethal": false, "timeLimit": "", "effects": "-2 dice to Mobility; Running costs +1 Stress.", "healing": "2D6 shifts"},
{"key": "2.2", "name": "Dislocated shoulder", "lethal": false, "timeLimit": "", "effects": "Arm unusable for melee/shooting; can still hold light items.", "healing": "2D6 shifts"},
{"key": "2.3", "name": "Broken fingers", "lethal": false, "timeLimit": "", "effects": "Reloading requires both actions (Fast+Slow); -2 dice to fine tasks.", "healing": "2D6 shifts"},
{"key": "2.4", "name": "Broken nose", "lethal": false, "timeLimit": "", "effects": "-2 dice to Persuasion; blood/mask issues impose -1 die on Observation.", "healing": "D6 shifts"},
{"key": "2.5", "name": "Deep thigh gash", "lethal": false, "timeLimit": "", "effects": "Movement becomes Slow; if you Run, take 1 damage after the move.", "healing": "2D6 shifts"},
{"key": "2.6", "name": "Hearing loss", "lethal": false, "timeLimit": "", "effects": "-2 dice to Observation checks relying on sound/comms cues.", "healing": "D6 shifts"},
{"key": "3.1", "name": "Knocked-out teeth", "lethal": false, "timeLimit": "", "effects": "-2 dice to Persuasion; intimidation attempts +1 die if you show the injury.", "healing": "D6 days"},
{"key": "3.2", "name": "Crushed toes", "lethal": false, "timeLimit": "", "effects": "Movement Slow; -2 dice to Mobility in cluttered zones.", "healing": "2D6 days"},
{"key": "3.3", "name": "Gouged eye", "lethal": false, "timeLimit": "", "effects": "-2 dice to Marksmanship and Observation (depth perception).", "healing": "2D6 days or Permanent if untreated"},
{"key": "3.4", "name": "Busted kneecap", "lethal": false, "timeLimit": "", "effects": "Cannot Run; Movement Slow.", "healing": "2D6 days"},
{"key": "3.5", "name": "Broken arm", "lethal": false, "timeLimit": "", "effects": "Arm unusable; no 2-handed weapons.", "healing": "2D6 days"},
{"key": "3.6", "name": "Broken leg", "lethal": false, "timeLimit": "", "effects": "Movement Slow; Retreat requires Mobility roll or fall prone.", "healing": "3D6 days"},
{"key": "4.1", "name": "Punctured lung", "lethal": true, "timeLimit": "1 shift", "effects": "-2 dice to Stamina & Mobility; each round you exert yourself take 1 damage.", "healing": "D6 days"},
{"key": "4.2", "name": "Bleeding gut", "lethal": true, "timeLimit": "1 shift", "effects": "Each Slow action costs 1 damage (internal bleed).", "healing": "D6 days"},
{"key": "4.3", "name": "Ruptured intestines", "lethal": true, "timeLimit": "1 shift", "effects": "Infection risk: each day roll Stamina; fail = take 1 damage.", "healing": "2D6 days"},
{"key": "4.4", "name": "Severed arm artery", "lethal": true, "timeLimit": "1 stretch", "effects": "Arm unusable; must be stabilized or death check at time limit.", "healing": "D6 days"},
{"key": "4.5", "name": "Severed leg artery", "lethal": true, "timeLimit": "1 stretch", "effects": "Movement impossible unaided; must be stabilized.", "healing": "D6 days"},
{"key": "4.6", "name": "Cracked spine", "lethal": true, "timeLimit": "1 day", "effects": "Collapse prone; cannot Move without help; if not stabilized becomes permanent paralysis.", "healing": "3D6 days or Permanent"},
{"key": "5.1", "name": "Ruptured jugular", "lethal": true, "timeLimit": "1 round", "effects": "Immediate stabilize or die at time limit.", "healing": "—"},
{"key": "5.2", "name": "Ruptured aorta", "lethal": true, "timeLimit": "2 rounds", "effects": "Immediate stabilize or die at time limit.", "healing": "—"},
{"key": "5.3", "name": "Severed arm", "lethal": true, "timeLimit": "1 shift", "effects": "Permanent loss; immediate +2 Stress from shock.", "healing": "Permanent"},
{"key": "5.4", "name": "Severed leg", "lethal": true, "timeLimit": "1 shift", "effects": "Permanent loss; you collapse; movement impossible unaided.", "healing": "Permanent"},
{"key": "5.5", "name": "Impaled heart", "lethal": true, "timeLimit": "1 round", "effects": "You are Broken; only stabilization prevents death.", "healing": "Permanent condition"},
{"key": "5.6", "name": "Crushed skull", "lethal": true, "timeLimit": "Instant", "effects": "You die immediately.", "healing": "—"},
{"key": "6.1", "name": "Disembowelled", "lethal": true, "timeLimit": "Instant", "effects": "You die immediately.", "healing": "—"},
{"key": "6.2", "name": "Pierced head", "lethal": true, "timeLimit": "Instant", "effects": "You die immediately.", "healing": "—"},
{"key": "6.3", "name": "Spinal sever", "lethal": true, "timeLimit": "Instant", "effects": "You die immediately (or GM option: permanent paralysis if cinematic).", "healing": "—"},
{"key": "6.4", "name": "Massive trauma", "lethal": true, "timeLimit": "Instant", "effects": "You die immediately.", "healing": "—"},
{"key": "6.5", "name": "Total organ failure", "lethal": true, "timeLimit": "Instant", "effects": "You die immediately.", "healing": "—"},
{"key": "6.6", "name": "Catastrophic destruction", "lethal": true, "timeLimit": "Instant", "effects": "You die immediately.", "healing": "—"}
]
},
"mentalCritical": {
"name": "Mental Critical Injuries (D66)",
"description": "Roll 2d6 - first die is tens, second is ones (shown as tens.ones)",
"formula": "1d6t + 1d6",
"results": [
{"key": "1.1", "name": "Shaken", "lethal": false, "timeLimit": "", "effects": "+1 Stress; -1 die to all rolls for 1 round.", "recovery": "1 stretch"},
{"key": "1.2", "name": "Tunnel vision", "lethal": false, "timeLimit": "", "effects": "-2 dice to Observation; you miss side details.", "recovery": "1 shift"},
{"key": "1.3", "name": "Jumpy", "lethal": false, "timeLimit": "", "effects": "Must spend Fast action to Focus before any ranged attack or power use.", "recovery": "D6 shifts"},
{"key": "1.4", "name": "Intrusive media loop", "lethal": false, "timeLimit": "", "effects": "-2 dice to Insight/Persuasion (can't read people; hear 'commentary').", "recovery": "D6 shifts"},
{"key": "1.5", "name": "Nausea", "lethal": false, "timeLimit": "", "effects": "First Slow action each scene costs +1 Stress.", "recovery": "D6 shifts"},
{"key": "1.6", "name": "Dissociation", "lethal": false, "timeLimit": "", "effects": "Cannot Push social rolls; speech becomes flat/odd (roleplay flag).", "recovery": "D6 shifts"},
{"key": "2.1", "name": "Anxiety spiral", "lethal": false, "timeLimit": "", "effects": "+1 Stress each shift until safe rest stretch.", "recovery": "D6 shifts"},
{"key": "2.2", "name": "Nightmares", "lethal": false, "timeLimit": "", "effects": "Sleep doesn't clear Stress unless you succeed Insight roll per sleep shift.", "recovery": "D6 days"},
{"key": "2.3", "name": "Phobia (triggered)", "lethal": false, "timeLimit": "", "effects": "Near trigger: +1 Stress per round; cannot Push.", "recovery": "2D6 days"},
{"key": "2.4", "name": "Compulsion: Check kit", "lethal": false, "timeLimit": "", "effects": "Start of each scene: spend 1 Fast action checking kit or take +1 Stress.", "recovery": "D6 days"},
{"key": "2.5", "name": "Paranoia (no help)", "lethal": false, "timeLimit": "", "effects": "Cannot receive Help dice; reject assistance unless persuaded.", "recovery": "2D6 days"},
{"key": "2.6", "name": "Emotional shutdown", "lethal": false, "timeLimit": "", "effects": "-2 dice to EMP rolls; can't connect or comfort.", "recovery": "2D6 days"},
{"key": "3.1", "name": "Rage trigger", "lethal": false, "timeLimit": "", "effects": "When harmed/insulted: pass Resolve check or retaliate next action.", "recovery": "2D6 days"},
{"key": "3.2", "name": "Guilty fixation", "lethal": false, "timeLimit": "", "effects": "-2 dice to WIT rolls unless pursuing obsession in scene.", "recovery": "2D6 days"},
{"key": "3.3", "name": "Hallucinations (voices)", "lethal": false, "timeLimit": "", "effects": "Each shift: roll Insight; fail = lose next action to arguing/listening.", "recovery": "3D6 days"},
{"key": "3.4", "name": "Flashbacks", "lethal": false, "timeLimit": "", "effects": "Blood/dim light: +1 Stress per round; cannot Push.", "recovery": "2D6 days"},
{"key": "3.5", "name": "Fugue risk", "lethal": false, "timeLimit": "", "effects": "When Stress ≥5: once per scene GM may remove 1 action (lose time).", "recovery": "2D6 days"},
{"key": "3.6", "name": "Self-medication", "lethal": false, "timeLimit": "", "effects": "If don't take coping substance daily, start next session at +2 Stress.", "recovery": "3D6 days"},
{"key": "4.1", "name": "Major breakdown", "lethal": false, "timeLimit": "", "effects": "Broken for D6 rounds; afterward -2 dice to mental rolls for 1 day.", "recovery": "D6 days"},
{"key": "4.2", "name": "Catatonia", "lethal": false, "timeLimit": "", "effects": "Unresponsive for D6 rounds (combat) or 1 stretch (non-combat).", "recovery": "D6 days"},
{"key": "4.3", "name": "Violent derealization", "lethal": false, "timeLimit": "", "effects": "In darkness allies count as 'unknown shapes': -2 dice to avoid friendly fire.", "recovery": "2D6 days"},
{"key": "4.4", "name": "Panic flight", "lethal": false, "timeLimit": "", "effects": "If threatened: must Retreat unless pass Resolve; cannot hold position.", "recovery": "2D6 days"},
{"key": "4.5", "name": "Ebb echo (if Ebon)", "lethal": false, "timeLimit": "", "effects": "Whenever you Push gain +1 extra Stress (so Push = +2 Stress total).", "recovery": "2D6 days"},
{"key": "4.6", "name": "Camera-worthy mania", "lethal": false, "timeLimit": "", "effects": "-2 dice to Stealth; if don't do something bold each scene +1 Stress.", "recovery": "2D6 days"},
{"key": "5.1", "name": "Permanent phobia", "lethal": false, "timeLimit": "", "effects": "As Phobia but only therapy/arc resolution removes it.", "recovery": "Permanent until treated"},
{"key": "5.2", "name": "Permanent paranoia", "lethal": false, "timeLimit": "", "effects": "Cannot accept Help dice without therapy/arc resolution.", "recovery": "Permanent until treated"},
{"key": "5.3", "name": "Identity fracture", "lethal": false, "timeLimit": "", "effects": "Define new persona/compulsion; -1 die to EMP until resolved in play.", "recovery": "Permanent until resolved"},
{"key": "5.4", "name": "Amnesia (episodic)", "lethal": false, "timeLimit": "", "effects": "Lose last shift of memory; GM introduces concrete complication/lead loss.", "recovery": "D6 days"},
{"key": "5.5", "name": "Total amnesia", "lethal": false, "timeLimit": "", "effects": "Forget squad and role; must be managed in play.", "recovery": "D6 days or longer"},
{"key": "5.6", "name": "Psychotic break", "lethal": false, "timeLimit": "", "effects": "Broken now; on recovery gain lasting delusion/compulsion.", "recovery": "Permanent until treated"},
{"key": "6.1", "name": "Heart seizure", "lethal": true, "timeLimit": "1 shift", "effects": "Each shift make Stamina; fail = death.", "recovery": "—"},
{"key": "6.2", "name": "Suicide impulse", "lethal": true, "timeLimit": "1 shift", "effects": "If left alone attempt self-harm; allies can restrain/persuade/treat.", "recovery": "—"},
{"key": "6.3", "name": "Total collapse", "lethal": true, "timeLimit": "1 day", "effects": "Stress cannot be relieved naturally; if Stress ≥7 at day end, die of shock.", "recovery": "—"},
{"key": "6.4", "name": "Vegetative state", "lethal": true, "timeLimit": "1 day", "effects": "Unresponsive; only advanced care prevents permanent loss.", "recovery": "Permanent"},
{"key": "6.5", "name": "Fatal panic", "lethal": true, "timeLimit": "1 shift", "effects": "Unless stabilized medically, you die.", "recovery": "—"},
{"key": "6.6", "name": "Heart stops", "lethal": true, "timeLimit": "Instant", "effects": "You die immediately.", "recovery": "—"}
]
},
"rangedCriticalFail": {
"name": "Ranged Weapon Critical Fail (2-12)",
"description": "Trigger on pushed attack with stress bane and zero total successes.",
"formula": "2d6",
"results": [
{"range": [2, 2], "text": "<strong>Awkward stance:</strong> You overextend. Suffer -1 die to your next ranged attack this scene.", "type": 0},
{"range": [3, 3], "text": "<strong>Exposed:</strong> You lean too far from cover or step into the open. Enemies gain +1 die to attack you until the start of your next turn.", "type": 0},
{"range": [4, 4], "text": "<strong>Fumbled reload:</strong> You mis-seat a magazine or drop a round. No damage, but you lose your next Fast action (or must spend a Fast action immediately) to fix it.", "type": 0},
{"range": [5, 5], "text": "<strong>Slipped aim:</strong> Your shot goes wild. The GM may move your attack to a different target or object in the same zone.", "type": 0},
{"range": [6, 6], "text": "<strong>Spent mag:</strong> You miscounted your rounds. After resolving the miss, your magazine is empty; set ammo to 0 for that magazine.", "type": 0},
{"range": [7, 7], "text": "<strong>Jammed:</strong> The weapon jams hard. You cannot fire it again until you spend a Slow action to clear the jam.", "type": 0},
{"range": [8, 8], "text": "<strong>Weapon dropped:</strong> Recoil or surprise makes you lose your grip. You drop the weapon in your zone; picking it up costs a Fast action.", "type": 0},
{"range": [9, 9], "text": "<strong>Harsh recoil:</strong> You wrench your arm or shoulder. Take 1 damage ignoring armor and -1 die to all ranged attacks until you receive first aid or rest a stretch.", "type": 0},
{"range": [10, 10], "text": "<strong>Collateral damage:</strong> Your stray fire hits something important. The GM creates an immediate new hazard that threatens you or your squad.", "type": 0},
{"range": [11, 11], "text": "<strong>Catastrophic jam / partial break:</strong> A casing ruptures, or internal parts shear. Take 1 damage ignoring armor, and the weapon is broken until repaired.", "type": 0},
{"range": [12, 12], "text": "<strong>Overload / explosion:</strong> The weapon catastrophically fails. Take 2 damage ignoring armor and suffer an automatic Physical Critical Injury roll. The weapon is destroyed.", "type": 0}
]
},
"meleeCriticalFail": {
"name": "Melee Weapon Critical Fail (2-12)",
"description": "Trigger on pushed attack with stress bane and zero total successes.",
"formula": "2d6",
"results": [
{"range": [2, 2], "text": "<strong>Off balance:</strong> You over-swing. Suffer -1 die to your next Melee attack this scene.", "type": 0},
{"range": [3, 3], "text": "<strong>Overextended:</strong> You stumble into a bad position. Enemies attacking you in Engaged range gain +1 die until the start of your next turn.", "type": 0},
{"range": [4, 4], "text": "<strong>Slip or trip:</strong> You lose footing. You fall prone or stagger; standing costs a Fast action.", "type": 0},
{"range": [5, 5], "text": "<strong>Minor strain:</strong> You tweak a wrist, elbow, or ankle. Take 1 damage ignoring armor but no other effect.", "type": 0},
{"range": [6, 6], "text": "<strong>Friendly tangle:</strong> You clash with an ally’s position. One nearby ally suffers -1 die to their next action this round.", "type": 0},
{"range": [7, 7], "text": "<strong>Weapon stuck / over-committed:</strong> Weapon user: weapon sticks; spend a Fast action to free it. Unarmed: cannot Parry until your next turn.", "type": 0},
{"range": [8, 8], "text": "<strong>Weapon dropped / grip broken:</strong> Weapon user: drop weapon; pick up costs Fast action. Unarmed: suffer -2 dice to Melee until end of scene or treated.", "type": 0},
{"range": [9, 9], "text": "<strong>Self-inflicted knock:</strong> You strike a solid surface. Take 1 damage ignoring armor and lose one Fast action on your next turn.", "type": 0},
{"range": [10, 10], "text": "<strong>Bad landing / joint damage:</strong> Take 2 damage ignoring armor and suffer -2 dice to physical rolls involving that limb until healed.", "type": 0},
{"range": [11, 11], "text": "<strong>Weapon break / serious strain:</strong> Weapon: damaged (-2 dice) until repaired; if already damaged, it breaks. Unarmed: take 2 damage ignoring armor and -2 dice to Melee until medical treatment.", "type": 0},
{"range": [12, 12], "text": "<strong>Catastrophic self-harm:</strong> Take weapon’s base damage (or 2 unarmed) ignoring armor and immediately roll a Physical Critical Injury.", "type": 0}
]
}
}