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{"name":"Fixated","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: This causes a -1 per severity penalty to&nbsp;all actions not involving the subject of the&nbsp;fixation while the subject is in the same scene.&nbsp;</p>\n<p><strong>Duration</strong>: This lasts until a concentrate action&nbsp;is taken for the character to clear her head&nbsp;and remove this consequence.&nbsp;</p>\n<p><strong>Subject</strong>: When this consequence is gained,&nbsp;the consequence always has some subject with which the character is fixated. A&nbsp;&nbsp;character may not have more than one Fixated consequence at a time. Effects that wound impose a new fixation first remove the old Fixated consequence. Every severity&nbsp; of Fixated that would be imposed instead&nbsp;removes a severity of the old consequence. Then, once the old consequence is gone,&nbsp;the remaining severities of the new consequence apply as normal.</p>\n<p>The character has something with which she&nbsp;is fixated, and she finds it difficult to focus&nbsp;on anything else. This might include a slow&nbsp;atmospheric leak that will have to be dealt&nbsp;with, or personal issues lingering in the back&nbsp;of her mind.</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/fixated.svg","effects":[],"_id":"3GB0NAetYAVHIzmu"}
{"name":"Encumbered","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: -1 per severity to all Speed- and Dexterity- based actions. When critically failing one of&nbsp;these actions, the character may accidentally&nbsp;drop whatever she is holding.</p>\n<p><strong>Duration</strong>: This lasts until the character puts&nbsp;down enough gear that she isn&rsquo;t encumbered anymore (see page 179).&nbsp;</p>\n<p>The character is burdened dow n by carting&nbsp;around more gear than she can easily carry.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/encumbered.svg","effects":[],"_id":"DmNjQk6pLstGJIj1"}
{"name":"Concealment","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: +1 per severity to Defense against attacks targeting the concealed character.</p>\n<p><strong>Duration</strong>: Concealment lasts until a movement is taken that negates the concealment.</p>\n<p>For example, turning on a light to get&nbsp;around darkness or moving to get around concealing foliage.&nbsp;The character is obscured by smoke, darkness or some other effect that the character can&nbsp;exploit to make targeting her difficult.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/concealment.svg","effects":[],"_id":"E2t5ZmYxToqAAStK"}
{"name":"Fatigue","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: -1 per severity to all Speed- and Dexterity- based actions. When critically failing one of&nbsp;these actions, the character may accidentally&nbsp;drop whatever she is holding.</p>\n<p><strong>Duration</strong>: This lasts until the character puts&nbsp;down enough gear that she isn&rsquo;t encumbered anymore (see page 179).&nbsp;</p>\n<p>The character is burdened dow n by carting&nbsp;around more gear than she can easily carry.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/fatigue.svg","effects":[],"_id":"HROFjZfcGBASMeLZ"}
{"name":"Desire","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: Every time the severity of this consequence increases, the character must succeed at a Det-12 flip or perform the desired action at the next opportunity. This action is at a +2 bonus if it is against the character&rsquo;s nature, such as harming an ally, or a +4 bonus if it involves almost certain harm to oneself.</p>\n<p><strong>Duration</strong>: This lasts until the desired action is&nbsp;indulged, a new desire is imposed (see the&nbsp;description under &ldquo;Subject&rdquo; below) or until&nbsp; the end of the scene.</p>\n<p><strong>Subject</strong>: When this consequence is gained, the&nbsp;consequence always has some action the&nbsp;character desires to perform. A character&nbsp;may not have more than one Desire consequence at a time. Effects that would impose&nbsp;a new desire first remove the old Desire&nbsp;consequence. Every severity of desire that&nbsp;would be imposed removes a severity of the&nbsp;old consequence. Then, once the old consequence is gone, the remaining severities of&nbsp;the new consequence apply as normal.</p>\n<p>The character has a strong, deep-seated urge&nbsp;to undertake some action. This might be indulging in alcohol or marijuana, making a&nbsp;move on an attractive dancer or punching the&nbsp;annoying corp representative in the face.&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/desire.svg","effects":[],"_id":"JFPWuiFyvbiLgbi0"}
{"name":"Spin","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: -1 per severity to all actions executed while spun. This penalty also applies to reactions such as dodge and zone of control. While spinning, aim actions cannot betaken, nor can most move actions.</p>\n<p><strong>Duration</strong>: This lasts until a move action is&nbsp;taken for the character to regain control of her position and movement.&nbsp;</p>\n<p>The character or vehicle is moving in an uncontrolled fashion. For a character, light severity&nbsp;might represent being off-balance, and moderate&nbsp;might represent being knocked prone. Higher&nbsp;severities could represent uncontrolled spin in&nbsp;microgravity. For vehicles, this could represent&nbsp;spinning out in any number of fashions. Spin&nbsp;is both disorientating and makes performing&nbsp;many actions very difficult.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/spin.svg","effects":[],"_id":"K7cwaAeyUdb3RpPC"}
{"name":"Bleeding","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: The character takes a wound equal to the severity of this consequence at the end&nbsp;&nbsp;of every round. This ignores DR.</p>\n<p><strong>Duration</strong>: Bleeding lasts until the character&nbsp;successfully receives first aid or dies.</p>\n<p>&nbsp;The character is suffering from an ongoing&nbsp;source of damage. This is usually literal&nbsp;bleeding from open wounds, but it may also&nbsp;represent ongoing damage from maladies or&nbsp;&nbsp;environmental conditions.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/bleeding.svg","effects":[],"_id":"ROqmOqhwIHIC5lP6"}
{"name":"Stun","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: The character cannot execute actions&nbsp;other than to end this consequence. This includes an inability to take reactions, such&nbsp;as wait, zone of control or dodge.</p>\n<p><strong>Duration</strong>: This lasts until a concentrate action&nbsp;is taken for the character to clear her head&nbsp;and remove the consequence. Additionally, when any action cannot execute due&nbsp;to stun, the Stun consequence&rsquo;s severity is&nbsp;reduced by one. Finally, any AP left at the&nbsp;end of the round can also immediately be&nbsp;spent to reduce Stun one severity per AP&nbsp;spent in this way.&nbsp;</p>\n<p>The character is stunned due to some effect -&nbsp;perhaps a sudden blow to the head, the concussive blast of an explosion or sudden&nbsp;shock and pain.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/stun.svg","effects":[],"_id":"RierBnRQMdvYBQud"}
{"name":"Bolstered","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: +1 per severity bonus to the next flip.</p>\n<p><strong>Duration</strong>: This lasts until an action is taken&nbsp;that benefits from the consequence or until the end of the scene.</p>\n<p>The character&rsquo;s actions are bolstered usually through either expertly directed tactics, improved morale, combat stims or any other number of factors.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/bolstered.svg","effects":[],"_id":"RycDXDhAXrp01bNo"}
{"name":"Cover","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: +1 per severity to Defense against &nbsp;attacks targeting a character through cover. This applies to both incoming and &nbsp;outgoing attacks unless the Take Cover action has been executed, after which it &nbsp;applies only to incoming attacks. If the&nbsp;cover bonus would make the difference&nbsp;between success or failure on an attack, the object providing cover is struck instead and takes the damage.</p>\n<p><strong>Duration</strong>: This lasts until an action is taken that&nbsp;negates the cover, such as moving to where&nbsp;the obstructing object does not provide&nbsp;cover or destroying the cover in an attack.&nbsp;</p>\n<p>&nbsp;There is some physical object the character&nbsp; &nbsp;can get behind and use as cover against&nbsp;incoming attacks.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/cover.svg","effects":[],"_id":"aKRkxSrtRagaFhSw"}
{"name":"Fear","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: The character cannot take an action that directly affects the subject or her fear or which moves her closer to the subject of her fear. At the beginning of a round, she may take one fewer AP in order to ignore this restriction for the round.</p>\n<p><strong>Duration</strong>: This lasts until a concentrate action&nbsp;is taken for the character to clear her head&nbsp;and remove this consequence.&nbsp;</p>\n<p><strong>Subject</strong>: When this consequence is gained, the&nbsp;character always has something of which&nbsp;she is afraid.&nbsp;</p>\n<p>Something is making the character fearful.&nbsp;Her fearful reaction could run the gamutfrom solidly intimidated to sheer, mind&nbsp;&nbsp;boggling terror.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/fear.svg","effects":[],"_id":"gRjB0UCLcn9r4re1"}
{"name":"Lingering Injury","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: Varies highly with the specific injury.&nbsp;The player should note the specifics of her&nbsp;character&rsquo;s injury (see page 130).</p>\n<p><strong>Duration</strong>: Varies with specific injury and severity.&nbsp;The character has some sort of linger injury&nbsp;that may hinder her actions until it is healed.</p>\n<p>The nature of lingering injuries vary highly&nbsp;with the specifics of the injury.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/lingering-injury.svg","effects":[],"_id":"sAyt7ufgRqqIKozf"}
{"name":"Dazed","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"consequence","data":{"severity":"none","description":"<p><strong>Effect</strong>: +1 per severity to Defense against &nbsp;attacks targeting a character through cover. This applies to both incoming and &nbsp;outgoing attacks unless the Take Cover action has been executed, after which it &nbsp;applies only to incoming attacks. If the&nbsp;cover bonus would make the difference&nbsp;between success or failure on an attack, the object providing cover is struck instead and takes the damage.</p>\n<p><strong>Duration</strong>: This lasts until an action is taken that&nbsp;negates the cover, such as moving to where&nbsp;the obstructing object does not provide&nbsp;cover or destroying the cover in an attack.&nbsp;</p>\n<p>&nbsp;There is some physical object the character&nbsp; &nbsp;can get behind and use as cover against&nbsp;incoming attacks.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/dazed.svg","effects":[],"_id":"vHcRT3kQVWPHSz38"}

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{"_id":"3o49zG4Xtc1I29j2","name":"Celebrity Deluxe","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"geneline","data":{"experiences":"Str +5, Dex +10, Spd +5, End +10, Int +0, Per +15, Chr +15, Det +0","edge":"","weakness":"<p>People with this geneline are often pushed into lives where they&nbsp;are constantly surrounded by people and attention from a very young age. Some with&nbsp;this geneline then grow up to be uncomfortable in situations where they aren&rsquo;t with&nbsp;people, optionally meriting an&nbsp; Impairment&nbsp;weakness that affects situations where they&nbsp;are alone. Others grow to see people&nbsp; more as&nbsp;tools, resulting in an Impairment that affects&nbsp;empathy or nurturing.&nbsp;</p>\n<p>&nbsp;</p>","description":"<p>Some parents have both considerable money and dream of their child being a celebrity, dancer, model or other limelight type. These parents may pick a celebrity deluxe upgrade. This upgrade provides a genetic disposition geared towards being an outgoing and charismatic individual, but as a deluxe geneline, its cost is outside the means of most parents.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/geneline.svg","effects":[]}
{"_id":"FXvzVvIAlIaKcxKt","name":"Genius Deluxe","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"geneline","data":{"experiences":"Str +0, Dex +5, Spd +10, End +0, Int +15, Per +10, Chr +5, Det + 15","edge":"","weakness":"<p>Picking up on things&nbsp;more quickly than those around them, people with a genius deluxe geneline can grow&nbsp;up to think little of others, optionally resulting in an Impairment weakness. Others&nbsp;rely too heavily on their natural aptitudes in&nbsp;picking things up rather than on hard work&nbsp;and training, resulting in an Impairment to&nbsp;certain skills or areas of interest.&nbsp;</p>","description":"<p>Life is harder when you&rsquo;re dumb. Some parents don&rsquo;t want their child going through that, so they pour considerable financial resources into purchasing a genetic upgrade that will ensure the largest possible boost to the child&rsquo;s intelligence. This upgrade does just that, providing a genetic disposition towards memory and quick learning. As a deluxe upgrade, however, this geneline is outside the means of most parents.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/geneline.svg","effects":[]}
{"_id":"Z0kAEjj49XWb0cln","name":"Groundside Standard","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"geneline","data":{"experiences":"Str +10, Dex +0, Spd +0, End +10, Int +10, Per +10, Chr +10, Det +10","edge":"","weakness":"<p>The vast majority of&nbsp;people live in a gravity well and never journey into space in their lifetimes. As such,&nbsp;protections against common space ailments&mdash;such as higher levels of background&nbsp;radiation or loss of bone density in microgravity environments&mdash;are commonly excluded from groundside standard genelines in an effort to make them affordable. The&nbsp;player may optionally take an Impairment&nbsp;weakness to account for this.&nbsp;</p>","description":"<p>The single most common class of genelines, this represents the standard genelines commonly chosen by those living in a gravity well. It includes all the usual protections against genetic diseases as well as resistance to&nbsp;the transmissible diseases usually found among large populations. Finally, resistance to environmental pollutants and well-rounded developmental upgrades are added.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/geneline.svg","effects":[]}
{"_id":"ZKwO7Sk5ZkLynPL4","name":"Spacer's Standard","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"geneline","data":{"experiences":"Str +0, Dex +10, Spd +10, End +0, Int +10, Per +10, Chr +10, Det +10","edge":"","weakness":"<p>Spacers largely live in&nbsp;a climate-controlled world of air-scrubbers&nbsp;and recyclers. As such, standard spacer&nbsp;genelines often fail to include modifications that protect against rampant environmental pollutants found in Earth or the&nbsp;prevalence of diseases found in the large&nbsp;population centers groundside. The player&nbsp;may optionally&nbsp; take an Impairment weakness to account for this.&nbsp;</p>","description":"<p>The standard gene upgrades typically chosen by spacers are different than those typically chosen by people living in a&nbsp; gravity&nbsp;well because the environmental conditions are&nbsp;significantly different. While all the standard&nbsp;protections against genetic diseases are still&nbsp;included, the spacer&rsquo;s standard also includes&nbsp;protection against bone degradation due to&nbsp;microgravity as well as resistance against the&nbsp;higher levels of radiation people are typically exposed to in space. Finally, it also includes broad-spectrum upgrades with an emphasis on&nbsp;the flexibility and mobility needed in a microgravity environment.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/geneline.svg","effects":[]}
{"_id":"fnhTh5Quo99Q37qu","name":"Athlete Deluxe","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"geneline","data":{"experiences":"Str +15, Dex +10, Spd +10,End +15, Int +5, Per +0, Chr +0, Det +5","edge":"","weakness":"<p>These genelines are&nbsp;marketed at a demographic of parents with&nbsp;very clear ideas of what they want for their&nbsp;child and with enough money to see that&nbsp;focus happens. As such, many children&nbsp;growing up with this geneline find their&nbsp;lives hyper-focused on athletics in spite of&nbsp;whatever wishes they themselves may have.&nbsp;This focus can lead to clear deficiencies in&nbsp;other fields, optionally meriting an Impairment weakness in other areas. Some with&nbsp;this weakness also wash out, injuring themselves in some unrepairable way because&nbsp;they assume their geneline will be more&nbsp;protection against such things than it is. A&nbsp;Disability or other Shortcoming weakness&nbsp;might represent this.&nbsp;</p>\n<p>&nbsp;</p>","description":"<p>This is an upmarket geneline category targeted at those who want to provide their child with a genetic disposition favoring athleticism and physical capability. It&rsquo;s often purchased by those who dream of raising a future sports star or those who want to make up for family genes that convey poor physicalability. As a deluxe geneline, its cost is outside the means of most parents, and as such it isn&rsquo;t commonly found among manual laborers, despite its obvious assistance there.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/geneline.svg","effects":[]}
{"_id":"gIkbFA4mnxEuYHwU","name":"Budget Upgrade","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"geneline","data":{"experiences":"Str +5, Dex +5, Spd +5, End +5, Int + 5, Per +5, Chr +5, Det +5","edge":"+2. As someone with a geneline that is generally considered sub-par, those with a budget upgrade must develop their edge more than most in order to compete.","weakness":"<p>Budget Upgrades are&nbsp;meant to deliver the maximum bang for&nbsp;a small amount of buck, but in order to&nbsp;achieve this, the upgrades always have to&nbsp;cut corners. Some companies even use budget upgrades as a testbed for experimental&nbsp;genetic manipulations that may one day be&nbsp;incorporated into deluxe or standard packages. As with most&nbsp; experiments, many of&nbsp;these are failures. The player may optionally choose an&nbsp; Impairment or Shortcoming weakness to account for a cut corner or&nbsp;unintended side&nbsp; effect of an experimental&nbsp;gene manipulation.&nbsp;</p>","description":"<p>Families who cannot afford a standard genetic upgrade for their child often opt to pick a budget upgrade. While these upgrades aren&rsquo;t as full-featured as standard packages, they do provide crucial protection against most common genetic diseases, as well as modest boosts to the child&rsquo;s inborn capabilities. Those born with a budget upgrade often lag behind their peers during development, but some take these difficulties in stride and it drives them to focus and work to become competitive.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/geneline.svg","effects":[]}
{"_id":"uFBXPRUJpmboZbme","name":"Wild Type","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"geneline","data":{"experiences":"The player may put +5 experiences into four different stats of her choice.","edge":"+4. Competing in a world where almost everyone else has a genome bioengineered to be better than the wild type, those few that manage to compete despite their wild type geneline must develop their edge to its fullest extent.","weakness":"<p>Many people&nbsp;throughout human history have experienced a variety of genetic defects or handicaps&mdash;from sickle-cell anemia to Marfan&nbsp;syndrome. Thanks to the wonders of bioengineering, these are largely a thing of the&nbsp;past. However, as one of the few with a&nbsp;wild type genome, this character may possess such a genetic defect. The player may optionally choose a weakness trait representing the particular defect.&nbsp;</p>","description":"<p>Those with a wild type genome don&rsquo;t have a gene upgrade, and instead they simply have whatever genetic material their parents&nbsp;naturally provided them with. People with a&nbsp;wild type genome are becoming a rarity outside&nbsp;of the very remote, the impoverished or within&nbsp;certain religious groups. They frequently lag&nbsp;behind their peers in development and are&nbsp;susceptible to numerous genetic diseases.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/geneline.svg","effects":[]}
{"_id":"vDOAmovqE53dQzlh","name":"Modern Superman","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"geneline","data":{"experiences":"Str +10, Dex +10, Spd +10, End +10, Int +10, Per +10, Chr +10, Det +10","edge":"-3. As the pinnacle of human engi- neering, those with the Modern Superman geneline need to rely less on their edge to get them through situations, and as such, do not develop it as much to get them through life.","weakness":"<p>Many people who&nbsp;grow up with a modern superman geneline&nbsp;find it difficult not to think of themselves&nbsp;as better than other people. After all, they&nbsp;tend to be stronger, tougher, faster, smarter&nbsp;and more perceptive than those around&nbsp;them. However charismatic someone with&nbsp;a modern superman geneline is, this feeling of superiority often rubs those around&nbsp;them the wrong way and may lead to them&nbsp;overestimating their own abilities. The&nbsp;player may optionally take an Impairment&nbsp;or Complication weakness to represent&nbsp;this.&nbsp;</p>","description":"<p>Genelines in the modern superman class&nbsp; represent the best well-rounded genetic upgrades money can buy. As such, these&nbsp;upgrades are typically only found among the&nbsp;children of the very rich or influential. Children&nbsp;with these upgrades typically excel past their&nbsp;peers, and alternately either find themselves at&nbsp;the pinnacle of popularity or isolated for it.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/geneline.svg","effects":[]}

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{"_id":"0xmW2R5sieo5k4d9","name":"Techno","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"subculture","data":{"experiences":"Comp-Ops +2, Engineer +2, Mechanic +2, Phy-Sci +2, Program +2, Vehicles +2","description":"<p>The Techno subculture embraces new technologies and their impact on daily life, particularly in regard to AI, AR, implants and simspaces. Many of the older generation in the subculture view meatspace as increasingly obsolete and seek instead to &ldquo;transcend&rdquo; meatspace in favor of an almost entirely digital life. Many of the younger generation in the subculture instead favor elective implants as a way to overcome the limitations of the flesh. See page 52.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/subculture.svg","effects":[]}
{"_id":"Aqq8oo08963xiBdN","name":"Neoret","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"subculture","data":{"experiences":"Crafts +2, Deception +2, Investigate +2, Lib-Arts +2, Melee +2, Naturalist +2","description":"<p>The Neoret subculture mixes personal eccentricity with the exaltation of looking back to an idealized past. The subculture embraces the reintroduction of older ideas and models of organization, usually with some revisionist twist. It also values a reverence to past cultural identities and mores. This backward-facing mentality can lead some in other subcultures to view Neorets as foolish or blind to the negative aspects of the past. See page 48.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/subculture.svg","effects":[]}
{"_id":"HoCGKRs6kBukyXBj","name":"Entro","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"subculture","data":{"experiences":"Conspiracy +2, Crafts +2, Mechanic +2, Medic +2, Melee +2, Thievery +2","description":"<p>The Entro subculture thrives on discorda nd is highly critical of authorities, social class and corporate power. In many ways, the&nbsp; Entro subculture is a long-lived counterculture, rebelling against many of the trends of the last half century. The subculture prizes a stubborn determination and bullheadedness even to the point of throwing punches. See page 38.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/subculture.svg","effects":[]}
{"_id":"OMR0P7EswUKiUSvR","name":"Expret","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"subculture","data":{"experiences":"Athletics +2, Bureaucrat +2,Empathy +2, Lib-Arts +2, Persuade +2, Socialize +2","description":"<p>Expret culture values aesthetics and places a great emphasis on personal upkeep. The subculture also places significant value on&nbsp;&nbsp;appeal to emotion, interpersonal communication and subjective experience. This emphasis&nbsp;can make many of those in other subcultures feel an Expret is being too personal for&nbsp;comfort. See page 40.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/subculture.svg","effects":[]}
{"_id":"aWiupg73l7bg3CFq","name":"Ghostman","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"subculture","data":{"experiences":"Awareness +2, Conspiracy +2, Investigate +2, Program +2, Stealth +2, Thievery +2","description":"<p>The Ghostman subculture is known for its morbid aesthetic and flights of fancy. The subculture values a sense of romanticism bordering on escapism. As with the Neoret subculture, the Ghostmen sometimes look back at an idealized past, but in the case of the Ghostman subculture, this view borders on one of pure fantasy. The subculture&rsquo;s adherents are more likely than most to mix a sense of religion, spiritualism or occultism into their daily lives. See page 44.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/subculture.svg","effects":[]}
{"_id":"rCCXvVWlGtkJIXvC","name":"Heed","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"subculture","data":{"experiences":"Awareness +2, Bio-Sci +2, Empathy +2, Medic +2, Phy-Sci +2, Socialize +2","description":"<p>Heed culture values pursuit of pleasure, new experiences and living in the moment. This emphasis on the here-and-now has led some in other subcultures to view Heeds as short-sighted. The subculture embraces chemical augmentation of abilities but is more likely than most to reject physical augmentation through implants. Heeds also tend to have a lack of emphasis on clothing and personal appearance. See page 46.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/subculture.svg","effects":[]}
{"_id":"u9yGtx2Pr5ckjt5q","name":"Former","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"subculture","data":{"experiences":"Athletics +2, Bureaucrat +2, Comp-Ops +2, Deception +2, Persuade +2, Stealth +2","description":"<p>The Former subculture places great emphasis on wealth and the acquisition of material possessions. It also values close-knitties between members of the subculture, and many Former-led organizations display a thinly-veiled favoritism towards other Formers. Popular in the subculture is a clean, almost plastic appearance. Elective implants are common. See page 42.</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/subculture.svg","effects":[]}
{"_id":"xaHXF4xCPb598RYA","name":"Serv","permission":{"default":0,"pJLHbu8WlBVyfXG4":3},"type":"subculture","data":{"experiences":"Athletics +2, Awareness +2, Bio-Sci +2, Engineer +2, Naturalist +2, Vehicles +2","description":"<p>Serv is less a coherent subculture than an amalgamation of different conservative religious groups and cultures that are lumped together by the rest of society under the category due to their rejection of modern culture and mores. This includes groups of Mennonites, communities of Hasidic Jews,some sects of Hindus, some tribal Islamic communities and any number of other traditional religious communities. See page 50.</p>\n<p>&nbsp;</p>\n<p>&nbsp;</p>"},"flags":{},"img":"systems/foundryvtt-shadows-over-sol/img/icons/subculture.svg","effects":[]}

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@ -21,6 +21,33 @@
"path": "./packs/skills.db",
"entity": "Item",
"tags" : [ "skill", "skills" ]
},
{
"name": "consequences",
"label": "Consequences",
"system": "foundryvtt-shadows-over-sol",
"module": "foundryvtt-shadows-over-sol",
"path": "./packs/consequences.db",
"entity": "Item",
"tags" : [ "consequence", "Consequences" ]
},
{
"name": "genelines",
"label": "Genelines",
"system": "foundryvtt-shadows-over-sol",
"module": "foundryvtt-shadows-over-sol",
"path": "./packs/genelines.db",
"entity": "Item",
"tags" : [ "genelines", "genetic" ]
},
{
"name": "subcultures",
"label": "Subcultures",
"system": "foundryvtt-shadows-over-sol",
"module": "foundryvtt-shadows-over-sol",
"path": "./packs/subcultures.db",
"entity": "Item",
"tags" : [ "subcultures", "cultures" ]
}
],
"library": false,

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@ -71,12 +71,16 @@
</div>
</div>
<div>
<span class="edge-name">Edge cards</span><a class="edge-draw">Draw edge cards</a>
<div class="flexrow">
<span class="flexcol">
<span class="edge-name">Edge cards : </span>
<span class="edge-name"><a class="edge-draw">Draw edge cards</a></span>
</span>
<span class="edge-name">
{{#each data.edgecard as |card key|}}
<img class="card-img" src="{{card.path}}" data-edit="img" title="{{card.cardName}}" />
{{/each}}
</span>
</span>
</div>
</div>