Players may choose from the following list:
- Human
- Frother
- Wraith Raider
- Shaktar
- Stomer
No Ebb characters or Necanthropes at this time.
- All SLA stats are used.
- All stats start at 8.
- All stats are +-5pts a level.
Each race has upper limits on how high each stat may go, as per below:
| Race | STR | DEX | DIA | CONC | CHA | COOL |
|---|---|---|---|---|---|---|
| Human | 13 | 13 | 13 | 13 | 13 | 13 |
| Frother | 15 | 13 | 11 | 13 | 13 | 13 |
| Wraith Raider | 13 | 18 | 15 | 12 | 13 | 11 |
| Shaktar | 16 | 16 | 11 | 11 | 12 | 14 |
| Stormer | 18 | 16 | 11 | 11 | 11 | 18 |
Use the culmalative point system from SLA and all skills in SLA. Rank in skill is added to it's parent stat when rolling skill checks. 10 ranks is the upper limit for all skills.
Use as directed in SLA main. RAW.
Use as directed in SLA main. RAW.
For simplicity use existing prices from SLA book, in regards to purchasing equipment, etc. Starting wealth and advantages/disadvantages that affect it are unchanged from SLA as well, i.e. follow it RAW.
Target Number (TN) = stat + skill ranks +- bonus/penalties. Roll 3d6 <= TN = Success.
Hit Points are figured as per SLA main. Hit Locations and all.
Ebon healing and drug healing both take 1 full round.
Stormers may heal one wound at start of their turn. When they have no wounds, they may heal 1 hit point at that start of their turn.
Fear checks should be performed as a COOL stat check, with an appropriate penalty (+3 to -5). On a fail, use the margin of failure and consult the chart below:
| Margin | Cool Change | Result |
|---|---|---|
| -1 | +1 | Stunned |
| -2 | 0 | Stunned + Major Psych |
| -3 | 0 | Stunned + Minor Phys |
| -4 | -1 | Faint |
| -5 | -1 | Panic |
| -6 | -2 | Panic + Major Psych |
| -7 | -2 | Panic + Major Phys |
| -8 | -3 | Severe Physical |
| -9 | -3 | Coma |
| -10 | -4 | Major Panic |
| -11 | -5 | Major Panic + Severe Psych |
| -12 | -5 | Major Panic + Severe Phys |
Reputation is checked as skill roll with CHA + rep rank.
- All phases as mentioned in SLA are replaced with single homogenous turn order.
- Turn Order is determined by initiative.
- Initiative is rolled at start of combat - 3d6 + init bonus (from Dex, see below).
- Each character gets a number of actions (as described in SLA main) they can spend on their turn, based upon their DEX:
| Dex | Actions / Init Bonus |
|---|---|
| 1 - 6 | 1 |
| 7 - 10 | 2 |
| 11 - 13 | 3 |
| 14 - 15 | 4 |
| 16+ | 5 |