SLA Industries 2nd Edition (Final) (2020)
SLA Industries 2nd Edition (Final) (2020)
SLA Industries 2nd Edition (Final) (2020)
Crantham staggered into his study, straight towards his drinks cabinet. He swung the glass-panelled doors open and
with a trembling hand reached for the bottle of whisky. He was coughing still, dust and cement particles spinning in
his lungs.
The whole building had come down, all in one go; it was the only reason he’d been able to slip past the soldiers and drive
home. But he couldn’t stay long – just enough time to collect his essentials and the money and passport, secreted behind
that photo on the wall and then he’d be gone, off to Paraguay, to San Antonio.
The army would call at his first office, searching for him, for answers. They didn’t know about this one, the proper one.
The one that contained all the most pertinent discoveries accrued during more than five years of Foundation research.
The rest had been destroyed, along with all the test subjects.
He clumsily tipped the bottle heavily on the rim of the glass, spilling whisky on the back of his hand. He hissed and
fumbled to screw the lid back on. His eye caught the name on the label and after a moment’s recognition he let out a
shrill laugh that sounded foreign and frightening to his ears.
“Henri.”
The quiet, soft voice made Crantham spin in its direction, instantly letting go of the glass. He did not hear it shatter.
The figure was sat in his armchair, face hidden in shadow. He wore a suit that was the fashion seventy years previous,
but looked as though it was finished just yesterday.
“What have you done, Henri?” The figure spoke. His tone was sad and hollow.
Crantham felt his way into an adjacent chair, unable to take his eyes off The Elder.
“You come to me now, finally, after all these years.” Crantham whispered. He was already on the verge of tears.
“You made that necessary, Henri. You have broken the rules which we must all follow. Now, I must do the same.”
Crantham looked down.
“Why didn’t you come sooner? Why didn’t you stop me? You … could have saved them.”
“So could have you. Henri, it is not our place to intervene with what we have created. That is our law.”
Crantham looked up again, furious.
“I just want to know why?”
“Why?”
“I want to know! I want to know why you called on me and then you denied me! I was just a child, but I never forgot. I
never wanted to forget! I … just wanted to be one of you.”
The tears were beyond his control.
The Elder watched the man weep before him. Years of confusion, frustration and denial, forever held in check, spilled
out from him. Henri had never looked so old, or as young as he did at this moment.
“Doctor Crantham,
Crantham, no Builder would be one by choice. It is a bleak, thankless chore, a burden. It is the task of a silent
caretaker, for all time. It is all joy and creation in the first chapter, but after? When death comes and the door’s unlocked?
It is the duty of a select, unlucky few.
I spared you that. You were meant to forget, as all the others do.“
“But still you won’t tell me why? Why did you choose Gideon; that miserable, wretched old man? Or Tibor; that
murderer! Why wasn’t I chosen?”
The Elder considered this for a time.
“You weren’t chosen because I feared you would become a far worse monster than Tibor. More joyous than Gideon.
You did not become the monster, though; you did create it, however. You created the Red King. And that is why I come
to you now.”
“I’m sorry.”
“It is too late for that now, Henri. Too late for myself, also. You may fly south and I may flee back to my forest, but The
Red King will return, in time. We are dead men.”
“What can we do?”
“Our part in this cycle is over. It falls to those within to find the answer.”
The Elder leant forward and peered at Crantham with white, featureless eyes.
“It starts, or ends, now.”
SLA INDUSTRIES
2 N D E D I T I O N
Writing
Dave Allsop, Jared Earle, Mark Rapson, Chris ‘Shep’ Shepperson
Art
Dave Allsop, David Alvarez, Jacob Atienza, Mike Francina,
Jon Hodgson, Clint Langley, Alyssa Menold, Mirco Paganessi,
Scott Purdy, Aaron J Reilly, Matteo Spirito, James Worrall
Layout
Jared Earle
Rules
Chris ‘Shep’ Shepperson, Mark Rapson
S5S Rules System
Chris ‘Shep’ Shepperson
Logistics
Mark Rapson
Proofreaders
Aric Wieder with Jamie Cross, Kim Rapson
& the Kickstarter Backers
We would also like to thank all the Kickstarter backers for their support and additional proofreading.
Created in Adobe InDesign on an Apple iMac i-9990 using Waverly and Adobe Caslon type.
Copyright © 2020 Nightfall Games Ltd., All Rights Reserved. Designed in Scotland. Printed in Lithuania.
https://sla.industries/ - https://nightfall.games/
C O N T E N T S
Introduction - 2
History - 8
The World of Progress - 30
Operative Hours - 54
Character Creation - 62
Rules and Mechanics - 98
The Ebb - 124
Hardware - 142
Threat Analysis - 176
The Web of Lies - 212
Index - 222
1
SLA INDUSTRIES
T E R M I N O L O G Y
The World of Progress
The World of Progress is a series of star systems owned and controlled by SLA Industries. Within this vast, sprawling corporate
universe, anything can be bought and sold, from military armaments to fast food, pharmaceuticals to biogenetics, televised media
to high fashion, but it must fall under the overarching SLA brand. Anything produced, or even suggested without SLA’s corporate
branding is considered treason; corporate crime, which may be punishable by death.
SLA Industries hires Operatives - trained specialists who investigate these subversive acts, destroy rival companies and enforce the
will of Mr. Slayer.
Mr. Slayer
Mr Slayer is the head of SLA Industries. For 900 years he has been pivotal in the success and dominance of every star system in the
World of Progress. He inspires fear and loyalty in equal measure. He serves as an ideal for some of the most corrupt, self-serving and
career driven people in his domain, but Slayer remains an enigma. Despite being the most well-known figure within the World of
Progress, only a handful of individuals know who or what he is, the reason behind his name and his facial disfigurement. Those who
have even the slightest inkling of his true origins have good reason to fear him all the more.
The Great Enemy
In the World of Progress there have always been whispers of The Great Enemy, but few could easily define precisely what it was.
There were rumours of a planet out on the fringes of the SLA universe which imprisoned an ancient terror and if it were ever set free,
the entire World of Progress would be destroyed.
SLA Industries has countless enemies, but its true nemesis is a being simply referred to as ‘Bitterness’ - the supposed ruler of White
Earth. In the present day, a White Earth influenced cult terrorises Mort City, crafting blood magic once thought impossible in SLA
owned space.
The Shi’An Blood Cult is representative of The Great Enemy on planet Mort.
SLA has been forced to create an entire Department, ‘Stigmartyr’, to defend the company and its citizens against the threat of the
Bitterness, White Earth and the cult they inspire.
Mort
The planet Mort is the seat of SLA Industries’ power and home of its Head Office. Centuries of industrial pollution and
environmental neglect has ravaged the planet, leaving it beset with endless toxic rains and poisonous, grey landscapes. Spread across
the surface of Mort are a series of city states, each dedicated to the service of SLA, but the most notorious is Mort City itself. At its
highest artificial peak sits the gargantuan Head Office building. Beneath, an entire class system trickles down, from the most wealthy
in opulent Uptown, all the way down to the subterranean slums of Downtown, where the unemployed masses are trapped in their
squalid apartments with nothing but an endless stream of SLA brand televised media to keep them company.
T h e W h i s t l i n g B r i d g e P r oto c o l
SLA Industries, and the World of Progress it inhabits, is being attacked on all sides from enemies it had promised extinct or
claimed had never existed at all. Yet, in 903sd, these ancient enemies returned and sought revenge. Within Mort City itself
the Shi’An Cult, directly influenced and led by White Earth, is gaining traction among the Downtown populace.
SLA has always secretly feared that a day may come when its secrets may be uncovered and certain uncomfortable truths
would be brought to light and so, during the Formation of SLA Industries, a protocol was put in place to reestablish order
and safeguard against certain destruction. Its codename was Whistling Bridge and it has been met with an equal share of
praise and dread.
The Whistling Bridge Protocol’s edicts have only been read by the top Departmental Heads at SLA Industries and they
know the directives set forth will reshape the World of Progress. Two sides are emerging, for and against the Protocol and the
changes it will invoke.
Now, as the Shi’An cult expands its sphere of influence, Conflict Races, who were thought long dead, invade the SLA
universe and with the recent acknowledgement of Dream Entities materialising in the World of Progress, the Whistling
Bridge draws ever closer to execution.
2
3
SLA INDUSTRIES
T H E O P P
SLA Industries has had unprecedented success over the centuries. One does not amass such wealth and accomplishment without
forging a few enemies along the way. SLA Industries has so many, in fact, that it has been forced to categorise its opponents into four
distinct groups.
C o r p o r a t e
The recurrent threat to SLA has always come from those with
ambition, drive and recklessness. Those who want to imitate SLA
Industries, whilst also tearing it down. These are the corporate
enemies and terrorist organisations. They create competing
products and attempt to destabilise SLA’s power structure.
These companies invariably rise and fall; destroyed by the
company’s loyal and efficient SLA Operatives, but two main forces
endured throughout the centuries: DarkNight and Thresher.
Smaller entrepreneurs are referred to as Soft Companies and
continually try to undercut SLA with rival sodas, pharmaceuticals,
fast food and cheap weaponry. They reap potentially lucrative
rewards, but probably at considerable cost.
“Look, it’s pretty simple really: SLA will come down hard on you
for creating your poxy little indie brand, okay? Don’t matter what
it is: they’ll kill you whether it’s competitor power armour or tinned
beans. Right?
Never ever try to take the cash from SLA’s pocket. It’s like signing
your own Extermination Warrant.
Gotta say, these rival Scrummy Cakes are pretty nice though.
Pity this here is the last one in existence.”
‘Big Ted’, Human Operative, SCL 7,
squad ‘Destroy All Carrien’
C o n f l i c t
SLA has long claimed that the ancient Conflict Races were
extinct; defeated and forgotten nine hundred years ago. Now these
lost species are creeping back into the World of Progress from
the lawless region known as Conflict Space, determined to enact
vengeance on the company that betrayed them and stole their
worlds.
They are a little known threat on Mort, but on the War Worlds
these various Conflict Races are destroying SLA’s armies. It is not
surprising as these aliens were bred for nothing but war and death.
Some Conflict Aliens have reached Mort however and landed in
SLA’s industrial No-Go Zone, where they plot, watch and wait.
“I’ve had a few run ins with the Conflict Aliens and they’ve got
that same dead eyed look that the Dream Entities have. They have
hatred in their gaze, but it’s like, I dunno … not their hatred?
They rage, they fight and murder, but something else is pulling the
strings.”
Ross Ackerley Reed, Human Operative,
SCL 8a, squad ‘Perfect Gallows’
4
O S I T I O N
These range from those who seek revenge for past wrongs and those who hate by their very natures, to those who wish to destroy
SLA’s corporate system and rival companies who simply desire to supplant it.
C u l t
The streets of Downtown breed madness and despair. The
marginalised citizens will turn to any messiah figure that
offers hope; real or imagined. As such, religious cults of all
denominations are rife in the slums. For centuries SLA was
content to let these people stagnate in their own delusion; they
were barely a threat.
This has all changed with the emergence of the Shi’An Cult,
with its strong ties to White Earth and genuine spiritual
powers. No other force has been capable of attracting so many
of the downtrodden and disturbed. The numbers of converted
Downtown citizens steadily rises.
The cult seeks worship, bedlam and blood.
C o l l a t e r a l
These are the enemies spawned from the universe SLA has
created; by-products of their corporate greed, neglect and
corruption. Without the wholesale exploitation of SLA Industries,
creatures like the Carrien, Cannibals and, more recently, the
Dream Entities, simply would not exist.
SLA Industries created much of the threats now known
as Collateral, initially to serve the company. They proved
uncontainable and broke free into lower recesses of Downtown
and the ruins of the Cannibal Sectors. Disturbed inventions like
the Manchines and Scavs now pose a serious threat to life on
Mort.
“Oh yeah, I’m aware of the new terms that Threat Analysis is
using to group our enemies. But seriously, Collateral? Collateral!?
I mean this is totally disinge-,… disenjanu-, … totally not honest,
right? I mean how do you just class the whole of Cannibal Sector 1
as just collateral?
I tell you; last week when Shiver Private Bridges was getting his
guts chewed out of his body by a Cannibal Termagant he wasn’t
crying ‘ooh, help, someone come and get this Collateral off of me.”
Shiver Pvt. 1st Class Cara Killoran , Bridgehead Echo Beach
5
SLA INDUSTRIES
“Look, all I ever wanted to be was a SLA Operative. That The World of Progress is a science-fiction image of the 1980s,
daydream is not exceptional in any way; everyone wants to be a where the fax machine spews out information alongside green-
SLA Op. You know why? Because SLA Ops are the only people screen computers and vat-grown biogenetic monsters. Exotic
who don’t get shat on in the World of Progress. Except they do. aliens compete with humans for work in an overgrown city that
All the time. plunges deep underground. Mort, the planet on which the game
And that’s what working for SLA is like. Accepting certain is set, is the capital of the World of Progress, a dark miserable
truths. Facing inconvenient realities. You don’t know this place where it never stops raining. The players are projected into
going in, but you certainly know it on your way out. But hey, a world that feels tense, dangerous and claustrophobic. When
maybe I’m being a little unfair. It’s not about accepting the you play SLA Industries, you never know what’s around the
truth, because once you know the truth you’ll wish you didn’t. next corner and never know which facts are truths and which
What working for SLA is really about is accepting the lie. are lies.
What is the lie? The lie is that there’s just one lie. There are too
many to count. The company is built on lies. The lie that SLA PLAYING SLA INDUSTRIES
controls everything. The lie that working for SLA will solve Players in SLA Industries take on the role of Operatives,
your problems. The lie that you are serving the public. The lie the highly-trained and well-equipped freelancers that serve as
that there are no hidden truths. the company’s agents, investigators and enforcers. Operatives
If you decide to work for SLA accept this: you are going to do perform tasks for both a pay packet and the promise of
what you’re told. You are going to kill good and bad people. You an increase in their security clearance level (SCL), as both
are going to discover things about the company and yourself, provide them access to an increased standard of living, better
that will mess you up. equipment, progression up the corporate ladder and sponsorship
You are going to feed the lie.” opportunities. Most of all though, they strive for the one thing
that everyone in the media-driven World of Progress wants:
Garren Mayfield, Human Operative, SCL Notoriety.
4b, squad Milk and Two Milgrams
A SLA Operative always has a job to do. It is not always a
glamorous one; a typical assignment (known as a BPN) may
INTRODUCTION consist of anything from exterminating giant rats or carnivorous
pigs in a sewer, to securing and retrieving an ancient artefact of
Welcome to this, the SLA Industries roleplaying game the Ebonite species.
2nd Edition core rulebook. Within this tome you will find Characters progress along within the campaign, gaining
everything you need to play the SLA Industries roleplay game. credits, security clearance and infamy. They can spend their
hard-earned credits on better equipment, stronger armour, more
WHAT IS A ROLEPLAYING GAME? deadly weapons, powerful combat drugs or something a little bit
At its most basic premise, a roleplaying game, or RPG, is a different, like a down-payment on a Life After Death account,
tabletop game within which players assume the roles of different ensuring that even death can’t stop them.
characters in a fictional setting. These characters are represented Each of the nine different species offers its own play style,
by a range of statistics and rulesets unique to each. The story’s each armed with unique species abilities, from the studious
progression and action is resolved through discussion and the Neophron to the drug-addled Frother, from the brutish Stormer
use of dice. One person is the GM, or Games Master and it is to the quick-witted Wraithen, from the versatile Human to the
their job to lead the storytelling. In many respects, the GM is honour-bound Shaktar. Pick the species that suits you best and
the director of a movie and the players are the improv actors. bring them to life.
What you will need to play
ABOUT SLA INDUSTRIES
Apart from this book you will need a set of 6 ten-sided dice
SLA Industries (pronounced “Slay Industries”) was first (often called d10s for short) per player. One of these dice needs
published in Scotland in 1993. The game is a horror noir science- to be a different colour to the rest. A few pens and pencils
fiction set in a dystopian reality in which the majority of the should also be available to the players. Other items that may
known universe is either owned or indirectly controlled by the be very useful include a GM Screen, which protects the GM’s
eponymous corporation SLA Industries. The game incorporates notes and dice rolling from the players.
many adult themes with tropes from the cyberpunk, gothic Many players also like to use miniatures and pre-drawn maps,
horror and conspiracy genres. SLA Industries is considered especially in combat situations, or specially designed RPG
one of the first and best examples of the Splatterpunk genre websites and chat rooms. Given that games can take a few
in RPGs. hours, if you are hosting you may want to consider getting in
SLA Industries, the company is a huge corporate entity that some drinks or snacks (or getting the players to bring them) too.
rules over not only Mort City, but the entire planet and the
expanding universe. Mr Slayer, the owner of SLA Industries,
aptly refers to this as ‘The World of Progress’.
6
7
SLA INDUSTRIES
HISTORY
“ We destroyed the Conflict Races. “They were the precursors to the Suppressor Powers, the
We created the World of Progress. governing forces within the Known Universe. They desired war,
We overcome all adversity. blood and violence yet in many respects they weren’t so different
We write our histor y. to us. They simply wanted more, unceasingly wanting of
We make fantasy a reality. everything and whilst we offered the 3Ps Contract, the Conflict
We are SLA Industries.” Races chose a more blunt and uncompromising approach: they
Intruder’s War Diaries, 585sd. simply offered death.”
Intruder’s War Diaries, 760sd
The company known as SLA Industries exists within the World
of Progress but permeates every part of it. SLA Industries has Five primary species rose to prominence.
conquered the majority of it and is preparing to absorb the rest. The Grosh - Also known as the Root Dogs, these were bio-
To put such an indelible mark on such a vast region of space engineers who were content to ravage any life system and
has taken centuries; there is no escape from its influence nor its bend its genetic code to the will of the Grosh. The Root Dogs
presence. The food one eats and cars one drives are produced built vast, animalistic armies known as The Herd. The Grosh
and sold by SLA Industries, whether you like it or not. were feared above all others.
Every person living in the World of Progress has strong The Momics - The Momics were the slave masters of the
feelings about the company that rules over them. There is hate, Ebonite species. They drained the Ebonites of their Flux
anger and love, but what binds all is fear. There has been little and feasted on their flesh. Largely an indolent and apathetic
over the nine centuries to challenge SLA’s authority and its species who chose to spend most of their existence in a state
dominance is all most people have ever known. of meditation, or torpor. They would nonetheless burst into
In order to live and survive in the World of Progress one must furious activity if challenged or more importantly, when their
accept that SLA Industries is an evil company, which in turn primary food source was appropriated.
has created an evil universe and the company is now the only The Thallasians - They were the original creators of the
power capable of keeping it all under control. specialist combat armour found on their home world of
The reality is hidden under a veneer of glitz and glamour Thallas. In temperament the Thallasian were similar to the
but what truly lies at the core of the World of Progress is a Krell, revelling in violence and warfare, but strains of their
tyrannical regime that is gradually coming apart at the seams. species were focused on crafting superior weapons and armour.
What follows in an exploration of the nine centuries of SLA The Herracleum - A deeply religious plant-like species who
Industries’ growth and dominance. It is a long catalogue of sought to conquer worlds and cultivate the surface of enemy
perceived victories built on corruption, betrayal and countless planets, replacing whole ecosystems with their own verdant
lost lives. It also charts the company’s numerous failures and culture and natural mysticism.
oversights, so often attributed to SLA’s capitalist core ideologies The Krell - The Krell were an especially brutal, militaristic
and its complete and utter lack of empathy. species, entirely led by the Krella; the female of the species. The
Nine centuries of war and lies, nine centuries of poverty male counterparts had been degraded over centuries into rabid
and wealth, nine centuries of expansion and oppression. and increasingly psychotic monsters. The genetic degradation
Upon unswerving ruthlessness, SLA Industries has built its was a by-product of the Grosh’s aim to alter the Krell’s genetic
foundations and set forth from there. code to allow incredible rates of regeneration.
THE CONFLICT ERA - PRE SD Endless war
Conflict Races The Known Universe was caught in a relentless cycle of war.
SLA Industries’ historical documents are scant on the details of
Long before SLA Industries created the World of Progress.
how and why these interplanetary disputes continued to rage
the macrocosm it inhabits was called The Known Universe. It
century after century and why no diplomatic agreement could
spread across countless solar systems, with each being loosely
ever be reached.
governed by a supreme force. Threat Analysis has detailed
The various Conflict Races were forever trying to gain
accounts of almost all these ancient powers. In nearly every case,
supremacy over each other and most spent considerable time
the Conflict Races were indisputably merciless, without a shred
and finance improving and upgrading their weaponry and
of consideration for any external species beyond its own.
8
H ISTORY
Intruder
An important figure during the Conflict Era was Slayer’s right
hand man - Intruder. He operated chiefly as an assassin; sent out
to destroy SLA’s political rivals, the nickname ‘Clockwork Killer’
suggesting he was simply a weapon utilised by the company, but
his duties were surprisingly far reaching. He helped to liberate
the Ebonites from their Momic overlords and during the years
he fought the Conflict Aliens, he contributed his experiences to
the Stormer project.
First and foremost though, he was the shadow who slipped
silently into military outposts and royal palaces to eliminate the
opposition. He was chosen for the role because of his skills in
butchery and knowledge of anatomy and that he was master of
a collection of powers unknown to anyone else in the Known
Universe during the Conflict Era, something similar yet separate
to the Ebb. Reports back to the enemies of SLA listed him as
‘Kilneck’ and that he was seemingly indestructible.
“No, I am unsurprised you have been unable to find a member
of the Kilneck in SLA owned space, well, aside from Intruder
himself. Within the deep spirals of Conflict Space, however? A
different matter entirely, but do not press me any further on the
matter.”
Mattifet Ketaptor, The Neophron Empress
As far as anyone knew he was a species of one, as many of the
Conflict Powers searched in vain to track down other Kilneck.
In the 900 years of SLA’s rule there has never been a reported
instance of another Kilneck individual in the entire World of
Progress, leading to potential theories of his nature. Either
Intruder is concealing his true origins. Are there no other
Kilneck; have there ever been or has he destroyed all others of
his kind?
9
SLA INDUSTRIES
The Big Picture Conflict Aliens. SLA produced technology, which had been
bought wholesale by their enemies, like missile guidance
Five years prior to the Standard Date (sd.), SLA Industries
systems and other state of the art ordnance, shut down at
emerged in the Known Universe, acting primarily as a high-
the commencement of the Big Picture. The mass destruction
quality arms dealer for any side with the money to spend.
that followed would not be that of SLA Industries, it would
SLA Industries made everything from firearms to power represent the end of the Conflict Powers and the era of which
armour to military grade vehicles; even custom armaments they reigned.
tailored towards specific requirements. What made SLA stand
The last great battle of the Conflict Era was waged on Mort
out especially was its capacities in the field of biogenetics.
City’s Central Outskirts, in which the ancient Momic masters,
The most popular products available from SLA Industries was known as The Haunted, used a primitive form of reality folding
the biogen soldiers, known commonly as the Stormers. The first to launch their final attack at the heart of SLA. Two hundred
variant available in the Conflict Era market was the Malice. A 9 Momic faced down four thousand Malice Stormers and in the
foot tall, muscular monstrosity that had a winning combination resulting bloodbath, SLA proved victorious.
of strength, speed and savagery.
The battle culminated in the surviving Haunted burning their
Countless Conflict Races bought into the Stormer Program, remaining flux, creating a vast orb of blinding light. This strange
so that they could bolster their ranks with Malice Stormers, flux anomaly has endured on the surface of Mort, indestructible,
but also, in the case of the Grosh and Thalassians, to study and mysterious and restless ever since, it came to be known as the
dissect the creation, hoping to recreate the Malice for their own White.
purposes, but their efforts proved fruitless.
After initial investigation, it was largely left alone, until an
Not all of the species bought into SLA’s products and remained Ebon pupil of SLA Industries, Durer, entered it. What later
their enemies from the very start, particularly the Krell and emerged was a monstrosity, a strange mix of Ebon and Momic.
Momics, with whom SLA fought bitterly. The Krell even served This represented the birth of the Necanthropes - an entirely
as a rudimentary inspiration for the Stormers. new strain of Ebonite, which would come to rule over them in a
Ultimately, SLA betrayed the Conflict Races and they fell similar manner to the Momics who had come before.
victim to Mr Slayer’s secret strategy known simply as ‘The Big Only two major Conflict Races actively sided with SLA
Picture’. Industries prior to the Big Picture; the Wraithen and the
Over the years, SLA set about spinning a series of rumours Shaktars and as the company was reshaped they found gainful
that outlined the company’s future plans and also its inherent employment and protection. The Ebonites, the people previously
weaknesses. The aim was to prompt a direct attack on SLA and subservient to the Momics were also liberated and brought into
therefore the company’s base of operations, the planet - Jeth. the fold.
These rumours ranged from hidden new weapon stashes, Other species fell somewhere in the middle of the supposed
power minerals found exclusively on Jeth, an experimental drug victory conditions. The Neophrons, for example, took no part in
that would apparently change the landscape of the Known any of the conflicts and purposefully avoided any negotiations
Universe and even a colony of fabled Kilneck living out in the with SLA Industries. They recognised the change that was
dense jungle regions. It was almost entirely lies, specific triggers coming and quietly returned to their home system in Conflict
that would spur the Conflict Powers into action and drive them Space. It would take many centuries for the Neophron and
to focus direct attacks on SLA throughout the Known Universe. other equally less aggressive species to return to the World of
“The company didn’t just enter the Known Universe to sell Progress, but when they did they returned as allies, rather than
you guys a bunch of weapons and monsters. That Slayer guy is challengers, to the company’s reign.
here looking for something and I suspect it’s there on Jeth. I have What remained of the Conflict Aliens fled into deep space,
contacts who believe it’s a mineral deposit; something used in the SLA Industries was victorious and its employees rejoiced. They
creation of Stormers but I’ve also heard mention of some kind of hoped it would be the dawning of a new era and they were right.
‘portal’. It’s all hearsay and speculation to most Conflict Powers Mostly. Everything was set to progress, but not necessarily to
but I know more than most. Look, see this here? This drug phial everyone’s advantage.
- I believe it was created by SLA Industries, but it isn’t on sale
yet. It may never be on sale.
THE FORMATION ERA - 0-100SD
I’m telling you, Legatus, because we’re old friends. And SLA The Storm
hasn’t given me a pay rise in 7 months. The company comes off The dust had settled. Slayer had ended the Conflict Era and
as tough, but they’re weak, they’re nothing. You and your kind won. The history books would say that the Conflict Races
could have it all. If you have the guts to reach out and take it.” were all but extinct, but in truth many survivors had fled into
SLA Salesman John Smith, addressing true emptiness and past a blank world upon which Slayer had
a potential client, Conflict Era imprisoned his darkest secret.
There was a person who had a great stake in all things, but was
They would of course be conducting their military assaults
to be denied, even in death and beyond.
with Stormers and therein lay the Big Picture.
This ‘silent partner’ was a young man and within the freshly
The Stormers instantaneously turned on their new masters
defined confines of the SLA Universe he could not be destroyed.
before they could ever reach Jeth, slaughtering countless
He had already died once. He could, however, be forgotten.
10
H ISTORY
11
SLA INDUSTRIES
Back before SLA Industries was even conceived, a pact was company; it was just the ordinary folk who knew that this
made to confine this controversial individual, to rob him of saviour was going to erase their identity and freedoms, in their
potential and ensure that he could not impact on the affairs of entirety. If the Conflict Races could be taken down so easily, the
the company, nor the plans for what would become the World citizens of the fading Known Universe would pose little threat
of Progress. Upon arrival he was deposited on a desolate remote to SLA. Within a generation of the end of The Formation,
planet in the Known Universe. This planet had no name and historical events of resistance where buried and forgotten.
the vast majority of its landmass was desert and besides its As SLA entered its greatest years of economic wealth, there
enigmatic prisoner, the only other inhabitants were the things was no question, the company was now all consuming. SLA
he feared the most. owned and ruled every facet of life and that was the new normal.
“Tyde, I have spent many years conditioning Brent Walker’s At the beginning of the Formation, the planet Jeth was the
brain to respond to certain stimuli and to comply with demands. epicentre of the new World of Progress. Over the previous
Some of my patients require simple encouragement and mild 25 years, SLA had already set up bases across the planet, but
praise in order to produce, Brent however tends towards after the enemy species had fled into what would be known as
obstinacy, he requires fear and discipline, to work. Conflict Space (the title of the vast untamed regions beyond
SLA controlled space), SLA would focus much of its efforts on
Brent suffers from a condition called Pithecophobia, which is
building the Capital City-state on the planet and they weren’t
an innate fear of primates. A chimpanzee was purchased and
prepared to let the indigenous Jethians stand in their way.
installed at The Foundation. This is the disciplinary tool we will
use in Brent’s reeducation. An hour trapped in a room with SLA Industries maintained a chilly relationship with the
that creature is guaranteed to make him compliant with the Jethians. The company swiftly set about ravaging the planet of
Foundation expectations of him. its resources as it built its first primary city - Mort.
SLA had little to no regard for any treaties signed that would
By now Brent would rather kill a family member than spend
protect the Jethian’s natural habitats and when the council of
five additional minutes in a confined space with our pet.
Jeth tried to prevent the construction of nuclear reactors so
The time is coming, Tyde, when he will transfer; that is close to their sacred colonies, the delegates sent to protest the
unavoidable and the only means of containing him is to place issue simply disappeared. All that could be done was to quietly
him among the denizens that fill him with the greatest dread. close their borders to the industrial giant and strive to protect
You cannot kill Brent Walker, but you can suppress him. You whatever still remained of their culture and tradition.
will do this by driving him irrevocably insane.” Progress was as inevitable as the rapid climate change and string
Catalogue/Naga 7 documentation *redacted* of natural disasters. The planet Jeth soon became synonymous
with its main city, the headquarters of SLA Industries. The
On the first anniversary of the World of Progress, Slayer felt
planet Jeth became the planet Mort, like so many other things
the storm raging across that distant world. Whilst corporates
in the World of Progress, the name Jeth was lost to the aeons
and Departmental Heads laughed, patted each other’s backs
of time, to be forgotten by all but a few scholars and librarians.
and sipped staggeringly expensive champagne, Slayer could
feel the fury building in the furthest reaches of his domain. Mandrake
He could smell the burning sands and matted fur and then, he Another of SLA Industries most promising Ebonite pupils
could feel the presence, searching. Like a blind man probing for - Mandrake, boarded the Ebb Foldship Yung and charted its
a lost object. course for Conflict Space in 2sd. It was classed as an exploratory
It was the first time Slayer felt the searing pain in his chest. It mission, but in truth it was a further inspection of the departed
faded, but never left him completely. Conflict Aliens. Mandrake was to report back in 5 years and
Construction of Mort City 1-56sd relay his findings to Head Office, but once the Yung passed
beyond the boundaries of SLA owned space, at the Gates of
Throughout the course of the Conflict Era, SLA Industries had Herodotus, the Foldship was believed lost or destroyed.
been little more than a weapons and technology manufacturer,
It would however return in nine hundred years, only then it
but after the Big Picture a whole new picture began to form.
would be carrying Mandrake’s descendants and their Momic
This was a business plan that would cover all aspects of life
slavers.
and commerce. SLA was going to take over governments, star
systems and buy out and rebrand every conceivable item in the “We strike out into the unknown, looking for answers to
Known Universe over a century-long mission. questions we haven’t even asked and we are anticipating
This was the groundwork of what SLA Industries would be answers we don’t even want.
right up until the present day and historical records define the We do this to find out what lies beyond; know that we do it
period as The Formation. What was once the Known Universe for Progress.”
would be rebranded the World of Progress. This period in SLA’s Mandrake, Foldship Yung departure, 2sd
history is some of the bloodiest; worse even than the close of
the Conflict Era. The Whistling Bridge Protocol
The Known Universe was not quite prepared for such a hostile SLA Industries was fully aware of all the dreadful things it
and grand takeover. SLA was met with some resistance, except had done in order to rise victorious and perhaps also knew of
this was not the brutal Conflict Races standing up against the the evils to come. The company had already begun limiting
12
H ISTORY
information going forward and erasing what had come to pass. In the centuries that followed, the Gartto Tundra transformed
Despite these efforts, it could not wipe the Conflict Races from into a polluted wasteland, its original Jethian title would be
its history, nor the power that was growing on White Earth, forgotten and it would simply be known as the No-Go Zone.
from reality. Their presence would always remain, in some shape The pillaging was planet-wide and within six years, SLA
or form. White Earth was left to fester and all survivors of the Industries had bled the planet dry; all botanical life on the
previous conflicts had fled into the lawless Conflict Space.They planet had been utilised until nothing remained. Jeth’s natural
were all gone, for now at least, but ignoring the possibility of fauna suffered a similar fate with only a meagre list of the most
retaliation, even centuries in the future, was imprudent. SLA aggressive and adaptive species left alive. Mort would come to
Industries’ field of influence now encompassed the Known consider them as nothing more than mere vermin.
Universe. Their old adversaries had fled to deep space.
Two plans were set in motion. Aethermen, under the employ
Mort’s First Police Force
of Naga 7 Division were sent into Conflict Space to watch, It was exciting times for the company and countless workers
evaluate and report back findings, then secondly, a set of orders, flocked to Mort from across the new World of Progress to find
based on the likelihood of future reprisals, were drawn up. This work in the fast expanding empire. With all the hopes and
agreement would come to be known as the Whistling Bridge dreams of corporate life came the inevitable consequences.
Protocol. In 5sd, it was simply a first draft of proposals, but Crime was rife in the streets of Mort City and the company
every 50 years up until the present day the Protocol has been was struggling to deal with the lawlessness, so, with the help of
revised and reassessed, based on the changes and advancements one of SLA’s more resourceful Operatives - Jonathan Bellwood,
of the World of Progress. the first legitimate police patrols arrived in Mort City. These
were the men and women in green - the Shivers.
Mort Earns Its Name From 58sd, up to the present day, the Shiver Units are easily
SLA didn’t waste any time in stripping Jeth of its natural the most common sight in Mort City, spawning generations
resources. It drew oil, mined for minerals and cut down vast of recruits to patrol the dangerous streets. They are divided
forests and jungle for lumber. It set up countless factories by loyalty to the company and corruption bred from the
and production plants in the Gartto Tundra. This region was overbearing capitalistic society of Mort.
arguably the first Jethian region to fall to the avarice of SLA.
The company stained the skies with toxic fumes and black “I am Mort’s most violent Shiver.”
smoke, forever damaging the upper atmosphere. Jackson Clyde, Shiver Unit
13
SLA INDUSTRIES
14
H ISTORY
the Carrien species and the first dreadful sign that they were Free Enterprise
here to stay.
The birth of Rival Companies during the Expansion Era, the
The Age of Terrorism challengers to SLA, only increased during the Boom Time. As
A mercenary force identifying themselves as DarkNight were SLA grew more affluent, the greater the desire to carve out an
encountered by a Nitro Legion battalion in 123sd on a remote independent corner of the marketplace grew in others. Whilst
planet called Horatio. This mercenary force was well equipped many competitors were focused on manufacturing competitor
and seemingly well financed. In the years that followed, the goods, the most common of which being weapons, their product
threat of DarkNight followed the company back to Mort, with range would in turn become their main form of defence
a rising number of terrorist attacks taking place on public spaces when SLA came to challenge them in both retail and battle.
and key SLA buildings. Other rivals were hiring out their accumulated combat
As the years ticked by, the frequency of these attacks increased, experience as mercenaries, or simply assumed the roles of
as did DarkNight’s numbers. With the regularity and severity raiders, attacking anyone they deemed an easy target.
of the attacks growing, SLA Industries had to accept that a very Thresher
legitimate enemy had arrived on Mort, one determined to hurt
the company and incite anarchy among the population of Mort ““This isn’t a company. It’s a bunch of cutthroats tear-assing
City. DarkNight were the polar opposite of the Carrien, their around the World of Progress in big armour looking for
agents used weapons and armour that challenged the equipment vulnerable planets and Ion Ships to plunder. Yes, they fall under
used by SLA Operatives and they thought like the company; the category of Corporate Crime, but I reckon they’re more like a
true tacticians, not feral savages. SLA could not simply throw criminal organisation, a syndicate.
Shivers at this threat; it required brains and patience. Thresher armour and weaponry has never been sold by these
Very quickly, DN-branded weapons started appearing on the guys directly. The only thing they’re likely to offer is hail of 11
black market, putting military-grade firearms into the hands of cal rounds to your face.”
civilians. This bold move, challenging SLA on their own biggest Dolores Sutton-Reeves, SLA Corporate, SCL 8
enterprise, rapidly earned DarkNight the newly fashioned term
In 232sd, SLA Industries 127th Tech Support group arrived
of a ‘rival company’ in the arms race, though anyone who had
on the water rich Resource World of Thallahs. They discovered a
encountered their brutality on the streets of Downtown knew
massive hidden complex within a nearby mountain range. Inside
the truth - this was organised crime at its highest level.
they found a vast array of lost alien technology. The Conflict Era
The Lure of The Ebb had been concluded and largely forgotten for several centuries.
Though the Ebonite species had been considered an ally to The 127th were unfamiliar with Thallasian technology and the
SLA Industries since the Conflict Era and their liberation from considerable skills they had once had in creating powerful anti-
the Momics, their numbers on Mort had remained relatively personnel armours and superior weaponry.
few compared to other species. Intruder had kept company with They knew they had landed on a goldmine as they moved
those Ebonites of standing and urged them to call out to their through endless rows of mint condition armour, each armed
kin still living on far off worlds. with fully stocked and loaded heavy rifles. Procedure dictated
Word of The White had already reached Haxxan - the distant that they report their findings to Head Office, but this was the
system of Ebonite homeworlds and little persuasion was needed. age of the entrepreneur. A new and major rival company had
Ebonites boarded Foldships and made the long haul, bringing just appeared in the World of Progress, it was the beginning of
with them knowledge and artefacts beyond Naga 7’s wildest Thresher Consortium.
dreams. Mort would become the new home to the Ebonites What followed were years, bleeding into centuries of infighting
as thousands and thousands of new arrivals were welcomed within Thresher. Any noble efforts made in its past were dulled
into the arms of the company, hitting the streets as Operatives by endless raids and bloodshed. Nonetheless, Thresher - the
and drastically increasing the space travel capabilities of SLA band of exceedingly well equipped raiders, endured. Fighting
Industries. This influx accelerated the company’s understanding the morally questionable good fight, yet always fearful one day
of a great many things, bringing about new levels of innovation their precious stocks of technology would run dry and they
and technology. would never be able to reverse-engineer more.
The Ebonite species was here to stay and over the years that The Boom Families
followed they would become a major force in the company’s
It was during the Boom Time that the World of Progress truly
hierarchy, under the leadership and control of the Necanthrope,
galvanised its Upper Class. Many already wealthy families had
Preceptor Teeth.
invested in SLA Industries during The Formation and their
THE BOOM TIME - 200-299SD return on investment increased dramatically by the year 200sd,
The Boom Time is SLA Industries’ most cherished era; it helping to delineate the title to a whole generation - The Boom
was when everything was going right - a period of unrivalled Time; the extended period of economic growth.
prosperity, for a privileged few. It has a style of architecture, Families like Hinton, DeFeo, Flense-Bryant and Emmershaw
dress sense and music characteristic to this time period that is were ‘old money’; rich enough to buy whole planets and live
elegant, luxurious and classical. comfortably beyond any laws, aside from the very top rulings
from Head Office. To be one of these special investors was to be
15
SLA INDUSTRIES
16
H ISTORY
you could say that they helped to shape what we watch, what we
THE GREAT DOWNTURN - 300-399SD see on our SLA manufactured television sets today.
Whatever wealth and prosperity was achieved during The
SLA clearly owes a debt to Brutalic, but the company secretly
Boom Time took a sharp downturn in the early years of the
prays it doesn’t see a resurgence.”
fourth century. Only the truly rich would remain largely
Angela Maybridge, Historian, Threat Analysis
unaffected by the crash of 300.
It was believed that it was the collapse of Salvation Tower Brutalic was a force that struck SLA at the worst possible
which caused the financial crash but it was actually a massive time and prevented its typically swift recovery for many years.
rise and subsequent dip in military stocks and spending. The fourth century saw a further rise in rival companies and
The economic crash was felt across Mort and throughout the was forced to pump huge amounts of its capital into military
World of Progress, particularly on Industrial planets. applications and the troops. SLA was also shifting much of its
weapon manufacturing to cheaper planets. This hit the factory
“In the Boom Time you get all these wealthy bastards gulping workers in Mort’s Central Outskirts very hard, marking the start
down fancy pop and lighting their fat cigars from burning of mass unemployment on Mort - a trend that unfortunately
homeless people and all that posh nonsense. Then you get continues to the present date.
everyone underneath wanting a piece of that action, so up come
Industrial worlds all across SLA’s reign saw loss of workforce,
all the rival companies. What do you get? More fighting, more
food shortages and were left vulnerable.
War Worlds.
The Brutalic movement impacted these woes, as countless
SLA’s up top at the end of the last century, but now they’ve got agents of its savage ideology attacked SLA, on the city streets
to hold that position, dogs biting at their heels. More spending and even on the war worlds, sending whole armies of suicidal
on ammunition, military technology and all the other shit that madmen to tear down the company’s rule.
makes people dead.
Brutalic’s funding was coming from one of the original Boom
SLA wins, again. Then it loses, big time. All the stocks and families - the House of Bechard on New Paris. It had the
shares drop dramatically. financial means in which to bankroll this new company and
They say we’re entering a new dark age in the World of equip its agents.
Progress, but it’s got to be pretty damn dark to match the Great
“Now, what we have here is a fire-arm from the third
Downturn.”
century, created by the rival company - Brutalic. You may all
Phylis ‘Redtooth’ Morley, Human Operative,
know New Paris for its pretty dresses and luxury cheeses, but
SCL 7d, squad ‘Boss Man’s Wrath
back then this is the sort of product you’d expect to see emerging
Brutalic from that world.
A new Oppressor Power had grown in the World of Progress I see a few wry smiles in the class and yes indeed, this
- a company and ideology known as Brutalic. The company’s weapon does in fact have three barrels. It’s also hard to miss the
beliefs were born out of the violence and bloodshed endured underslung chainsaw; as if it weren’t scary enough.
over the 300 years of rule under SLA Industries. How many of you would be comfortable taking this weapon
They differed from DarkNight because they were not driven to into Lower Downtown? Show of hands, please. Hmm, yes, I’m
right wrongs, merely embrace the dominant culture - brutality. not surprised!
Brutalic drew in employees who craved ceaseless savagery. It This is a gun that’s most likely to blow up in your hands in
was more than the creation of horrific weaponry, murder movies record time, but you have to consider the minds of the creators
and combat drugs; it was treated as a religious practise. The belief and the agents eager to use this weapon.
was to throw oneself into harm and to generate harm. Brutalic They knew full well all the risks of overheating and they used
would attack any outside force, be it SLA, or DarkNight or them anyway. They welcomed the risk, welcomed the carnage.
anyone that appeared to challenge their near cult-like approach Once this weapon began spitting rounds someone was going
to business and warfare. to be killed or maimed and it’s a coin toss whether that be the
“Brutalic is mostly forgotten in our historic documentations target or the gun owner.
and their period of activity is commonly overshadowed by And so begins your education on the extreme ideology of
the exploits of DarkNight and Thresher. But Brutalic was a Brutalic.”
powerful adversary of SLA back in the 300s and only a handful Rael Virrin, Wraithen Operative/
of scholars are able to describe the rival company’s philosophy in Tutor, Meny Training Facility
any clear fashion.
Salvation Tower
They made what some call snuff films, built weapons focused
more on damage over accuracy and creating the most extreme Central Outskirts on Mort had always been a vast region beset
spectacles of gore on the city streets. with unemployment, subversion and crime. The city planners
chose to construct an enormous social services building in
They were a precursor to the Horrors recently deployed in
the Outskirts that would work tirelessly to improve the lives
Cannibal Sector 1, the Contract Circuit’s Gore Zone and
of those inhabiting these slums during the Great Downturn.
possibly even the Shi’An Cult, well, on Mort at least. I suppose
The building was called Salvation Tower and it took 6 years to
17
SLA INDUSTRIES
complete. It was the great hope of all civilians living in Central Digger’s Toll
Outskirts, but almost as soon as work was completed on Mort’s
A legion of robots were deployed at the defence wall to patrol
second largest building, it fell, causing one of the greatest
the perimeter and eliminate potential threats and incursions
catastrophes in SLA’s history.
posed by Piper and her allies. The robotic creations displayed
The disaster took place on 12th November, 300sd and whilst bizarre behaviour from the very beginning of their deployment;
‘The Fall of Salvation Tower’ suggests the building toppled they had a nasty habit of removing the skin and flesh of their
over completely, it simply sank several building stories into opponents and applying it to their own metal frames.
the ground beneath it, destroying many of the surrounding
A ‘Manchine’ arrived on the defensive line in November that
buildings and the substations which powered the region.
was unlike anything the Shivers had seen before. Initially it
The result was a power blackout across the entirety of Central was known as ‘AGF-14’ - Anthropomorphic Giga-Frame 14,
Outskirts. This was not merely a temporary obstruction but a Manchine that stood 20 feet tall and weighed in at around
a shut down from which the region would never recover. The one tonne. It had been deployed by SLA Industries for the
event was called the Big Black. express purpose of hunting down and destroying the leader of
Once the Big Black lurched into being, what followed was the Central Outskirt rebels - Sandi Helen Piper.
city wide panic and rioting, as the frightened citizens of the AGF-14 functioned very differently from other Manchines
crumbling Outskirts fled toward the safety of Mort City, but and most Shivers were terrified of it; the robot seemed to have
were forced back into the chaos. a mind of its own, a mind that was vicious and feral. Its name
A young SLA Operative in training - Sandi Helen Piper, was changed swiftly. Because of its weight, the Manchine would
so disgusted by the refusal and neglect of responsibilities by frequently sink through the surface of city streets and stalk its
SLA that she immediately turned traitor and led a concerted way around the sewer system, only to burst back up through
attack against the makeshift wall defences SLA had thrown up the cement and ambush its prey - from then on it was simply
to safeguard itself. known as Digger.
SLA Industries realised Piper and her supporters posed a Digger tracked Piper down within a twenty-four-hour period
substantial threat so they switched from defensive position to but did not kill her as it was programmed. It did proceed to
offensive, unleashing an entirely new terror into the mounting shadow her for a month, systematically starving her and denying
conflict. her shelter or sustained rest. It also murdered anyone that may
have come to her aid; she faced her inescapable death, alone.
Sandi Piper disappeared from the gaze of SLA Industries, but
so too did their prized Manchine. Digger effectively completed
the mission (but nobody knew for sure the exact manner of her
death) then went rogue and journeyed deeper into the dead city,
taking up residence and ultimately ruling over what remained
of the crumbling Salvation Tower.Digger has been recognised
as one of SLA’s greatest enemies ever since.
The Sector Wall
It was acknowledged, within days of the The Fall, that Central
Outskirts would never recover from its catastrophe and what
began as a makeshift defence would mark the beginning of a
fortified wall which would encircle the entirety of Mort City.
It was the birth of what became the Sector Wall - an enormous
structure whose boundary runs for 352km and took 47 years to
complete. Most Shivers in the present day contest this number,
citing that it has never fully been completed, as it is always
undergoing repair and modifications to bolster its defences.
Since its conception the Sector Wall has been policed by
Shivers, with generation after generation of recruits devoting
their whole careers and in many cases their lives, to surveying
Cannibal Sector 1 and protecting Mort City from monsters
lurking outside.
Dawn of the Cannibal
By 345sd studies of Central Outskirts concluded that the
ruins were now completely devoid of human civilisation; what
now was scratching out a living in the remains were utterly
savage and bereft of their former propriety. The once-people
had now taken to eating each other in order to survive. They
were now simply to be classed as exactly what they’d become:
18
H ISTORY
Cannibals, with the Central Outskirts becoming known as the Some SLA historians class this as the definitive period of the
cannibal sectors. never ending corporate war within the universe.
Lower Downtown Begins “It’s true, DarkNight, Brutalic and Thresher existed long
SLA believed that simply creating Downtown as a quick before the Consolidation Era, but I’d still class this as the true
replacement for Central Outskirts would solve its civilian Corporate Wars. Other historians prefer the term the 2nd
population issues, but by 353sd it was clear that intense Corporate Wars; but this is all conjecture. The important aspect
overcrowding was causing an increase in crime, disease and of this era is the birth of the micro companies, or as we now call
a limited work infrastructure that meant 78% of the people them the Soft Companies. Tiny competing brands that did not
living in Downtown faced lifelong unemployment. The Great challenge the might of SLA directly, but quietly attempted to
Downturn would seemingly never end. Something had to be undermine soda brands, adhesive tape manufacture and dental
done. care products. They came at SLA with second rate produce, but
Early in 354sd, SLA Industries journeyed to the depths of were to defend it with first rate aggression.”
Downtown and began to dig. It intended to create a whole new Angela Maybridge, Historian, Threat Analysis
series of habitation levels and force the populace to embrace SLA also redesigned their company structure, grouping the
these tightly confined subterranean tunnels and domiciles. entire business into various departments. The employees at
“Fuck that; no way am I going into Lower Downtown. I Head Office would gradually find themselves belonging to a
don’t care what the letter says or threats SLA makes. That place new specific Department, or in the case of Operatives they
gives me the bloody creeps and we’re already hearing horror would receive their missions, now referred to as BPN Files
stories about what’s going on down there… Seriously, I think which would be issued by the newly drafted Departments.
I’d rather take my chances in the cannibal sectors than go to the “BPNs are just one of these phrases that is universally used,
slums of Lower Downtown.” but rarely questioned. The Blueprint News files first went into
Arthur Lynne, (45), Civilian (Unemployed) circulation on 3rd October 304sd and they weren’t an actual
People were quite literally bullied into Lower Downtown and ‘blueprint’, y’know, like a design, yeah? They were originally
it wasn’t just the civilians who were taking up residence in the printed on light blue paper and with a dark blue ink, specific to
region; Carrien, Mort Rats and serial killers began stalking the the machines that created them at the time. And as for News,
concrete warrens. well, that’s a weird one. It seems that by using the term ‘news’
the designated mission felt like a suggestion, rather than a
The Shiver Units deployed to Lower Downtown were at half
direct order. Like, “did you hear the news, maybe you should
the capacity of those patrolling the higher levels and after a
investigate?”
time the Shivers actively avoided the depths and just left the
civilians abandoned there to their own devices. It was the doom The high ups thought the Operatives would rebel if they were
of desperate thousands. told what to do, so they gave ‘em the kid gloves? They had to be
coaxed into working! Just a polite word for do what you’re told
CONSOLIDATION PERIOD - 400-500SD - news. Crazy, isn’t it?
In the fifth century, SLA Industries began to reevaluate their A different time…
company, their corporate structure and the varying subsidiaries
Anyway, the words and the colours stuck, but today we’re
manufacturing products for them. Administration felt the
under no illusions about the orders we’re given.”
infrastructure had become too sprawling and unmanageable, so
Visage, Ebon Operative, SCL6d, squad Dusty Lavender
in 400sd the Consolidation Era began and whilst the majority
of changes took place within the first decade, the consolidation The Sector Rangers
process would continue until the beginning of 500sd.
100 years after the cannibal sectors came into existence, SLA
Many of the minor subsidiaries creating biogenetic goods were
Industries recognised the rapid evolution of the Cannibals and
brought under the banner of Karma, effectively making this
Carrien and felt it necessary to devise and conduct research
singular division in charge of all aspects of biogenetic creations,
patrols of the city ruins. The end result was the Sector Rangers,
from the Stormer projects to the clothes worn and the food
who would grow to be among the best trained and most efficient
that was consumed in the World of Progress. Karma’s influence
Operatives SLA Industries has ever created.
would span across countless worlds, but it would always bear the
same logo and the same style of management whether it be on The Sector Rangers were founded in 407sd and the first
New Paris or on a random backwater Resource World. recruits ventured into the dead city just one year later. Not
everyone entering Meny was capable of becoming a Sector
The same brutal approach was implemented across all forms
Ranger, nor would most want to be, especially as word spread of
of manufacture with only major companies running specific
the Rangers’ gruelling training regime and the equally miserable
forms of production. The stockholders in firms like FEN, Power
six month long tours of the cannibal sectors.
Projects and BLA became exceedingly wealthy once more,
harkening back to the Boom Time of the 200sd. “I hear ya, the Sector Rangers are as tough as they come and
Some companies wished to keep their identity and tore free you’d think everyone in SLA would want to be one, right? I
from SLA rule. SLA in turn deemed them ‘Soft Companies’ and heard that it’s something like 1 in 500 that gets selected for
classed them as subversives; enemies of the World of Progress. the Fenswick Program, but I mean, look at these guys. They’re
19
SLA INDUSTRIES
bloody dead inside. I’ve seen more sentience out of a Low Wave allow SLA to essentially take over the running of your world, or
Stormer than those ghouls. refuse and accept the potential ramifications.
The Sector Wall Shivers created the term ‘Stone Eyes’ for the Third Eye News airs ‘Progress Control’ - an hourly news channel
Rangers. These guys don’t just patrol the Cannibal Sector, they covering universal politics, current affairs and interplanetary
become a part of it.” statuses. There, new worlds under offer are heavily publicised.
Anders ‘Screwhead’ Palmer, Human Operative, The citizens of the World of Progress watch the news, every
SCL 9a, squad ‘The Sparkly Cats’ hour on the hour and so too does SLA’s corporate rivals.
By showcasing a vulnerable planet on Progress Control it is
From the moment the Sector Rangers were introduced to the announcing to the World of Progress that it is defenceless and
Operative ranks, SLA recognised their value and the breadth of ripe for the taking. DarkNight, Thresher and shoals of aggressive
their capabilities. For the first hunderd years after the cannibal Soft Companies are always angling to conquer and convert a
sectors were formed a great deal of even Cannibal Sector 1 had new society to their cause, force their product range upon them.
not been traversed nor catalogued. The Rangers resolved that.
SLA is fully aware of this and will utilise the looming threat of
Quickly it became clear that the Sector Rangers could travel imminent invasion: if the planet’s governments do not acquiesce
only so far into the first sector. A finate amount of supplies to SLA’s demands, they will exit and abandon them to certain
could be carried in a Battle Taxi and their training, especially attack by any number of rivals, who will likely be even more
on how to survive off of the sectors, had proved wanting. The savage in their negotiations than SLA.
Rangers couldn’t get far beyond the NorthWest Compact.
Almost all planets and star systems in the World of Progress
SLA Industries essentially went back to the drawing board were snared and defeated by SLA in such a manner. Some
with the Sector Ranger Program and in 421sd, a state of the art planets tried to retaliate against SLA, but considering the
simulator and training centre was opened in Viddrie. Old and company could deftly defeat so many powerful enemies during
new recruits were educated, and put through their paces, in an the Conflict Era, such resistance is most likely futile.
artificial environment based on the Sector knowledge gathered
Many planets simply roll over and let SLA monopolise them.
over the prior fourteen years.
Thousands of worlds gradually let go over the centuries and
The 3Ps Contract took to producing whatever the company told them. SLA
Offworld reports were returning to SLA with news that many would protect them, but not from poor decision making.
of its Resource Worlds were coming under constant attack from “When the Conflict Aliens fled I think everyone thought it was
rival companies. Before taking more extreme measures, the the dawning of a brighter future, but I think it was just more
company sent undercover spies to these planets and conducted of the same. Maybe it was worse, because what we got instead
investigations into the growing subversion. In many cases it was was the worst fate imaginable; to live on and on after crushing
corrupt officials who had entered into clandestine trading with defeat. I was a soldier in the Conflict Era and I thought it’d
DarkNight. be the end of me. Now I’m seeing out my final years working
It seemed that SLA Industries was starting to lose its grip on 18 hour shifts stitching these zips into short pants. I’ll die face
the World of Progress, so it opted to reinstate the 3Ps Contract down in denim.
in an effort to establish itself as the overruling body in the World Thank you, SLA.”
of Progress. The 3Ps Contractual Agreement was entitled after Janice Scobie, (48) Factory Worker,
the three pillars of SLA Industries ethos: Progress, Prospects Franchise World ‘Dig 4’
and Prosperity. It’s issued to all newly discovered planets in the
World of Progress and whilst progress, prospects and prosperity THE NEW WAVE - 500-599SD
all sounds very encouraging, it is invariably anything but. 3Ps
contracts led to totalitarian regime, horrendous Franchise Expanding Range
Worlds and all manner of global abuses at the hands of SLA. It SLA Industries, ever intent on progress, looked to further
was and still is, a brutal, autocratic means of conquering worlds, advances in the development of armour, weaponry and new
but the 3Ps Contract also served to galvanise the modern-day studies in fusion technology. For the next hundred years began
World of Progress. what would later be known as ‘The New Wave’, with the World
The contract appears optimistic until the planet’s governments of Progress enjoying a wide scale manufacturing boom.
read through the plethora of stipulations within the contract The New Wave produced classic products which are still
and then witness first-hand what it means to fall beneath the available in the present day: Crackshot and Dogeybone armour
control of SLA. Such worlds lose all identity and become merely and time-honoured weapons like the KPS Mangler AS and the
an extension of SLA. Global continents no longer serve and aid FEN 30-30 ‘True Shot’ Sniper Rifle.
each other; they become a collection of nations in name only Elsewhere, it looked far more gloomy and towards the close of
which exist to serve the company in however it demands. They the highly productive century, darker days were to follow.
can always refuse, but the consequences of denial will be severe.
SLA Industries does not invade worlds, although the 3Ps Age of Nightmares
Contract effectively strong arms a new planet with clauses it At the beginning of 582sd Cannibal Sector 1 was suddenly
cannot possibly accept. Nonetheless, the choice is theirs: either beset by two solid days of black rain. The majority of the
denizens in the Sector took cover and waited for the strange
20
H ISTORY
deluge to subside, but those who were struck by the downpour They had found strange, eccentric civilians already living in
were plagued by horrific visions unlike anything typically the occupancies that had been completed just moments before.
conjured by the region. Some workers even catalogued histrionic reports of sky views
By the end of the 48 hour period the black rains ceased and from certain windows; an impossibility in such subterranean
relative normality returned to the Sector. The Shiver stationed depths.
on the Wall believed it was simply the result of pollution in Mort City planners simply put this down to overworked staff
Mort’s skies, but in the months that followed a new form of suffering from exhaustion and hallucinations brought on by
horror settled in the ruins, marking the beginning of the Age chemicals in the tunnel air. In time they would recalibrate the
of Nightmares. air ducts, but in the meantime civilians were quickly housed in
Shivers reports spoke of ‘living shadows’ which were flitting the eerie, echoey apartment blocks of Lower Downtown.
about the NorthWest Compact. These shades targeted all the
species living in the Sector, ravaging their minds and tasting
THE CONSTRUCT - 600-699SD
their fears. In time, the amorphous black shapes would Fifteen years after the completion of Lower Downtown,
materialise in physical forms, based on the accumulated horrors Shiver patrols had already dropped down to almost zero. The
of the Cannibal Sectors. people in those recesses had begun to lose their humanity and
They were the first reported Dream Entities on Mort. In were displaying peculiar behaviour.
subsequent years these beings would evolve into ever more As if this weren’t alarming enough, the last Shiver reports sent
advanced and complex shapes and gradually slip through the back to SLA from the base level of the region claimed that there
Sector Walls and into the deep recesses of Mort City. were indications that there were more civilian levels appearing
beneath. The transit elevators now had numbers that descended
Lower Downtown Complete to even deeper levels.
By late 590sd work had been completed on Lower Downtown. Only one Shiver patrol ventured below base level and never
A further 12 civilian levels had been added but problems returned. After that no Shiver team would enter the unexplored
had begun to crop up even before the new citizens entered. streets again.
A large number of the workforce had fallen ill and suffered In 605sd, Tr’K V’rrTK, a well experienced and resourceful
from crippling anxiety during the long period of construction. Shaktarian SLA Operative, agreed to explore the fabled levels
Workers had encountered extreme feelings of claustrophobia and return with a detailed summary of findings.
and made claims of abnormal occurrences.
21
SLA INDUSTRIES
Tr’K re-emerged on Inner Downtown base level three weeks This night went down in Mort City’s history as ‘The Six
later, dishevelled, armour battered and rambling incoherently. Seventeen Bloodbath’. Many compared it to the Big Black and
It took a further four weeks to obtain anything of value from the Fall of Salvation Tower, but in this instance, there was no
his frenzied account - he claimed that it was full of impossible incitement recorded; just the inevitable tipping point for the
creatures that had constructed their own version of reality and escalating problems in Lower Downtown.
that the place predated Lower Downtown. As far as he could The crazies had no terms or demands of SLA. No motive.
tell, the levels descended indefinitely. They’d just gone insane and the madness was contagious. Ops
SLA took very little stock in the Shaktar’s declarations, were sent in within a matter of hours and by then the mob had
but resolved to dispatch some of its best Aethermen into the exceeded 200. They found the aftermath of a mass blood orgy,
unknown levels. decapitated Shiver heads on iron poles and numerous apartment
buildings burning out of control.
“Report to Catalogue Backlog,
It took a further 12 hours for the sanctioned SLA Ops to quell
I cannot attest to the number of civilian levels descending into the disturbance, killing 150 civilians and forcing the survivors
the infinite. But after 10 days of almost continual descent I had into the bottom two levels of Lower Downtown. SLA was
not reached the basin. I can only surmise that it goes down a forcibly locking the gates on the two deepest levels and then
good deal further. effectively washing its hands of the rest. It took just 27 years for
It is my opinion that this region has in essence created itself and Lower Downtown to go from ‘a vision of future prosperity’ to
to classify it as civilian domiciles would be highly inaccurate: it yet another ‘blight on the surface of Mort.’
is merely a construct.
The Omaja
It is my opinion that SLA Industries should quarantine this
controversial region and cap information access. I’m not one to In 630sd the very first of the long forgotten Conflict Races
ignore potential threats but I’m at a loss as to what should be returned to the World of Progress, but not as vengeful enemies;
done. There are no people, not that I’m aware of and very few the Omaja were now refugees. They reappeared in their original
will ever venture this deep. It simply exists, but hasn’t taken a Baal Star System, having fled decimation at the hands of the
malevolent stance. Not yet anyway. Root Dogs. SLA reluctantly welcomed them back, but forced
them to serve within the labour force in the Baal mineral mines.
Leave the Deep Construct be for now, but never, ever, forget Having suffered such terrible losses in Conflict Space, the
that it exists down here.” Omaja took to this work without question and performed their
Aetherman Montague, 6th Head arduous task diligently, yet as a species they were nonetheless
plagued by bigotry and the constant threat of violence.
Chaos Reigns
Downtown had always been an unruly and violent section of “I hate these little fuckers. I’ve lost three work shifts to the
Mort society, but the mounting pressure of subterranean living compliant little monkeys; all because they work double time and
and the influence of the Deep Construct beneath finally took earn half pay. It’s a conspiracy I tell ya, them apes and the bosses;
its toll on Lower Downtown. It is safe to say things never quite robbing honest humans of honest pay. I tried telling one of them
settled in Lower Downtown; it was a region that was troubled Omajans to piss off back to Conflict Space where they belong
from its inception. Countless civilians were thrust upon the and the shithead bit my hand! Look at it! This means more time
recesses and were simply expected to adjust to the cramped, off and it’s all their fucking fault!”
squalid apartments and perpetual gloom. As months turned Excavator ‘Chip’ Chester Miles, Whittler & Nash
into years, the Lower Downtowners grew more isolated, strange Mining Company, Project 7, Baal System – 631sd
and eventually aggressive. Having spent so much time in the mines, the Omaja earned
“It’s bad down there. I mean, really bad. Not many Shiver the cruel nickname ‘Trenchers’ aand as a species that was always
Patrols drop to Level seven, the folks there will actively attack quick to temper, fights inevitably broke out. Once again the
the APCs. But it’s worse than that… I guess the best way to Omaja were forced out and pressured to work on the remote
describe them is just fucked in the brain. backwater worlds on the fringes of SLA owned space, where
I was on a patrol on Level eight and I saw a guy stood out on they have remained up until the The Changes in 900sd.
the street butt naked except for one boot, munching on a dead, The Shadow Decade
raw rat. Nobody’s batting an eyelid. Back in Cannibal Sector 1, the inhabitants on both sides of
That was Level eight, so I’m scared to think how bad it might the Wall suffered the longest recorded period of heavy rain and
have gotten on Level nine. As for Level eighteen. Fuck that!.” storms in the region, stretching from 679sd to late 689sd.
Shiver Patrolman Dillon, 616sd It was during this miserably protracted period that the Carrien
On October 31st, 617sd things finally came to a head in Lower and Cannibals endured devastating famine. Thousands died. The
Downtown. Reports were coming through that a Shiver Patrol only species unaffected in the sectors were the Dream Entities,
had been taken down by a ‘violent and extremely disturbed who simply thrived on the widespread terror and anguish.
group of individuals’ numbering around 35. An hour later a It was during the Shadow Decade that the earliest Dream
Shiver Precinct was ransacked by over 60 individuals. Entity Masters materialised in the Sector and set about
enslaving and moulding their own species.
22
H ISTORY
“I’ve read in our history books that these rains signify things to
come. When the downpour rivals anything previously recorded
and it intensifies, seemingly without end.
Something will emerge again though, I have no doubt. Do not
be scared now, the time to worry is when the rain eases and the
horror finally shows its face.”
Shiver Sgt. Godley, Sector Wall, 684sd
23
SLA INDUSTRIES
24
H ISTORY
dominating the old city and had constructed a series of fortified out by 901sd, but the secondary objective to capture Tek Trex’s
outposts among the now crumbling bourgeoisie architecture. manufacturing schematics was not completely achieved.
SLA sent in Operative teams, assisted by Sector Rangers in The Lost Scrolls
an attempt to break up the DarkNight power structure, but
each and every time, the SLA force was destroyed or repelled. In Lower Downtown, a Human civilian - Elliot Raik had
DarkNight was very much in its element in DeLyon City and spent years studying everything related to White Earth, the
much of its boundaries are rigged with all manner of booby legends of Shi’An and offering highly complex blood sacrifices
trapa and explosive devices. One simply cannot charge into the to Bitterness. It was the first time the call was answered.
DN-held territory without expecting to lose a limb on the way. Elliot has been on SLA Industries radar for many years and
DeLyon City is pivotal in DarkNight’s chain of command. the department devoted solely to the research and defence
against White Earth considered Raik one of the greatest threats
Wind Up Toys to the World of Progress. He had followers in the hundreds and
Tek Trex Inc. came into existence during the Chrome Era similar numbers of murder victims.
around 880sd, when cybernetics and more specifically robotics Unseen by SLA, the first true incarnation of the Shi’An Cult
were popular in the World of Progress. It was initially regarded was germinating in Downtown. The power to utilise blood
as an Oppressor Power, but SLA media had overestimated magic was bestowed to Raik in the form of the Lost Scrolls –
the company’s output and power level. It specialised in small the last vestiges of Shi’An herself and the spells she’d created.
automated drones, which were used in raids and support The gifting of such power would change everything, but as
equipment to other Soft Companies. before, Elliot chose to be patient and quiet. He would let the
Tek Trex was more of a hit on television than a hit in battle. TV cult remain largely dormant and slowly generate a structure and
viewers loved to watch Operatives fighting scores of these little hierarchy. The Shi’An cult would not be simply a dull subversive
drones. Unfortunately, by the ninth century SLA had begun to for SLA Industries to snuff out on a whim; it would be the
eliminate some of its smaller, but persistent enemies and it was Great Enemy. The time for Shi’An to unveil its true face was
Threat Analysis who elected to wipe out the rival company. still more than a decade away.
This decision received criticism; even from SLA Operatives
themselves, who saw value and potential in such a photogenic
Halloween Jack
and inoffensive company. SLA dug its heels in on this issue In late 895sd, Shiver Patrols were reporting a spate of
however and a series of Hunter Sheets were issued to kill off murders occurring throughout District 5 of Inner Downtown.
Trex’s engineers. The company’s staff were effectively wiped Homicide was and is, a frequent occurrence in Mort City, but
25
SLA INDUSTRIES
the individual committing the killings was more distinctive itself. These collectively would shape the new era to follow,
than most, with his obscure orange helmet and garish outfit. known throughout the World of Progress as The Changes.
The serial killer - Halloween Jack, was also highly proficient in
combat and seemingly unstoppable. The Shivers had tried to
The Conflict Aliens Return
eliminate Halloween Jack and had lost countless troops to the Some of SLA Industries’ most notorious adversaries - the
‘mad man with the chainaxe’ and when he proved too much for Krell, Grosh and the Momics all return to the World of Progress
them, Operatives were sent in to challenge him. They fared no between 905 - 909sd, with more vengeful species en route
better. from Conflict Space. The Krell headed directly for their home
The legend of Halloween Jack grew exponentially over the worlds, the Root Dogs were more focused on War Worlds and
subsequent years, as the body count mounted and his TV ratings backwater planets, whilst the Momics were the only faction to
increased. Everything about the murderer remains, to this day, burn directly for Mort and resume their battle for dominance
a mystery - the reasoning for his outfit, the apparent motive for over the Ebonite people.
all the bloodshed, who he serves, even who it is hiding behind Third Eye News was very selective on reporting the Conflict
the mask. Halloween Jack has never uttered a word, not even Aliens invading the World of Progress. The citizens of Mort
when bullets riddled his body. Attempts have been made to remained largely unaware that the ancient threats had begun
reach out and communicate with the enigmatic character, but it ravaging the distant planets of SLA controlled space again.
has only ever resulted in more deaths. As the years marched on, disquieting rumours and snippets of
In the present year, Halloween Jack is widely regarded as information gradually filtered back to Mort City. Operatives
public enemy number one. Since his first appearance he has had who had been assigned Green BPNs had seen the horrifying
a HunterSheet issued for his extermination, with the highest Conflict Aliens first hand and suffered the casualties. Yet still,
bounty ever recorded, sitting at one million Creds. not all hope was lost. For all the negative, there was a shred of
goodness to emerge from deep within Conflict Space.
“ Yeah, the ‘all time high’ HunterSheet. Halloween Jack. Pretty From the Farouk system, the Neophron returned to the World
exceptional, huh? You know what’s also exceptional? That no of Progress, but not to fight. They had had some dealings with
Op Squad ever steps up, despite the cool one mill on offer. Now SLA Industries prior to the Formation, but were wise enough to
why do you reckon that is?” bow out once the company’s deception became clear. Over the
Maxwell Nowlan, 34, Downtown Civilian (Unemployed) last nine centuries the Neophron High Elect had watched the
wars rage on within Conflict Space and then bore witness as the
Rust Alley influence of White Earth and Shi’An cult erode the numerous
For close to a decade Mort City saw a fad for cybernetic galaxies from within. They also watched as the instability of the
augmentation. People were turning away from biogenetic whole universe spawned a separate reality of beings - The Dream
enhancements in favour of robotics. The media mockingly Entities, or as they are known in Conflict Space - Ethereals.
coined the term the ‘Chrome Era’, to describe the trend for The Neophron realised that what was happening in Conflict
fashion robotics. It only lasted from 875 - 885sd. Problems Space was soon to descend on the World of Progress and rather
abounded with applications and accessories built during this than leave it to its fate, the Neophron chose to risk all and return
period and many people suffered disabilities and crushing debt to the company who’d done so much damage, then and now.
from cybernetic augmentation performed in the Era. Most could
never recover. Many SLA OPs and high-ranking employees “We have spent many days in talks with the heads of Threat
were made homeless by the turn of 880sd and for the next five Analysis, relaying as much information as possible on what
years they were forced into an impoverished Downtown region dangers we face in Conflict Space and the current threats
known as Rust Alley. By 900sd no trace of them nor Chrome encountered in the World of Progress.
Era as a whole was left on Mort. Might we suggest that SLA Industries introduce a simple list
of categories which group the varied opposition? At present, your
THE CHANGES - 900SD TO PRESENT citizens are ill prepared to witness or confront these enemies, let
Year of Progress alone clearly identify one from the other.
900sd was an important year for SLA Industries. It was There is still much we must know, on both sides, so may we
the Year of Progress, celebrating nine centuries of growth put forth the four recognised threats? They are Corporate,
and success. It showcased new weapons and new advances in Cult, Conflict and all other concerns falling under the title of
biogenetics in the form of two new Stormers and the Vevaphon. Collateral for now?”
Perhaps, most important of all was the introduction of Karma’s Asenathek Sott, Spokeswoman, Neophronic
development of LaD (Life after Death) allowing Operatives Council of the High Elect
and high-ranking employees the opportunity for a scientific
resurrection, as long as they had the creds to spend. Life After Death
It seemed that SLA, at the height of its powers could do no LaD (first referred to as ‘Longevity Chain’) first came to
wrong, but it was at the turn of the new century that everything the public’s attention in 903sd after the assassination of SLA
began to slip. A series of catastrophic events were taking place Contract Killer - Delia the Destroyer. Most everyone thought
throughout the World of Progress, even within the company that was it for Delia, but instead of being shipped to the morgue,
a Karma Medic Crew arrived on the scene and carted her
26
H ISTORY
away. The media began to talk of a ‘revolutionary new medical in full knowledge of the Sector’s existence. It was reason enough
procedure’, called LaD (Life after Death) and seven days after to not venture too far and if Cannibal Sector 1 was as bad as the
Delia’s supposed death, suddenly she was back on active duty. media constantly reported, then whatever lay beyond it must be
It seemed like a miracle, although aspects of Delia’s personality even worse.
had been somewhat altered during the process. She was more “I remember how SLA sold it as a crusade; some great war
aggressive and prone towards violence. One just had to look at to win back the glory of Mort and all that other garbage they
photos of her before and after the work performed in the Karma were spouting before the slaughter began in earnest. Truth
labs to see the physical and psychological effects of her death is, there was some special report sent back to the company via
and resurrection. the resident Sector Rangers. Something about plant life they’d
Overnight, the LaD Option was made available to all Ops found way out there and other less pleasant findings besides.
with the creds to buy in. All that was required for initial set up
SLA was going out there for more than just honour.”
was 1 single cred in their new LaD account and they were good
Pvt. Joey ‘The Shiver Guy’
to go and then come back again, when the time came…
Duncan, Bridgehead Endeavour
Not every species in the World of Progress would join the
program. Ebonites, whom react badly to biogenetics as it dulls SLA Industries was no longer prepared, however, to sit back
their Ebb, took little interest in the treatment. Shaktars largely and let the vast stretch of ruins quietly rot in the distance. It
refused on religious grounds - it went directly against their was time to take back the Sectors. The first attempt to take
belief systems and the desire to die in battle. back the Cannibal Sector was brutal, direct and horrendously
Most other species however jumped at the chance. LaD was misconceived. On 10th May, 908sd. SLA launched the Project
no singular process - it used state of the art pharmaceuticals to Red Sky, in which thousands of Shiver recruits charged out in
maintain the patient at the threshold of life and death and could the Sector’s Elmar Estate and faced certain death. They were ill
also use biogenetic enhancements to repair and even improve equipped and ill prepared for what they were about to confront.
dead tissue. It all depended how much you were willing to Red Sky resulted in a bloodbath and it is widely regarded as
spend; LaD offered a variety of procedures and augmentations one of the most humiliating defeats in SLA Industries’ history.
for the recently deceased. The surviving Shiver troops withdrew and the plan to retake
In the age of LaD, when an Operative died, the medical team Cannibal Sector 1 was shelved for three years whilst the plan of
had four minutes to reach the Operative and rush them back to attack was reconsidered.
a nearby Karma base, but in more recent times and depending The 9th Division
on location this was unfeasible, so steps have been taken to
improve the window of rescue. Still, if LaD cannot get to their After the disaster of Project Red Sky, with many troops left
patient in time, the funds in their account are transferred to a alive, still trapped in the Cannibal Sector and the families
relative, even if it’s just the one cred. If the account holder does grieving for their dead, all looked to SLA for financial and
not have immediate family, or privately assigned heirs, the funds medical support, which never came. They were abandoned and
are completely wiped from record. left to starve and die.
Thousands of loyal Shivers died needlessly owing to cost
“It seems like the be all, end all doesn’t it? In theory LaD is cutting and an extremely poorly devised military campaign. The
great, but it’s getting to be a different story in The Changes. If effective scapegoat for Red Sky was a SLA Corporate - Charles
you’ve got a BPN going on in the depths of Lower Downtown, Sebastian Grady III, who had been in charge of much of the
there’s no way they’ll get to you in time. The best hope you’ve got finances on the project, especially with regards to munition
is checking out in Inner Downtown. They’re setting up Karma supplies. Grady opted for Greenband ball bearing ammunition,
bases there now, heavily guarded of course. It doesn’t guarantee instead of the lethal Redband flechettes, which resulted in
anything and it’s getting to feel more and more of a gamble all thousands of wrongly-equipped Shivers dying pointless deaths.
the time. I hear rumours that they’re trying to develop some kind Grady belonged to one of the illustrious Boom Families, but
of cranial device your squad attaches to the spinal column to with a catastrophic failure on the scale of Red Sky his inherent
extend the window. privilege could not save him. Charles Grady was facing a life
That’s the good rumour. The bad rumour I’m hearing is they term in Fallgate Prison, but before he could begin his sentence
can’t resuscitate if you die on one of those new Orange BPNs. I he was shot dead by Errol ‘Jester’ McManus: a Shiver turncoat
don’t know why, but that’s pretty terrifying, right?” and recent survivor of Project Red Sky.
Joe Mauchline, Human Operative, McManus had gone after Grady in his ‘Jester’ paint job,
SCL 7, Squad ‘Scary Biscuits’ switching Shiver Green to black and red. Enraged Shivers,
incensed by SLA’s neglect were inspired to turn traitor and
Project Red Sky repainted their Body Blocker in the Jester colour scheme.
By the 9th century, SLA Industries believed it could do no It was the birth of the rebel Shiver faction - the 9th Division.
wrong. Nothing was beyond its capabilities and so it turned
to the problems that lay on its own doorstep on Mort. The “I respect the 9th, for what it’s worth. It’s a rash and foolish
Cannibal Sectors had been a stain on an already polluted decision though. This is not how you challenge SLA Industries,
landscape for 600 years and it was time to address the glaring nor is it any kind of way of life: living by your wits in the depths
issue. The citizens of Mort City had lived and died for centuries
27
SLA INDUSTRIES
of the Cannibal Sector. If that place won’t get you, SLA Ops Moral Right Division
will, once the Bellwood Campaign progresses far enough.
In 911sd, Agnes Dowr - a high ranking member of Naga
If I’m honest, I think there’s as much risk of 9th recruits 7 succeeded in getting a bill passed that would address the
turning on each other, than any external threat. There’s a lot ‘degradation of moral values and decency in Downtown’.
of diverse ideology in there and not everyone is in it for noble Agnes was granted funding to create Moral Right Division -
reasons. a militarised organisation tasked with educating Downtown
I’d be genuinely surprised if the 9th Division is still around civilians on the virtues of morality, dignity and politeness.
in ten years. Five years tops if they continue to make CS1 their At first, Operatives and Shivers alike thought it was all a big
base of operations.” joke, but quickly discovered that MR Division was serious.
Shiver Pvt. Phoebe Chang, Bridgehead Resistunce Deadly serious. Moral Right was sending out Virtue Squads
to enforce these policies, a group of brutish thugs, dressed in
The Bellwood Campaign white Body Blocker, led by a Whip - a privileged young man of
By 910sd SLA was ready to take a second try at the Cannibal the upper gentry. Instead of teaching family values the Virtue
Sector. This time it would be different; Commander Cradle of Squads were simply beating down the marginalised citizens
Shiver Command would be at the helm and operating on the of Downtown with hammers and generally indulging in all
years of data put forth by Sector Rangers and generations of manner of vice and illegal activity.
Wall Shivers. Four years on and Virtue Squads are still patrolling Inner
It would be called the Bellwood Campaign, named after the Downtown, bullying the masses under the thin veneer of public
founder of the Shiver Organisation - Jonathan Bellwood. The decency, but they have not gained as much traction as Mrs
new plan was to attack and hold a region then build a prefab Dowr and her prim and proper organisation would have hoped.
Shiver fortress, known as a Bridgehead directly in the Cannibal Agnes is nonetheless undeterred and is currently petitioning
Sector. The first stage of the campaign took place on 10th May for greater funding and increased powers to ‘educate’ the
910sd and marked three brutal days of conflict. This time, the troublesome undesirables.
Shivers and by extension, SLA were victorious, at the cost of
“ Yeah, I’ve had run-ins with the Virtue Squads. Virtue! Hah!
thousands of Shiver lives.
Cluster of assholes is what I calls em! Old Agnes has literally
Bridgehead Endeavour was the first outpost to take hold in not one clue what these goons are up to down here. Seriously,
the Cannibal Sector; the first ground taken for the company in they’re worse than a bunch of Shivers with their load on and
600 years. A further 16 Bridgeheads would be built in Cannibal it’s because the Seraphim have way more powers of authority
Sector 1 over the next five years. than the guys in green. What’s that old phrase about power
“We’ve had a few victories to be sure, but check the map and corrupting? Oh yeah - Too Much Power Turns You Into A Total
SLA’s presence in the Cannibal Sector is a series of 17 dots. This Fanny. I think that’s it.
place is fucking massive. It’s going to take years, maybe decades I haven’t seen much of the Virtue Squads, lately, but knowing
to really take back these ruins. This Bellwood Campaign will go that old bag they’ll be coming back with a vengeance.
on literally after I’m dead and gone. There’s no way Moral Right Division are giving up on this.”
Actually, come to think of it, that could be tomorrow…” Mad Wee Frank, (Proprietor of Mad Wee Frank’s
Sgt. Alvin Summers, Bridgehead Wet Head Mad Wee Falafels), 42, Downtown Civilian
28
H ISTORY
The Shi’An Threat Worlds, eh? Yeah, well what worked for us in the Bellwood
Campaign, is definitely working for the Conflict Aliens out there
By the time of The Changes the Shi’An Cult had grown
on the Verges. Those backwater planets might be a row of dirt
in numbers and in power. Elliot Raik had studied the Lost
balls, but they’re perfect staging platforms for those weird heads.
Scrolls and by now had imparted all his wisdom to other like
minded individuals: a whole religious hierarchy had developed And now we’re losing our Chagrins, what the fuck? I mean,
in Downtown. Despite repeated warnings by Stigmartyr that yeah, they’ll put their helmets on back to front, but they can smash
the threat posed by the Shi’An could potentially overthrow the practically anything in the Cannibal Sectors. I bet this is down to
company. SLA continued to ignore the danger. that ‘Whistling Bridge’ Protocol I’ve been hearing about.
In 903sd, the denizens of White Earth began cropping up Mark my words, the Chagrins are just the start of big, bad
in the Downtown Districts. Hominids and other such horrors changes.”
were being summoned onto Mort where they would indulge in Shiver Sgt. Jeffrey Palmer, Bridgehead EchoBeach
acts of incredible bloodlust, terrifying Mort civilians with their
fury and sheer otherness. The World Of Change.
Raik and his followers were creating simple summoning spells Now, in the year 915sd SLA Industries faces an inescapable
that any idiot could activate (and frequently did). The goal was World of Change. The sins of its past have finally caught with
not to build worthy spell casters but to generate fear and create it, culminating in the present date. Only a small fraction of
anarchy in the heart of SLA. More than a thousand unwitting the company can truly be held accountable for what has come
Shi’An hopefuls have lost their lives bringing forth brutal to pass; the Operatives and employees simply play a function
Hominids and Bane Rats via blood portals into Downtown, within the machine that runs the World of Progress and the
usually ending up serving as the first victims of these outsiders. civilians overcrowding the many SLA controlled planets have
The Shi’An are singular in their focus. The aim is not worship no say in the company’s running, nor what has come before.
and devotion; it is solely driven to destroy SLA Industries and Nevertheless, all will now be held accountable as the Conflict
anyone or anything associated with it. Races raid and pillage every world in their path and Great
Enemy permeates every aspect of SLA Society, converting and
Vevaphon: The End corrupting the very lowest and equally largest cross section of
Heralded as the future of bioengineering, the Vevaphon from the population.
the new and up and coming company, Doppelganger, instead SLA is now forced to make its choice; to stay the course as
proved to be a misstep and something of an embarrassment for the evil corporation which has unfairly dominated the World
SLA Industries. of Progress for 900 years, facing almost certain destruction. Or
Vevaphons were lauded as the solution to deal decisively with finally, once and for all, it must face and address its countless
SLA’s non-conflict enemies, a flexible and reactive weapon crimes over the centuries and work towards a better future.
capable of mimicry and infiltration. Instead, an error-filled
bioconstruct was rushed-out that was over-engineered and
incapable of the job it had been created for. They were finally
fielded in the same niche as the Xeno Stormer which was
deployed at the same time, but the Vevaphons turned out to be
much more expensive to maintain and psychologically unstable.
Many struggled to fully integrate themselves into Operative life,
grappling with self identity and failing to connect with other
members of their squads. Although it took longer than it should
have, it was no surprise that Doppelganger was eventually closed
and all Vevaphons recalled by the end of 912sd.
Chagrins Depart
The emergence of the lost Conflict Races has been a continually
escalating threat in the World of Progress. At first, it was merely
the backwater worlds on The Verges that armies like the Krell
and Root Dogs targeted; planets that were of little resource of
the company, but in more recent years the Conflict Aliens have
been far more emboldened and launched considerable attacks
on the War Worlds and alarmingly, they’ve been winning.
This has forced SLA to take more drastic measures and, as of
909sd, all manufactured Chagrins (the largest combat variant in
the Stormer program) have been re-trained and shipped to War
Worlds, such as Dante and Cross, to force back the invaders.
“I can’t believe Head Office let the Conflict Races this far into
the World of Progress! Oh yeah, sure; who cares about the Verge
29
SLA INDUSTRIES
30
T H E WO R L D O F P R OG R E S S
31
SLA INDUSTRIES
M O R T C I T Y M A P
32
T H E WO R L D O F P R OG R E S S
33
SLA INDUSTRIES
34
T H E WO R L D O F P R OG R E S S
Crib) is neither the easiest nor the quickest way to get a fresh Most experienced Operatives go into Uptown or Suburbia
mission. Starting Operatives assume this is the place to go, so it BPN Halls to get their missions. These places are, however,
is always crowded. It can take somewhere in the region of 4-8 generally smaller and with a tighter range of available colours,
hours to get an appointment with a BPN Officer and by that but there are also hidden advantages. The BPN officers will offer
point you basically take whatever you are given. a nominal but legal cut on the pay for a mission more tailored
to the Op Squad.
“Hi boys, take a seat. Been waiting long? Good, I’m glad; it’d The wait is also considerably less in BPN Halls that lie off the
give you time to contemplate how badly you screwed up that beaten path.
Blue I gave you on Tuesday. Seriously, how do you fuck up a
Those who are brave, or in a hurry, can risk their luck (and
Blue? It’s Street Maintenance! All you had to do was roll a few
fate) on a BPN Mission Terminal, that can be found - cracked,
drunks and you clowns burned up a Food Court.
scratched and coated with graffiti, throughout Suburbia and
So… onwards and upwards, eh? I have three new BPNs for Downtown. The terminals will supply a BPN in a matter
you to choose from. One, is another Blue. Yes, yes, yes, I know, of seconds, based on locations and Shiver or Threat Analysis
more Street Maintenance, but it’s easier this time. You just need reports. The terminal will ask for the user’s SCL but it rarely
to exterminate a rat horde over by the Crust. Open air, local takes the information into consideration before it spits out a
wildlife and stunning vistas - you’ll love it. mission.
I have a White BPN - Investigation. Murder. It’s looking like Many Ops have lost their lives to these rather haphazard
Mesha serial murder. Some freakazoid is going around slitting computerised BPN officers; accepting missions with little to
throats and ripping out tongues. What is today’s youth coming no details or warnings, that lead into abandoned tower blocks,
to? Now, this gig’s been passed on three times because its leads darkened sewer pipes and Lower Downtown…
have gone ice cold, bbbbut if you can locate and take down the
killer you’ll get a cred boost. Time to take the Stormer scalping, Uptown
eh? This is regarded as the high-end retail/residential district. Only
And last and certainly least is a shit Green BPN… alright, affluent families and high SCL Operatives can afford to live
alright hear me out. It’s on a Backwater world called Scorch. here. Most Ops will have spent at least some time in Uptown;
Head Office wants you to go bust some rioter heads. Don’t look either out shopping for new equipment after a successful BPN,
at me like that, Barkovitch; you always said you wanted to getting bio genetic upgrades, or simply blowing off steam at
travel! Don’t forget to pack sunscreen and a pacifier baton. Sign The Pit.
here.” Everything that is available in SLA’s World of Progress can be
BPN Officer Mills, Slayer’s Crib purchased or experienced here.
35
SLA INDUSTRIES
T H E P I T
“Counting the minutes until those doors slide open. Everytime
I step through Deth’s Door it feels like I’m home. I live for this
MUSIC IN THE PIT
place.” The Pit accommodates all tastes; trendy corporates, gregarious
Terminal, Eban Operative, 6.4b Frothers and refined Neophron can always find something to
enjoy in Mort’s premiere nightclub. Most new musical styles
The Pit is one of the reasons that people want to work for first come to people’s attention via the the loud speakers in The
SLA Industries. The employee-only nightclub is famed for its Pit. The most popular sounds, however, are as much a fashion
live music, vast array of different bars and for being one of the and ethos as they are a musical brand. One can easily tell the
most impressive feats of construction that the city has to offer; particular tastes of a Pit attendee simply by the cut of their hair
not that anyone can really admire its beauty. The Pit is a nine- and clothes they’re wearing.
level descending skyscraper that spirals down into Uptown,
with each level being smaller than the last, forming a huge “The Burgess Brothers are pretty popular at the moment with
upturned cone of steel and concrete. The Pit is ‘the’ hangout for that single, what is it? ‘It’s Not My Name”? And so the popular
Operatives. For many years the concept of drinking anywhere press are still trying to nail down whether it’s a Shade-Oh
else was simply laughed at, though over the last two years, band, or just regular Eight-Oh with a bit of an edge. Of course,
with more and more Operatives needing to move further High End are trying to lay claim to it because some reviewer
into Downtown and employee accommodation becoming said that the lyrics were about Mr Slayer. Pretty crazy, huh?”
increasingly expensive, many Ops are finding that making the Anna Without, News Anchor - Third Eye News
trip to Uptown for a beer just isn’t worth the cost or hassle.
That is not to say that the club isn’t still packed every night; the EIGHT-OH
corporate sector alone keeps the dance floors full from 20:00 to
04:30 every single day. Eight-Oh is the up and coming genre sweeping the World of
Progress. Its bands and hit singles are uncommonly upbeat and
“ You know what pisses me off… I move from SCL 10 to 8 the fashion sense of the scene is bright and colourful, garishly
and somehow I get to hang out in The Pit ‘less’. How the fuck so. Nobody quite seems to know how or where this sudden
does that work?! Dammit, I miss that place. Good beer. GOOD tonal shift in tastes came from, or the odd sensations the
beer.” songs and fashion and patterns seem to stir in people. Eight-
Timmy Franks, Human Operative, SCL 8.7 Oh has been described as a brand new genre, yet most people
encountering it feel as though they have heard the music before
At ground level, The Pit appears as little more than a huge but can’t place where.
concrete bunker, square and boring, with a number of turnstyles
Eight-Oh is very popular in Downtown, embraced by young
and security barriers. This heaving entranceway is known
people who need it to offset the soul crushing bleakness and
as Deth’s Door, named after the original head of Security,
drudgery of their lives.
a now elderly Shaktar who took on the nickname of ‘Deth’.
He retired from his role of Security Chief at the Pit in 912sd Eight-Oh has had a polarising effect among Operatives; fresh
and was replaced by an Advanced Carrien called Rarg. The recruits straight out of Meny accept it as the ‘new mode’ and
somewhat political move to put an Advanced Carrien on the view it as their generation’s style, whilst some older Operatives
front of house was done to smooth over their somewhat rocky decry it, claiming that it has supplanted the Niner sound.
introduction to Operative life, forcing more Ops to come face As Eight-Oh is still relatively new (despite claims that it isn’t)
to face with the species on a regular basis. On a whole, the idea and it is only just now breaking up into categories: pure pop,
seems to have worked, though to avoid any conflict, Rarg has ballads and bands going to the next level with a darker edge,
recently adopted the nickname ‘Deth2’ as the very suggestion of essentially subverting Eight-Oh.
renaming the venue’s entrance way to Rarg’s Door just wasn’t
worth the fallout. Rarg leads a staff of around 1200 security SHADE-OH
personnel who work shifts up and down The Pit’s many layers, Shade-Oh is an offshoot Eight-Oh and it leans more towards
made up of almost every species imaginable. heavier processed guitars and darker synths. Much like Burb
music, Shade-Oh has come under a certain amount of flack for
36
T H E WO R L D O F P R OG R E S S
its lyrics. Shade-Oh covers darker themes which correspond of retaliation against MR Division’s Virtue Squads and other
with its sound and is often critical of SLA’s politics. such policies enforced by Agnes Dowr.
Moral Right have pushed for investigations into certain As such, Naga 7 has put Burb musicians under far more
Shade-Oh bands, whose lyrics they consider corruptive and scrutiny for subversion than any other genre, especially since
in many instances downright subversive. In truth though, MR it has captured the moment back in the region it first arose -
Division is more focussed on tearing down Burb bands. Suburbia.
“They say that Ebon music is cold, but have you listened to NINER
some of the new Shade-Oh bands? Like, Drop Shadow - they’re
in the charts right now and when you hear those steely sounding Niner is the sound of 900sd, hence the name. Similar to the
synths how can you not imagine Mort City? This is our town. more recent Eight-Oh, Niner covers a wide array of musical
This is our generation. This is our music.” styles but is almost completely geared towards rock and metal
Allison Franks, Downtown and clothing that favours black dyes, leather jackets and biker
Civilian, 20, (Unemployed) boots. Niner has faded slightly in popularity in the era of The
Changes, but this is nonetheless the go-to genre for the likes of
Eban, Stormers, Frothers and young boisterous Shaktars just
HIGH END starting out as Operatives.
High End is the music of the Corporate Sector. Self
affirmative songs which lean heavily towards masculine BASHHEAD
themes of winning, succeeding in business and making lots
BashHead is a subset of Niner music and fashion. BashHead
of money. As a musical style High End has proven somewhat
is ear-shreddingly loud and intensely aggressive. Stormers and
controversial, as many believe it has cribbed off other sounds,
Frothers have a particular love of BashHead and whenever
particularly Eight-Oh and adopted it as its own; which is the
songs from bands like Burst Appendix, Fusion Pig and
very essence of Corporate mentality.
Stormer, Stormer, Stormer are up next on the Pit the dance
Uptown Corporates are habitually quick to claim the latest floor immediately clears, as combat ensues. For four or five
Eight-Oh chart hit as a High End song. minutes fists fly, teeth shatter and head butts embrace exposed
With High End music comes High End fashion and beliefs. noses. LaD typically has a few medics on standby at the Pit,
Corporates in SLA are heavily influenced by expensive suits, as there are regular fatalities connected to BashHead slam
accessories, grooming and aftershaves/perfumes. Many dancing in the venue.
legitimate High End bands constantly reference such products,
serving as an audio style guide for the whole Corporate Sector. SPECTRAL
More recent bands have found themselves being sponsored by
Spectral is music produced by and primarily for Ebonites,
clothing brands specifically to get mentioned in the lyrics.
especially for Ebons. It is best described as haunting, ethereal
“I landed 20,000 creds before brunch yesterday and Queen Electronica. Its music covers emotive themes; yet beneath a
Tangerine’s ‘Live Fast, Die Rich’ was playing on the radio veneer of icy and austere sounds. Aside from Ebonites, Spectral
when it registered in my account. Now I fucking love that band. is popular with moody teens who are seeking out something
I went out and got some of those music mags to check ‘em out, ‘see with a bit more depth, whilst also bordering on the inaccessible.
what else they’ve done. Lead guy’s got a Telford Weave 3 piece, The current favourite sub category is Skendish Spectral, which
New Parisian silk Virna brand tie and going for blonde weep- is as chilly a sound as it gets - usually sang in native Skendish,
back cut. Jet black’s out, clearly. I’m getting my hair bleached or Ebonite language with tracks clocking in at around twenty
tomorrow. Now piss off, my phone’s ringing, there’s cash on the to thirty minutes.
line.”
Corporate Vincent Anthony DeFeo, SHAKTARIAN FOLK
SCL8b (Hinton, Moss and Rowan) Shaktarian Folk, or in its original form - F’ttRkt K,nn,KrTT,
H’r T’Rnth-K’t (translated as Music of our Ancestors) is
BURB an acquired taste. Shaktarian Folk vocals are composed of
Burb music is, as its name suggests, the sound of Suburbia. extended notes created deep in the throat generating a sound
It is a popular albeit underground musical genre created by the unlike anything else in the World of Progress. Instrumental
teenage kids of SLA employees who have lived and worked pieces are performed with strange tribal instruments:
deadend jobs in the suburban sectors. Burb is music for Shaktarian Mountain Horns, drums and harsh pipes.
disaffected, angry youths who want for more yet are fully aware
“What the buggering fuck am I listening to?! Sounds like
of systemic limitations imposed on them.
my arse after a Sewer Pork Curry - give us some fuckin’
Burb was at the height of its popularity during the 700s but BashHeeeead!”
as Mort life becomes more troubled and manic in the present
Black Angus MacArthur, Frother Operative,
day, Burb music has resurfaced in a pretty big way. Naga 7
SCL 10a, Squad ‘Heid The Baws’
analysts have attributed the new Burb movement as a form
37
SLA INDUSTRIES
Suburbia
‘Basic’ Operatives (SCLs 10-6) and SLA Employees live
in Surburbia. It is the last region entirely populated and
protected by SLA Industries. The look of the area is defined
by its somewhat drab and oppressive architecture. SLA racks
countless employees and their families into these ugly concrete
slabs and most never leave them, except to attend a labour
intensive job or to get inebriated.
38
T H E WO R L D O F P R OG R E S S
Perimeter Wall
This zone divides Suburbia from the Downtown Districts. The
Perimeter serves much the same purpose as the considerably
larger and impressive Cannibal Sector Wall, in that it was
constructed to keep the undesirables out.
Downtown civilians rarely, if ever, are granted access to within
the Perimeter Walls and the customs and security checks there.
You must have SLA employee or Operative credentials, or be
part of a credentialled family unit, to get through and while the
Sector Wall is patrolled by Shivers, the Perimeter is guarded by
very well trained and equipped Dark Finders, who will scrutinise
all paperwork and permits with a suspicious eye.
Once you pass the Perimeter Wall on the verges of Suburbia,
you are leaving the safety and security of SLA Industries and
descending into the chaos and violence of Downtown.
The Crust
This represents the top layer of the civilian sections. If you
are in Downtown and are able to see the sky and feel the rain
on your face, you are on The Crust. Many have nicknamed the
citizens living here rather mockingly as ‘The Upper Crust’ as it
is a desirable location to inhabit, but it still comes with its own
risks and hazards.
The surface of The Crust is an uneven plateau of high rise
apartments and factory rooftops which circle the Perimeter
Wall that fences off Suburbia and Downtown below.
The pollution levels are quite high on The Crust, as it is open
and exposed to the elements. The Crust is also under constant
attack from Dark Night terror cells and the abuses of Soft battle in gladiatorial arenas, with chain axes and Power Reapers,
Company subversion. There is a high price to pay for living on shedding blood by the gallon for a sea of baying crowds.
Downtown’s least impoverished level. They will see an unfamiliar world through the lenses of a
Helmet mounted cameras, as televised Op missions enter
Inner Downtown perilous sections of Downtown, to blast away Carrien and serial
This is the most densely populated region in the whole of Mort killers, feeding their fascination, brooding frustrations and fears.
City. Inner Downtown is a vast network of civilian apartment All too often the external dangers are on their doorstep and at
blocks, subways, sewer tunnels and shopping arcades. Most of night they are awakened by something scratching at their front
the people living here are unemployed, at constant risk of death door, unseen and unknowable and so the frightened civilian
and have never seen the sky or breathed air that wasn’t filtered sets about reinforcing his door, saving to buy a better gun, but
through a rusty air duct. As you progress down the five districts most of all, escaping deeper into a fantasy world that 20 straight
of Inner Downtown, the housing gets poorer, the streets dirtier hours of television has stirred in him.
and the crimes more violent. Most civilians go from birth to Downtown civilians have a love/hate relationship with SLA
incineration knowing nothing more than the square mile of the Operatives; they admire what they see of them in their viewing
Downtown sector they were born in, never moving up or down entertainment but in person it is all too real. It is where fear
a district, nor having any aspirations more than getting their and jealousies surface and the Operative Squads carrying out
weekly social security cheque and a slightly better TV. the murder investigation in their building is looked upon with
The main staple of civilian life is television. It is the only chance suspicion and scorn.
of glimpsing a world beyond the confines of the individuals’ Operatives rarely display much respect towards Downtowners,
bleak, compact apartment building. There is little else to do, so they see them as expendable annoyances; an unemployed
most Downtowners cash their weekly allowance from Social civilian killed by a stray bullet is usually at worst a slight dock
Security, quickly buy whatever amenities they can afford from a in pay and almost never affects a SLA Ops SCL. Civilians in
local store and hurry home. Once inside their cramped, gloomy Downtown hold an even lower opinion of the Shiver Patrols,
apartment they will fall into a burst, worn sofa and hit the SLA’s own police force. Armoured in green Body Blocker, the
remote. In an instant their eyes are fed the glitz and glamour Shivers are a very common sight to most Downtowners and
of everything SLA Industries has to offer: special deals on cut they know to avoid them. Shivers are seen as brutal and corrupt,
price toasters, fast food, fizzy sodas and affordable firearms eager to flaunt and enforce what little power and authority they
for home protection. Their thirst for violence is also quenched have over Mort’s poor via a Gauss Rifle, power baton and sense
in the form of the Contract Circuit, wherein celebrity killers
39
SLA INDUSTRIES
of entitlement. Shivers typically only behave themselves when between Downtown levels can take up to 20 minutes; it is slow
the SLA Operatives are around. and laborious but relatively cheap. One simply throws 2 unis
Part of the civilian resentment towards SLA is that it scarcely into the worn and battered turnstile, takes a seat and spends the
does its duty in protecting its populace. A great many of the next 20 minutes staring at the weary looking passengers and the
threats a Downtowner faces on an hourly basis have been layers of built up graffiti adorning the walls of the Shift Block.
created by the company in one way or another. They created the
Manchines and made little or no attempt to recall them when Shivers barely have a handle on the crime there and SLA Ops
they went rogue, the Carrien are becoming omnipresent and are stretched too thin trying to get to the enemy or situation in
the pigs and rats continue to plague Downtown. More recently, time to deal with it; the scale of Inner Downtown is simply
there is the threat of the Shi’An. A cult that was spawned by too immense and we’re already seeing Ops simply renting
the frustrations and resentment brooding in Downtown over temporary digs in a specific region and taking local BPNs. SLA
many centuries and yet again it is the humble civilians who bear Industries is already looking at options to deal with this issue
the brunt of that aggression. Countless people are either caught and I’m sure the operatives won’t like what they are planning.”
up in religious massacres or are drawn into the homicidal BPN Officer Ganwich, West Hampton BPN Hall
fanaticism.
Jobs In Downtown
“Life is shit mate and I’m broke as fuck, but at least I’ve got Inner Downtown’s most common form of employment is retail
my ciggies, a four pack of Dave beers and me telly...and I’ll get and services. Downtown has no shortage of shops, canteens and
my security cheque next week. I’ll just watch the telly til then, bars and there is always a need for staff behind the counter.
s’only six days.” Some Downtown families have whole generations that enter
Jack Bolton, Inner Downtown the Shivers and work the beat their whole lives, while others go
to work in the factories and spend long, low paid shifts creating
Accessing Lower Levels all manner of produce for the company.
A series of large, open elevators ferry the working population There are other less favourable careers. At a push, those who
up and down the levels of Inner Downtown. At a distance these want some extra unis in their pockets can take on positions in
ferries look like expansive transport waiting rooms, except that sanitation and pipe maintenance, or opting for more dangerous
they themselves are the mode of transport. SLA calls them work tackling Mort’s vermin as full time Exterminators. The
Shift Blocks and even though they are rated for 30 people at truth is precious few are genuinely happy in their chosen
a time they can transport up to 60 occupants and the duration profession; there is little to no job satisfaction.
A great many of Mort’s disaffected youth forgo all hope of
employment and immediately fall in with the street gangs or
become assets of the skin trade.
Lower Downtown
Owing to overcrowding in Inner Downtown, SLA Industries
elected to create 12 more District Levels below District 6. Work
began on what came to be known as Lower Downtown on 7th
January, 355sd. District 7 would be the first of the Districts to be
built underground and even as the excavation began the citizens
of Inner Downtown expressed their reluctance to inhabit even
the highest of these new lower levels. Today, Lower Downtown
is considerably larger than Inner Downtown, yet it is far more
sparsely populated. Shiver Patrols never venture more than a
few levels down and in essence, have washed their hands of all
its evils, as has much of the company. There is very little support
structure in Lower Downtown. It bears a passing resemblance
to the Cannibal Sectors in that it is isolated from normal
society and whereas Cannibal Sector One was created by the
sudden blackout and subsequent lockdown; Lower Downtown
was more a gradual descent into neglect and insanity, taking
place over hundreds of years. This is why Lower Downtown is
as dangerous and as frightening as it is.
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T H E WO R L D O F P R OG R E S S
a lot more suspicious of outsiders. These levels are so heavily It is exceptionally easy to get lost travelling through Lower
populated, but it’s still comparatively normal - I mean, if you Downtown. The navamaps for the Districts are, by and large,
can call anything in Downtown normal that is. out of date and the SLA communication signals are unreliable
No, it’s when you go down below District 9 that it goes wrong. or non-existent for large areas. In order to go to any real depth
That’s when the folks get downright strange, when you start in Lower Downtown, a great deal of preparation must be
getting clear evidence of the Shi’An cult and the deaths are just performed before entering and it is always advisable to take a
as easily attributed to Dream Entities as Carrien and what guide (typically an Aetherman or experienced Operative) before
have you. risking your first excursion.
By that time you’re pretty much in the heart of Lower Many of the Cannibal Sector’s inhabitants slip through into
Downtown and you still have, what? Nine more districts to go Mort City, through the Sector Wall, which has, over the years
before you reach the basin. At around District 11 I’d say all bets developed hairline cracks. Shivers on the wall work hard to
are off. That’s when the average citizen is simply a Dreg and as protect the city from outside threats but since the wall extends
for civilisation? Forget it. Nothing down there but monsters. for hundreds of miles there are many patches that are not so well
You’re pretty much in the province of the Shi’An there; it’s their patrolled. This is especially true in Cannibal Sector 2, where the
world, not our’s.” wall is most neglected. As a result Carrien often access Mort
City and enter into District 7 - the uppermost level of Lower
Jeff Gregory, Human Operative, Downtown. Many of the vermin are so driven by instinctual
SCL 5, Squad ‘Infiltration 4’ hunger that they head directly for the higher levels of the city,
Lower Downtown is a threat to life in countless ways. The to feast where the population is denser and are quickly gunned
civilians are generally mentally disturbed and overtly hostile, down. Most however, slink into the deeper recesses of Lower
some of the company’s deadliest enemies are in abundance and Downtown, taking their place amongst the other monstrosities
the sheer scale of the region is bewildering to inexperienced inhabiting the subterranean network.
Operatives. Many Districts levels are utterly neglected, visitors Districts seven to ten provide the perfect location for the
can spend hours or even days journeying through silent, gloomy manufacture of black market products from rival companies.
tunnels, only occasionally stumbling across dweller settlements, These districts are far enough away from the prying eyes of
places and people who have had little to no contact from SLA SLA Industries, but close enough in proximity to potential
Industries in years and will just attack Operatives out of pure customers. SLA Industries’ disinterest in the districts borders
fear and confusion. on abandonment, a perfect seclusion for anyone wishing to
41
SLA INDUSTRIES
operate outside of The Company’s prying eyes. DarkNight Ops hate BPNs based in Lower Downtown. It’s a long journey
weaponry and soft company products fired or consumed in down, there is minimal support, too many variables and it’s a
Districts 1-6 typically originated from a warehouse or factory in challenge just getting out alive. As such, the company has set in
Lower Downtown. The 9th Division, deserter Shivers from the motion the development of a new class of SLA Operative squad
Bellwood Campaign, have begun setting up there. In creating – the Sweep and Clear Operative teams (shortened to SAC
and then abandoning Lower Downtown, SLA Industries Op). These teams are being trained and tasked to journey into
provided the perfect base of operation for anyone wishing to do every level of Lower Downtown, to research and understand
wrong to the Company. the issues present and eliminate the resident threats. The hope is
that this will free up space for new accommodation and alleviate
“Do you like this? I got it from one of the new companies out of overcrowding in the upper levels. These teams are expected to
Lower Downtown. It’s pretty innit? The bloke who sold it to me work closely with Stigmartyr and the Aetherman branch of
said he’d be back next week. If I take you to him he’ll give you ten Naga 7 as needed; certain Lower Downtown residences will
percent off one of your own and we both get some free bullets. We require it.
just need to make sure the Shivers ain’t watching. You wanna?’
Willhelm Waterson, quickly becoming THE CANNIBAL SECTORS
a man to know in District 6
In 300sd, the best hope for Mort’s civilian population,
Lower Downtown is not even an official term created by Salvation Tower, sank into the ground, triggering a massive
SLA; it is something of a recent invention generated by the blackout across the Central Outskirts and rioting on such a
Shivers and civilians of Inner Downtown. It was the place you catastrophic scale that the region never recovered. Mort City
simply don’t visit. A place you actively avoid. SLA Industries is effectively closed its borders to the outskirts and on its own
realising that the reason Inner Downtown is so overcrowded people. Those people would never be accepted back into the
is that its citizens know not to inhabit the lower levels. There company.
are little to no amenities and there are simply too many deadly In the years that followed, the place that was once called
threats infesting Lower Downtown, especially the Shi’An Cult Central Outskirts descended into further chaos. Food supplies
and Dream Entities. were quickly exhausted and the desperate people still trapped
With each descending level within Lower Downtown, the in the ruins began to feast on each other in order to survive.
intelligence quota and social norms and capabilities of the The advent of cannibalism in the Outskirts heralded the end
populace degenerate. The quiet, gloom and remoteness have of civilisation in the region and the dawn of something much
spawned a backward, deeply disturbed society. Operatives are more savage and ruthless. The abandoned populace had been
familiar with aggression and prejudice from the civilians of forced to forgo whatever humanity they had once had. In 301sd
Inner Downtown, but that found on the lower levels are a breed
apart. The people that reside below are strange and worryingly
abnormal. Once the Operatives are in the heart of Lower
Downtown they will likely find themselves encountering the
Dregs.
The Dregs are not exactly a threat faction and are barely
considered Collateral, but they are becoming an increasingly
common sight as greater exploration into the depths of the city
occurs. Whilst the people out in Sector 1 transformed into hardy,
muscular Cannibals, the abandoned citizens of Downtown
degenerated into little more than pail, waif-like animals. They
are not aggressive or violent and will scurry away from as little as
a torch beam. They are naked, filthy and desperately thin having
had to survive on cockroaches, moss and algae and the water
leaking from burst pipes. The Dregs have devolved so much
from what is considered normal human life, that they cannot
speak and have lost the ability or want to walk upright. They
awkwardly lope around on all fours. Most are rife with disease,
with weak joints and very poor eyesight. Concisely, they are the
worst example of SLA neglect since The Formation.
Lower Downtown is additionally, widely regarded as the
hotbed of Shi’An Cult activity; most of the major Covens are
based there, away from the gaze of SLA Industries. It is in the
depths that the cult can perform extremely complex rituals and
sacrifices en masse. Much of the cult’s power and scale comes
from the fact that SLA ignores and avoids the abandoned
civilian levels within Lower Downtown
42
T H E WO R L D O F P R OG R E S S
SLA Industries renamed the Central Outskirts to the Cannibal opened to the public and have grown to homesteads and then
Sectors. to townships, repurposing the old buildings of the Northwest
There are five Cannibal Sectors surrounding Mort City, each Compact. Hole2 has been opened to allow the public to pass
populated with a varied cross-section of species and fauna. between these towns, though it is heavily guarded by Shivers.
Sector 1 is the most diverse, with Cannibals, Carrien, Scavs,
Dream Entities and Manchines all domiciled throughout its SECTOR WALL
territories. Sector 2 is slightly larger than the first sector, but
The Sector Wall is the barrier separating Cannibal Sectors 1
is predominantly ruled by Carrien, to such an extent it is often
to 5 from Inner Downtown and Mort City. Its precursor was
known as the Carrien Sector. Sector 3 is known for its Ex War
created initially as a cordon line to keep the citizens of Central
Criminals, Sector 4 is very polluted and overrun with Cannibal
Outskirts from the main city. Over time that has morphed into
tribes while Sector 5; the smallest Sector, is plagued with
an enormous cement and steel structure that protects Mort City
horrific mutants derived from all its denizen species.
from the forsaken in the cannibal sectors. The Sector Wall as
“ Yeah, I know there’s all this new talk of shit going on in it is recognisable now, began construction in the height of the
Lower Downtown and we’re starting to hear about this fighting after the collapse of Salvation Tower and took a further
Deep Construct, but I’m still going to focus my attention on 47 years to complete. Owing to the sheer size and magnitude of
the Cannibal Sectors. They’re still a danger, no matter how such an edifice it is continuously repaired, reinforced, fortified
strong the Sector Wall is, or how well the Shivers are doing and improved.
on the Bellwood Campaign. Those ruins out there have been The Sector Wall has served Mort City very well over the
a battlezone for six centuries. The inhabitants are classified as last six centuries and whilst it cannot keep out small packs of
their own defined species - Cannibals. They aren’t even Humans Carrien nor stop determined Scav teams from slipping through,
anymore; that’s how much time has passed. How mad is that? it has protected the city from large scale assault many times
Not as mad as the fact these Cannibals even have their own during its existence. Given the increases in small breaches and
religion to boot. The worship of a god called Rawhead. Huh, as the recent successes of the Bellwood Campaign, there has been
if Digger himself wasn’t bad enough…” debate over the validity of the Sector Wall. As the campaign
continues, the wall will become further and further from the
Wrek Taggin, Wraithen Operative, frontline.
SCL 7, Squad ‘Dusty Lavender’
Shiver Patrols are now frequent in the heart of the Northwest
In modern times the Cannibal Sectors are still considered the Compact and numerous Bridgehead forts have been established
most hostile and neglected stretches of terrain on Mort. They meaning the wall is becoming invalid as a frontline defence.
are awash with Cannibal clans, Carrien packs, Scavs, Manchines Advocates for the wall counter that Cannibal Sector 1 and its
and even Dream Entities, the list of horrors inhabiting the neighbouring territories cover thousands of kilometres of savage
sectors is near unending. terrain and it will take many, many years for SLA to bring the
The Cannibal Sectors surrounding Mort City have now inhabitants to heel. While the reclamation continues, the wall
existed for more than six hundred years, but SLA Industries provides a formidable last line of defence and one that Mort
wants them back. Since the advent of the Bellwood Campaign, City should be very pleased to have.
the primary zone, Sector 1, has gone through a massive The Wall runs for 352km and is 30m in height and roughly
transformation. Dotted throughout the various districts of CS1, 20m thick at the base. Its ramparts are constantly patrolled by
the Shiver Organisation has fought for and held a series of forts, Shivers and within the wall administration and technical staff
known as Bridgeheads. SLA Industries finally has a foothold maintain, upkeep and catalogue reports of all activity taking
in the lawless ruins, but the work continues and the war to place beyond the city border. There are a series of gates stationed
overcome the region will take many more years. There is also the along the length of the wall via which the Shiver Patrols, Sector
issue with the other four Cannibal Sectors, which, as yet, still Rangers and on occasion, SLA Operatives can travel to and
stand unopposed. The Bellwood Campaign is succeeding in the from the Cannibal Sectors, these are the most heavily protected
first sector, but can SLA Industries afford the cost to regain the sections of the Sector Wall.
other 4 sectors? Additionally, the Bellwood Campaign has been Hole2 is widely regarded as the main entrance and exit to
successful in getting SLA Industries back into Cannibal Sector Sector 1 and leads to the main supply route, Fothergill Lane,
1, but it has failed in keeping the sector’s varying denizens out connecting the Bridgeheads to the Sector Wall defences and
of Mort City. Over time, a few small clusters of most enemy Mort City. In the last couple of years, a new Stormer has been
factions have crept through the cracks in the Sector Wall and implemented at Sector Wall section 350, as an ‘intelligent’
are beginning to make their way up through the subterranean defence against increasing Carrien incursions there. The 830
levels of Lower Downtown into Inner Downtown and amongst ‘Gator’ Stormer is an improvement on a near forgotten war
the city’s inhabited regions. world Stomer pattern, known by the same name but a different
In the last couple of years, a perimeter line of small number. Although they appear near identical to their forebears
bridgeheads have been set up between Bridgeheads Endeavour the 830s have a lot of subtle design features including an
and Distant North, forming the edge of what is now called insatiable appetite for Carrien flesh.
the ‘Northwest Strip’, which is closed in by nothing but a wire
fence. Bridgeheads between this line and the Sector wall were
43
SLA INDUSTRIES
“Sergeant Chester feeds our local Gator with the sandwiches a piece of the region for the same reasons. Like most Sector
his wife makes. Apparently, they’re made with Piggy Wiggy, inhabitants the Scavs assumed that the Zone would be entirely
but she bought it down the market on a bulk deal. The Gator lifeless, but they have quickly discovered this is not the case.
goes mad for it and is getting big. I tried feeding it straight out Carnivorous pigs and rats do not favour the NGZ, but beings
the tin and it wasn’ interested. I’m beginning to think the Sarg’s far more otherworldly do.
Piggy Wiggy ain’t Piggy Wiggy”. The enemies of SLA who have successfully chosen to make
Shiver Private Serentine Wilmahurd, their home in the No-Go Zone were not natives of Mort,
Sector Wall Section 350 instead were Conflict Aliens. The first to arrive were the Momics,
who selected the irradiated tundras as their home and began
NO-GO ZONE converting them into Maggrot forests. Several detachments of
Thallasians have landed and set up base to the north and there are
The No-Go Zone is not as well explored as other regions on rumours that Grosh scientists have created scientific outposts,
Mort, with SLA historically focusing its Operatives more on not unlike those created by the Scav progenitor, Dr Arild Frode
tackling the Cannibal Sectors and Lower Downtown. As there Scarogg, centuries earlier in the forbidding wilderness.
is barely any sustainable ecosystem existing in the No-Go Zone,
most factions simply avoid it. The Zone is a vast region to the “ You know it’s bad when even the Dream Entities won’t
south east of Cannibal Sector 1, perpetually blasted by rain touch a place. The No-Go Zone really earned its name, if you
and gale force winds. It is as hostile an environment as one can know what I mean. The only reason we know the Zone is a
imagine. The majority of this land mass is industrial machinery hotbed for Conflict Aliens is because the Sector Rangers told us.
and pipelines, most of which have existed since the Formation. It’s not like the Scavs were going to divulge that information.
Most of the savage species found within the Cannibal I doubt many SLA Ops even know the No-Go Zone even
Sectors avoid the No-Go zone for two reasons: it is devoid of exists, let alone be able to point to it on the map. But they’re
sustainable flora or fauna and hence food and is wracked with gonna know, very soon. See, I reckon there’s going to be a whole
some of the most extreme weather conditions seen on Mort. new version of Green BPN that’s going to send them out there
Hammering rain, vicious storms, toxic atmosphere and deadly to fight the Conflict Races. I’m calling it the Shit Greens.
hail constantly beset the region, enough reason for Cannibals Good luck to them; they’re going to need it.”
and Carrien to steer well clear.
Shiver Sgt. Josefina Hernandez, Bridgehead Endeavour
Of Mort’s races only the Scavs have successfully ventured that
far south, simply because there are so many industrial resources
to be found in the No-Go Zone. It is too enticing for the Scavs DEEP CONSTRUCT
to ignore and DarkNight is also trying to carve themselves “I have heard some Aetherman claiming five extra Districts
and also heard others claim 8 or even 12 Districts exist down
there, in varying states of completion. And look, I choose the
words ‘states of completion’ very carefully when describing the
Deep Construct. It’s a difficult place to quantify and that’s what
makes it so bloody scary.
We don’t know how big it is, how deep it goes. We don’t know
who exactly created it, what exactly it is, or what purpose it
serves. We don’t know how it affects visitors in the short or long
term, physically, mentally or I guess, spiritually.
The defining characteristic of the place is that it is mystifying
and the moment that fear or confusion settles on you, then the
Deep Construct owns you.”
Aetherman Fernsby, Naga 7 Division, 6th Head
Below the sparsely populated black tunnels of Lower
Downtown, there are more street levels growing and solidifying.
The existence of these phantom districts is linked directly to
the darkest secrets of SLA Industries. Secrets the company has
strived to silence and contain for centuries. The Deep Construct
is the new term used to describe the recently discovered region.
Threat Analysis finds the Deep Construct particularly alarming
since it does not appear on any architecture map. It looks to be
an extension of Downtown, but an extension that was never
built by SLA Industries. As yet only a handful of Aethermen
have ventured there and much like the forays into the Fission
Belt, the expeditions must be brief or fatal.
44
T H E WO R L D O F P R OG R E S S
Given its positioning below the structure of Mort City the place to a deep sea world on the ocean floor, even going as
and the countless threats and hazards that lie within it, it is far as to compare the local Dream Entities to the angler fish and
fortunate that very few people have ever ventured into the Deep other marine life that are found in the depths.
Construct. Those that have, have put forth various accounts If a visitor were to descend far enough into the Deep
and descriptions of the inhabitants and the look of the streets Construct, oxygen would be required, along with considerable
and buildings. Some describe architecture not unlike that of mental fortitude. This is an area completely devised by alien
the deeper districts of Lower Downtown, others have spoken minds with only a rudimentary understanding of the normalcy
of completely alien tunnels with the style of some long lost and culture of the world above. The closest and most accurate
historical design, one that unsettles at the most basic of levels. It term the Aethermen could attribute to the Deep Construct is
is so much more than simple blood and guts scary in the Deep ‘maddening.’
Construct. One thing that is confirmed and fully recognised by Until recently, Platinum BPNs, issued directly by Head
everyone and every organisation, is that there are no Downtown Office, have always been missions to White Earth, but now
civilians living there. All reports mention Dream Entities and Platinum could equally mean exploration into and of the Deep
unfamiliar fauna. There are not even any sightings of Shi’An cult Construct. SLA will not dispatch just anyone there, only the
activity there, at least not yet. It seems that the Deep Construct most experienced and hardened of Operatives will be sent into
is the province of the Dream Entities and their own skewed the Construct. The results so far have been unfavourable and
perspective and bewildering way of life. The Deep Construct poor. It is likely therefore, that the Whistling Bridge Protocol
belongs to the Dream and we should not enter into it. will result in a program not dissimilar to the Sector Rangers
It is as yet uncertain exactly where Lower Downtown ends deployed in Cannibal Sector 1, but instead focused on Deep
and the Deep Construct begins. Most who have ventured that Construct specialists.
far down claim to sense a change within themselves which
suggests a passing over the threshold from one plane to another. “Well, ‘The Drop’ is an ancient elevator created during the
The term ‘sea change’ is used by Aethermen to describe the early development of Downtown. It can take its occupants to
feeling of entering into the Deep Construct. the very lowest levels of Downtown, direct from Head Office.
Aethermen believe that the Deep Construct is either one Now, it seems, it can continue on and into the Deep Construct.
large Dream Entity, or, more likely, a complex interconnection A fast track to imminent danger.”
of basic Dream Entities conjuring and fortifying their own Aetherman Fernsby, Naga 7 Division, 6th Head
depiction of Downtown. Some of the Aethermen have likened
45
SLA INDUSTRIES
THE SUBWAY
The underground train system of Mort City, the subway, is the
favoured commuter system in the upper levels of Downtown,
but once the workforce is done with the confined trains, it
becomes a haven for bored citizens. Subways don’t go up or
down, so you can’t get a train from one layer to another. Most
subway stations have a Shift Block installed.
A subway will get you anywhere within your starting sector
in up to an hour, usually less than half and anywhere within
three sectors in any direction within two hours. A five Uni ticket
provides unlimited travel for a whole day.
GAUSS TRAINS
The quickest way to get around Mort, short of reality folding,
is by Gauss Train. With fewer stations than the subway and
longer distances between them, these tubed trains are only
46
T H E WO R L D O F P R OG R E S S
The company has broken these planets into a variety of DELUXE WORLDS
classifications that best describes their purpose.
Pleasure planets, or as they are officially known, Deluxe
INDUSTRIAL WORLDS Worlds, have better standards of living and are by far the
least polluted planets of the World of Progress. Most wealthy
Industrial Worlds are among the most valued planets to SLA Operatives and Corporates vacation on Deluxe Worlds, but
Industries. they are very expensive to enjoy, even when only staying for a
SLA has countless worlds that produce specific consumer few days or weeks.
items, but Industrial Worlds tend to have a broader scope. Their
47
SLA INDUSTRIES
One of the most famous Deluxe Worlds is New Paris, which is Aside from environmental hazards, people in the World of
widely regarded as the most picturesque and well maintained in Progress fear these places as they can commonly be used as
the World of Progress. It is also where much of SLA Industries’ forced labour camps for SLA convicts. Criminals and traitors
high fashions and trends are created. who are sent to Labour Worlds to serve usually receive full life
But this is the SLA Universe and so there cannot be the sweet terms. Being consigned to a brutal Labour World is in essence
without the sour. Intruder has been known to use the beautiful a death sentence.
veneer of Deluxe Worlds to conceal secret Black Sites (specially Some low-end corporates naively think they can turn a profit
sanctioned torture rooms) away from the prying eyes of Head on these hellish worlds, but soon find out they are little better
Office. off than the broken men and women who suffer and waste away
in the enormous factories and mines.
HOME WORLDS
These are planets for races that have fallen under the banner
WAR WORLDS
and protection of SLA. At present, Home Worlds are specifically In attempt to subvert global catastrophes SLA Industries
populated by Wraithen, Shaktars and Ebonites, since these elected to designate certain planets as War Worlds and whilst
races sided with SLA during the Conflict Era; they did not lose SLA and its rivals will battle on Industrial Worlds, most of the
or flee their Home Worlds and so they have kept them over the greater disputes are started, settled and started once again on
last 900 years. the churned up surface of War Worlds, like Dante, Cross and
Home Worlds usually exist within their kept solar systems and Erebus.
have a capital planet: Shaktars (K’nth), Wraithen (Polo) and Much like Labour Worlds they are ravaged over time and
Ebonites (Static). gradually transform in purpose when there is little left to utilise
The Neophron and the far lesser known Omaja are in and obtain.
negotiations to reclaim their Home Worlds in SLA Space. War Worlds tend to devolve from planets who refused the
terms of SLA Industries’ 3 Ps contract. They are left open to
RESOURCE WORLDS attack and suffer rather unfair consequences. SLA invariably
leaves the planet for about a year whilst it is worn down by
Resource Worlds are SLA’s best attempts to maintain viable an assault for the likes of Thresher or the Krell and once a
ecosystems whilst still trying to ravage them for as much as beleaguered victory emerges, SLA will return with a counter
they can withstand. Largely, they are natural environs with attack.
little more than exotic flora and fauna populating the surface.
In most cases this assault is swift and conclusive; SLA wipes
Occasionally there may be a low impact primitive species on
away its opponent and installs a ‘franchise infrastructure’
the Resource World and SLA employees and Operatives are
converting the planet into a Resource or Labour World. If this
stationed there to keep the natives in check, as deforestation
does not hold, or the opposition still proves too strong, the SLA
and mineral excavation takes place on an hourly basis.
Military will stage a full-scale attack.
SLA Industries usually dots the landscape with a series of
The end result is a War World.
scientific outposts in order to study and marginally preserve the
environment. They have little compassion for the worlds they
own, but seek to protect the Resource World as much as possible FRANCHISE WORLDS
in order that it can continue to produce for the company. “Good morning, Emperor Zaffin. Let me start by just saying
Resource Worlds are often targeted by Contract Hunters in how relieved we are that you chose to sign our contractual
search of new exotic animals to capture and sell to the Circuit agreement. So good to finally force Thresher out, once and for all.
which will then fight in the arenas. The pay for alien fauna can
Now, under the terms of our agreement your planet and
earn a high price and many Hunters are willing to poach and
nations will be part of our Franchise Initiative and I’m certain
break quarantine laws for such sought after prey.
you’ll be thrilled with the plans we have for the future. Thomas,
could you please bring over the product range? Thank you.
LABOUR WORLDS
Now, as we already have several chains based here I’m sure
Much of SLA’s primary manufacture takes place on Labour you’ll already be familiar with the Big Smile Burgers brand?
Worlds; planets dedicated almost entirely to a singular product: It’s just one of our little fast food subsidiaries but it has a well
armaments being the most common. Labour Worlds typically proven track record.
begin life as Resource Worlds, wherein the planet is selected What we have here is the Toothy Grin Meal For One: Double
for its valuable minerals ore, oil and flux material etc. Over the Plus Big Smile with Cheese Burger, Big Win Fries and Sun
course of centuries, these resources are mined completely and the Beam Soda. Just the classic range: it’s what your planet’s sole
destitute planet’s surface is then converted into manufacturing focus will be going forwards.
plants and industrial complexes.
As we look at the map here of your planet we can see where
What happened to Mort’s No-Go Zone is what happens on
the individual food groups will be manufactured. The bio beef
a global scale with Labour Worlds. The ruthless and excessive
patties - here, gherkins and other produce - here, the sauce
mining turns to environmental disaster, beset by storms and
factories along the coast - here and here in the Capital you’ll
hurricanes.
48
T H E WO R L D O F P R OG R E S S
49
SLA INDUSTRIES
50
T H E WO R L D O F P R OG R E S S
We hope you enjoy the journey. Stewards are available to H Balanced with villages
assist you throughout the voyage; don’t hesitate to ask them I Sparse with villages
anything! J No permanent residents
K Kill Terrain
51
SLA INDUSTRIES
Scorch Gregori IV
“SLA saw potential in Bolarvo so they installed their own “Apparently they used Low Waves here originally, but that
presidente to run the government; the inevitable tyrannical proved too costly, they wore out too quickly. I don’t know
regime, so then DarkNight arrived and builds resistance armies whether it’s true or not, but they say they tried to make a hardier
in the foothills. The Bolarvion Freedom Fighters clashed with version, just for this planet. Then some bright spark fucker had a
paramilitary style Death Squads and the bodies piled up. SLA clever idea to just use us prisoners. Cheaper!”
crushed the resistance but that blood still stains the soil and Val Bealson, Human Ex-Operative, Deceased
Shi’An was drawn in on the scent”
Emilio Fernando Ortega, (68) Factory Worker To be sentenced to a Labour world is a life sentence of hard
labour. Gregori IV is one of the worst labour planets in the
Scorch, or as its native people call it - Bolarvo, is a small World of Progress. Prisoners are forced to work 15 hour days
Backwater on The Verges of the World of Progress. Scorch with no breaks, followed by 5 hours sleep. The planet is bitterly
borders on being classified as a Resource world, as it grows a cold and the terrain exclusively tundra, meaning that the ore
particular form of plant used in the creation of the SLA drug - and rocks are extremely difficult to quarry. Most inhabitants
Alice, but its output is currently low. Most of the planet’s limited have lost fingers, noses and other extremities to frostbite. The
economy is built around the harvesting, partial synthesis and air is full of ore dust, as the minerals are purified at exceedingly
shipping of the derived chemical. The vast majority of Scorch’s low yields.
populace live in abject poverty, scraping by in shanty towns Human life expectancy is approximately 4 years. Most
scattered throughout wide stretches of jungle terrain. These succumb to the cold or Emphysema. The lucky may become a
towns are extremely violent places where life is clearly deemed quick meal for the native direbears. No one has ever escaped the
cheap. As if Scorch weren’t dangerous enough, there are now planet, nor is it expected they ever will.
rumours that the Shi’An cult has taken hold in the townships.
Gregori IV
Scorch
System Type Output
System Type Output Sirith Labour Ceramic Minerals
The Verges Backwater Chemicals
Size Population Prosperity
Size Population Prosperity Huge C (Prisons) Poor
Small D Poor
Ramdeff
Maugra Til’
“See, it’s a sad old place. I run a Bertha-class transport out
“No, I have never been there, nor will I ever go. There is no to Chapter every few months to get cars and I noticed it’s the
honour there. The Shaktars of the Dark Moon call it home, that same guys operating the Ramdeff shuttles every time. They must
is enough for me to not call it at all. It doesn’t exist to me and to live out there. Can you imagine living in a car park? I mean I
suggest it does is to insult me and my culture beyond anything practically live in a Bertha and even I think they must be mad.”
else. I know you didn’t know, so I will give you a pass...Now
Sack Maastersen, Bertha-class Ion Drive ship pilot
what were you asking about? Think carefully!”
Ki’Khen’Kerthu Shaktar Operative SCL 7.1, Squad ‘Ki’ One of only two planets in the Chapter system has been
described as a car park the size of a planet. With no permanent
Dark Moon Shaktars are either found on the Gate of residents, the planet is covered in flattened geography that is
Herodotus or in their own neighbouring Rott System. The covered in containers and vehicles. Originally used as an off-
black jewel in Rott is the Industrial World - Maugra Til’ loading point for vehicles built on Swest, the other planet in
(pronounced Mogra Teel). The primary function of Maugra the Chapter system, other industrial planets switched to using
Til’ is the production and repair of Ion Drive Ships. It is also Ramdeff as a shipping hub for cars and other vehicles. There
homeworld to the ruling Dark Moon Clans. As with all to do are a few large spaceports with a few barracks for security and
with Dark Moon Shaktar culture, Maugra Til’ is heavily aligned logistics, but the planet has no indigenous life or resources.
with White Earth and so it is a world mired in violence, horror Workers on Ramdeff seldom have familes and over half the
and depravity. The Shaktarian race considers Maugra Til’ to be living creatures are Low Wave Stormers performing menial
the most evil location in the entire World of Progress. It is a tasks moving cars and car parts between storage and shuttles.
reputation well deserved.
Maugra Til’ Ramdeff
System Type Output System Type Output
Rott Home/Industrial Ion Drive Ships Chapter Industrial Cars
52
T H E WO R L D O F P R OG R E S S
53
SLA INDUSTRIES
OPERATIVE HOURS
A SLA Operative is glorified as a freelancer that picks and assigned to a Greenhorn Squad, where everyone is a fresh
chooses their role in the World of Progress, wearing their recruit. Each squad has a leader, determined democratically,
sponsorship deals on their pristine armour, wandering a historically or determined in advance by SLA Industries. That
photogenic offworld paradise, brandishing the finest composite leader is the point of contact whenever a squad interacts with
firepower FEN has to offer. The reality is a different matter SLA Employees or Shivers and is also the most likely to get
altogether, with Operatives having to take pretty much any job, disciplined when squads can’t decide whose fault an infraction
from clearing sewers to tangling with a fraying reality, from is.
breaking up an illegal cherry soda soft company to fighting alien Most starting characters will be members of an assigned
monsters, from investigating a serial killer to risking their very Greenhorn Squad and must come up with a leader and squad
soul engaging with a deadly cult, only rarely realising they are name pretty much on the spot. If they can’t come up with one
the product SLA pushes on the World of Progress. in their induction, SLA will assign them a squad name and
Operatives have to make ends meet, like everyone in Mort allocate a leader. Squad names need to be unique and SLA-
City. They need to pay their bills, repair their armour and pay approved, although the approval process is automated, based on
exorbitant prices for their ammunition. They need to look good, uniqueness, as the company assumes any squad stupid enough
fight clean and deliver on whatever they’re asked to do, just to choose a daft name will change it the moment they get
in case the cameras are watching. Please, let the cameras be turned down by a sponsor.
watching.
While SLA Industries promises to make the lives of future “They put you on the spot, they do. I was bunched in with
Operatives better, generation after generation of the best and four new pals, A gobby ebby bloke, a Frother lady, a Massive
brightest see their efforts rewarded less and less. The company’s Shaktar and a loud Stormer. What’s your squad called? You’re
corporates seem to skim a little bit more every financial period in charge, they said. Mankle, he’s the stormer, kept saying ‘smash
and yet, in spite of all this, everyone still wants to work for SLA it, hur hur’ and we didn’t know how to come up with anything
Industries. better. So, yeah, that’s how we got our name.”
Meghan Pepper, Human Operative
INDUCTION SCL10, Squad ‘Smash It Hur’
54
Housing Examples
. Suburbia two room apartment. Housing, Good - 2
. Suburbia one room apartment. Housing, Good - 1
. Downtown District 1-3, two room apartment. Housing,
Good - 1
. Downtown District 1-3, one room apartment.
. Downtown District 1-3, room in a shared apartment.
Housing, Poor - 1
. Downtown District 4-6, one room apartment. Housing,
Poor - 1
. Downtown District 4-6, room in a shared apartment.
Housing, Poor - 2
All Operatives start their career in Mort City and very few of
them ever leave the planet, let alone live offworld.Those who do
end up living on another planet will have spent at least two years
on the streets of Mort. The exception to this rule is an Operative
who screws up so badly, they get given the option of serving a
four year sentence in military service on one of the many War
Worlds needing fresh bodies to serve. As most of them never
return, this is not considered a career move.
55
SLA INDUSTRIES
56
O P E R AT I V E H O U R S
Downtown BPNs
Operatives will likely find most of their missions taking place
in Inner Downtown and the types of BPNs they will receive
and threats they will face runs the gamut. Nearly every collateral
enemy of SLA can be found lurking here and in a short space of
time the Operative Squad will encounter all of them.
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SLA INDUSTRIES
This is the department that issued the BPN. Contact Some BPNs require specialist skills and will recommend at least one
this department for further information, if required. member of a squad to be trained in a skill package listed here.
BB LL UU EE PP RR II NN TT NN EE W
W SS
Departmental Authorisation:
The job description and SCL increase is
Department of Sanitation
displayed here.
Training Package Recommended:
colour Code:
Any
Details:
These checkboxes will display if the mission
Strange smells of cadaverine coming from the sewers
B LUE
is public (no selections), has Third Eye News
support or if it’s a private mission, where
under Downtown Sector 4-23. Squad to investigate
Station Analysis provide direct support. and clear local sewers. Squads only, no solo Operatives.
Squads can access StationAnalysis support over Report to Shiver squad 92d at Pinesall Mall for further
headset communicators if the box is filled. information.
+ 0.1 SCL Increase
75c
Per Op: SCL 10
Third Eye News: Per Squad:
The amount the job pays, under the
Consolidated Bonus Scheme designed to ensure
“Blueprint News” and “Third Eye” are wholly owned subsidiaries of SLA Industries. Any unauthorised use of their names or images is illegal.
Cloak Division will issue a BPN to get Operatives to police the Station Analysis
information leaks.
The information backbone of SLA Industries is Station
Recently, Naga 7 took an interest in Cloak Division, especially
Analysis, a department dedicated to gathering and disseminating
with their recent failure to contain the growing Shi’An Cult
information throughout the company. Working closely with
menace or suppress the information of the return of Conflict
other departments, they maintain the catalogues that Threat
Aliens and is restructuring the department, quietly bringing it
Analysis collects and creates, they look after the financial
under their control.
records of each department, with the Department of Housing
BPNs: White, Grey, Black. Extermination warrants are also and the Department of Employment, they maintain the most
issued by Cloak Division. complete census of civilians, employees and Operatives, on
Mort and beyond.
Stigmarytr When Station Analysis takes an interest in a BPN, when they
Stigmartyr agents are often mistaken for Dark Finders, in spite don’t want the media covering it, they will mark it accordingly
of the gold letter S on their distinct black armour, but Mara and provide the active Operatives with a contact number to call
Kessock’s department was set up to look further than internal on a Headset Communicator for any information the squad
subversion and to keep an eye on all things White Earth. They needs to complete the task. Station Analysis will cut through
are becoming more active with the recent increased influence the red tape for you because, in most cases, they are the red tape.
of the Shi’An blood cult and its roots in White Earth and have
started offering employment to Operatives to investigate or
Third Eye News
eliminate cult activity in Mort City. The new Orange BPN is Third Eye News are, essentially, the media. They control local
the result of their shift in focus. news through subsidiaries and reality-entertainment via planet-
Stigmartyr likes to keep an eye on Bitterness’s servants and wide channels. They also have several twenty four hour news
is always open to any news of White Earth Monitors in the channels, each dedicated to a different aspect of news, including
World of Progress. a corporate-leaning news channel, a violence and crime focused
news channel and a celebrity news channel.
BPNs: Orange, Grey, Black. LaD is not available to anyone If Third Eye News are interested in your BPN, denoted by
currently active on an Orange BPN. checking a box on the docket, they may send a news crew to
follow the Operative squad or have a single reporter with a Spot
Bee Drone chase them up afterwards.
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O P E R AT I V E H O U R S
BPNs: Silver, Jade, Red. Occasionally, Third Eye News will BPNs: White, Yellow, Green. BPNs from Naga 7 Division
want to make the story, rather than merely report it. are always slightly unusual, looking to uncover some truth
that wants to remain hidden.
Threat Analysis
A relatively new department, formed out of necessity, Threat SLA Military
Analysis were created to document the return of the many To extend its power and control throughout the World
Conflict Species and provide Operatives and Military alike of Progress, SLA Industries has always relied on its military
with the clearest information available. Working with Station arm. SLA Military gets the best weapons and armour, unlike
Analysis, they have built a library of information that they make the urban-friendly personal arms allowed on Mort and is
available to anyone with the right paperwork. immensely well-funded. SLA Military occasionally requires the
Often sending Operative squads off-world, Threat Analysis services of Operatives, especially in regions - anywhere but War
are all about categorising threats, with their 4Cs collation Worlds - where the military is not allowed to operate and issues
system, documenting Corporate, Cult, Conflict and Collateral BPNs through the regular channels.
menaces. However, Operatives are more likely to deal with
Threat Analysis seeking information on the latest horror they BPNs: White, Grey, Green, Silver, Black.
have encountered. Other Departments
BPNs: White, Green, Red. There are other departments that sanction work, like the
Department of Sanitation’s notorious blue BPNs, or the
Internal Affairs occasional Shiver-related BPN and odd jobs can come from
Often mistaken for Cloak Division, a mistake they prefer any department imaginable.
not to correct, Internal Affairs deals with crime and corruption
within the company itself, mostly insider trading and Operatives BPNs: Blue, Any
or employees defecting to rival companies, along with more subsidiary companies
mundane crimes. They use Operatives and Cloak Division for
direct action, lacking an armed division. SLA Industries owns a vast amount of companies that
compete with one another for your Credit or Uni, from food and
When they require the assistance of Operatives, they will issue
clothes to weapons and armour. While these various companies
BPNs to engage one or more squads for a task.
usually operate as stand-alone businesses, with shareholders,
BPNs: White, Grey, Yellow, Green. Internal Affairs BPNs rivalries and their own unique management structures, they
will rarely involve media coverage. are effectively governed by SLA Industries who will buy out,
close down or merge them as needed to keep the marketplace
Corporate Sector balanced, diverse and profitable.
Money, Law and Trade. The Corporate Sector manages the
contracts, financing and logistics of keeping the World of THE LOVE OF MONEY
Progress moving. With Corporates in most departments, the There are two linked currencies in the World of Progress,
Corporate Sector is not a department as such, but a collection Credits (c) and Unis (u). The Credit is a virtual currency equal
of small partnerships and offices that work for SLA Industries. to ten Unis while Unis are a physical currency with coins and
Sharp-suited office workers, competing for the larger slices of notes changing ownership throughout the known universe.
the pie, will hire Operatives to get them information or assets, Civilians don’t get access to Credit accounts, managed
issuing BPNs to further their careers and profits. through an Operative’s SCL badge, which acts as a way to keep
BPNs: Yellow. A Yellow BPN issued by a corporate Operative-level firepower out of the hands of civilians as SLA
partnership or firm will be titled “Corporate Sector”, with firearms are not sold outside the Perimiter Wall and Unis are
the company contact in the details. not accepted anywhere within the enclosed keep of Suburbia
and Uptown.
Naga 7 In Downtown, however, very few shops accept credits and
Formed from a secret society, Naga 7 spent part of their history Operatives have to buy Unis from dispensers or banks to
outside SLA Industries, but have recently returned to the fold. purchase food. However, the black market is rife with SLA-
They are attempting to shape the World of Progress into what sanctioned weapons obtained through nefarious means, as
they consider a better society, making the future more solid and well as those made by other rival companies, most notably
holding the crumbling of reality at bay while investigating the DarkNight.
reasons for its collapse.
Note: Any item that does not have a stated cost in Unis (u)
The friendlier face of Naga 7 is the Aetherman, a stalwart is not available to the general public without attempting to
defender against the insidious Dream that has started to creep obtain said item through the black market, or by taking it
into Downtown in the form of Grey Zones and Dream Entities. from the body of a dead Op. The GM is free to assign any
BPNs from this mysterious department range from archaeology extortionate Uni cost they deem suitable to obtain items on
hunts to assisting the Aethermen in their tasks. the black market.
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SLA INDUSTRIES
60
O P E R AT I V E H O U R S
Corporate
Corporates work for firms and partnerships in the Corporate
Sector, moving the money around and formulating contracts to
keep everyone in their place. Occasionally Corporates can be
Agents who get their squads the best sponsorship deals for their
ten percent, or even Operatives working within the squad.
Dark Finder
Cloak Division has its own police force for Mort Central and
Uptown, the Dark Finders. They wear custom Crackshot X
armour in varying shades of black. Since Naga 7’s interference,
their appearance has shifted to a more militaristic style.
Shiver
Shivers are the Gang in Green, Mort’s police force.
Having taken over the duties of the disbanded Monarch law
enforcement and getting sent out to fight to reclaim Cannibal
Sector 1 in the Bellwood Campaign, the Shivers have a lot on
their plate. Many of them resent Operatives, considering them
to be overpaid preening show ponies.
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SLA INDUSTRIES
CHARACTER CREATION
In SLA Industries each player assumes the role of an Operative. wounded. Hit points are affected by a character’s species and
These ‘characters’ are the personas that will represent the players their physical statistics.
as they venture into The World of Progress. Building a SLA 7. Movement: Movement is simply the measure of how far
Operative is easy to do, needing little more than a character and fast a character can move. During this step a character
sheet, a pencil and your imagination. The following section will records their movement values based upon the species they
walk you through character creation, getting your Operative have selected and how athletic the character is.
street-ready in no time. 8. Encumbrance: Encumbrance is underpinned by the
1. Select a Species: Mort’s population, while mostly human, physicality of a character and is a measure of how much
is comprised of a large number of alien species, some of weight they can carry without penalty. A character with a
whom have been welcomed to the planet in return for their high encumbrance value is able to carry more equipment
cooperation and employment. SLA Industries is very good during the game without suffering harm or exhaustion.
at highlighting the strengths of a species and utilising those 9. Equipment: During step 9 the player will record all the
skills to better the company’s position. There are a total of default starting equipment provided to the Operative
nine different species to choose from, each with their own following completion of their basic training. Each character
physical, mental and social limitations. will then be able to spend an amount of additional money
2. Stats: Each character possesses a number of stats that on purchasing weapons, armour and gear of their choosing
represent their core attributes and define how strong, fast, in order to get their character street-ready. SLA Industries
smart, sociable and lucky they are. It is upon the foundation authorises the use of a large range of armaments from a huge
of these stats that a character is able to take shape. Players range of manufacturers, all available to any Operative who
will assign a number of points to these stats during step 2 of can afford the price tag.
this process. 10. Finishing Touches: The final step of the process is purely
3. Ratings Points: Ratings Points are a limited resource to inject some life into their Operative. During this step, the
possessed by all characters and reflect a character’s sway with player will be able to dig into the background and history of
the ever present media in Mort City. Ratings Points also their character, give them a name, purpose, passion and decide
represent a character’s confidence and bravado, allowing them exactly what makes them tick. Step 10 is purely creative and is
to achieve the unachievable in the direst of circumstances. there for players to embellish as much as they please.
During this step, players will assign a number of ratings points Once all ten steps have been followed, the character creation
to each of the three categories - Body, Brain and Bravado. process is complete and the Operative will be ready to undertake
4. Skills: Skills work in conjunction with stats and represent the their first BPN.
specialisations of the character. This step is broken into a few
smaller steps which involve applying those skills which are SELECT A SPECIES
inherent to a specific species, choosing a training package for
the Operative and then spending a pool of points to further “Who are these new guys?”
increase existing skills or round off a character’s learning with Bench Masterson, SLA Induction, Mort Central Station
new skills.
5. Traits: Some characters are fortuitous; as having friends in The first thing a player must consider when building a character
high places or savings squirrelled away for a rainy day. Some is the species that they wish to play. SLA Industries employ a
may even have additional physical edges, such as exceptional large spectrum of species, both alien and more familiar, each for
hearing or they may be ambidextrous. At the same time, the different attributes they bring to the Operative role. From
many characters will also have aspects about them which the fast agile Wraithen to the diplomatic Neophron, a species’
may be considered disadvantages, such as a phobia, illness or characteristics, strengths and weaknesses will play a big part in
arch enemy lurking in the shadows. These aspects are covered defining what type of character the player creates.
by Traits and players are free to apply these bonuses and In addition to the different personalities, stats and skills that
penalties during step 5. come with selecting a character’s species, each species also
6. Hit Points: During step 6 of the process, characters will possesses unique Species Specific Abilities that set them apart.
calculate and apply their hit points; a measure of how The different personalities and characteristics are discussed over
much physical damage they can take before being critically the following pages.
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C H A R A C T E R C R E AT I O N
63
SLA INDUSTRIES
HUMAN
“I’ve got this Shaktar in my squad. Nice bloke, not got a bad bone from, or Shaktars who were blown apart for attempting to bring
in his body but he could snap your head off if you looked at him the noble art of swordplay to a gun fight. And who could forget,
funny. The guy always speaks his mind; no filter at all. Anyways, the Ebonites reduced to gibbering wretches when their emotions
he says that he likes Humans, but we’re all pretty boring. entangled with the Shi’An horrors, or were consumed by the
When a Shaktar calls you boring what he means is you aren’t Momics.
special. As Humans don’t have scaly red skin, or telekinetic powers, The mighty will rise and the mighty will fall. No one is perfect;
can’t turn invisible and we don’t grow spontaneous electric blue least of all a human being, but at least a Human knows what to
hair by nature. SLA hires and makes all sorts, but Humans are expect when she takes to the streets of Downtown in nothing but
neither the strongest, the fastest, nor are we the biggest. I mean, Body Blocker armour and a shitty 603.
there are Neophrons in the World of Progress now, so we can’t You are whatever you are needed to be in the moment. Caring
even claim to be the smartest. As always, we just sit somewhere in and compassionate, cunning and ruthless, often very ruthless. The
the middle, on everything. Unspectacular in almost every regard. point is, few other species can tell which you’ll be when you don
And that’s what the jolly red giant means by boring. What he the SCL badge and perhaps that ambiguity is your strongest suit
doesn’t realise is Humans far exceed every other species in the as an Operative.
World of Progress in terms of population. Same with Operatives You join your new squad and suffer the usual snide comments
ratios and Shiver recruitment and SLA Military, even in and the shifty glances. They’re already wondering how long you
Civilian quota. I’m not even talking about Mort City; that’s the can possibly last, but you have all kinds of surprises in store for
entire World of Progress. It’s Humans, Humans, Humans. What these clowns. They underestimate you, but give it time: you’ll show
does all this mean? Well, I don’t know. Either Humanity is doing them. The greatest blessing and curse bestowed on a human being
something really right, or more likely, something is very, very is that it is capable of anything.
wrong.”
Background
Joffa ‘Breezy’ Metcalfe, Human Operative,
SCL 7d, Squad ‘The No-Go Zoners’ Humans can adhere and adapt to almost any situation or setback
and bounce back from whatever hardship SLA Industries can
Insight throw at them. They are regarded as the bland underdog of the
World of Progress but this has only driven them to struggle, strive
You are one amongst billions of Humans living on planet Mort.
and fight for everything they have. They are loved and they are
Raised and abused by the streets of Inner Downtown, you have
loathed.
seen it all through unflinching eyes by the time you have reached
The Human species has a tendency towards racism and bigotry,
the meagre age of 8. You watched a sibling be slowly eaten alive
far more so than any other species in the World of Progress,
by Mort Rats, a childhood friend dragged into the notorious
which likely stems from its population majority on Mort and
Skin Trade, never to be see again. You’ve heard the scrape of a
throughout the World of Progress. Even within the Shiver ranks
Manchine’s blade at the door to your apartment as you huddled
Humans far outstrip other species by a considerable margin and
in a corner of the living room with your sobbing father, clutching
more depressingly, the Moral Right’s Virtue Squads’ membership
you tight. You played with your toys by your bedroom window and
is entirely Human.
watched a teenage Gang Member get torn to shreds by a pack of
Carrien, so you raised a plastic SLA Op figurine and fired in the Alarmingly, more Humans join Cults and become serial killers
direction of the feasting monsters because this is what you want than any other species in the World of Progress. The worshippers
to be. It’s all you’ve ever wanted to be; an Operative recruited by of the Shi’An in Mort City are approximately 95% Human. Threat
SLA Industries. Analysis has put considerable research and examination into this
phenomenon and the initial consensus is that human beings are
It was tougher for you, being a mere human being. As a child
far more ambitious than other species and their motivations are
you learned to blend in with the crowd, but now that plays against
driven by self-interest and the desire for power.
you. Still just one amongst billions. Not that it is all bad; as a
human being you are highly adaptable and versatile. In training This is also very true even within the company itself. Humans
you were surrounded by fellow Humans and some were destined are keen to take positions in Administration and the Corporate
for the Corporate Sector, others Contract Killers or perhaps even Sector, where those with low morals can accrue enormous
Sector Rangers. It was almost impossible to tell from a simple wealth. Other species often strive for fame and glory that will
glance. be representative of their kind, especially Shaktars. Humans,
however, tend to push for individualism. They are heavily invested
Other species are destined for greatness, but the great majority
in what SLA inspires in its employees: start with nothing and end
fail. Stormers who believed they could take on Digger and got
life with the most toys.
reduced into bloody chunks they could not possibly regenerate
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C H A R A C T E R C R E AT I O N
Appearance
Human physiognomy is similar to that of Ebonites. There is a
great amount of diversity in terms of skin tone, facial structure and
musculature, which is based on genetics and planetary location.
Hair and eye colour are also widely varied. A noticeable Human
feature is the development of irises and pupils, which dilate and
constrict in reaction to sudden changes in light.
Human skin is thin and flexible and damages easily. Humans
can rapidly increase muscle mass through rigorous exercise, but
will lose definition and gain weight far quicker than other species
if they neglect physical activity.
The lifespan of a Human is recorded between 70-80 years, but
in Mort City this is considerably less if the Human is a Civilian,
owing to air pollution and malnutrition. The Human body starts
to physically decline around the age of 55, although regular
exercise and a healthy diet can offset the ill effects of age for a
time. Most Humans employed by SLA Industries will turn to
Karma biogenetic to augment their bodies and increase lifespan.
Downtown civilians, lacking in such opportunities and funds,
often turn to the likes of the Shi’An Cult to cheat ill health and
mortality, although typically end up increasing the likelihood of
injury and death.
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SLA INDUSTRIES
FROTHER
“Aye, I’m fae Heberia, like aw the best Frothers. Heberia’s nice The Frother is something of an oddity amongst the gallery of
and aw, wae stunning vistas and big-arsed mountains, but if Operative types. They may have begun as a Human classification
yer wanting tae swing yer Power Claymore aboot, y’need tae get and served some more noble purpose. But over centuries, the
yerself over tae Mort City and became a bastarding SLA Op. Frothers have warped into the berserkers of the Operative roster,
They’ve got gid drugs, natty armour and guns… aww, the a career path they have thoroughly embraced.
guns… Aye, it’s nae bad fighting fur the big company, but most Few other species will adopt the particular, somewhat suicidal,
ay the beer’s a bit pish. But who cares about the booze when you approach of the Frother. Only the people of Heberia would actively
can fire up some Ultra Violence and set aboot some Dark Night choose to assume the mantle and profession of Frother. Like
fannies wae yer sword!” Stormers they are hired purely for their brutal yet effective skills in
– Hector McTavish, Frother Operative, combat, principally hand-to-hand and their heady mix of bravery
SCL 8.3a, Squad ‘Heid The Baws’ and recklessness. If a SLA Op squad is entering combat, the Frother
will invariably be leading the charge, regardless of the odds.
Insight Frothers are widely acknowledged as little more than combat
drug junkies, but in reality, it is a little more complicated than that.
You are being forced to listen to a final lecture on the ‘Dangers
The addictive personality of the Frother permeates all aspects of
of Downtown’, before you board the train to Mort City. You
his being, going far beyond straightforward drug use. If anything,
completed training, mostly and you’re ready to become a
the Frother is addicted to adrenaline produced by risk more
respectable, upstanding SLA Operative. Technically, you’re
than anything else. He will not hesitate to throw himself into
already an Op, but there’s a few more boring hoops you have
life threatening situations, where he is grossly outnumbered, or
to jump through before you tool up – papers to sign, a round of
outgunned. He will intentionally fire off all his available ammo as
immunisation injections to go through and of course, this mind-
quickly as possible, so he has to rely on his luck and his skill with a
numbing presentation.
sword. The greatest kick is always to beat the unbeatable odds; it is
You herald from Heberia and sure, you miss home. You miss the when the Frother feels most alive and no other buzz comes close.
bitter winds and proper strong beer; not the piss water they’ve
Frothers never fully relax. Their perpetual motion is constantly
been forcing you to drink in Meny. You want to get back home at
driven by the need for more challenges, more mayhem, more fun.
some point, but mostly you’re just eager to get into Mort City, buy
The moment a Frother wakes from unconsciousness it’s time for
your Op equipment and get stuck into those Downtown Carrien.
a quick beer or dose to take the edge off, then it’s a trip down
The video is telling you that they’re these vicious killers. That’s
the local bar for an all-day booze session or a metaphorical roll
hilarious: you’re the vicious killer and in about 24 hours you hope
of the dice at a dodgy BPN Terminal which will hopefully lead
to be teaching that very fact to the dogboys.
to the meanest, most hazardous mission that will invariably lead
The starting pay ain’t so great. You can’t get the signature to death, or another night blowing the BPN payment at The Pit.
Frother HARD armour yet; too expensive. But you can at least Most days end for Frothers in the form of a blackout, either from
get your hands on a flesh slicing Power Claymore; that’s the blood loss or excessive partying.
ticket! Then there’s all the lovely drugs – oh, the wondrous, mind
The exact evolution of the species, from Human to Frother,
altering narcotics that’s already got you scratching your veins in
continues to baffle SLA Industries. For countless generations,
anticipation. You’ve heard about mind blowing Blaze UV and that
Frother families have injected copious doses of company
you go to a whole ‘nother level on that shit, which sounds utterly
narcotics, until it seeped into their genetic code. Their children
awesome to you.
have dependency towards the pharmaceuticals of their parents,
The man in the video is trying to put the frighteners on you but instead of making them frailer, the long running culture of
about Manchines now, but you’re not really paying attention to drug use has only made the Frother stronger and hardier.
any more of this guff. You’re a Frother: you weren’t meant to sit
The vast majority of Frothers employed by SLA originate from
still, or blend in. You weren’t meant to listen.
the country of Heberia, which lies to the North East of Mort
You were meant to be a drug addled fighting machine and City. It has a clan-built culture and owing to the rowdy nature
you fully intend to make both your Hebernian Clan and SLA of the Frothers, there is a lot of infighting between the numerous
Industries proud, by being the loudest, meanest, most zonked out families. This of course breeds the hardiest stock and SLA
nut-job fighting machine in the whole World of Progress. Industries only want the best that the clans have to offer. These
Background clans financially benefit greatly by inducting their youth into the
company and around ninety percent of all families support SLA.
The name ‘Frother’ is derived from the operative’s tendency to Only clans Murdoch, Campbell, McMillan and McClung have
salivate and drool like a rabid dog whilst under the influence of allied with Dark Night.
SLA manufactured combat drugs like Rush and Ultra Violence.
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C H A R A C T E R C R E AT I O N
Loyalist Frother clans are insistent that SLA assign any BPN
missions involving the noted traitor clans to squads with at least
one Frother. They regard it as a family affair and do not want to
see any other species deliver justice to such traitors; it’s theirs to
deal with.
Appearance
Frothers are now classed as a unique species, separated from the
originating Human species. Over the centuries, the physiognomy
of Frothers has changed: they are taller and have muscular builds
that exceeds the limits of Human anatomy. Their facial features
have also altered over the generations; they have thicker brows
and broad noses that set the eyes farther apart. Some may
acknowledge there are some physical similarities between Frother
evolution and that found amongst the Cannibal species out in
the Sector, but they aren’t stupid enough to say that to a Frother
directly…
Frothers rarely step outside of the traditional outfits native to
Heberia; weapon choices and career paths that have defined their
species for so long that it is their entire culture. They all sport
the familiar colourful dreadlocks, facial war paint, DNA tattoos
and rough, tartan fabrics. The patterns of such tartans are highly
specific and denote the particular clan that the individual Frother
is a member of. Much like the Shaktar, Frothers are staunchly
proud of their heritage and cultures, which must be celebrated and
displayed in their national and native dress.
The favoured weapon of all Frothers is the two-handed Power
Claymore. It is as common among Frothers as the trademark
drugs and flowing dreadlocks. If a Frother should however rise
to the higher levels of SCL they will mature and start to select
hand-to-hand weapons that are tailored to their specific duties.
Many of the old timers prefer expensive handcrafted one-handed
vibro sabres, which they can wield with just as much skill and
proficientcy as the heavy, less than subtle, Claymores.
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SLA INDUSTRIES
EBONITE
“A thousand years ago we were cattle; a slave race to the Momics. Background
The company sent their agents to liberate us and integrate us as
Operatives. We were garbed in a friction suit made from layers of Ebonites are a species split in two, both the Ebons and Ebans
glyph, allowing us to utilise the power inside us: the Ebb. It is like (or Wasters), have the ability to wield and shape the energy force
no other and we can either learn to control it, or let it devour us. known as the Ebb. Through this power they can create destructive
kinetic blasts, heal wounds, move objects telekinetically, even
We traded one master for another, although at least now there fold space. The ability to manipulate the Ebb is a mixture of
is a modicum of choice. It is an important choice, in that we must mathematical equation and emotional drive. There is a middle
decide what we are to become. Should we use our media names, be ground in which the Ebb powers are formed and a species born of
faithful enforcers of SLA’s rule? Should we give in to our emotions that Ebb can understand it.
and our darker impulses? Or darker still, let the knowledge of
Ebonites, as a species, are constantly searching for answers.Who
Formulae warp us into monsters, the Necanthropes? Are they
they are and where do they come from? What is this universe in
really so different from the Momics that drank our flux and
which they inhabit? Since the Formation they have been raised
gnawed on our bones?
and guided by SLA Industries. What is left of their culture
In order to know ourselves and choose the right path, we must predates their liberation from the Momics. They do not know
strive to know about the universe we inhabit. We must set aside how closely they were related to their former overlords and what
our differences as Ebonites, resist the dwindling Necanthropy and was it that the Momics had suppressed and controlled within the
uncover the truth beneath.” Ebonite species. Now the Ebonite species is complex, beset with
Vilhildra ‘Quicksilver’ Sihilann, Ebon Operative, phenomenal power and a tumult of conflicting emotions. It can
SCL 6a, Squad ‘Dusty Lavender’ be torturous to be an Ebonite, but it is the conflict that gives them
strength and makes them invaluable to SLA Industries.
Insight In order to activate Ebb abilities Ebonites must dispel Flux; the
You are far from home. It has been more than a year since you energy source within them all. Early in SLA’s history Ebonites
visited Static. Despite spending your childhood yearning to join would use complex Glyphs, but in modern times this is made
SLA and become an Operative, you’d give just about anything to possible through a suit of armour called a ‘DeathSuit’, as it takes
feel the sun’s rays and breathe in the clean Static air. But like all the form of a skeletal carapace. It is sinister, baroque looking garb
dreams in the World of Progress, they turn to reality and now you that contrasts starkly with the good natured Ebons, yet utterly
are in the cramped, cloying interior of an APC hurtling through compliments the Ebans and their darker natures.
Suburbia. Ebonites grow and learn to develop their Ebb abilities, through
You clench your hands into fists and try to calm your churning understanding the Formulae. The greater their understanding of
emotions, whilst the flux gems on your Glyph Suit sizzle quietly. Formulae the more powerful the Ebon or Eban becomes. For
The surge of feeling takes on the spinning forms of formulae in centuries this would culminate in the Ebonite going through a
your mind - love, regret, hope and fear, culminating in what your terrifying metamorphosis and transforming into a Necanthrope.
elder sister told you of the Momics she’d encountered in Lower Since the return of the Momics, however, this important
Downtown; that the taste of their Ebb is damp and oily and in progression is rapidly vanishing from Ebonite culture. Like most
their close proximity one can feel the flux inside being pulled in people existing in the World of Progress, Ebonites do not know
their direction. An alien presence, yet painfully familiar. what their future holds. The Momics were never mentioned to
You look down and slowly draw your Ebb Flintlock and run a generations of Ebonites and whatever was catalogued in their
clean dry cloth across the barrel. You have to be strong, you have history vaguely described a dead, extinct species, but now the
to be ready. Once through the Perimeter, the horrors will begin Momics have returned and no Ebb being in the World of Progress
and you must draw upon your experience and learning to tear is safe. Ebonites employed within SLA Industries crave further
down the enemies who are desperate to feast upon you and the information, but the company has divulged precious little.
less fortunate still who will come to depend on you for help. You Ebonites have a broad family hierarchy including both Ebons
can do good if you remain strong and focussed. and Ebans, connected primarily by title and house. Such houses
You start to feel better and a burst of joy and exhilaration runs birth Ebons and Ebans seemingly randomly, despite their best
through you. The Flintlock in your hand begins to glisten, charged efforts to direct a particular option. Families are divided into two
and channeled by your newfound positivity. units, one Ebon and one Eban, with Necanthropes ruling over the
Let’s do this. entire family and its affairs. Ebonites believe that the genetic strain
or bloodline knows best how to raise and guide a child rather
than birth parents, so if two Ebons parents, for example, have an
Eban child they will be heartbroken and forced to make a choice:
attempt to raise a potentially violent and unruly Eban or elect to
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C H A R A C T E R C R E AT I O N
have the child reared by the Wasters within the family. The latter
tends to be the norm. Such family matters are troublesome, leading
to feuds and strife. It is typically the overseeing Necanthrope who
has final say on how the child shall be raised. If the parents refuse
to heed the demand of a Necanthrope they may find themselves
banished from their Ebonite House.
This is often the case with Ebonite who have grown up in
Downtown districts: feral children born to parents exiled by a
powerful Ebonite House in the Haxan System. Such households
may be tumultuous, but there is often more genuine love and
compassion within, simply because the parents chose their own
children over the timeworn laws of a Necanthrope Patriarch. As
a result, a feral Waster in Downtown is usually born to Ebon
parents and perhaps better rounded in personality than a supposed
pureblood Eban from Hades.
Appearance
There are two differing forms of Ebonite: Ebons - who
represent the positive aspects of the Ebb and the darker Eban
variety - instantly recognisable for the black charring around their
featureless eyes.
A lot can be told about the nature of an Ebonite by just looking
at their outward appearance; their personality spills through in
their hair and eye colour and these may even visibly brighten or
darken as their mood shifts.
The Ebonite species is visually similar to Humanity, but
their forms are far more malleable and shaped by the Ebb. The
Deathsuit will literally bond with their physical bodies and sculpt
them closer to their internal depiction of themselves. Some of the
gloomier and more introspective of the Ebans grow more sinuous
and skeletal within their Deathsuits, compressing internal organs
and narrowing cheekbones to such an extreme degree that it does
not seem physically possible, yet these drastic reformations do not
seem to injure the wearer at all.
It is the utterly emotive nature of the Ebonite that shapes every
part of their being, from their core personality to their entire
physical form. Ebons tend towards tall, lithe unblemished forms,
considered attractive by most species in the World of Progress.
Ebans however have more unconventional demeanours with more
angular, muscular visages that exude aggression and brutishness.
In recent years Ebonites have struggled with the terminology
that defines them in the World of Progress. Ebons do not like the
term ‘Deathsuit’ because of the morose connotations it conjures,
preferring to use the unofficial title ‘Glyph Suit’. Ebans, however
derive absolute glee in the frightening description and love to
emphasise that it is in fact armour they are wearing and that it
delivers death.
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C H A R A C T E R C R E AT I O N
Appearance
The overall appearance of the 313 Stormer is that of an intensely
muscular Humanoid, but easily the most notable feature of the
beast is the large equine shaped skull and the rows of broad fangs
littering its jaws. Like all Stormer variations, the 313 Malice’s lips
are peeled back from the teeth, giving the Stormer a perpetual
grimace and the propensity to drool.
Stormer hair grows with great rapidity but only ever upon the
scalp of the creature and is long, thick and shaggy. Its skin is
uniformly grey/blue, or black and with an oily sheen. In order to
help differentiate themselves from each other, Stormers will inject
themselves with a skin pigment-altering drug called Lumo.
The Stormer creation has been called all manner of names,
ranging from ugly, to utterly horrific, but clearly the camera
loves it. Few other individuals in the media draw a crowd like
a rampaging Stormer in full aggression mode. The 313 ‘Malice’
Stormer is Karma’s bioengineering at its very finest. No other
design of Stormer has been as well received, or as a reliable in
combat as the Malice.
It is the first and it is the best.
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C H A R A C T E R C R E AT I O N
Appearance
The Xeno model (pronounced Ze-no) supposedly gets its name
from its absurdly alien appearance, particularly in the shape of
the skull and the complex array of large compound eyes dotted
around the upper surface, giving a wider field of vision.
Like all Stormers, the Xeno has a lipless set of jaws exposing
sharp wedge-shaped teeth, which tend to be lighter and smoother
than that of the 313 Malice. They have digitigrade legs which
allow them to sprint at increased speed compared to plantigrades.
Xenos are not as large nor heavily built as other Stormer types,
their primary design feature is stealth so they are grown with lithe,
slender bodies but are nonetheless highly muscular.
Xenos have adaptive skin which allows them to blend with their
surroundings. More recent, upgraded Xeno models can control
the ability and decide whether or not to blend with the scenery.
This feature was added when the 711 type became popular in the
Contract Circuit and Xenos wanted to be seen, so they can switch
their skin pigment to more garish colours in order to ‘stand out’.
Whichever way the Stormers wish to present themselves they
prefer not to wear armour and rely on their tough leathery skin.
On a typical kill mission the Xeno approaches the target
undressed and unarmoured so the Stormer has been designed
with a series of organic pockets and pouches dotted around its
body. More recently, many more Xenos prefer to display more of
a personal identity, wearing coats and accessories, relying more
heavily on their basic stealth skills and ranged attacks.
For the more traditionalist, there are ten pockets integrated
onto the 711: two each on the thigh (160x210mm), lower leg
(120x300mm), chest (120x120mm), abdomen (150x180mm) and
one on each upper arm (110x230mm). These pockets bind with
the Xeno’s body when not in use.
Species Specific Abilities:
Regeneration (1) - Stormers are capable of regenerating
themselves at a highly efficient rate, healing injuries and
rebuilding damaged tissue automatically. A Xeno has a
Regeneration Rate of 1. Full details on Regeneration can be
found in the Rules & Mechanics chapter of this book.
Adaptive Skin - A Xeno has chameleon like skin that begins
to blend with its surroundings as it stops moving. Any Detect
rolls to spot a stationary Xeno receive a -1 modifier to the
Success Die. This modifier is increased to -2 if the Xeno has
been stationary for any significant length of time.
Armoured Skin - A Xeno’s skin is also armoured, removing
the need for them to wear other armour and keep their
adaptive camouflage in play. A Xeno’s armoured skin has PV
5 and Resistance equal to its Hit Points. Whenever a Xeno
regenerates any Hit Points it also regenerates an equal value of
Resistance. A Xeno takes great pride in their capabilities and
may never wear any other armour. In addition to the protective
capabilities, the skin also has a number of small pockets,
allowing the Xeno to carry items such as ammo, knives and
other essentials without conventional means.
. Life Span: Indeterminate
. Height/Weight: 7 feet, 11st
. Strengths: Perfectly designed for covert missions
. Weaknesses: Behavioural issues, including narcissism and
arrogance
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SHAKTAR
“Fight with principle. Champion the four virtues. Honour one’s The four Virtuous Moon Shaktars sided with SLA Industries,
family. Rise to all forms of adversity, with fury and joy.” while the four Dark Moons inevitably sided with White Earth
T’Rn K’nth’Rr. – Shaktar Operative, and so Bitterness.
SCL 7, Squad ‘Perfect Gallows’ Shaktars must forever acknowledge the Dark Moons and accept
them, even if that is simply in bitter conflict. No virtue can exist
Insight without the coexistence of a diametric opposite. If the Shaktar is
You were born in a cold mountain fortress on the royal to champion anything positive then it must accept equal adversity.
Shaktarian Tribe World – Kn’nth. In a matter of days you could This is the Shaktar way. Everything is balance.
walk and more importantly, grip and wield a weapon - it was Shaktars based on Mort are every bit as staunchly religious as
little more than a small knife, but in your diminutive hands it those found back on their tribe worlds, but they find every day a
was a sword, you immediately took to swinging your blade at the struggle, as they try to exist within the excesses of Mort City and
chitinous vermin that skittered about the grounds of the prayer feel that they are constantly tempted.
temples. Before savagery and bloodlust could overtake you, your For all of a Shaktar’s nobility and honour, they are a war-like
parents swept you up and immediately began your education and species and they have great innate desire for combat. Fighting
taught you to challenge your aggression. You were versed in the is something they revel in and yet also harbour a deep sense of
Shaktarian virtues and taught to loathe and shun the opposing guilt for that joy of violence. The Dark Moon Shaktars, however,
vices. completely forgo their shackles of virtues and openly indulge in
Once you reached adolescence you were made to face the brutal acts of bloodshed. They feel no guilt, only satisfaction. Dark
Exalted Challenge, an elevation to adulthood and the Warrior Moon Shaktars are never employed by SLA Industries and are
Cast. With ceremonial dagger in hand, you entered the pen of always in the service of White Earth. If they are encountered on
the brutish Shahantian Bull. To receive the blessing, you slew the Mort it is usually because they are providing muscle to the Shi’An
beast and sliced off its primary horns: the symbol of distinction Cult.
and maturity. You were then proven an adult and it was time to Shaktars face a constant struggle to avoid slipping into the
leave Kn’nth and sign up as an Operative at SLA Industries. territory of the Dark Moons and in certain cases these urges
You have heard stories of Mort City and the people who live overwhelm them and thus they defect to the side of the enemy,
there. There are tales of corruption, treachery and dishonour. The forever.
Shaktarian Elders expect you to venture into the heart of SLA As such, most Shaktar SLA Ops will try to attend counsel with a
and uphold the cherished values instilled in you from birth. You local Shaktarian priest, whom acts as a form of confessor. But even
will educate and you will discipline, with words and sabre. this has ties back into warfare. In many cases the Shaktar simply
gains advice from the priest or priestess, but in more complex
Background dilemmas the Shaktar must challenge the resident Empty One –
The Shaktars are an ancient Conflict Race that sided with SLA this is another Shaktar who’s undergoing their own inner struggle,
Industries before The Formation. Unlike many species from that having lost all sight of virtue and vice and cannot align with any
era, they are a proud, honourable and dignified people. They of the eight moons. The Empty One wears a faceless black mask
strongly believe in family, friendship and tradition. Without these, and armour, armed with a weapon based on the severity of the
a Shaktar is nothing; no weapon or martial arts training will give opponent’s internal struggle.
her strength if she has nothing to stand for. Honour and courage The tormented Shaktar must face down the Empty One in
defines her. combat and defeat it. If the Shaktar cannot best it then he must
Shaktars believe in challenge and that it be as brutal and go and reassess his choices or direction.
uncompromising as possible. They feel that in all aspects of their Shaktars have even been known to approach business
lives they must be constantly testing themselves. They are a proud opportunities in much the same fashion.
species who are also terrified with the concept of pride itself, Other species find this approach to faith and catharsis absurd,
because its influence can lead to far more negative connotations. since all too often the quandary of the Shaktar has no basis in
The Shaktars have built their religion around the eight separate physical combat, but they are neglecting to fully understand the
moons that circulate their various home worlds. Like all elements culture of Shaktars and what has worked for them over many
of Shaktarian life, there is balance, there are four positive moons centuries. Shaktars actively seek friendship and bond with their
and four negative ones, also known by Shaktars as the ‘dark fellow Operatives. They respect dignity and courage above all else
moons’. Each moon partners with another polar opposite: Virtue and bestow a clasp of veneration (or braid) to any squad mate that
- Distortion, Vision - Dementia, Vigour - Disease and Verity (or exemplifies these traits in battle. This oath is of high importance
Validity) - Doubt. as it now means the Shaktar will defend and protect his friend for
as long he lives.
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Appearance
Of all the post-Conflict Races, the Shaktar is the closest to
Human in terms of appearance. They are a large bulky species,
however, sprouting to 7 or 8 feet in height with thick, muscular
builds. The most notable features of a Shaktar are their instantly
recognisable segmented, fleshy dreadlocks, which pour from their
scalp all the way down to the lower back and the deep crimson
hue of their skin. They have a typical Humanoid anatomy and
whilst heavily built they do not generate sculpted ‘body builder’
physiques through exercise and maintain robust body types not
dissimilar to that of a wrestler or butcher.
All Shaktar sport a thick prehensile tail, which will involuntarily
twitch and sway when the Shaktar ‘s emotions are heightened by
rage or stress. Some Shaktars, usually among the young members
of the species, will develop a crest on their uppermost dreads prior
to combat, or simply when enraged. Shaktars are not the best at
concealing their emotions, these clear indicators indicate when to
back away or apologise for a perceived slight.
Shaktars are bestowed with a wide variety of boney facial plates,
particularly across the brow and nose. Shaktars believe the diversity
in these patterns and outcroppings denote particular heritage and
dynasty in their culture. These facial ridges thicken and grow as
the Shaktar advances in years. The Shaktarian language is throaty
and coarse, lacking the common vowels found in the Killan
dialect. Nearly all Shaktars based on Mort have learned Killan,
but will visually cringe when non-Shaktarian species attempt, but
inevitably butcher their sacred language.
Shaktar believe in the purity of their own bodies and will not
use any biogenetic enhancement or augmentation. Shaktars are
a hardy species, however and they live long productive lives. They
maintain a sturdy ‘prime’ until around the age of 120 and then
their strength fades and their abilities falter. At this point in their
lives they must decide whether to stay on the warrior’s path until
death or retire as an Shaktarian Elder and serve as counsel to a
Lord of a Tribe World. Most Shaktars fear this path, as a warrior
species they all wish to die in battle, rather than see themselves
wither and fade of natural causes. Those who have entered their
winter years take a much less extreme view, though and find new,
less aggressive ways to uphold the Shaktarian Virtues.
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WRAITHEN
“Here, check this out. It’s the very latest, top of the line BLA Background
833 Drop-Down sniping rifle. See there, B-L-A, they make the
best weapons in the World of Progress and this is their first proper People who are unfamiliar with the Wraithen may find them
ranged weapon. I got it on preorder, so this isn’t even out yet. difficult to be around at first. Their unique disposition and outlook
Hardly anyone can get their hands on this level of sexiness. It’s a stands at odds with most other species in the World of Progress,
snub nose, much like the FEN GAG, which I mastered but is now particularly Shaktars, who in terms of personality position at
utterly rubbish, so I chucked it. direct opposite. Both species elected to join SLA during the
Conflict Era but for the Wraithen it was never a difficult choice,
This baby though; I’ll hit some Dark Night dweeb at 200 meters, they have always sided with the perceived winning team.
right through his left eye and blow his brains clean out the back
Wraithen can be as chilly as the Ice Worlds from which they
of his skull. It will be brilliant. I’ll get an awesome sponsorship
originate. They lack all but the slightest form of empathy and
from that.”
compassion, yet they aren’t especially cruel. Humans loosely
Virin Vrott – Wraithen Operative, SCL compares Wraithen to cats, they seem aloof and disinterested by
6, Squad ‘Dusty Lavender’ anything outside their sphere of interest. As a culture they have
very few traditions or beliefs and barely keep a record of their own
Insight history. They can be highly materialistic, but will literally discard a
You were so glad to finally get off your icy Home World; it was relatively new piece of equipment or weapon in favour of the very
just so boring. Yes, the freezing temperatures were nice and all and latest and most popular upgrade.
there was lots of fresh game but they didn’t have all the cool guns Wraithen are also like this with regards to relationships. They
and vibro weapons that were in abundance in those glossy SLA may enter a relationship for days or months but will simply drop
magazines. Even the smell of that shiny paper, so nice. You knew the connection if there is a chance of attaining someone better.
you were going to have to get grown up as fast as possible and get Attractiveness is not as high on their list of appeal as status, wealth
your butt over to Mort and become a SLA Operative. and opportunity. It is always whatever is in the best interests of
There weren’t many Humans and such on Polo and they were the Wraithen that drives them on.
all on the side of SLA so you weren’t allowed to hunt them: so Wraithen struggle to understand why a Shaktar treasures an old,
boring. Apparently, Humans taste awesome, like, way better than battered shotgun, or the memories he associates it with, nor can
the shit you get on Polo. Maybe you’d get a taste of a Dark Night they fathom why a spouse would stay with a partner who is sick
Gunner when nobody is looking. or has lost their job. The first instinct of the Wraithen is to drop
Most of all you wanted to get a decent sniping rifle and take out dead weight and move on.
some enemies of SLA at seriously long range. Or just wing them It is believed that a Wraithen is incapable of love, a concept set
and then move in for the kill. It’s so exhilarating, that anticipation, forth by standards of other species, and for the most part this
that you can barely sit still in your chair. You’re on your way now. is true. It tends to be however, the more time Wraithen spend
You finished training - top marks and in a few short hours you’ll around different speices for extended periods they develop new
be tooling up for your first BPN. feelings and emotions, but with Wraithen it takes much longer
You look out of the window of the gauss train, as it hurtles than most. Over time, many Wraithen gradually grow to like
though the Cannibal Sector. It’s a hideously awful place, or so or even admire other species. Although more cynical observers
you’ve been told, but to your hunter’s eye it looks it’ll be great believe that it is an elaborate trick or form of mimicry, a way to
fun. Just so, so many exciting species to prey on, which means big further the Wraithen’s own personal agenda.
creds, better equipment, nicer things. Love is difficult for Wraithen but they do have a great fondness
You stare at all the other fresh recruits who’ll be joining SLA for hunting; something that ties into the earliest evolutionary
right along with you. Man, they all look so clumsy, flabby and stage of their species and is still salient in the present day. A
slow. It’s hilarious. Yes, you’ve come a long way from your humble Wraithen cannot resist the thrill of stalking and killing an elusive
beginnings, the one surviving cub in your litter. You’d feel bad prey, whether that be live game that they prep for dinner, or an
about your dead brothers and sisters if you could remember their unsuspecting Dark Night agent caught in the sights of their rifle
faces, or anything else about them. But hey, they’re dead and scope. They like the taste of fresh blood and raw meat, which
you’re not. You were tougher, faster and hungrier. satiates their deep primal urges, their innate ‘killer instinct.’
That’s why you made it, baby. That’s why you’ll be a SLA Wraithen subscribe to the attitude of survival of the fitness and
Operative and the best kind - a Wraithen SLA Op. this extends into every aspect of their lives, whether it is climbing
the SCL ladder, performing a challenge, or getting served first at
the bar. They want to be best, first, happiest and make no apologies
for it.
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Appearance
The Wraithen species are a strange mix of feline and saurien and
depending on what side of the Ice World’s equator dictates which
one they lean more visually towards.
Those Wraithen born on the northern equator have smooth,
angular features whilst those born in the south have eyes set
farther forward on the skull and are more chiselled in their
facial anatomy. SLA records will commonly classify a Wraithen
Operative as a ‘Northern Wraithen’ or ‘Southern Wraithen’.
Northern Wraithen are most commonly found on Mort, so
when the far more rare Southern sub-species are encountered
other species are surprised at the physical diversity, yet Wraithen
themselves barely make the distinction at all.
Wraithen have an overall humanoid physiognomy, with scarcely
an ounce of fat on any part of their bodies. Their muscles are
taut and sinewy, allowing for incredible reflexes and speed, far
outstripping the dexterity of any species currently employed by
SLA Industries.
Both types of Wraithen are coated in a layer of fur, light and
smooth on a northern Wraithen, but thicker and coarser on the
southern variety.
Whilst stationed on their native Ice Worlds the Wraithen’s hair
turns white and their eyes fade to a pale pink, but when they enter
a warmer climates their fur and hair darkens to varying shades of
purple and they present a mottled patterning similar to that of a
leopard.
Wraithen are natural hunters and they bare sharp teeth and
claws, which they are always proud to show off whenever possible.
Wraithen struggle somewhat with climates warmer than their
icy home worlds, so take to wearing coolant stalks on either cheek
to help regulate their body temperature. This external device soon
becomes second nature to Wraithen. Those born on Mort tend
to have better temperature regulation, but will still have standard
coolant stalks applied once they take on roles at SLA Industries.
Wraithen have short natural lifespans compared to other
species in the World of Progress, which is typically attributed to
Wraithen’s exceptionally high metabolism although they reach
full maturity by 10 years of age. Wraithen also welcome biogenetic
augmentation that may extend their lifespan.
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ADVANCED CARRIEN
“Everyone is funny to me. They say funny things. Call me funny and eat you. This is how the average Mort Civilian (and in truth,
names, things that are meant to hurt. But I’ve been cut, shot, the average SLA Operative too) regards the average Carrien: it is
stabbed and bitten; and that’s proper pain. I got past all that; I’ll a monster that means you harm, so trying to introduce ‘Carrien
get past this. Operatives’ was always going to be met with considerable
I’m a ‘bone head’, a ‘dog boy’, a ‘tunnel mutt’. I’ve heard it all. resistance.
But when you get lost in the Downtown sewers and a carnivorous SLA Industries has been struggling to utilise Mort’s burgeoning
pig is chewing on your nutsack, you’ll be needing my help. Carrien population for a very long time. The company regards
No one can handle Mort City like an ADV.” the genus as repellent yet despite its less than commendable
traits, SLA cannot deny its innate powers and resilience. It is a
Krackle, ADV Carrien Operative, species that survived (albeit corrupted by) nuclear radiation, then
SCL 9.1a, Squad ‘Dusty Lavender’ starvation and a host of differing pollutants beyond the Fission
Belt. The Carrien nonetheless endures and thrives.
Insight
Unfortunately, the vast majority of Carrien are completely feral
You have only vague, fleeting memories of your infancy. You and and from an early age they imprint onto the dominant Greater
your 4 sibling pups were born in a sewer pipe in Downtown. One Carrien, or a sturdy Alpha Carrien pack leader. They are not a
of your litter was slain by Mort Rat, which you then killed. You species that would ever actively side with SLA Industries, but that
then bit out the throat of your brother who was trying to steal is about to change.
your kill; you ate them both. SLA Industries, ever searching for new employment
One night your mother was shot dead by an Operative, by that opportunities, persevered and after countless attempts to re-
time you were the sole surviving pup. With the man in armour educate the animalistic species, the ADV Carrien was finally
came other Humans in lab coats. One shot you with a dart gun created.
and when you woke you were in a cage in a white, shiny Karma At first, the development team focussed on juvenile Alpha
lab. Carrien, but they could not be tamed in any useful way, so this
As time passed, you were given a series of injections. They stung initial intention was abandoned. The key was to capture the
bitterly but the effects soothed you. When you were able to focus best specimens within the first weeks of their lives. There was
you saw a Human woman smiling at you through the bars, which nothing random about this process – the chosen Carrien packs
prevented you from chewing her tasty face off. She taught you to were monitored for months, even years, to find the best, toughest
read, the bare basics of writing and to speak the Mort language. It young infants. The company was looking for just one in a litter of
was difficult and you were frustrated, but in time you got to learn pups who would rise above the rest and then weather the early
more interesting skills. challenges in Carrien life.
The big, red, alien man educated you in the use of firearms, vibro When the timing was optimal a team of Karma techs would
weapons, even unarmed fighting which could allow you to drop intervene and steal away the juvenile Carrien and immediately
foes much larger than yourself and leave them shuddering on commence reconditioning it, turning it from slavering monster
the floor. Finally, they informed you that you were now an ADV into a faithful, compliant employee of the company.
Carrien and you had a job to do. So be it: you got into your heavy Initially, Karma tried to adapt the physical make-up of the
armour, slotted your MAC in its sheath and left the Karma lab. Carrien by grafting a layer of skin to the familiar bare skull, but
SLA had trained you, but not prepared you, for society, with all its the DNA addition refused to adhere. Despite better nutrition,
complexities and discrimination. education and improved posture – an Advanced Carrien would
You were assigned to an Op Squad and the insults continued always remain a Carrien.
for a time, but you didn’t much care. You managed to break the But SLA had still achieved its objective – The ADV filled a
Frother’s nose when he tried to steal your Big Grin burger and particular niche in the Operative roster. It is a species perfectly
when the resident Stormer punched you for mocking his dead adapted to the Downtown and Cannibal Sector environs; they
pet Arrowhead Cockroach, you didn’t fall over, so the Stormer have excellent resistance against disease, radiation and poison.
was your best friend after that. It has been a long, difficult road They shrug off most injuries and do not spook easily.
to acceptance, but the squad needs you now, especially if the next
ADV Carrien commence their employment at odds with the
BPN leads back into the sewers. The place you were born.
world around them. In essence, they are a bit of a blank slate.
Background They don’t yet have much preference towards food, dress sense, or
musical taste and will invariably look to the squad’s Neophron or
For so many centuries the Carrien has been regarded as vermin,
Ebon on what they should wear, or even think.
like Mort Rats only bigger and more vicious. There isn’t much that
is sympathetic or admirable about a Carrien. They want to kill Much like their kin out in the cannibal sectors, ADVs will fixate
on seemly random objects, either staring at them for protracted
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C H A R A C T E R C R E AT I O N
Appearance
The ADV bears many of the same visual characteristics of a feral
Carrien – the bare, skinless canine skull, the sharp teeth and claws
and bright, featureless blue eyes, deep set in the sockets. Some
of the more bigoted members of SLA society cannot seen any
difference at all in the appearance of an ADV Carrien compared
to the wild Carrien found in Downtown or the cannibal sectors.
There are however, several notable differences between the two.
ADV Carrien have far better posture compared to the feral
breed, with a physiognomy closer to that of a Human. They
are also far healthier and well groomed and since Carrien have
fast acting metabolism, any weight they gain quickly converts
into strong, lean muscle mass. Lastly, the whole demeanour of
the ADV Carrien sets it apart from regular Carrien; they have
true sentience. Many ADVs will attach hoods, protective caps
(commonly worn under helmets) and accessories to the head
region to further lessen the association to their savage cousins.
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NEOPHRON
“No, I am not a Wraithen. You may however refer to me as Background
Neophron: we go by many names but that will suffice for the
moment. Now, our friend here - he was seemingly killed with Neophron are a new species to emerge in the World of Progress.
a one-handed blade, except that this particular injury was non- Many class them as a Conflict Race, as most ‘fresh faces’ on Mort
fatal, based on the depth of the puncture wound and limited blood are believed to have once been an enemy of the company, however
loss. I hope you don’t mind, but I took the liberty of obtaining the Neophron were never at war with SLA Industries and as far
a blood sample. There was a touch of discolouration around the as most people know, they have always existed in Conflict Space.
laceration, so it seemed likely that the blade was coated in White Their reasoning for entering the World of Progress is to guide
Queen: which I found to be correct. and educate. They know the Conflict Races and their motivations
and the Shi’An Cult, which is all but destroying the planets beyond
White Queen Lichen is only found in Cannibal Sector One, so
the World of Progress. The Neophron recognise White Earth as a
it had to have been shipped into Mort City. I checked local Shiver
threat beyond the current capabilities of SLA Industries and they
reports and discovered that a squad of 9th Division defectors had
want to help if they can.
been slain recently and that White Queen Lichen capsules had
been listed on their private manifest. The Neophron are under no illusion with regards to the true
nature of SLA. They know of its corruption and its cruelty and its
We should look for any cult symbols or paraphernalia pertaining apathy towards injustice. But the Neophron still believe there is
to the Raw Head religious order. There is another fellow in the hope. They see what they believe is a civilisation on its last legs and
master bedroom whom has had his left leg amputated post mortem, the society that will replace it is far, far worse.
which I suspect is tonight’s dinner for our murderer.
Neophron are by and large a good-natured species, whose
How can I be certain? Well, if you have full collection of the facts, education and research has taught them to respect and assimilate
in this crime, you’ll discover it’s elementary, my good chap.” into unfamiliar civilisations and absorb their cultures and beliefs.
Tarak Harakhebi – Neophron Operative, A Neophron will be fascinated by the deep-rooted mysticism of
SCL 8c, Squad ‘Perfect Gallows’ the Shaktars, but will also try to accept and tolerate the belligerent
brutishness of Frothers. They accept new traditions at face value,
Insight but if there is one thing a Neophron will not tolerate it is ‘wilful
You originate from the desert worlds of the Farouk solar system, ignorance’. They will forgive a Downtown Civilian who doesn’t
far from the World of Progress in which you now reside. Mort know any better, but will be incensed by a Waster bully who does.
is a diametric opposite of the blazing sun and cooling breeze of Refined and charismatic, most, if not all, SLA species will get on
your home; it is grey, damp and miserable. Nonetheless, you are with the Neophron, but if they can be faulted for anything it may
excited. It is vastly different from what you know and variety is be their own intellectual pride.
the spice of life. You cannot wait to explore all aspects of SLA Neophron will go to great lengths to learn a new skill, or explore
society. You are eager to meet your new squad mates and although every aspect of topic and may sometimes frustrate themselves with
you have been told they will be challenging, you are undeterred. failure, or by simply being incorrect. Neophron loathe exhibiting
This is simply not a problem; all challenge is exhilarating. any form of negativity and will be ashamed with themselves if
Like most of your kind, you come from considerable wealth, displaying irritability or shortness with friends and companions,
but here under the employment of SLA Industries you insist on as a result of failure.
starting with nothing more or less than any starting Operative. Neophron never sit idle; they are always reading a book or data
Your goal differs greatly from most people entering the company, slug, learning a new instrument or chatting with the locals and
in that you aren’t driven to climb the corporate SCL ladder; sampling their native cuisine, regardless of quality or refinement.
wealth and status is what you left behind. Your driving force is Neophron love to explore and discover new things and will grow
new experiences, true altruism and using your broad range of skills uncomfortable if their daily life becomes routine, or mundane.
and education to help others less fortunate than yourself. Neophron make good Op squad leaders and SLA admin will
You chose a training package that would place you in the most usually assign management status to the resident Neophron, who
impoverished areas of Downtown, where your services can do the they know will opt for the most sensible course of action and
most good. calmly keep their rowdy team members focussed yet driven. They
Having been raised in Conflict Space you are fully aware of the will ensure their wards have their needs met and prevent them
threat of White Earth and see now that the same cruelty and from taking too many liberties with their elevated status.
ugliness associated with that awful place amongst the civilians of Neophron tend to dislike fighting, as their bodies aren’t
Downtown. You and all other Neophron on Mort are determined especially built for it and will try to find a peaceful solution where
to turn the tables and save the World of Progress as best you can. possible. Of course, they know that Mort is a world that is steeped
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Note: While Operative stats range from 0 to 6, other creatures which category gains which points, you should add up the stat
lurking within The World of Progress may break these limits. ranks under each category and assign Ratings Points to them in
Additionally, the use of certain hardware, drugs and abilities order of value, with 2 points being awarded to the highest total
may increase stats over the species limits temporarily during and 0 points to the lowest.
the course of the game.
Example: Hector is creating a Human Operative and has
STARTING STATS assigned the following stats:
STR 3, DEX 2 (Body total of 5)
All stats begin at the initial ranks as listed in the ‘Species Stat KNOW 4, CONC 3 (Brain total of 7)
Limits’ table. A player must then spend 12 points on increasing CHA 1, COOL 3 (Bravado total of 4)
their character’s stats. Every point spent increases the rank of
The character would assign 2 Ratings Points to their Brain
the chosen stat by 1.
category as it has the highest combined stat total, 1 Ratings
Once all points are spent, the player should record the stat Point to their Body category and would not assign any
ranks on their character sheet. Ratings Points to their Bravado category as it has the lowest
Example: Lucy is creating a Wraithen Operative. She wishes combined stat total.
to increase the character’s DEX from 3 to 5. This will cost If any of the stat totals are tied, the player may decide which
her two of her available twelve points. category receives which points, for example, considering the
previous scenario, if the character had a CHA of 2 (bringing
Note: LUCK/FLUX is recorded to the right of the ‘/’ on the Bravado up to 5) then they would be free to allocate 1 Ratings
character sheet. The space on the left is updated each time Point to either the Body or the Bravado category, but not both.
the character spends a point in order to keep track of how far
the stat has drifted from its maximum value.
STARTING RATINGS POINTS
INITIATIVE BONUS In addition to the starting values, a player must spend 3
additional points on increasing their character’s Ratings Points.
The character sheet also has a space to record a character’s Every point spent adds 1 Ratings Point to the chosen category,
‘Initiative Bonus’. This value is equal to the character’s DEX and however no more than two of these points may be allocated to
CONC stats added together. This value is used during combat the same category. Once all points are spent, the player should
when determining the character’s Initiative Value. As per the record the Ratings Points on their character sheet.
listed Species Specific Abilities, Wraithen character’s always
add 1 to their Initiative Bonus.
RATINGS POINTS
Ratings Points represent the reputation that a character has
in certain areas, either through televised action, corporate
sponsorship or unshakable faith in their own abilities. During
the game, Ratings Points are spent to overcome great obstacles,
perform cinematic feats or scrape a success from the jaws of
defeat.
Each character has a number of Ratings Points in addition
to their stats. Ratings Points are initially generated based upon
the ranks that a character has in certain stats and fall into three
categories: Body, Brain and Bravado.
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Advanced Tasks: Handling a bike in a firefight, jumping great anytime a character wishes to do something with their hands
distances. without being seen.
Forgery - Forgery is the skill of creating fake documents and Advanced Tasks: Pickpocketing a Neophron, swapping an ID
IDs as well as forging signatures. Such activities require very under the nose of a Dark Finder
careful and precise hand control and though forgery is highly Stealth - Stealth covers a character’s ability to move quietly
illegal, the skill set that comes with such knowledge can be of and undetected, from crossing areas of the urban landscape
great use to an investigator in Mort City. without being seen, to slipping in and out of crowded spaces.
Advanced Tasks: Forging a Cloak Division ID, creating Additionally, this skill also covers a character’s ability to hide
believable rival company documentation. and conceal their body using the terrain around them.
Pistol - This skill represents a character’s proficiency with Advanced Tasks: Silently navigating a floor of broken glass,
handguns, revolvers and submachine guns, as well as being hiding in heavily illuminated areas.
an indication that they have received some formal training Knowledge (KNOW):
in their use. Higher ranks in Pistol represent the characters
sturdy aim and ability to hit harder moving targets. Admin & Finance - Admin & Finance is the knowledge of
correct administrative practises, filing and understanding
Note: Submachine guns may use either the Pistol or Rifle of financial budgets and management. This includes both
skill. a character’s own finances, as well as those of the squad,
department, or any other business situation the character may
Rifle - Rifle covers the use of a wide range of weapons, from
find themselves in.
assault rifles and shotguns to most submachine guns and sniper
weapons. Rifle is one of the most commonly learned skills Advanced Tasks: Correctly filling in requisition forms to
amongst Operatives and higher ranks represent a significant obtain a Reaver Cannon.
level of skill and training in the use of these weapons. Computer - Computer provides the required knowledge
to manage files, follow SLA’s stringent word processing
Note: Submachine guns may use either the Pistol or Rifle requirements for official documentation and at higher levels,
skill. be able to perform security hacks to break into encrypted files
Sleight - The skill of hand dexterity, Sleight is the ability to and password protected terminals.
use prestidigitation for both entertainment and to confuse Advanced Tasks: Hacking high security files, writing programs
or beguile others. The skill is also used for pickpocketing or to automate tasks.
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Survival - Survival is the required knowledge to survive becomes capable of healing others in rapid and effective ways.
without normal shelter or supplies, relying on your instincts This skill is favoured heavily by those on the Ebon path.
and the environment around you. Those skilled in Survival will Protect - Protect represents control over and synergy with
be able to find food, identify suitable drinking water, know an Ebonite’s own Deathsuit - the symbiote armour worn
how to create sufficient shelter and even make primitive tools exclusively by Ebb users. The skill allows the user to increase
or weapons from the items around them. the protective capabilities of their Deathsuit as well as teaching
Advanced Tasks: Surviving without proper supplies in it to store more Flux or act independently of its wearer.
Cannibal Sector 1, creating a safe makeshift shelter in Lower Reality Fold - One of the most powerful and misunderstood
Downtown. arts of the Ebonite species. Reality Folding is the skill of
Torture - Official training in torture techniques is handed moving from one location to the next in an instant. The more
down to Operatives from Cloak Division-sanctioned training advanced the knowledge of the Ebonite is, the further they
officers and includes the use of a wide range of verbal, narcotic will be able to travel, or the greater the number of ‘passengers’
and physical mechanisms designed to put the subject in they may be able to take with them.
extreme emotional and physical stress, with the end goal of Senses - Senses represents control over a subject’s primary
obtaining information. The validity of information obtained senses, normally to remove, restore or manipulate the
in such a way is always questionable and the results are often interpretation of that sense. With this skill an Ebonite can
gruesome, leading to scenes that can make even the toughest blind and deafen a subject, restore vision to those who have
Op feel sick. Operatives may turn to torture when regular lost such senses and at higher levels, to enhance their own
interrogation techniques fail. senses, such as the ability to see in different light spectrums.
Advanced Tasks: Leaving lasting trauma, implanting Telekinesis - Users are able to physically move objects and
psychological triggers. people about using thought. At higher levels, subjects can be
Ebb Disciplines (CONC): moved at speed or with significant force over a long distance.
Thermal (Blue, Red) - Thermal is an inherent skill learned by
Note: Ebb disciplines are skills that are only available all Ebonites and is believed to be a direct extension of one’s
to Ebonite characters. While an Ebonite uses FLUX to natural temperament. Blue Thermal, gifted to those who follow
summon the abilities associated with these disciplines, it is the Ebon path, grants the user control over cold, creating
the character’s CONC stat that is used to determine their blades from ice and freezing the air around them, where as
maximum rank and is used for any applicable skill rolls. See Red Thermal, understood only by Wasters is control over heat,
“The Ebb” on page 124 for more information and for how to allowing them to ignite their surroundings or targets.
use these skills in your games.
Awareness - Awareness represents an Ebonite’s connection to SPECIES SKILLS
the Ebb, allowing them to detect other Ebb users and recently
Each character starts with a number of species skills which
used Ebb disciplines in the vicinity. As training progresses the
reflect the base knowledge earned during a typical upbringing.
discipline can be used to track individuals and form specific
These skills should be recorded on the character sheet. Each
knowledge of them, with the highest levels allowing the
species skill begins at rank 1.
tracking of non-Ebb users as well.
Blast - Blast is the most destructive of the Ebb disciplines, Species Starting Species Skills
moulding fragments of the Ebonite’s emotional state into a
Detect, Education: Academic,
physical form. The skill allows the Ebonite to control kinetic Human
Streetwise, Unarmed Combat
forces in order to direct a physical attack, either against a
single target, or to create a blast that covers a wide area. The Detect, Melee Weapons,
Frother
Blast skill also allows for flashes of blinding light and general Streetwise, Unarmed Combat
illumination of the surrounding area. Detect, Education: Academic, [see
Ebonite
Communicate - This skill allows for direct telepathic “Ebonite Characters” below]
communication with people over distance, as well as the ability Athletics, Intimidate, Throw,
Stormer 313 ‘Malice’
to plant ideas, read minds and generally control the thought Unarmed Combat
patterns and behaviours of others. Stomer 711 ‘Xeno’ Climbing, Stealth, Unarmed Combat
Enhance - Enhance is the art of physically manipulating an
Climbing, Detect, Language: Shaktarian,
Ebonite’s own body to increase strength, speed or to form Shaktar
Survival, Unarmed Combat
natural weapons such as razor sharp teeth and claws. At
its highest level, Enhance allows the Ebonite to transform Athletics, Detect, Language: Wraithen,
Wraithen
themselves into a feared but uncontrollable Ebb Beast for a Unarmed Combat, Tracking
short period of time. This discipline is often favoured by those Intimidate, Language: Gristle, Lore:
Advanced Carrien
on the more destructive Waster path. Sector, Survival, Unarmed Combat
Heal - The Heal skill allows an Ebonite to heal physical Education: Academic, Education:
damage, wounds and illness, as well as rid the body of toxins Natural, Bribery, Diplomacy, Language:
Neophron
and poison. As training in this discipline increases, the user Neophron, Language: pick one,
Leadership, Oratory, Persuasion
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Skills Provided:
Computer 1 Detect 1
Education: Academic 1 Education: Natural 1
Forensics 2 Medical 2
Skills Provided:
Computer 1 Detect 1
Forensics 1 Interrogate 2
Streetwise 2 Torture 1
Technical
Skills Provided: Requirements: minimum of CONC at rank 3
Demolitions 1 Rifle 2
Technical specialists hold down a range of positions within
Support Weapons 2 Tactics 1 SLA Industries, from keeping reactors and water processors
Throw 1 Technical: Weapons 1 running, to weapons manufacture. In the last few years, SLA
have identified the need for such technical skills on the street
Scout as well, using their most experienced staff to train the first wave
Requirements: minimum of DEX & COOL at rank 2 of Technical Operatives. The new Technical package teaches a
range of mechanical, electrical and weapons tech skills, along
Scouts are trained in stealth techniques, tracking and with advanced computer training and other utility skills that
observation, giving them a range of applications both on the are already proving to be a valuable asset to Operative squads.
streets of Mort, out in the cannibal sectors and off-world.
Scouts will typically be careful planners, talented sharpshooters Skills Provided:
and expert trackers, making them valuable assets when it comes Computer 2 Detect 1
to hunting people of interest.
Haggle 1 Lock Pick (pick one) 1
Skills Provided: Technical (pick one) 2
Technical (pick one,
Detect 1 Read Lips 1 different to first) 1
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“Go to school, my mum said. Fuck that, I’d rather learn to kill Allergy (specify) 3 Gain 1
big shit with my sword. Ambidextrous 1 Cost 2
What do you think they teach you at Meny, she said. Anger 1 Gain 2
And here I fucking am.” Anxiety 3 (See note) Gain 1
Hamish “Hoots” Sinclair, Frother Trainee, Meny Arrogant 1 Gain 1
Chicken 1 Gain 3
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individual in SLA or another company/faction who can rules on drug addiction, see “Drugs” on page 121 for more
provide significant resource (usually at a price). The GM has information. There are 3 ranks in this trait, with each rank
the final say on the value that a contact can bring to the game. granting a point. A character may take multiple drug addict
There are 4 ranks in this trait, with each rank costing a point. traits.
A character may take multiple contact traits. Enemy - An enemy can be a dangerous thing to have. This trait
Debt - The character owes a substantial debt to someone, either represents a person or organisation that has a vendetta against
directly to SLA or to some criminal element. A character the character. At rank 1 the enemy may be a street gang
with debt is expected to pay 10% of any earnings they make member or local Shiver where as a rank of 4 may represent a
for every rank they possess in the trait. Additionally, at rank violent DarkNight agent or high ranking official. The GM has
3 the character may be chased or hounded for additional the final say on the enemy and is encouraged to work them
repayments. A character with debt is still eligible to take the into the story, with high rank enemies appearing at the worst
savings trait, representing that they have a surplus of cash possible moment. There are 4 ranks in this trait, with each rank
hidden away from the eyes of those they owe money to. There granting a point. A character may take multiple enemy traits.
are 3 ranks in this trait, with each rank granting a point. Exceedingly Cool - An exceedingly cool character is the
Depression - Depression is best described as a deep feeling of embodiment of courage and bravery. This trait raises the species
gloom and unhappiness, categorised by feelings of inadequacy, maximum of the character’s COOL stat by 1, to a maximum
loss of appetite and difficulty sleeping. Severe depression can of 6. Note that this does not raise the COOL stat’s rank, only
dominate the mind of the sufferer bringing dark and lonely the maximum rank that may be obtained. In addition, once
feelings on a daily basis. Each rank in depression applies a per game session the character may automatically succeed at
-1 modifier to the Success Die during all CHA based skill a Fear Test without the need to roll. There is only a single
rolls. In addition, the character is expected to roleplay this trait rank in this trait, which costs 2 points. A character who is
accordingly. During character creation there are 2 available Exceedingly Cool may not also possess the Chicken trait.
ranks in depression, with each rank granting a point. After Hearing (good or poor) - This trait represents a characters
character creation it is possible for depression to go as high as level of hearing, either one that is noticeably better than their
rank 3, at the GM’s discretion, on account of experiences or species norm, or noticeably worse. Each rank in good hearing
interactions that may worsen it. adds one additional Skill Die success to any Detect roll that
Drug Addict - The character is addicted to one or more narcotic is based on hearing. Each rank in poor hearing will apply a
substances, most commonly the combat or soft drugs used by -1 modifier to the Success Die during any Detect roll that is
SLA Operatives.The exact drug must be specified. For full based on hearing. There are 2 ranks in good hearing, with each
rank costing a point and 2 ranks in poor hearing, with each
rank granting a point. A character may not possess both good
and poor hearing.
Housing (good or poor) - The housing trait is a measure of
a characters living situation, representing a home which is
outside of the Operative norm, from a luxury apartment in
Suburbia to a particularly unsafe shared bedsit in Lower
Downtown. A character with good housing will have a safe
place to use as their base of operations, secure storage and
a good amount of privacy. Those with bad housing will find
themselves robbed, vandalised and unable to keep anything of
value, or themselves, safe. There are 2 ranks in good housing,
with each rank costing a point and 2 ranks in poor housing,
with each rank granting a point. A character may not possess
both good and poor housing.
Illness - The character suffers from an illness, which while
under control, will require regular medication or treatment.
The rank in the illness trait will determine the severity of the
illness, with the character specifying one from the following
list.
Athsma Rank 1
Asthma is a condition which affects the breathing and physical
capabilities of its sufferers. The character’s species maximum DEX
value is reduced by 1 and the character may never have more than
1 Ratings Point in the Body category. The character needs daily
medication.
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Dissociative Identity Disorder: DID is a potentially players should be aware that showing off their wealth is likely
frightening disorder whereby the subject’s mind is fragmented to attract unwanted attention. A character with savings is still
into more than one unique personality. The sufferer may flip eligible to take the debt trait, representing that they have a
between these personalities when triggered, or at random surplus of cash hidden away from the eyes of those they owe
intervals, suddenly acting and even sounding like an entirely money to. There are 3 ranks in savings, with each rank costing
different person. The GM may create an alternative personality a point.
for you, along with its own traits, beliefs, psychological and Sterile - The character is sterile and unable to bear children,
physiological attributes. At least once per gaming session, or as even with the most expensive of fertility treatments. In
often as the GM decides, the player must switch character for addition, members of the Shiver Organisation may look down
a period of at least 10 minutes. This could entail anything from or ridicule sterile characters should the fact become known.
suddenly believing they are a pacifistic weakling, thinking they It is a requirement of the recruitment process that all Shivers
are a member of an entirely different species. The GM may be fertile and while the reasons behind this are still unknown,
wish to create a character sheet for this personality, ignoring many Shivers see the fact as a status symbol in a world where
all normal requirements for character creation. If the rank in sterility runs exceptionally high. There is only a single rank
DID is ever increased, the GM may increase the regularity of in this trait, which grants 1 point. All Stormers are naturally
appearances, or create an additional personality which must sterile and so may not take this trait. Any Shaktar with this
also be experienced for at least 10 minutes per session. trait may be outcast by their community and elders.
Paranoia: The constant feeling that everyone is against you, Vision (good or poor) - This trait is a measure of a characters
blames you, or is out to get you. A Paranoid subject will sight, representing either exceptionally good, or noticeably
usually think the worst, struggle to maintain relationships and poor eyesight. Each rank in good vision adds one additional
be constantly on edge. A character with paranoia applies a -1 Skill Die success to any Detect roll that is based on sight. Each
modifier to the Success Die on all CHA, COOL and CONC rank in poor vision will apply a -1 modifier to the Success Die
related skill rolls whenever the illness is affecting them. At during any Detect roll that is based on vision. In addition, rank
least once per gaming session, or as often as the GM decides, of 2 in poor vision requires glasses or other visual assistance.
the player must apply the effects of paranoia for a period of There are 2 ranks in good vision, with each rank costing a
at least 10 minutes. If the character’s rank in paranoia is ever point and 2 ranks in poor vision, with each rank granting a
increased, the effects become constant. point. A character may not possess both good and poor vision.
Schizophrenia: The character struggles to separate thoughts
All traits should be recorded on your character sheet. An
and feelings from external reality, resulting in them thinking
unspent points earned from taking traits are lost.
they are hearing voices that tell them to do things or that
they are being controlled by an unseen force. A character
with schizophrenia requires an excellent margin of success to HIT POINTS
succeed during any CONC-related skill rolls. In addition, the
GM may, once per session, provide the player with a piece of Hit Points are a measure of how much physical damage
information which they feel they must act upon regardless of a character can sustain. The World of Progress is a violent
the current circumstances. The GM is free to use this idea as landscape and Operatives, though trained to defend themselves,
they best see fit. will often come under fire or in harm’s way. A character starts
with their maximum Hit Points.
Note: Psychosis can be confusing and life threatening, both
to the sufferer and those around them and the GM should Species Hit Points
ensure this fact is known; more so than any other traits, the Human 14 + STR stat
chosen psychosis should be roleplayed accordingly. There
is only one rank in psychosis available during character Frother 15 + STR stat
creation, which grants 2 points. After character creation it Ebonite 14 + STR stat
is possible for a psychosis to be increased by up to another Stormer 313 ‘Malice’ 22 + STR stat
two ranks, with the GM giving extra ranks for traumatic
Stomer 711 ‘Xeno’ 20 + STR stat
experiences or extreme behaviours that feed the illness.
Gaining an additional rank in a psychosis increases the Shaktar 19 + STR stat
severity of the illness, which should be portrayed through Wraithen 14 + STR stat
roleplaying, though the GM is free to hinder the player in Advanced Carrien 20 + STR stat
any way they see fit. If a psychosis ever reaches rank 3, the
Neophron 11 + STR stat
character sheet must be handed to the GM and the character
is considered no longer playable. These may be reduced through taking damage and gained
A character may take multiple psychosis traits if they wish. through healing, resting, or the use of drugs. A characters Hit
Points are determined by their species, as shown in the table
Savings - The character has money saved up, either through
above.
previous earnings, inheritance or a financial windfall of some
form. Each rank taken in this trait represents savings of 500c. Hit Points are recorded on the character sheet in the designated
While it may seem desirable to have a surplus of Credits, box, to the right of the ‘/’. The space on the left is updated each
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time the character suffers damage in order to keep track of how Players should be aware that if any in-game effects cause a
far their Hit Points have drifted from their maximum value. character’s STR stat to drop, their Encumbrance Value will be
immediately adjusted too. Record the Encumbrance Value to
Example: Zack McTavish, Frother Operative, has a STR the right of the ‘/’, in the relevant box on the character sheet,
stat of 4, which is added the Frother Hit Points value of 15. using the left space to keep a tally of the total Weight Factor a
His starting Hit Points will be 19. character is carrying.
MOVEMENT EQUIPMENT
Movement is a measure of how far a character can move A new Operative starts with a standard set of issued gear, a
on foot during a single Combat Round, as well as being a shared downtown apartment and 1500c (Credits) to spend on
representative value of speed when compared side by side with additional gear. Players are free to spend Credits as they see fit.
other characters. Distance is calculated in metres, giving players Any unspent Credits may not be saved - they are to be used only
a recognisable measurement to work with when visualising for starting equipment.
different scenes. A character’s Closing and Rushing speeds After character creation a character is given 100c loaded to
show exactly how many metres they may move during a single their Finance Card. An operative may upgrade from a Finance
Combat Round. Closing speed represents a character edging Card to a Finance Chip and receive a bonus of 100c. Ebonite
forwards as they shoot or strike, whereas a character’s Rushing characters may not have a Finance Chip. In addition, a character
speed represents them running, diving or moving under the also receives 100u (Unis), the physical currency used on the
duress of a combat situation. A character’s Movement speeds streets of Mort.
are determined by their species, as follows:
SLA Operative starting equipment
Species Closing Rushing
The starting equipment of every operative is presented to them
Human 2 5 as part of their graduation ceremony. Recieving their personal
Frother 2 5 FEN 603 Auto-Pistol is seen by many graduates as the moment
Ebonite 2 5 they become an operative.
Stormer 313 ‘Malice’ 3 6 Starting Equipment
Stomer 711 ‘Xeno’ 4 6 SLA Blade Headset Communicator
Shaktar 3 6 Finance Card (or
Klippo Lighter
Wraithen 4 8 Finance Chip)
Advanced Carrien 4 7 SLA Industries ID Card
Pack of contraceptives
and SCL Badge
Neophron 2 5
Operative organiser Two sets of clothes
In addition, a characters Rushing speed is increased by 1 for and admin kit and boots/shoes
every 2 ranks they have in the Athletics skill (round down). FEN 603 Auto-Pistol (plus 2 clips of standard ammo)
Starting equipment should be recorded on the character sheet.
ENCUMBRANCE
A character can only carry a certain amount of gear before it
FINISHING TOUCHES
simply becomes too heavy. While powered armour doesn’t carry Character creation is concluded by investing a little time into
a specific weight to the wearer, unpowered suits, large weapons working out the name, details, personality and background of
and all manner of other items can come with considerable your character. This should include what makes them tick, their
weight. A character is free to carry a certain amount of weight gender or how they identify, their sexuality, why they came to
before they begin to struggle and slow down. work for SLA Industries, their personal agendas, appearance and
All items have a Weight Factor. Many items will have a any side storylines that may come from the high ranked traits that
Weight Factor of 0, meaning they do not weigh enough to be of you may have selected for your character. There are absolutely no
any significance to the owner, though a GM should always use limits when it comes to deciding who you are, so go wild.
their judgement to ensure that players do not try to exploit the A synopsis of the character’s background should be recorded
system (while a single pen carries a Weight Factor of 0, carrying in the space provided on the character sheet, for the GM to
10,000 pens does not). review during the game session.
Additionally, each starting character has an SCL (Security
A character’s encumbrance is equal to 8, or STR x 3, Clearance Level) of 10, which should be noted in the relevant
whichever is higher. box. This value will change as they complete BPNs and make a
name for themselves.
Character creation is now complete. Time to hit the streets!
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Example: Zack McTavish, Frother Operative, is making a opportunity to progress a story, throw a spanner in the works or
Detect roll and has the Detect skill at rank 2. The player will even award a Ratings Point.
roll a total of four dice - the Success Die and three Skill Dice.
Important: When the Success Die results in a success,
Note: It is important to remember that each skill is tied only successes rolled on Skill Dice are considered, ignoring
to one of 6 stats, for example, the Detect skill is related to all failed Skill Dice. The same is true in reverse, when the
the Concentration (CONC) stat and the Climbing skill is Success Die results in a failure, only failures rolled on
related to the Strength (STR) stat. These values combined Skill Dice are counted, ignoring all Skill Dice successes
are known as a character’s ‘skill bonus’ and are recorded on unless there are enough to trigger the ‘Success Through
the character sheet during character creation. Experience’ rule above.
After rolling the required number of dice, the player should Successes
add their applicable skill bonus to each die. If a character does
not possess the required skill then they just add the related stat Though it is possible to roll more than four Skill Dice, the
to each die instead. margin of success only considers up to four results, ignoring
any additional results. The following table details the relevant
If the total of the Success Die is equal to or greater than the
margins of success:
target number, then the test is a success. Each Skill Die that also
equals or exceeds the target number represents a higher degree Number of Dice Equal/Exceed Target Number
of success and a bigger impact on the task being performed.
Success Die Success
Example: Glisten, Ebon Operative is attempting to +1 Skill Die Excellent Success
interrogate a suspect. Glisten has a COOL stat of 3 and
+2 Skill Dice Exceptional Success
an Interrogate skill of 2, giving her a skill bonus of 5. The
GM decides that the target is a tough one to crack and sets +3 Skill Dice Incredible Success
the difficulty at Complex, giving it a target number of 10. +4 or more Skill Dice Unbelievable Success
Glisten rolls the Success Die plus 3 Skill Dice (for their
The GM should use this information to determine the impact
rank 2 in Interrogate, plus one). She rolls a 7 on the Success
that any success has on the current story and game session. For
Die and get 3, 5 and 8 on the Skill Dice. She now adds her
the most part these exceptional results should be used to advance
Interrogate skill bonus to each die, giving totals of:
the game session forward or spin the players in a new direction
7+5 = 12 (Success Die) as a vehicle for the storytelling aspect of SLA Industries.
3+5 = 8 (Skill Die)
Excellent - An excellent success will often herald no additional
5+5 = 10 (Skill Die) benefits, though a particularly generous GM may grant some
8+5 = 13 (Skill Die) additional information, allow players to notice additional clues
The Success Die beat the target number of 10 and so the or provide a small discount when haggling.
roll is successful. In addition, two of the Skill Dice also beat Exceptional - Results of this level will stand out, revealing
the target number, meaning an exceptional success. Not only small details that lead to great reward, making new contacts
does the target crack and tell the truth, but they also give or achieving something that would earn you some reputation.
up another name that would have been otherwise withheld Incredible - Incredible results may get noticed by the cameras
from the players. and almost certainly by those around you. Successes of this
In the same manner as a successful roll, should the Success Die level may save lives that hang in the balance, notice traps
be less than the target number then the result is considered a designed to kill other characters or allow the interrogation of
failure, even if multiple Skill Dice succeed. Each Skill Die that is even the coolest of DarkNight agents.
also lower than the target number represents a greater potential Unbelievable - Results of this magnitude will save lives, earn
for serious failure. Highly skilled individuals are sometimes able sponsorship deals and get you noticed. Unbelievable success
to avoid failure due to their significant experience in certain should be rewarded accordingly, either with a Ratings Point
areas. This is reflected by the following rule: or through information that makes a real difference to the
Success Through Experience - If four or more Skill Dice equal character and their squad.
or exceed the target number, then the skill roll is considered a Failures
success even if the Success Die fails. In this instance no margin
of success is gained and the roll is simply considered to be Unlike successes, margin of failure is not measured by a
a success, as though only the Success Die had achieved the number of increasing tiers, instead there is only one additional
required result. possibility beyond simply failing a roll: a serious failure.
A serious failure is achieved when ALL dice being rolled
Margin of Success/Failure result in a failure. When this happens the GM should consider
The margin of success/failure is used as a measure of how the failure an opportunity to hinder the player or their squad,
much of an impact the current skill roll has on the task at hand. possibly leading to injury, negative reviews from the media or
Significant success or failure can present the GM with the anything else which might put the character in a tough spot.
Though a serious failure should usually be met with significant
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RULES & MECHANICS
hindrance, it is also a suitable opportunity for highly skilled A character may spend LUCK points during their own active
Operatives to learn a valuable lesson. As such, the GM may skill rolls. One point of LUCK, spent after a roll has been made,
choose to award a Ratings Point when any serious failure allows one of the following:
involving four or more Skill Dice occurs.
. Reroll the Success Die.
In all cases the GM is the final adjudicator of any bonus or
punishment that occurs from a margin of success or serious . Reroll any or all of the Skill Dice.
failure, so take it easy on those Ops… or don’t! Or alternatively:
Note: Margins of success and failure function slightly . Multiple points of LUCK may be spent after a roll to
differently during a combat situation. The exact differences add a +1 modifier to the Success Die, per point of LUCK
are detailed in the “Life & Death (Combat on The Streets of spent.
Mort)” section of this chapter.
Only one of the above options may be applied to a roll.
Advanced Tasks Multiple points of LUCK may not be spent to reroll any die a
In addition to active skill rolls, some tasks are also considered second time.
Advanced Tasks. Such tasks include anything that would require
very specific training, such as stripping and repairing a fusion Example: Timmy Franks, a Human Operative is trying to
engine or disarming a bomb. Without any specific training such rally some Shivers who are about to run from an encounter
tasks are almost always destined for failure. with some Shi’An cultists. The GM decides that this requires
A skill roll should be considered an Advanced Task if the a Leadership roll against a difficulty of Complex (target
situation is particularly difficult, or if the GM deems it so. number 10). Franks has a Leadership skill of 1 and a CHA
Advanced Tasks may be undertaken normally, providing the stat of 2. He rolls dice, giving totals of:
character has a relevant skill rank of 3 or higher, with difficulty 5+3 = 8 (Success Die)
being assigned as normal, typically at Complex difficulty. If 6+3 = 9 (Skill Die)
the character does not possess the skill at the required rank 8+3 = 10 (Skill Die)
then the task may be undertaken only at the Strenuous (or The result is a failure, which would result in being left alone
Insane) difficulty levels. In this way, many Advanced Tasks will to face the cultists. Franks also has a LUCK stat of 3 and
not be possible for those without training, unless they have a has not spent any yet this game session so decides to go
significant rank in the relevant stat. An example of applicable ahead and spend 2 points of LUCK to alter the result on
Advanced Tasks is given alongside the description of each skill the Success Die to 10, changing the failure into an excellent
in the “Character Creation” chapter of this book. success.
Ebb-Related Skill rolls LUCK replenishes itself back to the stat maximum during
Ebonite characters have access to Ebb discipline by expanding downtime between game sessions. See “The Web of Lies” on
their Flux capabilities. Ebb disciplines are effectively skills that page 219 for more information.
are connected to the CONC stat and require the expenditure of
FLUX points to use. There are a number of additional factors FEAR
that come into play when using Ebb disciplines, all of which are The streets of Downtown are a scary place to roam. Worse still
discussed under “The Ebb”. are the subterranean pathways of Lower Downtown, topped
only by passing the wall into Cannibal Sector 1, where a whole
LUCK new world of terror awaits. While SLA Operatives are selected
for their hardy nature, not all of them have the grit needed to
“What can I say? I’m a lucky guy!”
face the brutal monstrosities that The World of Progress has to
Sam Hainn, ‘More real than Reality’, Real Time Media offer.
All non-Ebonite characters have a LUCK stat. Luck is used To represent this during a game, every person, scene and
throughout game sessions to tip the balance on more complex situation is assigned a Fear Rating. In most cases this will be
tasks or those skill rolls that would otherwise be impossible 0, representing that even the most timid of characters will not
to achieve. Unlike other stats, LUCK is not a static value be phased, but sometimes Fear Ratings need to be considered,
and instead represents a number of points that can be spent particularly in times of danger or stress.
during the game. The character sheet has space for two values As with all rules, the GM and players should not get bogged
separated by ‘/’; the number to the right of the slash represents down with Fear Ratings. Players are encouraged to not think
the stat maximum, whereas the number to the left of the slash too much about them, relying on the GM to highlight elements
represents the current amount of unspent LUCK. Therefore, that begin to affect the players. This allows for a much more
if the character sheet was showing ‘LUCK: 3 / 4’, this would realistic use of fear - you simply do not know something scares
represent that a character has 3 points left of their maximum you until you encounter it, then the reality is all too real.
of 4 LUCK.
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“Ran into Digger once. Close enough to regret it. I literally LIFE & DEATH - COMBAT ON
shit my balls out.”
Shiver Pvt. Jimmy McMurphy, squad ‘Raymonde’s Raiders’
THE STREETS OF MORT CITY
Life as an Operative is dangerous. Even the bureaucrats carry
Fear Tests a gun and need to know how to use it. Mort is a violent place:
During narrative play, whenever the total Fear Rating of any street gangs, the Skin Trade, Carrien breaking in from the
given circumstance becomes higher than a character’s COOL sewers and now the newest threat - incantations of the Shi’An
stat, or at any other time that the GM deems suitable, the blood cult. Sooner or later, whether they go looking for it or
character is required to take a Fear Test. not, a SLA Operative is going to find themselves in a hostile
During a combat situation, in order to keep the action rolling, situation which they will need to shoot or hack their way out
the need for a Fear Test should be checked during the first of. Thankfully for the budding Operative, SLA Industries
initiative phase of the combat. After any required Fear Tests manufacture a fine range of armour, firearms and melee weapons
have been resolved, the need for further tests should only be for such an occasion.
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RULES & MECHANICS
It is very easy for players (and GMs) to be blinded by powered of DEX and CONC meaning that those with a sharp mind
armour suits, FEN Power Reapers and the GASH Chain Axes. receive as much of a bonus as those with sharp reflexes...
It is easy to take this gear and turn your game into a blood fest; Initiative is not all about someone’s combat prowess.
and do not get us wrong, at times SLA is exactly that, deeply
violent and gory, but at its core, combat is more likely to be Important: Initiative Values remain in place for subsequent
represented as a fight for survival in a dark building or sewer, Combat Rounds, with combatants continuing to choose
against an unknown enemy looking to devour your very soul. and resolve actions in the specified order until a significant
The following section describes the process of running combat change in situation arises, most commonly when a
scenes in SLA Industries. The system has been balanced to combatant is removed from the combat (is killed or flees),
provide a streamlined experience with very little ‘maths’, while or a new combatant joins the fight, at which point new
still offering enough strategic decision and luck mitigation to Initiative Values should be determined at the start of the
keep the ‘crunchy gamer’ occupied. Lock and load! next Combat Round. Other occurrences can also prompt
the GM to request Initiative Values to be recalculated,
INITIATIVE such as the lights going out or a large explosion that may
distract or shock the combatants. This process reflects the
Before actions are selected during a Combat Round, it is combatants adapting to the flow of the conflict and reacting
also important to consider the order in which these actions are suddenly to the change in situation.
resolved. This is organised by determining Initiative.
Initiative is a measure of a combatant’s reaction speed to Example: Two Operatives are facing off against a pair of
dangerous situations and serves to determine the order in angry Carrien. All parties roll for Initiative Values, resulting
which actions are selected and performed. A combatant with in the following totals:
a particularly high initiative will be able to analyse the scene Operative A - 8
quickly, identifying what other participants of the combat are Operative B - 6
likely to do and react to that by taking the first action. At the
Carrien A - 7
opposite end of the spectrum, a combatant with a low initiative
will be slower to react, committing to the first decision that Carrien B - 6
comes to mind and acting after others have already done so. The Combat Round begins by selecting actions in the
following order: Carrien B and Operative B declare together
Initiative Bonus (their results are tied and both have the Detect skill at
A character’s Initiative Bonus is equal to their DEX & CONC rank 2), Carrien A, then Operative A. They will play out
stats added together. This value is used during combat when the Combat Round in reverse order to that in which they
determining Initiative Values and is recorded on the character selected: Operative A, Carrien A and finally both Operative
sheet. B and Carrien B acting simultaneously.
Initiative Value There are a few rules that cause characters to automatically
act last, ignoring the normal Initiative order. These aspects are
When combat begins, each combatant calculates their
all discussed later throughout these rules, but where multiple
Initiative Value by rolling 1d10 and adding their Initiative
characters are all instructed to act last, the following order
Bonus. The total value is the combatant’s Initiative Value for
applies:
the first Combat Round. Any ties are broken by whichever
combatant has the highest rank in the Detect skill. Should . Characters leaving hand-to-hand combat with the Break
there still be a draw at this point, the drawn combatants are Off action
considered to act simultaneously, selecting and resolving their . Characters with the pacifist trait
actions at the same time (when this happens it is suggested that
. Characters who are Stunned
combatants write down their actions and reveal them together,
though the GM is free to handle this in whatever way they best . Characters under the influence of fear
see fit).
If any rule permits a character to take an additional action
Once Initiative is determined, all participants in the combat during a Combat Round (such as the combat drug, Rush), that
take turns selecting an action for the Combat Round, starting action is declared at the same time as it is performed rather than
with the lowest Initiative Value. After all combatants have when declaring Initiative.
selected an action, these actions are performed in order starting
with the highest Initiative Value. Initiative for groups and swarms
Sometimes the players will come up against a large number of
Note: By using this method of initiative, those who are
enemies of the same type that have the same Initiative Bonus,
slower to react must declare their intentions first. Those more
such as a huge swarm of rats or a whole pack of Carrien. When
experienced or quick witted will then react to the decisions
this happens the GM should feel free to make a single initiative
made by others, choosing their own actions based on what
roll for the group of enemies rather than making a large number
they now know other combatants are doing. This reflects
of separate rolls. In this way, pack mentality comes into play,
those with a higher initiative being better able to respond to
the situation at hand. Importantly, Initiative is based on a mix
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allowing a swarm to maximise their strengths and move or represent this, there are two different movement actions that
attack together. may be undertaken during combat: Move and Charge.
Move
COMBAT ROUNDS & ACTIONS
Movement during combat is measured in short distances.
During regular game play it is not normally a requirement to While people are unlikely to be doing a great deal of walking
organise the game into a rigid order of who does what first, as during a firefight, short dashes to reposition, gain better cover or
the fluidity of good roleplaying comes from talking that out as close the distance to the enemy are often the aspects of combat
a group. However, when in combat, the matter of who shoots that turn the tide on the outcome of a battle.
first can be the difference between life and death. To represent A combatant may move up to their Rushing speed in metres
this, all combat situations are organised into Combat Rounds. as their action. This represents the combatant dashing at full
During a single Combat Round, each combatant will take a pace to take cover or move in on the opposition. In addition, it
single action from the following list: is worth noting that a moving target becomes harder to hit than
. Movement Action (Move or Charge) a stationary one. Movement up to a character’s Closing speed
. Hand-To-Hand Action (Attack or Break Off ) may be performed as a part of a hand-to-hand or ranged attack,
though such actions become easier if time is taken to steady a
. Ranged Action (Attack or Aim)
weapon rather than move.
. Recover (a penalty action taken to recover from a stumble
or unjam a weapon etc.) Charge
. Calculate The Ebb (see “The Ebb” on page 128) Charging into combat is a risky, but potentially deadly
manoeuvre. The movement will result in both combatants being
. Auxiliary Action (covers all non-combat activity: reload a
locked in hand-to-hand combat, but with the added benefit
weapon, use a Medical Kit, inject Combat Drugs, change
of the charging impact. The downside to such a manoeuvre is
weapon, pick up a dropped weapon etc.)
that it can be hard to stop and maintain balance if the strike is
When every participant has completed an action during the unsuccessful.
Combat Round, a new Combat Round will begin, with all An attack is considered a charge when a combatant starts their
remaining participants selecting a new action. This process action at least 3m from an opponent and chooses to move up
repeats until the combat ends. A single Combat Round is to their Rushing speed, plowing full force into their target. The
considered to last 3 seconds. charging combatant must have a line of sight to their target at
the start of the action. Charging an opponent gives the potential
Failed Actions to inflict additional damage, as explained in the “Hand-To-
Occasionally, after declaring an action, but before a combatant Hand Combat” section.
gets to act, situations may arise that prevent the chosen action
from being performed; this is referred to as a ‘failed action’.
Move & Charge Actions vs Initiative
Examples may include: performing a Charge against an As actions are declared in reverse order, it would stand to reason
opponent who has moved out of range, targeting an opponent that anyone who has a Charge (or Move which ends in hand-
who has already been killed, or performing a ranged attack, to-hand combat) declared against them by a combatant with
but being disarmed before you get the chance to fire. In these a lower Initiative Value, could just choose to move backwards,
situations, the combatant may instead perform an Auxiliary thus moving out of the range of the incoming attacker. While
action. Alternatively, the combatant may perform a hand-to- this may seem like a good option for more fragile Operatives,
hand attack, ranged attack or calculate the Ebb action, but will turning a combat into a ‘chase’, the GM should make it clear
apply a -2 modifier to all dice during any skill rolls made in that most enemy combatants are not easily fooled. Repeated use
relation to that action. In the case of a failed Charge action, of combatants moving backwards to lure charging opponents
the combatant may instead make a Move action towards the whilst other squad members shoot them, or to ensure that they
intended target if they wish. can never be reached by the opposition, should be punished
accordingly; leading the retreating Operative into a dead-end
MOVEMENT or ambush will help them learn their lesson. Due to primetime
viewers considering ‘retreat’ a cowardly option, combatants
Outside of combat, players and the GM may use the relative with a higher Initiative Value who are charged would be well
Closing and Rushing speeds of each species to determine advised to try and gun down the incoming attacker, counter
their relevant speed compared to each other. During combat charge them, or brace for impact. The GM’s overall goal is to
it becomes more important to track movement more precisely, circumvent silly games of cat and mouse and to provide a more
allowing players to judge the distance between themselves and realistic approach to people reacting to the unfolding events of
their enemies, as such the stated Closing and Rushing speeds the combat.
for each species represent a character’s pace of movement under
the duress of a combat situation. While attacking characters
are able to move as a part of performing an attack, at times
characters will simply want to move about at a faster pace. To
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HAND-TO-HAND COMBAT
Hand-to-hand combat using fists, teeth, blades or other close-
range weaponry is the benchmark of Operative capability. While
gun sales are significant, the high rate of bullet tax makes firing
your rifle an expensive proposition. On top of that, TV ratings
logged by GoreZone, The Killing Floor and Crunch Time have
all proven time and time again that melee weapons, martial arts
and Stormers pulling people’s arms off, are exactly what people
want to see. On the streets of Mort, civilians, gang members and
other unsavories will arm themselves with knives, bats, chains
and all manner of other accessible weapons. For Ops, the melee
weapons catalogue is far more diverse, from powered swords
and fists to the feared Chain Axe. Each melee weapon has its
own profile, which looks like this:
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Important: Once engaged in hand-to-hand combat, a Vibro Sabre, which requires the Melee Weapons skill, which
combatant may not use ranged weapons. While it may seem Shae possesses at rank 2. Shae also has a STR of 2, meaning
possible to fire a weapon at point blank range, the reality of she will roll 4 dice (the Success Die and 3 Skill Dice) and will
the frenzied combat on the streets of Mort means that few add 4 to the result of each one. The Gang member will have
combatants have the capacity to ready their weapon before his chance to strike back later during this Combat Round,
having it parried away. The last opportunity to use a ranged but is concerned about getting sliced up before he gets the
weapon is the round in which the combatant is charged chance. He is armed with a knife and decides to allocate both
or engaged, representing them getting a final shot off at of his 2 ranks in Melee Weapons to Combat Defence, giving
their attacker, or another target. Alternatively, the charged Shae a -2 modifier to all her dice during the roll. Shae rolls:
combatant may opt to consider their declared ranged attack 7+4-2 = 9 (Success Die)
as a ‘failed action’, following the usual rules. 4+4-2 = 6 (Skill Die)
Defensive Manoeuvres 5+4-2 = 7 (Skill Die)
8+4-2 = 10 (Skill Die)
The biggest potential for modifying an attacker’s roll to hit
comes from the defender performing a defensive manoeuvre, The Success Die was a failure, with a total of 9. Thanks to the
either using their agility to dodge, dive and flip out of harm’s gang member’s Combat Defence he was able to avoid being
way, or to use their own weapon proficiency to parry or guard shredded by Shae’s attack, however, when the gang member
against the oncoming attack. attacks this round, he will count as having a Melee Weapons
skill of 0.
Important: The decision to perform a defensive manoeuvre Acrobatic Defence - A defender may choose to use their
must be made before the attacker rolls to hit. A defender Acrobatics skill to side step or dodge out of harm’s way during
may use either Combat Defence or Acrobatic Defence hand-to-hand combat. For each rank that the defender has
during an attack, but not both. Additionally, a combatant in the Acrobatics skill, the attacker applies a -2 modifier to
may only defend against a single hand-to-hand attack all dice being rolled by the attacker. A combatant may only
during each Combat Round. use Acrobatic Defence if they have not already performed an
Due to the availability of defensive manoeuvres during hand- attack action during this Combat Round. If the defender has
to-hand attacks, anyone may opt to reserve ranks of their not yet acted during this Combat Round, their planned action
relevant combat skill in order to perform a Combat Defence if is cancelled - they may do nothing but dodge. If the attacker’s
they expect to get hit later in the Combat Round. In the same roll to hit fails, the defender may move up to their Rushing
way, a combatant who is attacked early in a Combat Round, speed to represent the movement generated by the Acrobatic
may decide how many ranks to allocate to a Combat Defence, Defence. A combatant who has performed an Acrobatic
reserving their remaining ranks to attack with later in the round. Defence may not do so again during the following Combat
As such, a character with a Melee Weapons skill of 3 could opt Round.
to only use two ranks during their attack, in order to save one
rank to defend with later during the round. Example: A local gang leader is attacking Shae ‘Rattle’ Cross
using Unarmed Combat. The gang leader is an impressive
Combat Defence - The combatant being attacked may opt to brawler with an Unarmed Combat skill of 3 and a STR stat
defend themselves using their current hand-to-hand weapon of 3. Shae has already acted this round by administering a
or fighting style. To do so, the defender may allocate any dose of combat drugs, but as she has not performed an attack
number of ranks of the chosen skill - Unarmed Combat, she may use her Acrobatic skill to defend. Deciding that
Melee Weapons or Polearm - according to the weapon they diving out of the way is the safest option, Shae decides to use
are currently armed with. As action takes place quickly, it an Acrobatic Defence, giving the gang member a modifier of
is not possible for someone to decide to draw a weapon (or -2 for each rank she has in the Acrobatics skill, for a total of
drop/sheath one) for the purpose of switching to a different -6. The gang leader rolls:
skill, Combat Defence must be performed with whatever
is in hand (or the combatant’s hands themselves!). While 7+6-6 = 7 (Success Die)
unarmed defence may take place if the character is holding a 6+6-6 = 6 (Skill Die)
pistol, any character holding a two-handed firearm such as a 5+6-6 = 5 (Skill Die)
rifle or support weapon may not perform a Combat Defence. 8+6-6 = 8 (Skill Die)
Each rank allocated in this way, applies a -1 modifier to all 10+6-6 = 10 (Skill Die)
dice being rolled by the attacker. Any ranks allocated in this The Success Die was a failure, so the gang leader misses his
way are not available to the defender during any attack that target and Shae is allowed to move up to her Rushing speed
they perform later during this Combat Round. Similarly, if of 5m to create a little space between her and her attacker -
the combatant has already attacked this Combat Round, only just enough space to give Fal’Kt’Kt’Lg, her Shaktar sidekick,
those ranks that were reserved for Combat Defence may be a clear headshot to take him down. If Shae is attacked again
used in this way. during the next Combat Round she will be unable to perform
Example: Shae ‘Rattle’ Cross, is attacking a Downtown gang an Acrobatic Defence, nor can she defend again against any
member in hand-to-hand combat. She is using her DPB other incoming attacks during this Combat Round.
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RULES & MECHANICS
Resolving Hand-To-Hand Attacks Note: As well as punching and kicking, the following
Operative species also have access to other natural weapons.
If the roll to hit was a failure, the attacker’s action ends
immediately and play continues to the next combatant’s action. Malice Stormer, Xeno Stormer, Shaktar, Advanced Carrien
The result of a serious failure during a hand-to-hand attack - Teeth and Claws
(failure on every die rolled) represents the attacker stumbling Wraithen - Teeth
or losing grip on their weapon. To reflect this, the only action Neophron - Beak
that combatant may take during the next Combat Round is
the Recover action, during which they may do nothing as they Punch/Kick
compose themselves. DMG Min DMG AD
If the roll to hit is a success the defender has been struck by STR -2 1 0
the attack and will suffer damage according to the profile of the
weapon. Margin of success is used during attacks to modify the Any combatant with a STR of 5 or greater who lands a punch
or kick will be capable of knocking over weaker opponents,
damage inflicted by the strike. For full information on how to
inflicting the Prone condition. Such occurrences are down to
resolve damage from a successful attack, see “Damage” on page
the GM’s discretion and should be done to create a sense of
112 for more information.
cinematic action.
Break Off
Teeth/Tusks/Claws
When combatants are locked in hand-to-hand combat they
are considered to be engaged. An engaged combatant may DMG Min DMG AD
only leave the combat if their opponent(s) are incapacitated STR -1 2 1
or choose to ‘Break Off ’, nor may they take any other action,
Using teeth or tusks requires combatants to be extremely close,
besides attacking, Calculate the Ebb or performing a Break Off either as a result of a charge or by pressing up against an opponent.
themselves. As such, engaged combatants will generally either
attack their opponent or attempt to flee the combat. When Beak
a character chooses to Break Off from an engagement, the
combatant is able to move up to their Rushing speed providing DMG Min DMG AD
the movement does not move them into another hand-to-hand STR -1 2 0
engagement. Using a beak requires combatants to be extremely close, either as
Once the Break Off action is selected, the combatant will a result of a charge or by pressing up against an opponent.
automatically move to the end of the initiative queue, acting
last in this Combat Round (unless another combatant chooses Mandibles
to Break Off after them). If all combatants involved in a single DMG Min DMG AD
engagement chose to Break Off then all may leave the combat
freely without penalty. A character performing a Break Off may STR 2 2
not use any defensive manoeuvres during combat this round A creature can use mandibles to lock onto a target. If a roll to
and becomes easier to hit. Turning your back on an opponent is hit is successful, they have locked on. If they choose to attack
a dangerous prospect. the same target during the next combat round, no roll to hit is
required. A creature who has locked on with their Mandibles
Natural Weapons may not perform any defensive manoeuvres.
As well as the ability to punch and kick, a number of creatures
possess natural weapons, such as sharp teeth or claws. Natural RANGED COMBAT
weapons all use the Unarmed Combat skill for the purposes
Firefights are swift, brutal… and expensive. Since the bullet
of resolving attacks. Note that the use of armour may prevent
tax was implemented, drastically raising the cost of ammunition,
natural weapons from being used; for example, wearing a helmet
more and more Operatives have turned to melee weapons to
prevents the use of teeth and wearing armoured gauntlets
satisfy their needs. This has not stopped the arms companies
prevents the use of claws. The GM gets the final say on whether
continuing to manufacture firearms by the millions. Like melee
natural weapons can be used. The following list presents the
weapons, each ranged weapon has its own profile:
most common natural weapons, though the GM is free to create
others as they see fit. Unlike other weapons, natural weapons FEN 603 Auto-Pistol Cost: 200c
have a DMG value based on the STR of the user.
Skill: Pistol
Example: A Stormer chooses to attack a Juvenile Carrien DMG Min DMG AD Weight
with their claws. After a successful roll to hit, the Stormer
1d10-2 3 1 1
inflicts damage equal to their STR-1. The Stormer has a
STR of 5, meaning they will inflict 4 damage. This number is ROF Recoil Range Clip Clip Cost
modified by the margin of success as normal.
1/3 0/1 60m 20 30c
Rules: None
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RULES & MECHANICS
take up position far from the action and patiently watch for the
Situation Modifier
right moment, aiming is also a valid response for combatants’
Target is in light cover -1 to Success Die closer to the action. Drawing your pistol or rifle on an opponent
Target is in heavy cover or is during a standoff and taking aim can mean all the difference
-2 to Success Die
concealed between a glancing blow and a killing head shot.
Target moved more than their If a character elects to spend the Combat Round aiming they
Closing speed this Combat -1 to Success Die must stay stationary, with their weapon focused on an opponent.
Round When declaring an aim, the intended target must also be
-1 to Success Die for each declared. Aiming is possible with any weapon that requires the
Recoil Pistol or Rifle skill, but not for other weapons, such as those
point of recoil the weapon has
that require the Support Weapons or Throw skills. A character
Firing Blind -1 to all dice
may never aim with a hand-to-hand attack.
-2 to Success Die (same While a combatant may aim for as many rounds as they wish,
Dual Wielding target) or -4 to Success Die they may only gain a maximum number of Aim bonuses equal
(different targets)
to their rank in the relevant weapon skill. It is possible for a
Target is at long range (further combatant to spend multiple successive rounds aiming before
away than half the weapon’s -1 Skill Die they fire, for this reason players may wish to use tokens, glass
range) beads, or other suitable markers to keep a tally of how many
Target is suffering the Prone, Combat Rounds have been spent aiming.
+1 to Success Die
Stunned or Immobile condition When the aiming combatant finally decides to fire their
+1 to Success Die or +1 Skill weapon, they may add one of the following bonuses for every
Aiming
Die success round that the Aim action was taken. These bonuses are declared
Burst Fire May reroll Success Die before the roll to hit is made:
Full-Auto May reroll any/all dice . Apply a +1 Modifier to the Success Die
+2 Skill Dice successes and . Add 1 automatic Skill Die success to the roll
Suppressive Fire
may reroll any/all dice
A combination of both options may be used during the same
Cover ranged attack. The aiming combatant will retain the accrued
Standing in the open in the middle of a firefight is a recipe aim bonuses for all subsequent Combat Rounds that they elect
for disaster. Instead, most combatants will take cover, at least to fire at the same target, representing the combatant keeping
until the capabilities of the enemy can be assessed. A combatant their sights trained on the target. These bonuses are lost once
in cover is harder to hit, as the cover can cause the ricochet of any one of the following occurs:
rounds or soak up the impact of the shot before it reaches its . Any other action is taken, besides continuing to aim at,
intended target. Cover typically falls into three categories: or perform a ranged attack against the designated target.
Light Cover - Light cover includes any items with low stopping . The aiming combatant moves or is moved for any reason.
power, but that are capable of concealing at least half of the
. The aiming combatant suffers the loss of 3 or more Hit
target, or obscuring their shape sufficiently. Examples of light
Points in a single Combat Round.
cover include fencing, low walls, windows and most indoor
furniture. There is a modifier of -1 to the Success Die when . The aiming combatant performs a defensive manoeuvre.
rolling to hit a target in light cover.
Heavy Cover - Heavy cover is cover which either conceals the Example: Joe Fade, a veteran Human Operative has his
vast majority of a target or offers exceptionally high protective weapon trained on a potential Skin Trader. Joe has a Rifle
qualities, such as solid concrete walls, steel barriers and most skill of 4 due to his long service with SLA Industries and
vehicles. There is a modifier of -2 to the Success Die when multiple tours of Cannibal Sector 1. He decides to start
rolling to hit a target in heavy cover. aiming. Joe may claim up to 4 bonuses over 4 Combat
Rounds by selecting the aim action each time. Joe may aim
Concealed - A concealed target cannot be seen, but the firer
for a 5th, 6th, 7th round etc. but would receive no additional
is aware of their presence, either through observation or the
bonus in doing so, though it would allow him to maintain
use of thermal optics etc. Firing at a concealed target comes
the bonuses he had accrued at that point if he wasn’t ready to
with the same modifier as firing at a target in heavy cover.
take the shot. Joe decides to take the shot after he has aimed
In addition, the target is considered to have +1 to +3 PV
for 4 rounds, opting to apply a +2 Modifier to the Success
(depending on the material which conceals them), as specified
Die, as well as gaining two automatic Skill Die successes.
by the GM, for the purpose of resolving this attack.
BOOM! Joe Fade will retain the same bonuses to use again
Aim during the next Combat Round if he fires at the same target
Rather than attacking, a combatant may choose to aim with again.
a ranged weapon in order to increase the effectiveness of the
eventual shot. While aiming is a no-brainer for snipers who
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110
RULES & MECHANICS
ammunition is still considered used, assumably sprayed into the If the roll to hit is a success, the round has hit its target and
floor when they were knocked off balance. If this occurs before damage will be inflicted according to the profile of the weapon.
the end of the first round of suppressive fire then the firer may Margin of success is used during attacks to modify the damage
act normally in the following round, ignoring the need to take inflicted by the shot. For full information on how to resolve
the recover action. damage from a successful attack, see “Damage” on page 112 for
more information.
Example: Bard, an Advanced Carrien Operative, decides to
support his squad by laying down some suppressive fire. His Grenades and Thrown Weapons
weapon has a ROF of SUP(30) so he decides to let loose. The Grenades are commonplace in the Operative toolkit, despite
weapon has 50 rounds left, so has sufficient ammo to pull the significant price hikes they have received over recent years.
off the shot, as such Bard marks 30 rounds off his current Other thrown weapons, such as knives, are also very common
ammo total. The 5m spread covers the street in front of him, in the hands of almost all combatant’s on the streets of Mort.
which is currently occupied by two Carrien who are charging Thrown weapons work like other ranged attacks and are
ahead of the pack. Bard makes a roll to hit against each of resolved using the Throw skill. The effective range of all thrown
these Carrien, resulting in one of them being hit. Due to the weapons is based on the user’s STR stat as follows:
saturation of suppressive fire, it grants two additional Skill
Dice successes, representing that more rounds hit, resulting STR Stat Effective Range
in more damage. The Carrien is torn apart, though the other
0 15m
avoids the initial barrage.
1 20m
Next turn Bard can do nothing but finish his suppressive fire
2 25m
maneuver, but will get another shot at the Carrien if it is still
within the fire-zone, as well as a shot at any others that follow 3 30m
behind it, providing he isn’t attacked before the end of the next 4 35m
Combat Round. 5+ 40m
Dual Wielding The normal modifiers for long range are applied, though in
Dual wielding is the act of firing two weapons at the same the case of grenades, no modifier is applied for Firing Blind, on
time, either at the same target, or at different targets. Such an account of them not needing to hit a target dead on. Grenades
act may be cinematic, but the ability to fire weapons accurately have a slightly different weapon profile to other ranged weapons,
in this way is not easy. with a ‘Blast Radius’ in addition to the damage figures.
A character may fire using dual wielding as a single action,
allowing them to fire two weapons, albeit at a significant cost in DDA 90 Fragmentation Grenade Cost: 15c
accuracy. The following rules apply to firing in this way: Skill: Throw Blast
. Only weapons that require the Pistol skill may be dual DMG Min DMG AD Weight Radius
wielded. 1d10+2 5 2 1 5/10m
. A character may never use suppressive fire when firing in Use of these grenades within the walls of Mort City is considered
this way. illegal.
. A character may never aim when firing in this way. Blast Radius - Indicates the area affected by the grenade.
. Both weapons require a roll to hit. The firer may decide Some grenades (those that cause physical damage) have two
which shot to resolve first. The second shot (and thus, numbers listed for the Blast Radius. Anyone caught within the
expenditure of ammo) must occur as declared, even if the lower distance is considered to have been caught in the kill-
intended target is taken down by the first shot. zone of the grenade and an additional +2 DMG is inflicted to
. If both weapons are fired at the same target, a -2 modifier these targets.
is applied to all dice on both rolls to hit.
Note: A single grenade has a Weight Factor of 0, though
. If both weapons are fired at different targets, a -4 modifier carrying 2-3 grenades comes with a Weight Factor of 1.
is applied to all dice on both rolls to hit.
Resolving Attacks With Grenades
Resolving Ranged Attacks Grenades do not need to target a specific target and can instead
If the roll to hit was a failure, the attacker’s action ends be thrown within the general vicinity of a target or targets. All
immediately and play continues to the next combatant’s action. normal rules for ranged attacks apply, however in addition to
The result of a serious failure during a ranged attack (failure on any modifiers, at least 1 Skill Die success is also required to land
every die rolled) represents the attacker’s weapon jamming. A the grenade on the intended target. If the Success Die results in
jammed weapon must be cleared before it can be used again. To a success with no additional Skill Die successes then the actual
reflect this, the only action that combatant may take during the landing position for the grenade will be approximately 5m from
next Combat Round is the Recover action, during which they the intended position, with the final location to be determined
may do nothing as they unjam the weapon.
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SLA INDUSTRIES
by the GM. This deviation will often mean that the grenade . Deploying a bipod/tripod on a weapon
lands with cover between it and its intended targets. . Any other activity the GM deems suitable
If the roll to hit was a failure, the grenade is still thrown but
the actual landing position for the grenade will be anywhere up
to 10m from the intended position, with the final location to be
DAMAGE
determined by the GM. Getting shot or attacked with a Chain Axe means getting
The result of a serious failure during a grenade attack (failure hurt. The World of Progress is a violent world; very few Ops
on every die rolled) is not left up to the GM’s discretion and can say they’ve never been wounded in the line of duty and even
instead represents the thrower fumbling the grenade, leading to fewer can say they have not killed for the company.
it detonating on their location. Every weapon inflicts damage, or DMG, as discussed in the
Once the final location of the grenade is determined it will hand-to-hand and ranged combat sections. When an attack is
detonate, hitting every target within the Blast Radius that is successful, the damage inflicted should be determined according
not in cover. Those targets who are considered to be in cover to the weapon’s profile. In addition to the damage listed on the
(i.e. have cover between them and the location that the grenade weapon’s profile, there are a number of other elements that play
came to rest) have a 50/50 chance of being hit by the blast - roll a part in the damage inflicted.
1d10 for each target, with a result of 6 or more indicating a hit. When anyone takes damage, the amount of damage inflicted
is removed from their current Hit Points total. If a single attack
Note: Frag, or other explosive grenades are extremely causes a character to lose more than 50% of their remaining Hit
destructive and have been made illegal to use within the walls Points they also suffer a wound to the torso in addition to any
of Mort City. The GM should make it clear that continual other effects. See “Wounds” on page 115 for more information.
use of such weapons in confined areas can lead to structural
instability and loss of civilian life, two things which can land Damage Modifier - Margin of Success
an Operative in great trouble. The margin of success gained when rolling to hit can affect the
Firing at Engaged Targets amount of damage inflicted by a weapon, as follows:
Firing into an existing hand-to-hand combat situation Dice that Equal or Damage Modifier
is a dangerous prospect. With the constant unpredictable Exceed Target Number
movements of close combat, it becomes increasingly hard to be
Success Die --
sure which target will be hit. Even the most talented snipers
must take the risk of friendly fire. +1 Skill Die +1 DMG
Combatants may fire at targets who are engaged in hand-to- +2 Skill Dice +2 DMG or hit an arm
hand combat as normal, however, at least 1 Skill Die success +3 Skill Dice +4 DMG or hit a leg
is also required to hit the intended target. If the Success Die
+4 or more Skill Dice +6 DMG and hit the head
results in a success with no additional Skill Die successes then
the actual target hit must be randomised between all those Important: When a margin of success is gained, the
involved in the engagement. combatant may choose to ‘downgrade’ the result to hit
another body location. For example, if a target is hit with
AUXILIARY ACTIONS 4 Skill Dice successes, instead of inflicting +6 DMG and
During combat there are a number of simple activities which hitting the head, the combatant may instead choose to hit
may need to take place. While different actions may take slightly an arm or a leg. If 3 Skill Dice successes are rolled, instead
different lengths of time, in the interests of keeping the action of inflicting +4 DMG or hitting the leg, they may instead
running smoothly, all of the following are considered possible hit the target’s arm.
for an auxiliary action during a Combat Round: Hit the arm - Randomise which arm is hit. A hit to the arm
. Reloading a weapon (it is important to track ammo inflicts damage as normal. If the target is holding a weapon
expenditure during a firefight) with the relevant arm, they are immediately disarmed. If they
are not holding a weapon and the attack causes the target to
. Changing to a different weapon lose at least 2 Hit Points, they also receive a wound to the arm
. Picking up a dropped weapon or item and suffer the following penalties until that wound is healed:
. Standing up if Prone (will remove the Prone condition) The target receives a -2 modifier to all dice for any STR and
. Injecting a dose of drugs (if equipped with a BOOPA DEX-related skill rolls that would require them to use that
CASDIS) hand or arm.
. Using a Medi-kit (takes two auxiliary actions/two Note: If one arm already has a wound, a second wound to
consecutive Combat Rounds) the arm will automatically be inflicted against the other arm.
. Using a Flux Gem Hit the leg - Randomise which leg is hit. A hit to the leg inflicts
. Dropping/getting out of most powered armour (almost damage as normal. In addition, if the attack causes the target to
all have a quick release mechanism)
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RULES & MECHANICS
lose at least 2 Hit Points, they also receive a wound to the leg Example: A weapon is fired with a ROF of 10 (full-auto).
and suffer the following penalties until that wound is healed: Despite the modifier for the weapon’s recoil, after rerolls
The target may only move using their Closing speed. In have been made, the Success Die comes up good and the
addition, their Closing speed is halved (round up). ROF of 10 adds +4 DMG to the weapon.
The target receives a -2 modifier to all STR and DEX-related When any weapon hits while using suppressive fire, apply the
skill rolls that would require them to stand or use their legs. same damage modifier as those using full-auto fire. While this
If both legs are wounded the target gains the Immobile might seem to be a small number for the amount of rounds
condition and may not perform any actions that would require being expended, suppressive fire also grants additional Skill
the use of them. Dice successes which can lead to increasing the damage further.
Any weapon that is not capable of firing on single mode may
Note: If one leg already has a wound, a second wound to the
have to empty its clip with fewer rounds than the weapon’s
leg will automatically be inflicted against the other leg.
minimum rate of fire. When this happens a -2 DMG modifier
Hit the head - A hit to the head inflicts damage as normal. In is applied to reflect fewer rounds being fired than normal. Note
addition, the target receives a wound to the head and receives that even with this modifier, a weapon will still observe its ‘Min.
the Stunned condition until that wound is healed. DMG’ value.
Example: After modifiers, a roll to hit ends with the Success Damage Modifier - Ammunition
Die and three Skill Dice rolling a success. This grants For ranged weapons, the damage listed on a ranged weapon
a bonus of either +4 DMG, or a hit to the leg which will profile assumes that standard ammunition is loaded into the
inflict a wound. Alternatively, the combatant could choose to weapon. There are a few alternative ammunition types available,
‘downgrade’ the result and hit the target’s arm instead. each of which will adjust damage inflicted in different ways:
Important: receiving a wound to any location also carries
Ammunition Type Modifiers
additional consequences. See “Health & Healing” on page
115 for more information. Standard As per the weapon’s profile.
High Explosive (HE) +1 DMG, +1 AD (an
Damage Modifier - Strength additional +1 DMG if the
In hand-to-hand combat, particularly strong combatants target is unarmoured).
are capable of inflicting additional damage with weapons on Armour Piercing (AP) -2 to the target’s armour PV.
account of the brute force they naturally strike with. To reflect
Shotgun Shot (Standard) As per the weapon’s profile.
this, the following modifiers are applied to all attacks made with
any weapon that uses the Melee Weapons or Polearm skill: Shotgun Slug +1 DMG, -1 AD.
See “Ammunition” on page 157 for more information.
Strength of User Damage Modifier
1-4 -
Damage From Other Sources
5 +1 DMG Damage can be inflicted to a character in a huge number of
ways outside of combat, from falling great distances to being hit
6 +2 DMG by a moving vehicle. Rather than introducing a huge plethora
7+ +4 DMG of different damage rules, all such damage is inflicted at the
GM’s discretion using common sense. A character falling from
Damage Modifier - Rate of Fire (ROF)
a 1st storey window in full armour will be suitably hurt, but
When making ranged attacks with a weapon that has a ROF is unlikely to die, whereas one falling 5 storeys is unlikely to
greater than 1, only a single roll to hit is made, regardless of the survive the fall unless they’re a Stormer wearing Dogeybone
number of rounds fired. Rather than needing to make multiple Armour and are very lucky.
rolls, a volley of bullets is treated like a single more powerful The GM is free to assign damage and wounds for such
shot. As such, high rate of fire weapons present a risk vs reward instances as they see fit.
dilemma for their user, offering the potential for extreme
damage, with the offset of being less accurate. ARMOUR
When a ranged attack hits, the following damage modifiers are
applied in addition to those granted by the Margin of Success: Given the uncensored brutality that most Operatives face, it
should go without saying that armour is often the first purchase
ROF Mode Damage Modifier that a new Op should make. Even your average street ganger is
1 Single - likely to wear an armoured jacket or vest. Armour is arguably
THE single most important addition to anyone’s kit in The
3 Burst Fire +2 World of Progress.
10 Full-Auto +4 While there are many modifiers that can add to the damage
SUP Suppressive +4 inflicted by a successful attack, the protection offered by Armour
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SLA INDUSTRIES
will do the opposite, reducing damage, or even stopping it Example: Shiver Pvt. Paul Horseshoe is hit by a shotgun
entirely. blast, which, after all damage modifiers will inflict 11 points
Like weapons, each suit of armour has its own profile, which of damage. Private Horseshoe is wearing Body Blocker
looks like this: Armour which has a PV of 4, so the damage is reduced by 4,
for a new total of 7. The Shiver loses 7 Hit Points.
PP664.2 Body Blocker Cost: 400c
Armour Damage & Resistance
PV Resistance Weight Most weapons inflict Armour Damage (AD) alongside regular
4 12 3 damage. Armour’s Resistance is reduced by a weapon’s Armour
Rules: None Damage (AD) value, each time it is hit. Once the armour’s
PV - The Protection Value (PV) of armour is a measure of Resistance has been reduced to less than half of its starting
how effective it is at reducing damage, with higher PV values value, the PV of the armour is also halved (round down). If
representing the high-end more protective armour types. the armour’s Resistance ever reaches 0, the armour has lost its
protective qualities and is effectively destroyed, reducing the PV
Resistance - Armour is capable of taking a certain amount of
to 0.
punishment before it becomes compromised, represented by
each suit of armour having a Resistance value. Note: whenever a target is hit by an attack, the weapon’s AD
Weight Factor - The weight of the item. Powered armour value is subtracted from the armour’s Resistance value before
always has a weight factor of 0. the PV is applied to the damage. This can be important if the
Rules - If the armour has any specific rules they will be noted AD causes enough damage to reduce the PV of the armour.
here.
Any suit of powered armour which has its Resistance reduced
Damage Modifier - Armour to 0 will suddenly become very heavy on account of the power
After all other damage modifiers have been added, a weapon’s failure. To represent this, all powered armour is considered to
damage is reduced by the PV of the target’s armour. Any have a Weight Factor of 6 once destroyed in this way. Getting
remaining damage reduces the target’s Hit Points as usual. If out of such armour can be done during a Combat Round by
the armour’s PV reduces the damage to 0 or less then the attack using an auxiliary action unless the GM specifies otherwise.
has been stopped entirely and the target does not lose any Hit Stacking Armour
Points.
Armoured suits offer an all-in-one solution for wearer
protection. It is not possible to wear one armoured suit over
another, however some lighter armour options, such as Striker
Motorcycle Protection or the CAF Padquil Flak Vest could
feasibly be worn under or over an armoured suit. For the purpose
of damage protection, stacking armours has no effect. Where
multiple armoured layers are concerned, only the highest PV
value is considered and it is that layer that all Armour Damage
is done to.
Repairing Armour
Armour is expensive and replacing it each time it gets damaged
is a financial impossibility for most Operatives. While armour
such as flak jackets and biker leathers cannot be repaired, any
full armoured suit can be repaired with the right know-how
and equipment.
During the game session, repairs to armour can be made by
a successful Technical: Weapons roll, with a target number
determined by the GM, based upon the amount of damage the
armour has sustained. An unsuccessful roll means no repair can
be made by that character and they must take it to a specialist
during downtime. If successful, in addition to the roll and access
to the necessary tools, the repairs take time (typically 2-4 hours)
and will require replacement parts. The cost of repairing armour
is 5x the armour’s full PV value per point of Resistance being
repaired.
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lowest Initiative Value of all combatants, selecting actions Whenever a character regains any Hit Points, heals any
and acting simultaneously with other Stunned characters. wounds or removes any conditions, their character sheet should
Additionally, a Stunned character may move no faster than be immediately updated to reflect those changes.
their Closing speed and suffers a -1 modifier to all dice for any
skill rolls they undertake. Stunned is removed with medical “ You again? Didn’t we just fix you up?”
intervention, certain drugs, or with at least 6 hours’ rest. Pane Grens, Shiver Paramedic
HEALING Regeneration
Some creatures on Mort are capable of regenerating damage
Characters may get hurt in the line of duty, but they can also without medical intervention, most notably Karma’s range of
tend to those wounds, rest up and heal their injuries. There are Stormers, such as the Malice and Xeno. Any character capable
a range of ways in which a character can regain lost Hit Points of regeneration will have a stated Regeneration Rate. The
and heal wounds during a game session, such as: Regeneration Rate represents the number of Hit Points and/or
Medical Intervention - The most common way for a character wounds that the character can heal every 15 minutes.
to regain lost Hit Points is through medical intervention. The In order to regenerate, a character must not be under duress
BOOPA Medi-kit is a common Operative essential, allowing or experiencing any extreme physical exertion. Effectively,
for basic paramedical treatment out in the field. Each of these regeneration takes place when a character is at rest, when their
items will allow for the recovery of Hit Points and/or Wounds parasympathetic nervous system takes over. Regeneration
as specified on the item’s description. Such medical treatments cannot occur when a character is:
take effect almost instantly on account of the potency of
modern medicine. Any margin of success earned during a . In combat
medical roll can be used by the GM to allow additional Hit . Running
Points or wounds to be healed at their discretion. . Being interrogated or tortured
During the game session, it may also be possible to obtain . Under any form of duress, as specified by the GM
external medical treatment from different facilities scattered
throughout Mort. Some of these may be SLA-sanctioned When regeneration takes place, any wounds a character has
clinics utilising high end medical tech, others may be back- are always healed before Hit Points.
alley doctors in Downtown, with questionable methods but
cheaper prices, made cheaper still with a successful Streetwise Example: Targ, a Malice Stormer recently took some
roll. Use of such medical facilities is at the GM’s discretion punishment during an encounter with a pack of Carrien,
and if allowed should come with a financial cost (typically resulting in him losing 6 Hit Points and taking a wound to
around 50c/400u per Hit Point and 200c/1500u per wound) his left arm. Following the combat, Targ takes it easy, walking
and time out (medical work can take anywhere from a few and licking his wounds. After 15 minutes he regenerates the
hours to a few days before the Operative is back on their feet). wound and 1 Hit Point. After another 15 minutes, 2 more
The GM is free to determine how effective such treatments Hit Points are regenerated. This process continues until Targ
may be and any side effects experienced by the user for using is fully healed.
the cheaper Downtown alternatives. Any character capable of regeneration may only do so providing
Drugs - Some combat and soft drugs allow the user to regain they still have at least 25% of their Hit Points remaining (round
lost Hit Points, heal wounds or to become more resistant to down). If a character has less than 25% of their Hit Points
damage. Drugs are detailed in the “Hardware” chapter and remaining then they must be healed by conventional means
rules for using them during the game can be found later in until they have enough Hit Points to start the regeneration
this chapter under “Drugs”. process.
The Heal Ebb discipline - Ebonites are often trained in the art
of Heal. Heal allows for medical care without the use of Medi- TOXICANTS
kits or other common medical equipment, allowing them to
heal people’s wounds with nothing more than the touch of Mort is full of deadly diseases and substances waiting to cause
their hands. See “The Ebb” on page 132 for more information. its inhabitants ill-health or death. Collectively, such things are
referred to as toxicants, each of which representing its own
Regeneration - Some creatures are capable of regenerating
unique threat to those who come in contact with them.
damage they have sustained, either because they have been
genetically coded to do so, or through some form of mutation. Infection
Any characters capable of regeneration, such as Stormers, When someone comes in contact with the stated vector for
should refer to “Regeneration” later in this chapter. a toxicant, they must make an Infection Test to check whether
During downtime - Between game sessions, characters their body is able to resist infection. To make an Infection Test,
undertake a process known as downtime where, amongst other a character must roll the Success Die and add their STR to
things, they are able to heal any damage they have sustained. the value rolled. Each toxicant has its own target number for
See “The Web of Lies” on page 218 for more information. this test, called an Infection Rating (IR). An Infection Test is
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considered successful if the total result is equal to, or greater additional requirements as noted in the following table. All
than the toxicants Infection Rating. effects of toxicants are removed once the infection has been
If the roll is a success then the character’s immune system has treated unless stated otherwise.
overcome infection and no additional test needs to be made Common toxicants include poison, radiation sickness and
during this encounter with the toxicant. If the Infection Test is others. Toxicants are described using the following forms.
failed, the character is infected by the toxicant and suffers the
effects as listed. Poison IR: 10
Progression Vectors Ingestion or blood contact.
Most toxicants have a second stage to the infection. If this is Effects -1 STR, -1 DEX, Lose 1 Hit Point every 6
the case, the toxicant will state the timescale for progression. hours.
When this time scale has elapsed an additional Infection Test is Progression After 7 days. An additional -1 STR, -1 DEX
required. If the test is a success, the toxicant does not progress. and a further hit point lost every 6 hours.
If the test is failed, the stated rules for progression will apply. A Treatment Treatment Rating: 10 - Antitoxins.
test for progression must be made each time the stated timescale
has elapsed until the infection is healed or the toxicant has Radiation Sickness - Minor IR: 10
progressed. A toxicant can only progress once.
Vectors Ingestion, skin contact, or inhalation of
“Was he always this ugly or is that another side effect?” irradiated particles.
Pane Grens, Shiver Paramedic Effects -1 STR, -1 CONC, Lose 1 Hit Point every
24 hours.
Treatment Progression After 7 Days. Becomes Radiation Sickness -
Each toxicant will state a treatment(s) which are known to Severe.
cure the illness, as well as the target number required for the Treatment Treatment Rating: 7 - Decontamination and
treatment, known as a Treatment Rating, which is used for any Anti-Nausea drugs.
associated Medical skill rolls. By conventional means, treatment
requires a specific drug to be administered in addition to a
successful Medical skill roll, though some toxicants may have
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Radiation Sickness - Severe IR: 13 Feat: How Did You Hit That? Cost: 1
Vectors Ingestion, skin contact, or inhalation of Sometimes the most seemingly impossible shot can strike its
irradiated particles. target beyond all odds, passing through windows and finding the
-2 STR, -1 DEX, -1 CONC, Lose 2 Hit tiniest crack in cover. Remove all negative modifiers to hit from
Effects
Points every 6 hours. any ranged attack. May not be used with suppressive fire or dual
wielding.
Progression After 3 Days. Death.
Treatment Treatment Rating: 13 - Decontamination Feat: Impossible Feat Cost: 2
and Anti-Nausea drugs. Minimum 1 week When faced with a physical situation that would otherwise be
bed rest recovery needed before stats return seemingly impossible, the character experiences a sudden rush of
to normal. Treatment after progression is not adrenaline, allowing for incredible feats. Using this feat allows the
possible. character to jump a gap between rooftops, smash through a wall,
avoid a speeding vehicle or scale the face of a building that seems
Using this template, the GM should feel free to create all impossible to climb. This feat should be used only to remove the
manner of toxins, diseases and illnesses for characters to character from serious danger, such as when outrunning a pack
encounter and contract during their time on Mort. of Carrien or creating an escape for their squad.
Feat: Doing a ‘Nutter’ Cost: 1 Feat: I Just Read About That Yesterday! Cost: 1
Around the commencement of the Bellwood Campaign, Arnold It’s amazing how coincidence plays its part. Use this feat before
Nutter made it onto almost every broadcast that televised the attempting any KNOW-related skill roll with a difficulty of
Cannibal Sector action. Nutter wore bright red armour and Complex or lower. The skill roll is automatically passed with no
became famous for being a one-man army, bursting in on forces roll required and is considered to be an ‘Excellent Success’.
that drastically outnumbered him, before his eventual demise
at the hands of a Greater Carrien. This feat may be used when Feat: Lucky Guess Cost: 2
bursting into a room or environment alone, with no prior Sometimes blind luck is all it takes to solve a problem. Use this
knowledge of what may be inside. The character gets a single feat to apply a character’s full LUCK stat (regardless of their
charge or ranged attack action before the first Combat Round current LUCK value) to any KNOW or CONC-related skill roll
begins. without spending any LUCK points.
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There is no limit to how high a Weight Factor can be, but Combat Round after they were taken, or in the case of non-
as items like cars or static machinery can’t be lifted by a single combat situations, take effect immediately. Any increases to
character, their Weight Factor need not be considered. stats brought about through the use of drugs ignore the usual
Weight Factor is subtracted from a character’s Encumbrance. species maximums of the user.
During the game a character may function normally providing
their Encumbrance Value remains 2 or greater. Once a Important: The effects of a drug may only be applied once
character’s Encumbrance Value drops below 2 they are penalised at any given time, as such taking multiple doses of the same
as follows (note that the effects are cumulative, so for example, drug does not provide the user with any additional benefit,
if a character has a current Encumbrance Value of 0 they suffer however, different drugs taken at the same time may each
the effects of both that level and the value 1 level as well). have their effects applied in unison.
Addiction Rating - This is a measure of how addictive the drug
Encumbrance Value Effect is and provides us with two pieces of information. Firstly, it
2 or greater No effect gives us a target number for the Addiction Test, with a higher
The character receives a -1 penalty to number representing a more addictive substance. Secondly,
DEX, may not run and is considered it tells us the frequency that Addiction Tests must be made,
1 usually stated in a number of doses.
to have a maximum Rushing speed
of 1 Addiction Dosage - The addiction dosage tells us how many
The character receives a further -1 and how often the drug must be administered by anyone who
penalty to DEX and will lose 1 Hit is addicted to it.
Point every hour that they carry the Detox Effects - This explains the penalties applied to an addicted
0
load to represent fatigue. Stormers subject should they miss a dose of the drug as specified under
may not regenerate while carrying the addiction dosage. These effects are cumulative should
this load multiple doses be missed and effects can be applied up to
The character gains the Immobile three-fold. Administering the drug will remove any such
condition and is unable to move. In effects, with the exception of any lost Hit Points, which must
-1 or lower be healed in the normal manner.
addition they immediately lose 1 Hit
Point
Rush Cost: 15c per dose
Any penalties to DEX due to Encumbrance are removed one Effect: Make a 2nd action per Combat Round
hour after the character’s Encumbrance Value returns to 2 or (after all other actions have been
greater. Should a character’s Encumbrance Value drop below resolved). Whenever the user loses any
2 again during this time, the penalties to DEX continue from Hit Points, reduce the amount lost by 1.
where they were. A character who has become Immobile due 2 hour duration
to over-encumbrance is only able to move again after their
Addiction Rating: 10. Every 3 doses
Encumbrance Value returns to 2 or greater and after an amount
of time, as specified by the GM, has elapsed to allow the Addiction Dose: Every 12 hours plus every combat, if
character to recover. not already under the influence
Detox Effects: -1 STR, -1 DEX, -1 COOL, -1 Hit
DRUGS Point
Drugs are one of SLA Industries’ most profitable product Addiction Tests
groups. While SLA has always dabbled with medical and Each time a user meets the dosage on a drug’s Addiction
soft drugs, it was the inspiration of Hiberian culture, the very Rating they must make an Addiction Test to determine whether
upbringing which sent the Frother into the arms of the company, their body has become chemically addicted to the substance.
that began the epidemic of the modern combat drug. Combat Addiction Tests are performed by rolling 2d10 (these can be
drugs are readily available through official channels and are any colour and do not follow the same Success/Skill die rules
generally not too hard to source on the streets of Downtown. as when making a skill roll) and adding their STR to each die,
While drugs do offer the user impressive benefits in a range giving you two results.
of situations, they are also addictive and can pose a number of If either of the two results are equal to or greater than the
serious side effects. To reflect this, all drugs have a number of drug’s Addiction Rating then the user has avoided addiction.
stats to consider. Another test will be required when the stated dosage has been
In the example below we see the stat line for the combat drug met again. An Addiction Rating is increased by 1 if the user
known as Rush. This information gives us everything we need is under the influence of more than one drug at the time they
to know about the drug and its application. make an Addiction Test.
Effect - This details what the drug does for the user once
administered and the duration of the effects. The current wave “I could have sworn I repeatedly warned you about this,
of manufactured drugs are highly efficient, getting to work right?”
almost instantly. All effects listed apply from the start of the Pane Grens, Shiver Paramedic
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Driving vehicles is subject to the usual rules for making skill have additional armour plating that allow them to hold their
rolls. Driving down a street should be second nature to anyone own in a firefight. The armour capabilities of a vehicle are listed
with the correct Drive skill and so will likely not need a roll. here and it functions just like the armour worn by characters.
Driving under heavy gunfire, being caught in a car chase, or Resistance - As with other armour, a vehicle’s armour is capable
traversing the dangers of Cannibal Sector 1 will be far more of taking a certain amount of Armour Damage (AD) before
difficult and requires a roll to avoid damage or immobilisation. it is rendered useless, as determined by its Resistance value.
As always, the GM gets the final say on the complexity of any Hit Points - Like characters, vehicles have a certain amount of
such activity. damage they can take before they are destroyed or immobilised.
Each vehicle has a number of stats to allow players to Unlike characters, damage can not be healed and must instead
understand the vehicles capabilities: be repaired.
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THE EBB
The Ebb is a representation of energy, only truly understood by
Ebonites and a number of ancient Conflict Races. The Ebb exists
GLYPHS
as a deep understanding of the energies that bind our physical The calculations run by the mind of an Ebb user in order to
and emotional existence together, resulting in the belief that one summon a discipline cannot be verbalised. The sheer complexity
fundamental formula underpins The World of Progress as we of such information is beyond comprehension and if it could be
know it. This basic theory means that any slight miscalculation, explained, the impact of those words would likely be devastating
or deliberate change to how that formula is calculated, will lead to whomever heard them. Traditionally, knowledge is passed
to instability and changes in what we perceive to be reality. The between generations of Ebonites through Glyphs; combinations
result of this thinking is that Ebons and Ebans are able to use of symbols and patterns that appear as an ancient language in
their understanding of these formulas to achieve things that their own right. When the first Glyphs were created, the aim
other species consider otherwise impossible. was that the future generation of Ebonites could decipher
The Ebb allows those capable of utilising its methods to the equations held within them, to unlock the knowledge of
perform incredible acts, from healing physical wounds to abilities learned by their predecessors. This ‘handing down’ of
moving objects with nothing more than the power of thought. glyphs worked… for a while.
Though these concepts may appear to be parlour tricks at first As knowledge and understanding grew amongst the most
glance, the depth and sheer power of the Ebb can be intensely powerful elders, so did the capabilities of the equations they
destructive, allowing users to turn their hands into physical calculated. It was during these times that the means to move the
weapons of ice and fire. The scope of what are now referred great Foldships came about; the power to move thousands of
to as the ‘Ebb disciplines’ is as wide as The World of Progress people across an entire galaxy in the blink of an eye. Once this
itself, with the Ebb playing a significant part in everything from level of Reality Folding had been unlocked it was only a matter
Operative investigations to the foundation of modern space of time before other disciplines followed. The destructive nature
travel. of the Thermal and Blast disciplines were paramount, leading
to SLA scooping up feral Ebonites to drop onto War Worlds,
WALKING THE PATH armed with little more than some Glyphs etched onto Science
Friction material, small fragments of Flux forged into a physical
The World of Progress’ most prominent Ebb users are the form. The Ebonite’s mind in this situation was a ticking time
Ebonites, divided into two ‘paths’ - Ebons and Ebans. These bomb, fuelled by fear and apprehension and armed with powers
paths are now understood to have come from the same single that could potentially rip open the fabric of reality. Worlds fell
species, which Naga 7 have officially termed ‘Ebonite’. The in an instant, civilisations vanished and were forgotten by The
Ebonites, at some point prior to the Conflict Era, chose to World of Progress. It was time to rein it back in.
follow one of the two paths laid out for them by the elders Naga 7, the society obsessed with the truth behind the creation
of their kind, each representing a different perspective on the of The World of Progress and SLA Industries, were tasked with
position that the Ebb holds within The World of Progress. From retrieving Glyph Cards that had been created by the elders of
that point, all Ebonites would be born into one of these schools the Ebonite species. For hundreds of years they sought out
of learning: the Ebon, with their cool temperament and thirst and locked away these Glyph Cards in the deepest vaults of
for knowledge, or the Eban, who are often known as Wasters, SLA’s Head Office, handing over only those deemed most
with their fiery demeanor and explosive personalities. Ebons and suitable by the Necanthrope order. By vetting them in this way
Wasters represent two sides of the same coin and between them and keeping only select Glyphs in circulation, it would ensure
they are symbolic of the Ebb itself - the perfect balance between that knowledge of Naga 7-approved Ebb disciplines would be
all things. retained by future generations. In addition to the wide range of
The term ‘Ebonite’ has only been officially used by SLA abilities still commonly known by Ebons and Ebans, a select
Industries since 911sd. After much pushback from Intruder, number of more potent Glyphs have been left in circulation as a
Naga 7 finally hammered the term into the archives and despite test; those who can master them will be pulled away from their
many Ebonites still struggling to come to terms with the recent life as an Operative and placed under the jurisdiction of Naga 7,
discoveries about their heritage, the name Ebonite is now to be given the job of piloting Foldships or performing darker,
commonplace amongst those employed by SLA. secretive tasks for SLA Industries.
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THE EBB
FLUX
Flux is the shift of energies that occurs when the Ebb’s
formulas are calculated. It represents that part of the Ebb that
Ebonites can sense, see and manipulate; it is both a tangible
energy and a currency with which to enact Ebb disciplines.
Depending on the Ebonite’s level of understanding, they will
be able to draw and store a limited quantity of Flux in their
body. It is with this Flux energy that the Ebon or Eban will use
the abilities of the various Ebb disciplines they have learned.
Flux is however a finite resource, limited by the individual user’s
capacity to store it; a capacity that differs from user to user.
For an Ebb user to calculate the required formulas they must
‘burn’ or spend Flux. Doing so opens up their minds to the Ebb,
which in turn enables the Ebb to have a real physical effect on
the world and its inhabitants. The Ebonite effectively creates a
temporary instability in the reality they inhabit, allowing the
Ebb to fill that void.
An Ebonite who has exhausted all of their available Flux will
often feel fragile and incomplete, as though a part of them
is missing emotionally. It is because of this that Ebonites,
particularly those on the Ebon path, are seen as being highly
emotional beings, often described as ‘deep’ or ‘moody’ by other
species. The other side of Flux is the sense of inherent ‘power’
it brings to Ebonites. This sense of inner strength is most
commonly seen in Wasters, but any Ebonite surging with Flux
may come across as brash, overconfident or slightly aggressive.
Flux is the Ebb’s way of shaping its users as much as it is the
Ebonite’s way of tapping into the Ebb.
FORMULAE
There are ten recognised Ebb disciplines, covering the different
aspects of control and balance. Within these disciplines, Ebb
users have access to a number of abilities, each of which is
considered to have a different level of complexity associated with
it. Ebonite’s call this gauge of complexity ‘Formulae’. As a user
studies the teachings of a given discipline their understanding
of the associated Formulae will increase and in turn they will
find that it is easier to burn Flux on those disciplines. The
process is akin to any other skilled training that an Operative
can undertake, from driving a vehicle to firing a gun, though
the outcome will mould the Ebonite far more drastically. To
say that, “We are the sum of all our knowledge” is a drastic
understatement for the average Ebonite.
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An Ebonite character who has no available FLUX points to Number of Dice Equal or Exceed Target Number
spend will be unable to use their Ebb disciplines until they have
replenished a point or more. Each time an Ebb discipline is used Success Die Success
1 point of FLUX must be spent, regardless of the applicable skill +1 Skill Die Success
rank or whether the test to use the discipline is successful or not. If using an Ebb discipline attack it
+2 Skill Dice
does +1 DMG
Calculation Tests - “Calculate The Ebb”
May use same Ebb Discipline ability
In order to successfully use an Ebb discipline, the Ebonite +3 Skill Dice
again within 5 minutes, at -3 FR
must perform a Calculation Test. This represents the mind
of the character running the hyperbolic equations required +4 or more Skill Dice Regain 1 FLUX
to summon the required raw energies to evoke the discipline. For those who fail to calculate the Ebb correctly, the
Most commonly, the knowledge of a particular discipline will be consequences can be devastating, as the mind becomes tangled
stored to the users Deathsuit, but it is also possible to evoke such in the failed equations and the weight of the Ebb hammers the
disciplines by reading arcane (and highly illegal) Glyph Cards, brain repeatedly with images and information, draining the
which contain the equations needed to perform the discipline. Ebonite both mentally and physically. A normal failure comes
During a Combat Round, ‘Calculate The Ebb’ is considered an with no additional consequences, however should a serious
action like any other and if successful allows the Ebonite to use failure be achieved (a failure on all dice being rolled) during
the Ebb discipline to attack/move/heal etc. When used outside a Calculate The Ebb action, the Ebonite immediately suffers
of combat such tests are considered to take only a few seconds. 3 Hit Points, which cannot be prevented and loses a point of
After spending the required point of FLUX, the Calculation FLUX if they have any left to lose. Additionally, the recover
Test is made like any other skill roll, by rolling the Success action must be taken during the next Combat Round if the
Die and one Skill Die for each rank that a character has in Ebonite is currently in a combat situation.
the relevant discipline plus one, then adding the applicable skill
bonus for the Ebb discipline being used (Ebb disciplines are
Regenerating Flux
added to the character’s CONC stat). Unlike other skill rolls, As Flux is a finite resource, it is important that Ebonites can
each ability within an Ebb discipline has its own target number, regenerate it. The Ebb passes through Ebonites constantly,
known as a Formulae Rating (FR). Like other skill rolls, a allowing them to regain 1 point of spent FLUX every 2 hours.
total which is equal to or greater than this number represents In addition to this, Dark Lament, the department responsible
a success. for developing all manner of Ebb-related products, manufacture
a range of items that are capable of storing Flux, allowing Ebb
Note: The normal rules for ‘Success Through Experience’ do users out in the field to regain Flux at a much higher rate. See
not apply when dealing with Ebb disciplines. Additionally, “Science Friction Gear” on page 174 for more information.
unlike other skills, an Ebb ability may not be used in any
capacity if the character does not possess that discipline.
“Getting Close”
Any successful roll which allows for an immediate attack, Getting Close is the term used amongst the Ebonite
such as the Blast discipline, will need to be followed up with community for someone who has become so attuned to the
an actual roll to hit. Effectively, a successful Concentration Test Ebb that they have begun to experience an uncontrollable
indicates that the ability has been summoned, but an additional pull to the call of The White. An Ebonite who is Getting
roll is needed to determine whether it hits its target. Close will begin to hear voices, see visions and suffer
horrific nightmares capable of driving them insane. Given
Ebb Disciplines & Margin
the current elusive nature of The White and the tightly
of Success/Failure controlled selection process that exists for those allowed
When making skill rolls for Ebb disciplines, the margin of to enter it, many Ebonites must live with these ‘Dream
success/failure is also taken into consideration, though unlike Demons’ for long periods of time.
normal skill rolls, the differing levels of success and failure will To represent this, once an Ebonite has more than one Ebb
have a specific impact. Discipline at Rank 4, they will begin to experience Dream
Notable successes in performing Ebb disciplines can lead to Demons. An Ebonite suffering from Dream Demons gains
more damage coming from Ebb attacks, the ability to repeat the one rank in each of Psychosis: Paranoia and Psychosis:
use of the discipline, or even summoning back the Flux that was Delusions. In addition, the GM should feel free to provide
spent to perform the ability. The following table explains the details of specific images or messages which the character
bonuses that may be granted. Note that the bonuses granted are may find themselves becoming increasingly obsessed with.
all fairly different and it is not possible to ‘downgrade’ to a lower Dream Demons can be controlled with the use of the drug
bonus if it better suits your needs. The Ebb is an unpredictable ‘White Noise’.
resource and the gifts that it grants to its users are not always
useful to them.
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Generally considered to be the most complex, yet marvellous Rank 4: Mass Port FR: 15
of all Ebb disciplines, Reality Folding allows the user to Mass Port is the art of Reality Folding your entire
instantly move between two points, literally hopping from one surroundings. When used, everything visible to the user
place to another in the blink of an eye. At its most basic level it within a 3m radius, that is not secured down, will be relocated
allows the Ebonite to cross a room, but with training it becomes - people, furniture, vehicles and even the dirt on the ground.
entirely possible to move over great distances, taking with them Any location within 1km may be chosen and no line of sight
entire crowds of people. Those trained beyond the scope of a is needed providing the Ebonite has prior knowledge of the
SLA Operative, the true elders of the Ebonites, are able to location and can picture it in their mind (and it is able to
manipulate the Ebb to move entire buildings or pilot the great accommodate the volume of mass being transported).
Fold Ships that are used for transportation between planets.
Rank 4: Jump Port 4 FR: 15
Note: Reality folding cannot be used to move matter so that
The highest level of Jump Porting an Operative can attain,
it shares space with other matter. Should an ability be used
before being pulled from active duty and stationed aboard a
that would cause two objects or people to share the same
Jumpship. The user can now immediately relocate themselves
space, the reality folded item will be moved slightly off target
to any other location within 1000km. No line of sight is
so that such items end up side by side. Additionally, when
needed providing the Ebonite has prior knowledge of the
reality folding, a subject’s clothes, armour, weapons and
location and can picture it in their mind.
belongings that they have on them are also transported.
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Rank 3: Body Blaze FR: 6 DMG Min DMG AD ROF Recoil Range
Red Thermal only. The Eban is able to set their body alight in 2d10 7 5 1 0 10m
spectacular fashion, turning their entire self into a dangerous Any target hit by Extreme Burn is set alight and suffers the
weapon. Duration: 2 mins. burning condition. The fire is particularly hard to put out
and will take more than water to extinguish.
Body Blaze
Skill: Unarmed Combat Rank 4: Advanced Heat Manipulation FR: 14
DMG Min DMG AD Weight Red Thermal only. The Eban is able to create heat up to 60°C
degrees within a 10m radius. Such temperatures can cause
1d10+4 5 2 0 physical damage to flesh and will be extremely uncomfortable
Any target hit by the Eban with Body Blaze in unarmed to almost everyone in the local vicinity, as both liquids and
combat is set alight and suffers the burning condition. metals begin to rise in temperature. Anyone caught in the
Alternatively, the Eban may set alight any melee weapon, heat will instantly lose 2 Hit Points every minute and their
adding +2 DMG, +1AD and inflicting the burning Encumbrance Value is reduced to 1 whilst in the affected
condition on any target hit by the weapon. area. Duration: 2 mins.
Advanced Heat Manipulation has an additional passive
ability, meaning that the Eban is permanently immune to cold
of any temperature and cannot be frozen by the ‘Advanced
Cold Manipulation’ ability.
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SHOOTI NG PIGS
+++ DIARY ENTRY 1 +++ She smiled back, almost relieved for reasons that escaped her
in the moment.
I was told it was okay to keep this diary, but Cloak Division
“And I see you’ve met Harris.”
would be reading it when I got out. If I got out. When I asked what
the colour of the BPN was, the man behind the desk just shrugged. “Yeah, she’s met me. Big wow, now can we quit the circle jerk?”
“These ones don’t have a colour yet.” Harris huffed as he crouched down towards the iron grating.
Something new. Which in SLA usually means something bad. I’ve He stopped and glanced up.
only been under the employ of the company for about 5 days and “Don’t just bloody stand there! Help me with the bastard.”
already I know this. +++
No regular squad. No real data on what I’m meant to do besides “Look, could one of you at least tell me why I’m, I mean, we’re
contact ‘Operative Harris’. I was given double starting pay and told here?”
to tool up for a long trip. Again, this probably means something bad. Harris had put his helmet back on, and with its fitted spotlight,
When I finally catch up with Harris we’re in a urine-soaked he peered down inside the hole, into the blackness.
alleyway at the base of Inner Downtown District 5. Right on the “Keep it down!” He hissed. A moment later, he silently
border of ‘Lower’. He doesn’t ask my name, my training package, motioned for them to follow as he carefully slipped beneath the
nothing like that. last layer of Inner Downtown.
All he wants to know is… Jane was next down the service ladder, and as she turned to face
+++ Harris he was already motioning her to be silent, and pointed to
“Where you from?” her Exo Armour helmet strapped to her belt.
“Eh, Malden. A-are you Operative Harris? I’m Jane, Jane She nodded and placed on her helmet. Harris drew his rifle, a
Urba-“ basic FEN AR, and stared down at what appeared to be an oily
“Malden?!” Harris shouts, tearing the helmet from his head, and dark maintenance corridor. A long series of pipes ran down
“You mean we weren’t raised in Mort bloody City?!” the narrow stretch of tunnel, all cracked and leaking profusely,
giving the impression of pouring rain.
“N-no, but I’ve done extensive research through Threat
Analysis Classes 8 through 12.” The damp conditions had proven a suitable breeding ground
for all manner of algae and moss, and the ground felt slippery
Jane Urbano was surprised how old Harris was; at least forty,
and moist beneath her boots.
with grey sweeps through his curly black hair. He had three
long pale scars down one cheek, partially obscured by his thick Greyson’s bulky Aetherman Armour made surprisingly little
sideburns. sound as he carefully descended the rusted rungs by her side.
The two lines of blue visor light on his helmet flickered and
He was Human, like her. It should have been a comfort, but
rolled, as he nodded and motioned for her to move out, then
it wasn’t.
quietly took up the rear.
Harris began to laugh.
“Audio test.” Harris’s voice crackled through her ear piece.
“Ha! SLA must hate your sodding guts, ha ha! They sent you
“Clear.”
down here for this, man oh man. What’s your name anyway?”
“Clear.” Greyson responded.
“Jane Urbano.”
Harris paused and checked his enviro-scanner, briefly looking
“Plain Jane. That’s what me mum called my sister. I hated my
up at an enormous crack in one of the water pipes that was
sister, so let’s stick with Urbano, alright? Think you can handle
gushing its foul contents yet were oddly sweet smelling.
that?”
“Okay, careful; we’ve got ourselves KZ-14 straight out of the
“Ease up, Harris.”
gate. Helmets stay on until I say otherwise.”
Jane turned to see to the outline of an Aetherman enter the
“Got it.”
alley, before her eyes flinched away from the torchlight shone
in her face. Harris crept over to the buckled doors of a service elevator,
the dim light of which still flickered on and off from within,
The Aetherman barely acknowledged the two Operatives
allowing a thin sliver of an opening for them to gaze in. Harris
again and simply turned the torch beam to view the vast murals
glanced for a little more than a few seconds and then motioned
of graffiti that had built up in the narrow corridor.
for them to carry on.
Jane gazed up at what the torch beam had illuminated: crudely
Jane paused briefly to peer inside: the withered, half chewed
spray-painted Dream Entities with obscure corresponding
remains of 5 maintenance workers were piled on top of each
symbols, words of warning in amongst telephone numbers and
other. They looked dead for some time.
promises of sexual encounters.
“Keep moving, we have a lot of ground to cover.” Greyson
Finally, the cone of light fell upon the large yellow arrow,
whispered.
covering seven feet of the far wall, pointing directly to a large
iron grate on the cement floor. Upon the lid, were the words: “Yeah there’ll be plenty more of that on the way to where we’re
going.” Harris said. “You ever heard of the Deep Construct,
“Come and See.”
Urbano?”
“Our invitation to the party. It’s Jane Urbano, isn’t it?”
Jane had, but not too much. Just as much as anyone was told
The Aetherman reached out a bulky gloved hand towards her. at Meny. If Lower Downtown was a nightmare, then the Deep
“I’m Greyson. Nice to meet you.” Construct: the countless descending levels beneath it, were
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SLA INDUSTRIES
considered even worse. The tutors hadn’t said a great deal about “Shotgun. Messy, and loud.”
the region, but the trainee Ops were all whispers about the “Maybe if you two had told me I was going to be a SAC
horrific rumours. It was rife with Dream Entities, absurdities, Operative I’d have packed appropriate.”
things that didn’t make any sense. “Enough, you two!” Greyson snapped, “Let me check the
“Yes, Harris. I was told not to go there.” nava-map, and see what’s up ahead.”
“Hear that Greyson? ‘Can’t beat a higher education, eh?” The Aetherman hunkered down, unslung his backpack and
“Stop playing with her, Harris. Formal briefing. Now.” quickly rummaged through the contents.
Greyson replied. “You hear that?” Harris whispered.
Harris came to a halt at the top of the tiled stairwell and ran Jane crept over to his side and strained to hear. It was faint, but
a hand along the stained floral decoration. Jane saw that he there were audible sounds further down the passageway; an area
seemed to straighten up as he examined the ornamentation, as almost entirely shrouded in darkness. The shifting torch lights
though it was a signal, a warning of danger. barely impacted the gloom.
“You’ll have a bunch of questions, Urbano, and every one of “Sounds like … birds. Chirping, or whistles?” Jane said.
them’s got an answer. An answer you won’t like, so let’s start “Fuck, it’s gonna be Derros.” Harris grunted, shaking his head.
with the basics. You and me? We’re SAC Ops. Even our friendly “More maintenance. Living quarters for gauss-line workers,
neighbourhood Aetherman here gets the honorary title.” very old. Twenty metres, north west.” Greyson muttered,
“Sack Ops?” turning the dials on a battered nava-map. “Could be long out
“SAC Ops. S-A-C. Short for Sweep and Clear. The reason you of date.”
didn’t get a BPN colour is because this is so new they haven’t “Let’s see.” Harris raised a hand for the device, and quickly
chosen one for it yet. But in terms of sheer popularity, it’ll be glanced at the screen.
right up there with Orange and Black. We’re going to be as “Alright!” he said, chucking the map back at Greyson,
unpopular as Sector Rangers.” “Straightforward enough - Urbano, quiet and low. Greyson -
“So what are we ….” Jane went to ask, and found the answer on hang back, the Derros might pick up on your equipment. But
the end of her thought process. be ready to assist. Clear?”
“Yes, that’s right, Jane. We’re going into the Deep Construct.” Jane and Greyson nodded.
Greyson said. +++
Harris stopped a few steps down and turned to Jane. The passageway was uncomfortably warm, and cramped,
“Okay, see this?” He gently tapped one of the wall tiles. “These Jane felt as though she were trapped inside the vein of some
are McMillan tiles. That decoration; you only see this in Lower enormous, lumbering monster, whose heartbeat was the
Downtown onwards. It’s how you know you’re in the danger constant thrum of water filtration pipes, deep within the walls.
zone. They don’t seem to belong, do they? And with weird All along the slimy floor leading to the living quarters were
architecture comes weird individuals.” countless bones of Mort rats, that crunched underfoot and
Harris started back down the stairwell, and continued: wherever the torch beams landed, a sea of cockroaches dispersed,
“SLA’s been purposefully avoiding this place for years. Well, skittering into the deep gloom.
centuries if we’re being honest. The longer they left it, the worse There was a faint smell of stale sweat and excrement.
it got. But hey, if you’ve spent any time around Inner Downtown Harris tapped his gloved hand to her shoulder, then pointed
you’ll see it’s packed to the gills. Everyone living on top of each towards large bulkhead double doors. Across the surface was
other. It’s bloody chaos. Yet, here we are, and there’s nobody what appeared to be the faded remains of a cartoonish depiction
around. When was the last time it was ever this quiet? SLA paid of a gauss train, which said underneath: ‘Happy Trails.”
a shit ton to build property down here and it’s barely occupied.
“Fucking hilarious.” Harris whispered through the a/v in his
That’s why we’re here. We sweep, we clear. We report back. SLA’s
helmet. “Get ready”
taking back the region, just like the Bellwood Campaign.”
Harris motioned Jane to the left-hand side of the doors, and
“Movement.” Greyson interrupted.
then crept to the right, placing his hand over a push button
He was looking down at a motion tracker, checking the entry system.
reading. He slowly drew a compact Jolt Pistol from his belt.
Once Jane was in position, he nodded.
Harris paused.
“One … two … three.”
“How many?” Harris’s voice was now flat and stern.
He pressed, and the doors bellowed in protest but gradually
“Tight cluster, so it’s a difficult reading. Maybe twenty.” shunted themselves apart.
“Civilian block?” Jane asked. Even through the powerful respirators in their helmets, the
“Not in this Sector.” Harris replied, “Dream Entities?” stench was appalling.
“No,” Greyson said, “Unlikely, they don’t usually group this They had spun around in unison, guns raised, ready to blast
high up.” away a pack of monstrosities that were sure to leap at them…
Harris let out a long sigh. There were around twenty occupants in the living quarters,
“It better not be Derros, I’m telling you now. It’s too early for but they were neither Derros nor Dream Entities.
that kind of action. Urbano, what are you packing?” “What are they?” Jane murmured.
“10-10.”
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SHOOTI NG PIGS
They appeared to be human, but only in the loosest possible “They aren’t pigs, you fucking asshole!” Jane screamed,
sense of the word. Their ages varied from ten going up to “They’re people.”
anywhere around fifty. It was difficult to tell with the males, “Then fuck off back upstairs and get a different job!” Harris
because most had long, ratty hair and beards obscuring their shouted, “Or stay, and pull the fucking trigger! They picked you
faces. as SAC for a reason.”
They were the source of the chirps and whistles, now much “I don’t know why they picked me!”
louder and more panicked. They backed away from Jane and “They picked you because you’ll do what you have to.” Greyson
Harris. said, pointing a FEN Finisher rifle and towards the Dregs.
Not a single individual was wearing clothes, but their Jane stared at Greyson for a moment that seemed to go on
nakedness was mostly concealed by layers of filth. forever. He did not fire. He was waiting.
Jane tried to take in what she was seeing. It was only their She raised her shotgun.
anatomy that specified that they were human; everything else The prosaic silence of the Downtown tunnel erupted with the
suggested animal. They stumbled around on all fours, in such deafening sound of gunfire, fleeting screams and muzzle flash
a manner as to suggest they had never walked upright. Their lightning.
vocalisations, their body language, even the way they shied away
+++
from the artificial lights suggested they had never seen an actual
real human before. “You knew.” Jane said, “You knew they’d be there.”
“They’re Dregs, Urbano.” Harris said, flatly. He was already She sat on her pack, knees drawn to her chin, staring at the
lowering his rifle and motioning for Greyson to approach. blue flicker of Greyson’s portable camp stove. Harris had his
back to them, already half an hour in his sleeping bag. Every ten
“It’s rare to see them this high up. They’ve likely been in here a
seconds he let out a whistling snore.
while, for the warmth, maybe hiding from whatever else is down
here.” Greyson was eating the contents of a tin of Piggy Wiggy, but
he paused, the last spoonful at his lips, as Jane addressed him.
“I mean, what are they?” Jane caught herself, she had begun
He didn’t look at her.
to shout. The smell within the room was churning her stomach.
“No.” Greyson said, “and yes.”
“Like Harris said, Jane - Dregs.” Greyson joined them. His
voice sounded sad, almost apologetic. “Not a particularly nice He swallowed down the last mouthful, and eased round to face
name, but here they are. Yes, they’re human but they’ve been her.
isolated so long that all their humanity’s just slipped away. The “Exterminations are part of our mission parameters. Within
lights went out, tvs went off and the food dwindled. Generation the first week you’d be shooting them and others. Finding them
after generation. They are simply reduced to this, over hundreds this high up was… unconventional. They may have been driven
of years.” up by Derros, maybe NightStalkers. We need to be ready for
“Why didn’t we help them?” Jane said. that as we descend.”
“We never came down far enough to find them. SLA has She nodded, still staring at the flame.
always turned a blind eye to Lower Downtown. This is some of “Are you angry?”
that backwash.” “No … and yes.”
“Fuck me…” Jane looked at them again. The poor creatures “You think we could have saved them, but we couldn’t. Naga
looked utterly terrified, pressing themselves into huddled 7 has tried to rehabilitate a few adults, but they remained in a
corners. “We can’t just leave them.” state of hysteria until we recreated their environment.”
“No. We can’t.” Harris said. “And what about the children.”
Jane turned slowly, to face him. She could tell where he was “Jane, you’re in the wrong universe if you were expecting
going by the tone of his voice. altruism. I take no pleasure in killing these people, nor does he.”
“Harris, you’re not serious…” Greyson pointed his spoon at Harris. “But others who’ll follow,
Harris marched towards her. will. Stormers enjoying easy targets, Carrien and Manchines.
It’s much worse when the Shi’An get hold of them. Harris is
“You’re a SAC Op, Jane! Sweep and Clear. That’s why you’re
incorrect: they aren’t pigs. Pigs on Mort put up a fight. They’re
here. This is what we do.”
more like sheep.”
“They’re Human fucking beings, Harris!” She shouted,
“What’s a sheep?”
violently shrugging away Greyson’s hand from her shoulder.
“Go to fucking bed, Jane.” Harris spoke without moving,
“Fucking look at them.” Harris yelled back, “Rats live better
“Greyson, first watch. Four hours.”
than this.”
Harris adjusted himself and returned to his dozing.
Jane stared at the Dregs.
“I know you don’t understand why you’re here, regardless of
“Have you ever killed anyone before, Jane?” Greyson asked.
what I tell you.” Greyson said, putting his helmet back on. “But
“No…I have not.” She said softly, “Just carnivorous pigs, on a you will, soon enough.”
training exercise.”
“We’ll come to understand everything down here.”
“There shouldn’t be a problem, then! You’re not going to be
killing anyone. You’ll be shooting pigs.” Harris said, checking
the clip in his FEN AR. … to be continued.
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HARDWARE
MELEE WEAPONS DPB Gash Fist Cost: 80c
Skill: Polearm
DMG Min DMG AD Weight
1d10+5 6 2 3
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Skill: Polearm
DMG Min DMG AD Weight
2d10+2 9 4 3
The Chain Axe is particularly hard to use. A modifier of -1 to the
Success Die is always applied when making attacks with a Chain
Axe. Should every dice result in a failure during any roll to hit
with this weapon, along with the usual need to take the Recover
action during the next combat round, the user is also hurt by the
weapon, taking 5 DMG and 3 AD.
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Skill: Polearm
DMG Min DMG AD Weight
1d10+3 6 4 3
Any roll to hit with a Clearance Baton that earns an exceptional
margin of success, or greater, will also knock the target to the
ground, inflicting the prone condition. Any unarmoured target
that is hit by a Clearance Baton immediately suffers the stunned
condition.
The Pacifier Baton is an urban pacification weapon used largely Skill: Unarmed Combat
by the Shiver Organisation under the designation of the ‘SHV- DMG Min DMG AD Weight
04 Pacifier Baton’. It is manufactured by GASH, the same team
1d10 4 3 1
that brought us the Chain Axe. The weapon is a dependable
high-frequency shock baton that delivers a huge pulse of energy While the gauntlet is reasonably dextrous, the hand using the
at the point of impact. While the damage output is somewhat Mutilator Fist is not able to operate firearms or hold other melee
lower than most blades, the weapon does deliver significant weapons.
damage to armour and extreme discomfort to those unfortunate
MAC Knife
enough to be struck by one.
An offensive technique orginally developed by Pacifier Shivers “It’s hard to imagine an Operative passing over the MAC
in Cannibal Sector 1, called ‘Defensive Kata’, is becoming for something else, but it does happen. We know that they will
popular with Operatives; The offensive technique additionally eventually come around and get one though. ”
reduces the target’s defensive capabilities and looks great on TV. T.T. Shearton, Head of Innovation, Multi Angular Cutters
The Multi Angular Cutters’ MAC Knife is the most popular
choice of unpowered knife in the World of Progress. Its carbon/
ceramic construction ensures it’s almost indestructible and
its long history of usage in all conditions adds weight to that
claim. The design was released over a hundred years ago, into an
GASH Pacifier Baton Cost: 90c already crowded market, but a century later, it’s the only knife
Skill: Melee Weapon from that era still in active manufacture. A powered version was
released, but it proved to be considerably less popular than the
DMG Min DMG AD Weight unpowered one and so the model was discontinued.
1d10-2 2 3 1 The sheath for the MAC Knife, a relatively recent design from
Any unarmoured target that is hit by a Pacifier Baton immediately the late 800s, contains a self-sharpening system that ensures the
suffers the stunned condition. Pacifier Batons may be used as a knife remains sharp every time it’s drawn.
pair, with one in each hand. Only a single attack may be made
still during a Combat Round, but by using a 2nd baton in this
way, opposing combatants may not perform a Combat Defence
(Acrobatic Defence is still permitted).
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H A R D WA R E
“Worth every single cred. I mean, it’s expensive… I have to BLA 446M Derringer Cost: 450c
do, like… 14,000 blue BPNS or something to buy one, but you Skill: Pistol
whip this baby out in someone’s face and you can smell the shit
DMG Min DMG AD Weight
in their pants before they even have time to think.”
1d10+3 5 2 1
Sam ‘Sammo’ Western, Human Operative,
SCL 5.7b, squad ‘Sammo’s Ammo’ ROF Recoil Range Clip Clip Cost
Berenyi Light Arms (BLA) sit on the throne as the upper 1* 2 20m 2 20c
echelon of arms manufacturers in The World of Progress. More The user may choose to fire both rounds at once. When doing
Operatives lust for a Blitzer than almost any other weapon so, treat the shot as though a single round was fired but add +3
available on Mort, not because the weapon is a significant cut DMG and +1 AD. Reloading this weapon takes two Combat
above the rest, but because owning one is seen as a real status Rounds.
symbol amongst other Operatives. This has led to BLA carving
the kind of reputation that simply never gets shaken. The
Blitzer is a reassuringly heavy 12.7mm revolver that comes with BLA 646M Buzzsaw
a custom moulded grip as standard. As the Blitzer is handmade,
“I once saw something offworld with one of these in each foot.
there is a two-week wait for delivery, increased to three-weeks
They’re just that odd.”
for any colour besides the default of matte black.
‘Bilter’, Human Operative, SCL 8b, squad Nomad’s Land
The Buzzsaw is an utter monster. The compact, short-nosed
weapon was made in response to rival manufacturer’s assault
rifle offerings, by providing an increased rate of fire and huge
capacity 9mm drum magazine. The use of 9mm ammo was
originally shunned, but being BLA-branded meant that many
Ops gave it a whirl anyway… they were not disappointed. In
reality, the difference between BLA’s proprietary 9mm rounds
and the new industry standard 10mm caseless is simply not
noticeable, particularly when a target is being hit by dozens of
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rounds at once. While marketed as an assault rifle, the Buzzsaw BLA 819M Pusher
is actually a super compact squad support weapon capable of
inflicting significant damage to a wide area, especially when “Looks the part, eh?”
used in the claustrophobic back alleys of Downtown. Bill Walsh, Editor “Lead Chuckers” Magazine
BLA’s first submachine gun offering since the company was
launched. The Pusher is a high-end SMG for the discerning
Op that is looking for performance, quality of build and the
reputation of using a BLA-branded weapon. The 819M uses
9mm rounds, made popular by the Snubber many years ago,
offering superior penetration and notable stopping power in a
compact package. BLA manufactures two different clip sizes for
the Pusher, ‘short’ and ‘long’, allowing the weapon to be tailored
perfectly to the user’s outfit and offering enough ammunition
capacity to lay down suitable amounts of suppressive fire when
BLA 646M Buzzsaw Cost: 850c the situation requires. As with all BLA weapons, the Pusher
sports the absolute utmost of build quality, reliability and cool
Skill: Rifle
factor.
DMG Min DMG AD Weight
1d10+3 4 3 2
“It’s small, it’s light and it punches right through most of the Skill: Pistol/Rifle
armour we come up against. I carry two of them.” DMG Min DMG AD Weight
Timmy Franks, Human Operative, SCL 8.7
1d10 4 1 1
The Snubber is BLA’s offering to the handgun market, using
a rarer 9mm round in place of the common 10mm ammunition ROF Recoil Range Clip Clip Cost
choice, trading some additional penetration for a slight drop in 3/10/ 20 (short) 40c (short)
potential damage output. Since its release a few years ago, the 0/1/3 85m
SUP(40)* 40 (long) 80c (long)
Snubber has been through more of a love/hate relationship with
*Suppressive Fire is only available when using long clips.
Operatives than most of BLA’s product line, but since recent
armour advancements came into play, the effectiveness of 9mm BLA GAG60 Driller
ammunition has driven popularity (and the price tag) of the
weapon up considerably. “The Driller is one of the greatest weapons of our time, kid.
Our Support Gunners have been ploughing through Carriens
and Pigs with this baby for years. Fenwick knows his shit. If
there’s one thing he got right, it was picking our kit. We got it
pretty good here… so suck it up.”
Scout Sgt. Harper, Sector Rangers
The GAG60 Driller is one of the most high-tech rifles to be
released in the last 100 years. Made originally for the Sector
Ranger program, it is now available for sale to SLA Employees
via select outlets in Uptown. The weapon uses 12.7mm
ammunition combined with a revolutionary pressure re-venting
BLA 710M Snubber Cost: 250c system that supercharges the rounds as they leave the barrel. The
Driller is very much a hybrid assault rifle/machine gun, kitted
Skill: Pistol out for a range of tactical applications. The weapon also features
DMG Min DMG AD Weight an over-barrel Bolt Thrower, which fires huge solid metal bolts,
capable of causing significant damage at short range. The bolts
1d10-1 3 1 0
can be retrieved and reused, though do come with a significant
ROF Recoil Range Clip Clip Cost cost in the first instance. The GAG60 comes with a lifetime
guarantee, covering all major maintenance and a two-week turn
1/3 0/1 85m 14 30c
around on all repair work.
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FEN 93 GAG
“Still using it. Still loving it. Still not regretting it. Until
something newer comes out, I’m not even looking at the other
FEN 30-30 ‘True Shot’ Sniper Rifle Cost: 1200c crap on the market.”
Skill: Rifle Stella Strike, Wraithen Operative,
SCL 7.2b, squad ‘Ruffled Feathers’
DMG Min DMG AD Weight
1d10+5 7 1 2 The market’s only carbine-sized sniping weapon. The weapon
sports a fully ceramic construction that extends the length of
ROF Recoil Range Clip Clip Cost the weapon, making the barrel length seem deceptively short.
The weapon out-ranges all current production assault rifles
1 1 950m 2 10c
and delivers the well loved 12mm round with devastating
The first round of aiming with this weapon grants both possible accuracy. The weapon holds a 10-round clip, is compatible with
aim bonuses. Any additional rounds spent aiming provide a all of FENs usual optional attachments and though it provides
single bonus as normal. Once this weapon has fired at a target,
less range and needs a little more skill to handle than other
any aim bonuses are lost.
sniping weapons, the 93 GAG has rapidly become the urban
marksman’s weapon of choice.
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H A R D WA R E
The FEN 400 is the most powerful sniper rifle of the last 200
years, with its design unchanged since its first release. The Sure
Kill uses huge 17mm rounds and is manufactured with full
ceramic construction, including a ceramic inner-barrel which
is required to handle the weapon’s extreme muzzle velocity.
The 5-round clip appears oversized, on account of it housing
a significant power pack which controls the onboard cooling
FEN 93 GAG Cost: 950c system and accelerated launch mechanism, which requires large
Skill: Rifle amounts of power to get the rounds moving at the required
velocity. The weapon also ships with a detachable bayonet thanks
DMG Min DMG AD Weight to the original sponsorship deal struck up between Top Notch
2d10-2 7 2 2 and FEN. The wise folk at FEN’s Department of Innovation
decided that the weapon would stand out on camera more if Top
ROF Recoil Range Clip Clip Cost
Notch managed to use it as a melee weapon during televised
1 1 550m 10 100c action. Of course the concept was preposterous and did little,
but make aiming a nightmare, but a trend was set, meaning that
FEN 204 ‘Gunhead’ Submachine Gun every Sure Kill still includes the ‘Top Notch Blade’. The blade
“As long as you know what you’re about, the Gunhead is a very can be removed in order to make space for a tripod, which is
effective sidearm. A forty round clip is not to be overlooked.” the normal configuration used by anyone intending to use the
weapon as an effective sniper canon.
Bench Finster, Human Operative, SCL
8.2, squad ‘Bingo Bingo Bingo’
The Gunhead is viewed by many as an ‘upgrade’ to the standard-
issue FEN 603 Auto-Pistol. The super compact submachine
gun provides multiple rates of fire, a 40 round magazine and
enough range to be able to use the weapon during most urban
conflicts. While the weapon’s recoil becomes a little intense
at higher rates of fire, this is easily offset by its compatibility
with all manner of optional rifle stocks, laser pointers and recoil
baffling. The Gunhead makes a very reliable backup weapon for
Operatives in Downtown and its robust manufacture means it FEN 400 ‘Sure Kill’ Sniper Cannon Cost: 2250c
FEN 204 ‘Gunhead’ Submachine Gun Cost: 350c FEN 603 Auto-Pistol
Skill: Pistol/Rifle “Everyone’s got one. I don’t know what to say about this, pal.
DMG Min DMG AD Weight It’s a FEN 603.”
Jade McKye, Human Operative, SCL 8.2, squad ‘Lights’
1d10-2 3 1 2
The FEN 603 is the most popular pistol SLA Industries
ROF Recoil Range Clip Clip Cost has ever produced, partly because it’s part of the standard
1/3/10 0/1/3 65m 40 50c equipment list that is issued to Operatives upon induction.
Even if it was not forced upon them, many Operatives would
FEN 400 ‘Sure Kill’ Sniper Cannon choose this as their primary sidearm. Fitted with a 20-round
“... also the weapon ships with a bayonet as standard. No, no, magazine and delivered with a zero maintenance guarantee, its
you heard me right.” ceramic construction makes it reliable for every squeeze of the
trigger. Using the popular and plentiful 10mm caseless round,
Abraham Horseshoe, SLA-approved there are numerous custom options for both ammunition and
weapons retailer, Horseshoe Tactical enhancements, such as flash suppressor and silencer options.
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Support Weapons
ROF Recoil Range Clip Clip Cost
Skill:
10/
DMG Min DMG AD Weight 2/3 200m 100 350c
SUP(25)
1d10+5 6 2 3 The Reaver only fires rare and exceptionally expensive HESH
ammunition. Alternative ammo types may not be used in this
ROF Recoil Range Clip Clip Cost
weapon. Use of this weapon within the walls of Mort City is
10/ considered illegal. The Reaver Cannon may only be used by a
2/3 300m 120 180c
SUP(40) character with a STR of 5 or greater.
The Sweeper may only be used by a character with a STR of 5
or greater.
FEN 989 Stormer Cannon
“Makes a mess. Big mess. Either big hole or enemy not there
FEN 904SH Reaver Cannon
anymore. I like mess.”
“ You don’t see many of these on Mort, but those you do see are Targ, 313 ‘Malice’ Stormer Operative, SCL 7.1a
invariably in the hands of a Cannibal Sector baddass on TV.
The Stormer Cannon is another War World weapon, introduced
This one doesn’t work, but it still cost me a few creds.”
to Operatives for use in Cannibal Sector 1 as a means to tackle
“Iron Mika” Greviss , Bar Owner, “Mika’s Joint” Greater Carrien, Sector Mutants and the a like. It is often used
The Reaver is a War World Stormer weapon, designed for as a breaching weapon due to its capacity to blow holes through
front-fire duties. The weapon, commonly termed ‘Death Touch’ concrete and steel with relative ease. The weapon has found its
by those who have seen it in action, is used to rip through place in the hands of kill-squads, specially equipped to tackle
bulkheads, annihilate Thresher armour and tear through the Thresher on Mort. As the name suggests, the sizable weapon is
armour plating on opposing vehicles. Despite the company’s best designed for use by Malice and Chagrin Stormers and though
attempts to keep the Reaver away from Mort, recent conflict in other species, such as Shaktars and Advanced Carrien possess
CS1 has led to the release of the weapon to Stormer Operatives the strength to use it, SLA Industries refuse to supply the
who have proven able to file the correct paperwork and who weapon to anyone other than their biogenetic finest. Though
have committed to a long-term tour of Cannibal Sector 1. the use of the weapon is entirely illegal within the walls of
The Reaver uses 12.7mm HESH (High Explosive Squash Mort City, against Thresher, a blind eye is often taken so long as
Head) rounds which are no longer mass produced. FEN still structural damage to the city is kept to a minimum. The weapon
make a limited amount of HESH ammunition for use on uses the now rare and expensive HESH round in a 17mm
War Worlds and due to the strict availability, the clip cost for calibre - a true beast of a bullet. Due to the rarity of both the
the Reaver is significantly high. Anyone in possession of this weapon and ammunition, the cost associated with the Stormer
weapon and who is found to have fired it within the confines Cannon makes it an unlikely acquisition for newer recruits, but
of the Mort City walls will be reprimanded to the most severe one well worth aspiring towards.
extent.
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FEN 989 Stormer Cannon Cost: 5000c GA50 Finisher Cost: 300c
ROF Recoil Range Clip Clip Cost ROF Recoil Range Clip Clip Cost
3 3 350m 30 500c 1/3 0/1* 150m 18 30c
The Stormer Cannon only fires rare and exceptionally expensive When using the Pistol skill to fire this weapon the recoil is
HESH ammunition. Alternative ammo types may not be used in increased by 1.
this weapon. Use of this weapon within the walls of Mort City
is considered illegal. The Stormer Cannon may only be used by Klippo K1 Inferno
characters with STR 6 or greater.
“Fuckers! That was my idea.”
GA47 Semi-Automatic Pistol DarkNight Commandant Buzz Lisher, The Fire
The GA47 is a low-cost ceramic auto pistol from General Klippo, the company behind the famous Klippo Lighter,
Armaments (GA), the same people that brought us the well unexpectedly entered the weapons marketplace only a few
loved Finisher assault rifle. The ceramic barrel and lightweight years ago. The birth of the K1 was entirely unintended, coming
frame make it the perfect choice as a backup weapon when about after the R&D department received a job application
something more compact than the FEN 603 is needed. The from a SLA Operative looking for a career change. Included
GA47 uses 10mm caseless ammunition packed into a 12-round in the letter was a design for a flamethrower. No such position
magazine. It packs more than enough punch into each and existed within the company and so the application was rejected
every shot. out of hand. Months later the application was found again and
GA47 Semi-Automatic Pistol Cost: 80c before long and without input from the job applicant, patented
cigarette lighter designs were up-scaled. The first flamethrower
Skill: Pistol
ever seen in The World of Progress was created. The weapon was
DMG Min DMG AD Weight tipped to be the hottest new release of the year. Shortly before its
1d10-2 2 1 1 release date though, it was announced that the K1 would not be
available to buy without very specific authorisation and would
ROF Recoil Range Clip Clip Cost remain illegal within the Mort City walls, with the exception of
1/3 0/1 80m 12 25c
Shi’An cult or vermin control. The K1 had effectively joined the
likes of the FEN Reaver Cannon as weapons designed solely for
GA50 Finisher use in the cannibal sectors or off-world. The weapon projects a
high velocity stream of molten fluid which burns for up to an
“It’s yer meat and portaters, innit. It’s a proper gun, but no hour and is capable of melting through flesh, bone and armour
faff.” at an alarming rate. A single fuel canister provides 15 bursts.
Aetherman Buxton, Naga 7 Division, 6th Head
Made from metallised carbon composite, the GA Finisher
is considered the better choice of assault rifle for Operatives
on a budget. While its 18-round magazine is considered a
drawback, GA have always got around complaints by delivering
the Finisher with an extra empty magazine at no extra cost.
The Finisher can be fitted with an assortment of sights and
other accessories and offers an exceptionally lightweight
weapon that delivers a real punch. The Finisher uses 10mm
caseless ammunition and though marketed as an Assault Rifle,
the weapon is in reality closer to a heavy submachine gun and Klippo K1 Inferno Cost: 2500c
comes fitted with a retractable stock for greater flexibility. Skill: Support Weapons
DMG Min DMG AD Weight
2d10 8 3 4*
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which can empty itself at an alarming rate. Despite constant 3 1* 400m 20 100c
calls for larger box mags, KPS have never produced one. The The recoil is increased by +1 when fired by anyone with a STR
Mangler’s reputation as the deadliest room-clearer on the lower than 2. Additionally, the modifiers for firing this weapon at
market is well earned and it remains a favourite with those long range are not applied.
Operatives who prefer closer ranged assault weapons.
SHV-01 Gauss Rifle
“We had thousands of Browbeaters in the hands of Shivers in
the cannibal sectors. You might not know it, but this previously
non-lethal crowd pacifier was turned into a very effective tool
out there, saving you in here from the horrors we faced daily.”
Commander Cradle, Shiver Commander,
Bellwood Campaign
The Gauss Rifle is the standard issue weapon of the Shiver
Organisation, used for both policing the streets of Downtown
KPS Mangler Automatic Shotgun Cost: 900c
and for waging war in Cannibal Sector 1. Prior to the Bellwood
Skill: Rifle Campaign, the SHV-01 was available on the market as the
DMG Min DMG AD Weight GA9442 ‘Browbeater’ Gauss Rifle. The Browbeater was made
as a non-lethal crowd control weapon, already the standard issue
1d10+4 6 4 2
weapon for Street Shivers, making it automatically undesirable
ROF Recoil Range Clip Clip Cost with Operatives. The weapon fires 3mm Ball-Bearing rounds
that expand in-flight to 30mm in diameter with an incredible
3 1 25m 10 40c
rate of fire, inflicting low levels of impact damage. While
MAL Assault Cannon unarmoured targets will be hurt by the weapon, those wearing
Unexplainably cited as the ‘Shaktar’s Favourite’, the MAL body armour will likely just laugh. A full volley however, is
Assault Cannon is in fact, while large in size, light enough to enough to knock even the strongest of Humans to the ground.
be fired by most Operatives of average strength and physique. Out in Cannibal Sector 1, the Ball-Bearings are nowhere to be
The MAL is a benchmark for powerful battle rifles, with the seen, particularly since the Red Sky Massacre where supplies
weapon’s action delivering 12.7mm rounds at significant of the wrong ammunition led to the slaughter of a mass Shiver
velocity over ranges of up to 400m. Due to the way that the force. The 3mm Flechette ammunition which was designed
weapon works, the actual drop-off of velocity occurs much later for use in the Sector is identified by a red band printed on the
during the flight of the bullet compared to that of other rifles, magazine, compared to the green band printed on Ball-Bearing
allowing for greater accuracy at the extremes of the weapon’s rounds. Flechette rounds are tiny metal-tipped cerami-plastic
range. The weapon has a resin-layered carbon-fibre body and arrows which split open upon impact against armour. While
20-round magazine which makes it a reliable partner in any the damage inflicted is far less than 10mm caseless rounds, the
firefight. Despite the recoil that the weapon can experience, the impact that Flechettes have upon armour is quite significant.
Assault Cannon is the poster-child for MAL’s Recoil Baffling The weapon’s internal fire management system automatically
upgrades, which are of course fully compatible with the weapon. adjusts the rate of fire to suit the loaded ammunition type and is
good for 3000 hours of continual operation.
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SLA INDUSTRIES
Despite the SHV-01 now being exclusively available to the 10mm weapon that rarely jams and can cope with the rigours of
Shiver Organisation, GA refuse to remove the ‘Browbeater’ life on the street and over the wall.
from the current weapons catalogue. The weapon is not available
to purchase anymore, but Operatives are likely to encounter it
commonly when working alongside Shivers on both sides of
the wall.
Skill: Pistol
DMG Min DMG AD Weight
SHV-01 Gauss Rifle Cost: NA 1d10-3 1 1 1
Skill: Rifle
ROF Recoil Range Clip Clip Cost
DMG Min DMG AD Weight 1 0 50m 10 NA
1d10-7 1 0 2
SLA 10-05 Bully Boy Shotgun
ROF Recoil Range Clip Clip Cost For the best part of 100 years, SLA’s 10-10 Bully Boy was
10/ the shotgun of choice for Operatives leaving the Meny training
0/1 220m 300 NA academy. Following an unfortunate event whereby one of the
SUP(100)
most watched TV shows of all time saw a well loved Operative
The weapon fires 3mm expanding non-lethal Ball-Bearings
which is standard issue ammunition for use within Mort City.
slaughtered after his 10-10 jammed, the weapon’s popularity
No damage modifier is applied for the ROF when a target is dive bombed. Faith in the gas-operated bullpup design was
hit with these rounds. Instead, anyone hit by a volley of ball- gone. SLA were quick to react, discontinuing the 10-10 and
bearing rounds may be knocked over at the GM’s discretion. The bringing back its predecessor, the 10-05, a 5-round chamber
SHV-01 also has a secondary ammunition type; 3mm Flechette loading pump-action shotgun that used absolutely no fancy
Rounds. technology. The 10-05 Bully Boy would work even if it was
full of Carnivorous Pig guts and the advertising slogan - “the
3mm Flechette Rounds original and best” - was enough to win over the minds and
hearts of plenty of previous 10-10 users. The 10-05 rapidly
DMG Min DMG AD Weight
outsold the company’s expectations and solidifying itself in the
1d10-2 2 4 NA future of the company’s arms strategy.
ROF Recoil Range Clip Clip Cost The Bully Boy is fairly long-barrelled for a shotgun, giving it a
greater range than other shotguns on the market and the return
3 1 250m 50 NA of the classic pump-action design seems to have won over the
Standard Bellwood Campaign-issue ammunition for use within hearts of shotgun loving Operatives on the streets of Mort.
Cannibal Sector 1. These rounds are not available to Street
Shivers.
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PV Resistance Weight
6 20 0
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SLA INDUSTRIES
PV Resistance Weight
8 24 0
The wearer gains +1 STR (ignoring species maximums).
PP13 Exo-Armour Mk.2 Cost: 1900c Crackshot is Power Projects flagship product for personal
protection. There may be costlier and larger solutions available, but
PV Resistance Weight PP100 Crackshot is the one on the magazine covers, the suit the
7 24 1 heroes of your favourite TV shows wear and the only choice for
the media-savvy Operative. Made of layers of compressed ceramic
The wearer gains -1 DEX, but +1 STR (ignoring species
plates with a fibre mesh of sinews and plastic cartilage between the
maximums).
sheeting, the armour’s weight and encumbrance is reduced to zero
PP70 Powercell Armour by the clever powered infrastructure. The nominal 6000-hour charge
is long enough to last over eight months of continuous wearing,
Powercell Armour, also known as “The Mule”, is the next step
more than enough even for an Operative’s tour of Cannibal Sector
up from HARD Armour, a position previously filled by Power
1. Its status as a daily-wearer is enhanced by the included bio-kit,
Project’s Exo Armour range which was discontinued in 911sd
offering a water filter and waste disposal. As one would expect from
following complaints about its impact on the user’s ability to react
a prestige outfit, the helmet is fitted with anti-glare optics, comms
to situations at speed. PP70 is based upon the same innovative
relay, a full respiration filter and lights, but most of the time, the
technology employed in HARD, but with the addition of a
helmet is mounted to the hip-mount, to allow the telegenic wearer
powered exo-skeleton which drastically increases the wearer’s
to smile for the cameras.
physical strength as well as the armour’s overall durability. This
increased lifting and punching power has made Powercell the go to
option for many Operatives. The armour features the same 2-hour
air supply and comms package as HARD Armour but comes with
a 10,000-hour power supply.
PV Resistance Weight
10 26 0
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H A R D WA R E
PV Resistance Weight
6 18 0
The wearer gains +1 to their Rushing speed. In addition, the
armour is capable of 5 second bursts of flight, at a height up to
75m. A successful Drive Pilot skill roll is required for anything
other than straight uninterrupted flight. A similar skill roll may
be made if the character falls from great height, allowing them
to engage the suits flight system and break the fall. The suit can
make 6 bursts before a refuel pack is required, which costs 100c.
SilverBack also includes a FEN 270671b Scout Helmet Interface
as standard. Due to the frame of the armour, SilverBack may not
be worn by Stormers, Shaktars or Advanced Carrien.
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SLA INDUSTRIES
PV Resistance Weight
+2* 12 4
*The Breacher adds +2 to the wearer’s armour PV and all AD will
be inflicted against it, pending a successful Shield Craft skill roll
(target number determined by the GM). The shield can not be
used to protect against attacks that come from behind the user. A
Breacher Shield may only be used by characters with a minimum
STR 2. A character with STR 3 or greater may also use the shield
as a melee weapon using the following profile.
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Weight: 1
The Medi-kit adds 1 automatic Skill Die success on all Medical
rolls and each use allows the user, or their patient, to heal either
2 Hit Points or 1 wound. The Medi-kit provides 6 uses before it
must be refilled, which costs 10c.
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SLA INDUSTRIES
Weight: 0
May only be attached to a weapon that requires the Pistol or
Rifle skill. Adds 1 automatic Skill Die success when rolling to
hit on single or burst fire modes, providing the target is within
20m. Using the laser painter does however give away the user’s
FEN 270671b Scout position, granting a +1 modifier to the Success Die of any Detect
Cost: 150c
Helmet Interface rolls made to spot the user.
Weight: 1 FEN Pistol/SMG Stock
The system provides the combined rules of: FEN Rangefinder Extendable stocks are common additions to submachine guns,
Monocular, Track opticS Enviro Scanner and Track opticS
aiding recoil reduction and improving aim. Many Operatives
Motion Scanner. In addition, the user’s comms range is increased
choose to add them to their pistols, not only to improve aim,
by 50% and the armour’s optics are upgraded to have 10x zoom,
but also because of the cool factor. Available in a huge range
UV Nightvision, IR and Thermal vision should the armour not
already have these functions. of colours and lacquers, a stock can be purchased to match
the finish of nearly any weapon. The current trend though, is
FEN Bipod/Tripod to go for the most garish colours that clash with the weapon,
Standard issue fold-away bipods and tripods are suitable for all a deliberate and unsubtle attempt to attract the cameras and
rifles and support weapons. Like all FEN-manufactured goods, garner audience attention.
they are generally of carbon-fibre or ceramic construction and FEN Pistol/SMG Stock Cost: 20c
mount seamlessly with weapons of all makes.
Weight: 1
FEN Bipod/Tripod Cost: 25c May only be attached to a weapon that requires the Pistol skill.
Weight: 1 The first round of aiming with this weapon grants both possible
aim bonuses. Any additional rounds spent aiming provide a
May only be attached to a weapon that requires the Rifle or
single bonus as normal.
Support Weapons skill. The bipod or tripod reduces the weapon’s
recoil by 1 providing the user is stationary. May be deployed in
combat as an auxiliary action.
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FEN Telescopic Rifle Scope *plus optionally 5c for a coloured case and or 10c for embossing.
The kit adds +1 to the Success Die for all Technical Weapons skill
“Wraithen always using sneaky rifles and scopes to hide far rolls when dealing with all non-BLA branded ranged weapons.
away, then, bang. Job done. I just go nearer..”
Life After Death (LaD) Account
Nord, Stormer 313 Operative, SCL 9b
While not strictly ‘equipment’, a Life After Death (or LaD
Telescopic scopes are fully customisable with a range of optical for short) account is the ultimate safety net for Operatives who
packages available for all situations. A typical scope provides value themselves over all else. Upon opening an account the
between 4 and 12 times magnification, with practically no price subject receives a ‘brainsaver’ implant and a subdermal ‘pacer’
difference between models. Those with the highest magnification implant which, as long as the account is kept up to date, provides
are typically only suitable for use on sniper weapons, but almost an active bio-readout to the fine folks at LaD. Any flatlining
any rifle can handle a FEN scope. Nightvision, Infrared and of vital signs will automatically despatch a LaD med crew to
Thermal are all available at a small fee and the scope, like collect the body of the fallen Operative, generally by rapid
FEN’s other accessories, can be purchased in almost any finish response Kilcopter. Such situations come with a 20-minute
imaginable. collection window. Any longer than 20 minutes and the brain
Cost:40c, +10c will be dead and the attempt for recovery will fail.
FEN Telescopic Rifle Scope per optics upgrade When Operatives were sent out on the Bellwood Campaign to
Weight: 1 reclaim Cannibal Sector 1, twenty minutes was found to be not
long enough for an LaD crew to reach their target and several
May only be attached to non-submachine gun weapons that
ways to increase the time were proposed. The resulting option
require the Rifle skill. A scope allows the user to ignore the -1
to increase the 20-minute period, the new LaD Booster, has
modifier for firing the weapon at long range. Three optional
been made available as a result. Anyone with an account gets a
optical upgrades are also available for a scope: UV Nightvision,
IR and Thermal; any number of these may be added to the same free booster that’s designed to be slammed on the back of the
scope. A scope with optical upgrades will still be able to negate Operative’s neck in the right location to increase the brainsaver
the long range modifier when lighting or other conditions would implant’s operating time by an hour.
normally make finding a target impossible.
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SLA INDUSTRIES
MagHold
“Anyone not using MagHold needs to get with the times. There’s
no such thing as a quick-draw holster when the MagHold is an
option.”
Tamsin Foxxx, Human Operative, SCL 7.3b
MagHolds are electromagnetically charged plates, attached to
the outer surface of armour, usually on the upper arms, legs or SLA Climbing Kit Cost: 20c
back. The plates can be used to store anything, but are usually Weight: 1
used to mount guns, knives, ammunition, grenades or other Using the climbing kit reduces the difficulty of any Climbing
essential combat gear which can be drawn from them at twice skill roll by one step (i.e. from Complex to Challenging). The user
the speed they could from any holster. MagHolds literally allow may now also climb surfaces that would otherwise be impossible
users to slap a pistol against their leg and have it sit there until to climb.
they need it again. The largest MagHolds can be used to carry
sniper rifles or Power Claymores around with relative ease. SLA Flashlight
MagHold Cost: 5/10/15c “Mines really big, long and hard. I like to bash Carrien on the
0 head with it...and if you put a green filter on it you feel famous.”
Weight:
Gilroy Vesper, Human Operative, SCL 6.1b
Allows weapons, ammo, or other equipment to be carried without
the need for a free hand or holster. There are three sizes, priced Standard issue flashlights are available as compact hand-
accordingly. The smallest is for pistols, blades or ammo clips, the helds, shoulder mounted or under-barrel. In the under-barrel
medium sized is for submachine guns and most rifles and the configuration they can be mounted to pistols and rifles and in
largest is designed for long-barrelled rifles or Power Claymores. the shoulder mounted format they can attach to most armour
MAL Recoil Baffling types. While the shoulder mounted units are notably bigger,
they are surprisingly light and rarely noticed by the wearer.
“Why include baffling technology in your best selling rifle Hand-held and under-barrel versions come with a 500-hour
when you can make everyone buy it separately?” battery supply, whilst the shoulder mounted version has a 700-
Atrophy, Eban Operative, SCL 8.1b, squad ‘Baseline’ hour supply, all of which can be recharged from most power
outlets.
Military Assault Laminates (MAL), the same team that
brought us the MAL Assault Cannon, also offer advanced recoil SLA Flashlight Cost: 2/5/10c
baffling for a range of weapons. Recoil baffling is commonly Weight: 0/1/1
used on high rate of fire weapons to allow them to be handled
For both the Weight Factor and cost, the first value represents a
with greater ease during a firefight. Installing such baffling is a handheld flashlight, the second an under-barrel version and the
complex job requiring specialist tools, though baffling is fitted third a shoulder-mounted variant.
for free by most stockists with a 24 hour turnaround on your
weapon.
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addicts suffering extreme fatigue and an overall reduction in concentration with prolonged use. Depression returns quickly
stamina. Its addictive nature aside, Kick Start saves more lives and more intensely than experienced before if Uplift use is
than most medical treatments combined. halted. The drug is often misused by those needing an up, or
who want to forget their woes.
Kick Start Cost: 5c per dose
Effect: Regain 3 Hit Points and heal 1 wound. Uplift Cost: 1c/10u per dose
No duration Effect: -1 modifier to the Success Die during all
CONC-related skill rolls, +1 modifier
Addiction Rating: 10. Every 6 doses
to the Success Die during all CHA-
Addiction Dose: Every 24 hours related skill rolls. Up to a triple dose of
Detox Effects: -1 STR, -2 Hit Points Uplift may be taken at a time, with the
effects being applied cumulatively. 24
Pain Away hour duration.
An exceptionally powerful pain killer which blocks the pain Addiction Rating: 10. Every dose
receptors in the brain and alters the neurological reaction to Addiction Dose: Every 24 hours
receiving pain as a stimulus, almost forcing users to crave more
Detox Effects: +1 Rank of Depression permanently
of it. Those under the influence of Pain Away are seemingly
and effects of Depression return
capable of walking away from injuries that would otherwise
immediately
incapacitate most people, though excessive use of the drug can
bring with it a large number of unsavoury side effects. White Noise
Pain Away Cost: 10c per dose Developed under the supervision of Dark Lament, White
Ignore all effects of wounds and the Noise is made exclusively to numb the occurrence of ‘Dream
Effect:
critical condition. 6 hour duration Demons’; the result of an Ebonite becoming too closely attuned
to the Ebb. White Noise is now mass produced and is believed
Addiction Rating: 10. Every 3 doses to be taken by over 60% of the Ebonite Population of Mort.
Addiction Dose: Every hour
White Noise Cost: 10c per dose
Detox Effects: -1 STR, -1 COOL, +1 rank in Phobia:
Effect: Entirely removes the effects of Dream
Pain, -1 Hit Point
Demons. To be effective, one dose is
Streak required for each rank 4 Ebb Discipline
the Ebonite possesses. 24 hour duration
Streak is a powerful mental stimulant, commonly referred
to as a ‘brain booster’, which allows the user to tap into more Addiction Rating: 10. Every 30 doses
of their brain capacity than they should otherwise be able to Addiction Dose: Every 12 hours
access. Streak drastically improves the users perception skills
Detox Effects: -2 COOL, +1 rank in Psychosis:
and memory, as well as increasing the capacity to learn new Delusions
things and retain said learning. Addiction to Streak is expensive,
mainly on account of the significant cost of the drug, but also
due to the permanent damage that is caused to the user’s VEHICLES - CIVILIAN
intelligence on account of long term use.
“I’ve done the maths and it’s really not worth the hassle
Cost:20c/200u
Streak owning a car to get around Mort; the traffic is intolerable and
per dose
everything takes twice as long, but I can’t help myself. The latest
Effect: +2 KNOW, +2 CONC. 1 hour duration Eight-Oh hits on my Skendar’s speakers define who I am.”
Addiction Rating: 8. Every 4 doses Stace Feddle, Human Corporate, SCL 5d
Addiction Dose: Every 24 hours A range of civilian spec vehicles are available on Mort, most
Detox Effects: -1 KNOW permanently (down to a commonly to those living in Suburbia or above. While such
minimum of 0). This penalty is not vehicles cost more than most Operatives can afford, they are
cumulative available for general sale to those who are able to save up for
the significant price tag. A number of these vehicles are also
Uplift available as a part of SLA’s vehicle pool, for issue during BPNs
“I got depressed, so started taking Uplift, felt better, so stopped within the more polite urban districts.
taking it, then I felt awful. Now I have to take a double dose. All modern vehicles utilise fusion engine technology,
I’m feeling good again now, so I think I can stop soon.” removing the need for any solid fuels to be used within the
Joe Craddock, Human Operative, SCL 7.4b transport industry. The internal fusion reactors feed the engines
and onboard management systems with power for extended
Uplift is an antidepressant which counters the effects of time periods, generally offering in excess of 70,000 hours of
depression. Users report a dulling of senses and issues with continual use before a recharge is needed.
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Bellwood Campaign in Cannibal Sector 1, but since its success FEN 0227-V Battle Taxi APC Cost: 125,000c
over the wall, a number have been issued to Shiver forces on
the Downtown Patrol as well as seven being added to the Skill: Drive Military
Operative vehicle pool. Of course, with them being so rare Length Width Height
still, the chance of getting access to one is slim, but the jeep-
9m 4m 2.6m
based APC is worth it. The vehicle is manufactured by Trakaar-
based Dowlin Automotive, originally made for the Trakaarian Capacity: 1 driver, 1 co-driver/gunner (optional), 10
hunting industry and as a safari vehicle. It did not take long for passengers
Commander Fenwick to realise the potential for its application PV Resistance Hit Points
with his Sector Rangers program in Cannibal Sector 1. 16 60 200
The Crawler is surprisingly speedy and an excellent off-road
Movement: 14
vehicle with additional under-chassis armour to protect from
IEDs out in the sectors. The APC holds six passengers with an Weapons: Turret mounted FEN 808 Power Reaper 2.4000 (fired
additional four able to be carried on the external hand-holds, by gunner).
ideal for rapid deployment into hot combat zones. As standard
the Crawler is unarmed, but an optional turret-mounted Power
FEN 3498 Kilcopter
Reaper is available for Cannibal Sector operations. Kilcopters have gradually replaced all helicopters and airplanes
used in the skies of Mort. They have single handedly become
Dowlin Automotive Crawler APC Cost: 110,000c
one of FEN’s greatest success stories, serving as deployment
Skill: Drive Military vehicles, air support, medical evac and even repurposed as rapid
Length Width Height passenger shuttles for execs at Head Office.
The Quad-blade turbine system allows for extreme
3.2m 2.5m 1.8m
manoeuvrability in all weather conditions and the ability to
Capacity: 1 driver, 5 passengers + 4 passengers on get as high as the pollution allows. The Kilcopter allows for
external hand-holds rapid deployment between the layers of Mort and for LAD to
PV Resistance Hit Points fly operations further afield, such as into the cannibal sectors
where pretty much only LAD Kilcopters will venture. Due to
12 30 100
the need to fly low over CS1 on account of the critical pollution,
Movement: 20 many Kilcopters are shot down by Scav Snipers and DarkNight
Weapons and Equipment: None terrorist cells, which in turn has led to Shiver forces entirely
Optional turret mounted FEN 706 Power Reaper 2.1000 (fired withdrawing air support from the Bellwood Campaign. On the
by a passenger). streets of Suburbia and Downtown however the familiar hum
of the Kilcopter is a sign that the cavalry has arrived and that
FEN 0227-V Battle Taxi APC the big guns are here.
“Ain’t nothing but a Thresher Sarge getting through the hull of The newer 3498 version of the Kilcopter is equipped as
this bad boy. She’s my baby. I treat her right and she keeps you standard with a Tri-barrelled FEN 808 Power Reaper 2.4000,
safe. My rolling castle.” external ceramic armour plating and a fusion engine good for
10,000 hours of flight without charge.
Rex Tappalin, SLA vehicle pool mechanic, SCL 11
FEN 3498 Kilcopter Cost: 450,000c
The longest standing military vehicle both on and off-world,
the Battle Taxi is a huge armoured personnel carrier, measuring Skill: Drive Pilot
9m in length. The current Mark V (Five) model has been Length Width Height
a mainstay in the streets of Mort for as long as anyone can 2.4m 2m 6m
remember. Capable of carrying 10 passengers of almost any size
as well as a dedicated gunner for the Power Reaper turret, the Capacity: 1 pilot, 1 co-pilot (optional), 4 passengers
Battle Taxi is the obvious choice for large squads or even larger PV Resistance Hit Points
Operatives, like Stormers and Shaktars, or any situation where
10 30 80
having a moveable wall makes sense. The Battle Taxi’s use in the
cannibal sectors has declined since the implementation of the Movement: 100
Crawler, but this has just put more of them into the hands of Weapons: Tri-barrelled FEN 808 Power Reaper 2.4000 (treat as
the Shiver Downtown Patrol and increased availability within regular weapon with +6 DMG and +3 AD).
the SLA vehicle pool.
The APC also sports a sealed environment and advanced air Zenit Patroller Motorcycle
filtration, an advanced comms relay and both long range motion The Zenit is the Shiver Organisation’s primary support vehicle
and thermal scanning equipment. All in all the Battle Taxi is the in Downtown. A simple yet powerful motorcycle with large
perfect deployment vehicle for Operatives and a reliable rally wheels and significant armour. The motorcycle is of simple
point in a firefight. construction with as few moving parts as possible. It is sparsely
equipped, being not much more than an armoured engine block
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SLA INDUSTRIES
on two wheels. Each bike is numbered with stencilled lettering ‘Flux Cages’ due to the way in which they trap and hamper the
and the Shiver motif on its front armour plate. The bike allows a capabilities of Ebb users.
single Shiver rider and up to one pillion passenger to move about The Deathsuit is an organic armoured suit that covers the wearer’s
Downtown with relative ease. While not as fast as a Calaharvey, body with close-fitting Science Friction material. The suit has the
the Zenit holds up as being more manoeuvrable than most appearance of raw muscle and sinew and is typically jet black in
cars and has sufficiently enough speed to be considered a fast appearance with an oily outer surface. Ebonites often change the
response vehicle. The wheels have deep treads and a wide base, colour of their suits via the Ebb to match their own vibrant eye and
providing a previously unprecedented level of traction and the hair colour. While the Deathsuit does not have a separate helmet, it
ability to ride over the worst of Downtown roads or civilians is able to wrap itself around the face of the wearer at will, offering
and even up and down staircases with relative ease. the same basic protection from the elements and local toxicants
that sealed armour does.
Most Zenits are Shiver green, but some SLA Operative
While the Deathsuit provides protection it also enables the wearer
squads may acquire them as an alternative to a squad Battle
to expand their potential. The single most important aspect of the
Taxi or Crawler. The impracticalities of such vehicles make suit is that it is able to store the required knowledge to calculate the
them more of a wow factor and cool gimmick for the squad Ebb. Because of this advancement in Science Friction engineering,
than a practical solution to long term field work and clearly the need for dangerous and illegal Glyph Cards has become a thing
they were not designed for the likes of the Malice Stormer or of the past.
Shaktar physique. The Science Friction material that makes up the suit acts as a
Zenit Patroller Motorcycle Cost: 25,000c symbiote, slowly integrating itself as one with the wearer. As
the process reaches its later stages the suit becomes able to store
Skill: Drive Motorcycle additional Flux that the wearer can access at will, as well as slowly
Length Width Height adding to the physical capabilities of its owner. Those Ebonites who
have worn their Deathsuit for long enough will eventually find
2.1m 1.2m 0.9m
themselves physically more capable, becoming stronger and faster
Capacity: 1 driver, 1 passenger than they ever were without the suit. In addition, the most evolved
version of the Deathsuit is able to think and act as an extension of
PV Resistance Hit Points
its owner’s body should they become incapacitated.
7 22 30
Movement: 28
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H A R D WA R E
sword glows in line with the current state of mind of the user -
Deathsuit (Heavy)
normally blue, green, pink or red when the Ebonite is in combat.
PV Resistance Weight
10 26 0
The wearer’s STR and DEX stats (as well as the species
maximums) are increased by +1. A heavy deathsuit is ‘alive’ Any user of Blue Thermal may channel the Ice Blade or Razor
and able to think and act as the Ebon should they become Ice Blade ability through the Ebb Sword rather than creating
incapacitated, walking them out of danger and using their Ebb an ice blade. When this happens, the Ebb Sword will use the
disciplines to protect or heal them. relevant Ice Blade’s profile, but will inflict +1 damage and will not
shatter, thus lasting until the duration of the ability. Alternatively,
Ebb Flintlock the Ebb Sword may be used as a weapon in its own right, using
The Ebb Flintlock, as its name suggests, is an arcane looking the following profile:
flintlock-style pistol, formed from Science Friction materials
and engraved with glyphs designed to enhance the user’s Ebb Sword Cost: 500c
channeling of Flux when using the Blast discipline.
Skill: Melee Weapons
DMG Min DMG AD Weight
1d10-1 2 3 2
The user may spend 1 point of FLUX when calculating damage
to add +3 AD for the purpose of that attack.
Ebb Flintlock Cost: 500c
Focus Gem
Weight: 1
The Focus Gem is like a large gemstone, implanted into the
If an Ebonite using the Blast discipline is armed with an Ebb users Deathsuit, typically in the centre of the chest or between
Flintlock, they gain the following bonuses: the shoulder blades at the back. Whenever the user calculates
- All Blast attacks gain +10m range and +1 Min DMG. a discipline, all summoned Flux is channeled through the gem,
- All Blast attacks may be made using the character’s Pistol skill which in turn causes the ability used to lasts longer. The gem
if they prefer. works as an amplifier for the duration of Ebb disciplines.
- Upon success of the Calculation Test, the user may opt to
not immediately perform the attack and instead store it in the Focus Gem Cost: 600c
Flintlock to be fired during a subsequent Combat Round (max Weight: 1
storage of 5 Combat Rounds). Only a single shot may be stored
in this way. When equipped, the stated duration of any Ebb discipline (e.g.
Duration: 10 mins) is doubled. The Ebonite may still choose to
Ebb Medi-kit end the effect of such abilities early if they wish. A Focus Gem
works on all disciplines, with the exception of Enhance.
The Ebb Medi-kit is an organic-looking pouch which has a
similar appearance to the outer surface of the Deathsuit. The Flux Gem
small kit contains a range of ornate tools which are designed to
Flux Gems are storage batteries for Flux. They are typically
focus the user’s mind to channel their Flux more intensely when
small, smooth and polished stones which act as a containment
using the Heal discipline.
matrix for excess Flux, allowing an Ebonite to replenish spent
Ebb Medi-kit Cost: 500c Flux faster, quickly and efficiently whenever they need it.
Weight: 0 Cost:100c per
Flux Gem point of flux
When equipped with an Ebb Medi-kit, any Heal abilities that
regain Hit Points will regain an additional 1 Hit Point. In Weight: 1
addition, the Formulae Rating of all rank 3 and 4 Heal abilities The owner may drain the Flux Gem at any time, transferring
are reduced by 1. the entire capacity to their own Flux value. Note that it is not
possible to partially drain a Flux Gem, the entire contents must
Ebb Sword be absorbed in one go, with any excess Flux being lost. During
“As soon as Dark Lament released the Ebb Sword I bought combat, absorbing Flux from a Flux Gem may be done as an
one. It was like a calling or something… I just had to. Since auxiliary action.
then I’ve used my Flintlock less and less. Up close and personal Like Ebonites, Flux Gems are also capable of regenerating their
with power like this in my hands. It’s very special.” own Flux supplies and will regain 1 point every 12 hours. While
the rate of replenishment is much slower than the Ebonite’s own
Haven, Ebon Operative, SCL 5c, squad ‘Haven’s Arms’
ability to regain Flux, it does mean that most Flux Gems become
The Ebb Sword is a one-handed antique blade encrusted with fully recharged within 24-48 hours.
glyphs. The handle molds itself to the grip of the first Ebonite Flux Gems are available in a range of storage sizes, capable of
that holds it, making it unique to the user. The blade of the holding between 1 and 5 points of Flux.
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SLA INDUSTRIES
THREAT ANALYSIS
had a department dedicated to recording and disseminating
DEPARTMENTAL FORMATION codified knowledge about every threat available, from the
“When the old enemies returned, the horrors that we all knew cockroaches of the cannibal sectors to the Momics of the No-
were not destroyed, the lies were revealed. When the Conflict Go Zone, from the Carnivorous Pig to the Root Dog. A quick
Aliens returned, we knew we had done too little, a few threat call to Threat Analysis and you could get a report printout fed
analyses here and there, describing the worst of them, but with to your APC’s dash fax, or even your home printer, within the
scant detail. That’s when we knew we’d failed and we had to hour.
make it right. That’s when I took the reports and collated them,
the spider-crawls in diaries, the testimonies of the survivors, the ANALYSING THE THREAT
data slugs of long dead monsters, crawling on the screens in your
hands, that’s when we knew the future needed saving from the The standard Threat Analysis comes in the form of a description,
past. Yes, yes, save the future, sacrifice the now. I have seen the the statistics of the threat, its skill equivalents, equipment and
long dead terrors and the terrors looked back.” offensive capabilities. For instance, a typical threat would have a
description that explains as much information as an Operative
Marius Grenham, Threat Analysis
needs to survive meeting one, including how to recognise it,
department founder, 905sd
how dangerous it is and any other pertinent information that
In 905sd, a new threat appeared in the World of Progress and SLA Industries thinks you need. An example of the sort of
SLA Industries was ill-prepared. SLA’s military was meeting information contained in a Threat Analysis follows.
formerly unknown threats on far-off worlds with little or no Name: The name of the threat, eg. Killian Brown
information, aside from a few disorganised notes. This cost the Rat.
company dearly. A handful of survivors returned to Mort, from
Stats: STR, DEX, KNOW, CONC, CHA, COOL,
Xaime, after a brutal encounter with this new threat and one
LUCK and Initiative.
survivor suspected the worst; Marius Grenham thought they
were the 900 years dead conflict aliens. In particular, he thought Hit Points: Total hit points.
they were the Krell. Movement: Closing and Rushing speeds.
His suspicions were correct. While he was in recovery, he Skills: A list of skills, eg. “Detect: 1”
scoured the libraries and records for proof that the Krell had
Equipment: Whatever the threat usually carries. In the
returned only to discover the records in complete disarray. He
case of animals, this will be their natural
begged a corporate representative for assistance and was shocked
weapons and armour, if applicable.
to find that his requests for a small team and office space were
quickly granted. Grenham and his team started pulling up every Weapons: The statistics of the type of weapons they
report on every encounter, including thousand year old writings carry or their natural weapons.
and drawings, eventually cataloguing a collection of documents Notes: Any special rules that apply to the threat.
for each threat. Each catalogue entry he referred to as a Threat
Analysis. Grenham’s department standardised and catalogued A fax from Threat Analysis will be accompanied by an
everything, even including the less esoteric threats encountered image, if available, but the image quality isn’t as good as the
by Operatives and the military. The library rapidly became a one the department can provide if you have the time to go to a
repository of knowledge for everyone, with the Sector Rangers departmental office and request a full quality printout. Offices
and Shivers also inputting their sightings and findings. The are available at strategic points around the city, with the second-
result, a new department of SLA Industries: Threat Analysis. largest being at Hole2 on the Sector Wall, a popular entry point
into Mort City for Sector Rangers.
Although Grenham didn’t survive long, his mental fortitude
was not able to withstand the dread and foreboding caused “Do you have the cost approval form stamped by the
by his encounter with the truly alien, but his techniques and department that issued your BPN? I’ll be needing your request
methodology did. His legacy was a growing encyclopaedia of signed by the leader of your squad on your squad’s official headed
knowledge, listing historical records and contemporary reports paper. You do have that, right?”
for each and every threat the company’s representatives had,
Blaine Eggham, Desk Keeper, Threat Analysis
could and would encounter. Within a few years, SLA Industries
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T H R E A T A N A LY S I S
CLAWHEAD COCKROACH
Clawhead Cockroaches, named after their head’s resemblance
to a hammer’s claw, are the smallest threat to be encountered
in the streets, buildings and sewers of Mort City. They are not
dangerous in and of themselves, but they often carry diseases
and contagions. If not kept under control, they can become a
prevalent reminder that home is shared with more than one
would care to consider. They are significantly smaller than the
Arrowhead Cockroaches seen in the cannibal sectors and unlike
their benign larger relatives, do have a defensive mechanism.
If attacked, the Clawheads spray a foul acidic secretion from
glands at the base of their head. This spray contaminates food,
water and surfaces with an acrid tasting sheen which, if left
unchecked for long periods, can corrode metal and architecture.
Often Shivers are tasked with clearing out a Clawhead
infestation; it is probably one of the dullest jobs to be given and
usually requires that all armour and weapons be fully washed
down afterwards.
RATS
Killian Brown rats are a common sight, both in the streets
of downtown and the sewers. They can be nasty if cornered,
but generally pose no discernible threat to day to day life. They
do however add a massive strain on the infrastructure of the
city, chewing through wires and carrying a number of diseases
wherever they go, multiplying quickly from one pregnant mother
to thousands of individuals in a matter of weeks. Often BPNs
are issued to clear out an infestation; it is unpleasant work, but is
generally low risk. An exception to this happens when food runs
out and the rats become insatiably hungry and congregate in
their hundreds or thousands before relocating en masse. These
swarms are capable of dragging down and consuming anything
in their path, Operatives included.
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Skills
Stealth: 2 Tracking: 1
Unarmed Combat: 3
Equipment
Teeth/Claws.
FERAL MONGREL
When left to their own devices, dogs copulate, eat and
defecate. Canines are naturally social animals and have a pack
mentality which forces the inbred, weak and enfeebled to be
quickly purged, as the larger and stronger specimens prove their
dominance. As such, Feral Mongrels all tend to look similar:
big, strong and full of teeth.
The pack has a hierarchy with the largest and strongest male
being the Alpha and younger males and dominant females
taking the beta role. The betas and the rest of the pack are
responsible for hunting and protecting the young. Males are
ostracised when they near sexual maturity and either roam solo
or form loose packs of their own.
Fights often break out within and between packs of
Mongrels, frequently leading to Alphas being killed or mortally
injured. Most Alphas have the role for only a few months,
Other rat species include but occasionally a king alpha can come to prominence. Such
the larger grey brethren, known as dominant individuals are normally exceptionally large, savage
Lennox Greys. They are fortunately rare within the city walls, and not to be messed with.
but should be avoided at all costs. They have no concept of fear Feral Mongrel
and an uncontrollable hunger, leading them to attack anything
in their domain on sight. They tend to live in small groups of
STR DEX KNOW CONC
four to six, so when one is encountered, expect to find more. In 3 3 0 1
the cannibal sectors, Mutant Rats have been seen with more CHA COOL LUCK Initiative
and more frequency. These hairless monstrosities tend to live for
0 2 0 +4
only a year or so, with mature specimens growing to the size of a
large Carnivorous Pig. There have been no confirmed sightings Hit Points Closing Rushing
of Mutant Rats within the city walls, but it is likely to be only 10 3 7
a matter of time before they find a way in. In recent years, a
disease-infested black rat has also been reported. Initially these Skills
were thought to be a variant of the Lennox Grey, but they could Athletics: 2 Detect: 3
be recent imports from Trakkaar where a similar looking species
Stealth: 2 Tracking: 1
is endemic.
Unarmed Combat: 3
Killian Brown Rat
STR DEX KNOW CONC Equipment
1 4 0 0 Teeth, Thick Hide (PV: 1, Resistance: 6)
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T H R E A T A N A LY S I S
CARNIVOROUS PIGS
Sewer dwelling Carnivorous Pigs pose a quandary for most
Mort denizens. They are lethal and likely to eat you, but they
taste so good. Their hide is tough, they are capable of running
at great speed and their teeth and tusks can do some serious
damage, but if you hit them hard and in the right place, they
will go down fast, especially the younger ones, most commonly
known as ‘Squealers’. Fully grown Sows should only be
challenged by experienced Operatives and the Boars by only the
insanely brave or downright foolhardy.
Carnivorous Pig
STR DEX KNOW CONC
5 3 1 2
CHA COOL LUCK Initiative
0 7 0 +5
Hit Points Closing Rushing
23 2 5
Skills
Athletics: 2 Detect: 2
Stealth: 1 Survival: 2
Tracking: 1 Unarmed Combat: 4
Equipment
Teeth/Tusks, Armoured Hide (PV: 2, Resistance: 10)
Notes:
Carnivorous Pigs have a Regeneration Rate of 1.
Carnivorous Pigs are vicious fighters, biting and ripping
at anything they can get their jaws around. To reflect this, a
pig’s teeth and tusks do +4 DMG and +2 AD. In addition,
whenever a Carnivorous Pig causes the loss of any Hit Points Jethians proved that they would protect their land even if it
from a single attack, it will also inflict a wound if no other meant dying for it and die they did.
wound has been inflicted by that attack. The GM may choose The Fission Belt came to life in August of 86sd, polluting the
which location this wound is applied to. Jethian homeland, forcing them to fight for both their land and
their lives. A few months later, to solve the ongoing conflict, and
CARRIEN in a sinister turn of events, SLA Industries elected to blow the
reactor positioned in the centre of the province of Jeth, instantly
“Carrien continue to blight the sewers and subterranean
wiping out a huge portion of the Jethian race. The result of this
levels of Downtown and the attributed cause of significant
decision gave rise to two major outcomes; firstly the Fission
loss of civilian life. Though the city-born members of the species
Belt went into meltdown as more reactors followed suit, turning
are far less problematic than their sector-bred kin, they still
vast areas of Mort’s surface into irradiated wasteland. Secondly,
pose a considerable threat based on numbers alone, with their
fleeing from their homes, the surviving masses of the Jethian
population estimated to be second only to that of rats.”
race poured from their homes and fled, pushing on through
Threat Analysis Report 113, Subterranean Topics polluted landscapes, searching for a new home. With every
step they took, they became less and less like the species they
The Death Of A Civilisation once were. Mutated, their skin peeled away to reveal a primitive
Mort was once called Jeth, inhabited by a peaceful race known skeletal form. When their exodus ended and they had arrived
as the Jethians. These canine-esque beings were happy living at the borders of the Central Outskirts, the creatures known
in their jungle cities, worshipping their deities and trading as the Jethians were long dead. In their place, a new frenzied,
with other nations. When SLA Industries built the Fission aggressive and feral monster stood. These monsters became
Belt, the reactor ring that would power the great city of Mort, known as the Carrien.
the Jethians refused to move. In the conflicts that ensued, the
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T H R E A T A N A LY S I S
More than a few Shiver patrols have been caught off-guard by Notes: Roughly 50% of a pack will be armed with a Carrien
a shotgun-wielding Alpha during routine street cleaning duties. Hockey Sticks and possibly Scrap Armour (Light). For Scrap
Armour, see Scavs.
“When you shoot at ‘em they drop fast. Sure, up close they can
be real mean feckers, so make a point of not letting ‘em near. But Carrien Alpha
this is the problem, right? There’s so damn many of them. They’re
like them damn Clawheads. Where there’s one there’s usually
STR DEX KNOW CONC
umpty-three more waiting to pounce and pull you through a 5 4 2 2
sewer grate.” CHA COOL LUCK Initiative
Shiver Pvt. Tarly Walters, Downtown 3-128 Patrol 0 5 0 +6
Living in the Shadows Hit Points Closing Rushing
Due to spending their lives in the shadows of the subterranean 22 4 7
passageways and sewers of Mort, urban Carrien eyesight has
degenerated, especially when compared to those living on the Skills
other side of the wall. This inability to adjust to shifting light Athletics: 3 Climbing: 2
levels has saved more than a few Shiver patrols in Downtown, Detect: 2 Language (Gristle): 3
who have come to refer to the standard issue flashlight as a
Leadership: 3 Melee Weapons: 3
‘Blinder’. While a flashlight will not save your life, it may just
buy you enough time to reload or escape. Polearm: 4 Stealth: 2
Carrien Runs, as they are commonly known, are small crawl Survival: 3 Tracking: 3
spaces found in the foundations of buildings, sewers and even Unarmed Combat: 3
the Sector Wall. These runs allow the Carrien to pass unseen
throughout the foundations of Downtown, Lower Downtown Equipment
and at times, even as far up as Suburbia. The Carrien Runs are Teeth/Claws, Carrien Hockey Stick, Scrap Armour (Medium)
also how most unwanted guests make their way into Districts
seven and eight of Downtown from the cannibal sectors. Notes: Some Alphas may have additional weapons taken from
While they are not keen to share these access tunnels, there killed Operatives with one or two even able to operate firearms.
are simply too many scattered over too wide an area of the For Scrap Armour, see Scavs.
sprawling city for the Carrien to retain any kind of control and,
as such, everyone from Scavs to DarkNight will use them to
Hockey Stick
move weapons, drugs, people and even themselves between A polearm shaped after a traditional Jethian wooden
unseen areas. As for the runs under the Sector Wall, SLA ceremonial staff. The weapon has become symbolic of the
Industries seem either reluctant to investigate or have grown Carrien race and gets its name from Naga 7’s ‘John Hockey
entirely ignorant of their existence, refusing to accept that the Theory’, a process used to spin an elaborate cover story made
foundations of their impenetrable wall could possibly have been up to divert people from a larger truth, in this case, the real
breached in such a way. background of the Carrien race.
Carrien Hockey Stick
STR DEX KNOW CONC Skill: Polearm
3 3 1 1 DMG Min DMG AD Weight
CHA COOL LUCK Initiative 1d10-3 2 0 1
0 4 0 +4 Any successful attack with a Hockey Stick that inflicts a wound
will also knock the target to the ground, inflicting the prone
Hit Points Closing Rushing
condition. Some Carrien will strap a blade to the end of their
14 4 7 Hockey Stick, changing the weapon into a Hockey Axe. A
Hockey Axe inflicts +2 DMG and +1 AD, but increases the
Skills Weight Factor to 3.
Athletics: 3 Climbing: 2
Species Specific Abilities
Detect: 2 Language (Gristle): 2
Melee Weapons: 3 Polearm: 2 “One Carrien is no threat at all, but try facing nine of them.”
Stealth: 2 Survival: 2 Shiver Pvt. Mandy Dancer, Downtown 3-95 Patrol
Tracking: 1 Unarmed Combat: 3 Pack Mentality: Carrien work as a pack, hunt as a pack and
eat as a pack. As long as Carrien number six or more, they are
Equipment
considered to be entirely immune to the effects of Fear and
Teeth/Claws, Mix of generic unpowered weapons each add +1 to their Initiative Bonus.
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SLA INDUSTRIES
menace that need not be concerned with. The danger is real, the
THE SHI’AN CULT danger is right here and right now.
The Shi’An are the largest and most powerful religious cult on
Mort. They originate from White Earth and the vast expanse “It would be convenient to simply lay the blame of the Shi’An’s
of Conflict Space beyond. Over the years the Cult’s influence development at the feet of White Earth, but the reality is
has spread across the SLA owned World of Progress, seducing sadly more nuanced than that. SLA Industries, the World of
the downtrodden masses and turning their followers against the Progress, and Mort-based society have had an equal share in
company. the expansion of the cult.
The Cult worships Bitterness and his Prime Ethereals. In For centuries we have ignored and marginalised, the largest
return for devotion and service the cultists can wield dark magic population cross section in the entire World of Progress – our
and summon servants and allies directly from White Earth, own citizens. We have deemed them largely inconsequential
challenging SLA in ways previously not thought possible. SLA and of little value. We have shown little interest in encouraging
Industries and the Shi’An are diametric opposites. Whilst them, save a privileged few. We rack and stack them in the
SLA focusses on media and technology, the Shi’An is steeped hovels of Lower Downtown and conveniently forget about
in mysticism and savagery. SLA Industries has been forced to them.
create an entirely new BPN colour/type that deals solely with The Shi’An Cult did not forget about them however and
the activity of this religion. provided them something that we have never offered them:
hope.
“I implore you to create an educational program that will,
at the very least, teach our Operatives the basics of the Shi’An The Cult told them that they may in fact be special, that they
Cult. At this moment Threat Analysis puts forward a moderate may have significance and purpose. All they had to do was join
to low hazard rating on them, but this is a potentially disastrous their ranks.
oversight. Whether or not the Shi’An would abuse them, or lie to them
The Shi’An Cult is going to be a major problem in the years really did not matter. The falsehood was always more seductive
to come. They have never had any real power, it has never been than the truth.
granted, until now. But as the cult continues to grow and evolve, Bitterness may have fashioned Shi’An, but SLA Industries,
we will see the creatures of White Earth infest our world, and through sheer neglect, created the Cult itself.”
even our best-trained Operatives have no experience of these Professor Arthur Godfrey Crowden, Stigmartyr
highly specific threats. – (Principal of Societal Studies)
The Shi’An’s true strength lies within this oversight; it depends
on our tendency to disregard a deceptively low level danger. By THE THREAT WITHIN
the time we finally acknowledge this blunder, it will already be
The problem stems not from the denizens which are pulled
too late.”
onto Mort from White Earth, but the civilians based on Mort
Mara Kessock, Head of Stigmartyr, addressing Head itself. Without their worship and decisive action such creatures
Office in a restricted memo, dated 1/12/899sd cannot reach the World of Progress.
The Shi’An is like no other threat to SLA Industries because SLA Industries has let its populace down and so many have
its power comes from outside the World of Progress, it stems turned their devotion to Bitterness and White Earth as a
from White Earth. It knows all of the company’s secrets. For result. In this instance, power is genuinely granted to Mort’s
nine centuries SLA has charged two departments to stymie underclass, but most fall victim rather than reap the real benefits.
curiosity and eliminate uncovered truths; this has been the The current plan is to simply cause chaos on Mort and convey a
joint duty of both Cloak Division and Stigmartyr. It has always message: the core of SLA can be reached and threatened.
been Cloak Division’s responsibility to eradicate the threat of Most Downtown inhabitants not aligned to the Cult are
exposure and for countless years it has succeeded in that task. utterly terrified of the Shi’An. The strange visitors from White
Most people living on Mort and in the World of Progress Earth frighten on a deeper level than Carrien and Manchines
have had only a cursory understanding of White Earth. All because they are otherworldly, they do not belong. They should
that has been widely acknowledged is that White Earth is the not even exist and whilst most civilians cannot articulate this
true enemy of SLA and something horrendous exists on that dreadful feeling they seem to understand on an instinctual level:
world that can challenge Mr Slayer. People also realise that any the worst is yet to come.
information pertaining to White Earth can easily make one a The summoned threats in Downtown are low level, relatively
target on an extermination warrant. Thus, if you choose to pry speaking. The rituals required to bring them forth require little
deeply into the secrets of White Earth you are a determined preparation or effort and with the exception of the Ascetics
opponent of SLA, or at best just especially stupid. Recently, they are not expected to survive too long. Stigmartyr knows
Cloak Division has unfortunately failed in its responsibilities how to deal with the present crop of threats, but they are more
because the people of Mort are now fully conscious of White concerned with the Ethereals entering the World of Progress.
Earth. This failure was inevitable. The Shi’An are in their streets The Malefactors govern the Cult and the Prime Ethereals
and in their apartments. They are their neighbours; they may govern them. Each Malefactor has one of the Prime Ethereals
even be family members. White Earth is no longer some distant as their patron and as such gain special gifts and boons befitting
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T H R E A T A N A LY S I S
the nature of that specific Ethereal. They must, however, Once you make your blood oath you are in for life, even if that
deliver on certain promises made once they are appointed as is just a few more weeks.
Malefactors. Often these duties run to the very gruesome and Some have been known to throw themselves upon the mercy
extreme and if one is a servant to the resident Malefactor they of SLA Ops and Shivers, but most never get that chance. If
must carry much of the horrid burden. It is within these daily the Cult even catches wind of a potential desertion or mutiny,
chores of service that many Neophytes lose their minds. the reprisals are fast and savage. Many blasphemous Neophytes
have met uglier ends than the Cult’s chosen prey for daring to
“I used to think that all that White Earth shit was garbage; go against White Earth…
just some made up threat to keep us in check. Seriously, they
do that kinda shit all the time and you know it. I didn’t even “In order to climb up the ranks the cultists need to make
believe in the Shi’An portals, … until I saw a Hominid for valuable sacrifices. At a higher level these goons have to kill a
myself . loved one. Like, to prove their loyalty.
It wasn’t the sight, so much as the smell? Y’know, that really We caught this one Fun Boy the other day, and he’s got… he’s
deep ‘animal stench’; I’d never smelled anything like that before got a dead baby in a rucksack, and he was on his way back to
and it made me want to vomit. Lower Downtown. He told me he didn’t have no loved ones, no
That’s when I knew all this was real. relatives; so the Shi’An told him to pick a suitable alternative.
I don’t sleep so good these days.” I hate it when this damn Cult encourages its worshippers to
Paulie ‘Grits’ Gritmore, Downtown Gang ‘get creative.’
Member - ‘The Flesh Wounds’ I killed that fucker right on the spot.
Scumbag.”
THE ATTRACTION OF THE CULT Gell Diamond, Human Operative, SCL
Unlike many other Cults throughout the history of SLA the 7, Squad ‘Boss Man’s Wrath’
Shi’An does not offer material wealth or necessarily public
recognition. Almost all are drawn by the promise of spiritual CULT HIERARCHY
power. There is no con or fakery; all the magic and wonderment, The Shi’An Cult, on Mort, is led by the chosen Malefactors,
however hideous it may be, is on display for all to see. The initial taking their directions from White Earth. Below them are the
divine vision fades fast as those who were seduced by the cult Acolytes and the Neophytes who still retain their humanity, with
swiftly acknowledge the dark reality of it and have no choice but the Drones at the bottom, doing the menial tasks and moving
to bend to its brutal wishes. One does not simply leave the Cult. blood around in the form of their bodies. It is very rare that an
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SLA INDUSTRIES
Operative squad will come into contact with a Malefactor, a Everything appearing on Mort from White Earth is to be
good thing considering their power more than matches that of considered extremely dangerous and SLA is taking swift steps
a Necanthrope. to educate the Operative Squads who may be required to
eradicate such threats.
Drones Stigmartyr has introduced a basic breakdown of the varying
Nobody joins the Shi’An Cult expecting to become a Drone. enemy types entering into the World of Progress. All evidence
They barely know this term even exists and its application relating to Shi’An in an infected area: religious and summoning
is expressed in two different ways. The first is a Drone, an paraphernalia, sand coating walls, floor or furniture, blood
expendable worshipper, having little to no value, who can only spatter and corpses of any cultists or White Earth denizens
be trusted to perform the simplest, labour intensive tasks. At its is to be quarantined and guarded until a clean up crew from
worst, the second definition of a Drone is a cultist whose mind Stigmartyr arrives.
has simply snapped from the pressure of serving such a terrible
religious sect and because of the awful things they witnessed ANIMALS
and committed. At this stage, that Drone is only valued for the
blood in their veins. The most commonly summoned White Earth creatures to
Mort are just animals. These basic mammals and insects are
Neophyte typically hostile; aggressive on their home world, but downright
Neophytes make up the bulk of the cult’s organisation and murderous on Mort. Having little more than a rudimentary
have some mind to what they are doing and why they got form of intelligence they cannot be calmed or reasoned with.
entangled in the Shi’An in the first place. These followers accrue A myriad of different species can be called from White Earth
a small amount of power, but if a ladder of importance exists in with relative ease, but they are only of limited use to the cultist.
the Cult then they are on the second lowest of the rungs and They are, however, good for honing the summoner’s craft and
they are desperately trying to climb up. unleashing terror on Mort’s populace. Civilians know of White
Neophytes are the most likely followers to be found wearing Earth and its cult through their experiences with these creatures.
armour and using technology such as firearms and vibro hand Low Level Ops are often sent out to exterminate them once
weapons, despite Shi’An edicts forbidding their use – it is the they have been set loose in Downtown Apartment Blocks.
only real hope they have of defending themselves against the Bane Rat
enemies of White Earth.
“So glad I’m not a bloody Ebonite, mate.”
“I ain’t going up against a Hominid with a pointy stick; The
Alfie ‘Pigknocker’ McClaren, Frother
only language those fuckers understand is Chain Axe.”
Operative, Squad ‘Nae Danger’. SCL 9b
Blokey Bloke, Shi’An Neophyte
Bane Rats are simple scavenger vermin that are found
But what’s in it for them? Most expect a final victory over throughout White Earth. They live exclusively on carrion, but
SLA will grant them privileges and untold wealth in the new have a particular preference for Ebonite flesh. The consumption
world, however vain and desperate this may seem. Others are of that specific tissue has a unique side effect on Bane Rats; they
simply freaks of debasement – voyeurs who simply indulge and are the only non-Ebb species known that can absorb flux and
thrive on the ultra sadistic acts they witness and perform. instinctively use it.
Acolyte A Bane Rat must consume its fill of Ebon flesh before the flux
it contains can be activated. The sated rat takes on a blue internal
This is the next stage in development for a Neophyte. Once ebb glow, which may scare off larger predators, but if this is not
they attain the status of Acolyte their responsibilities and value
increase. Acolytes now serve as Scribes, Overseers and Pedlars.
Most do not realise, however, that their career path has led
them into a dead end. Only a handful ever elevate to any higher
position; the majority simply perform the same monotonous
task from the remainder of their short lives. These powerful
individuals are likely the highest level that most Operative
squads are likely to meet, but they are just underlings of the
Shi’An cult.
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intimidating enough, the Bane Rat can expel its kinetic cargo at
an opponent in a form very similar to an Ebb Blast.
The Bane Rat cannot be mistaken for any of the Mort based
breeds since it has no skin and bears more of the hallmarks of
a Carrien, with its shining blue featureless eyes and bare skull.
Stigmartyr claims that whilst on White Earth, Bane Rats will
roll in sand to act as camouflage and then submerge themselves
in the dunes and wait for approaching prey. Bane Rats obviously
do not have sands on Mort in which to obscure themselves, but
they do have a disturbing habit of burying themselves in the
remains of whatever Ebonite they have killed, as a gruesome
substitute.
The Shi’An Cult likes to summon a handful of Bane Rats to
place around their lair as they can sense flux when it is close
by and so serve as rudimentary early warning signs of nearby
Op Squads. Like most animal species drawn from White Earth
these creatures are extremely vicious and require cultists skilled
in animal husbandry to control them. If captive, Bane Rats
cannot get their fill of Ebonite flesh, they will get even more
aggressive and will settle for nothing less than human flesh.
Quite often the most expendable cultists are thrown in amongst
these hideous rodents to placate them.
ATROCITIES
The Atrocity can pose as much of a risk to the Shi’An
Summoner as the enemies he wishes to set them upon, especially
in the case of the Hominids. The Atrocities are an extreme
hazard when dragged through the portals and immediately
run amok, unless binding spells have been invoked. Bitterness
shaped them to cow the natives of this world and they continue
to behave in a way true to their nature wherever they go. Quite
often the entity will slay its summoner on its arrival and then go
on the rampage in the immediate area. Hominids are the most
common atrocity summoned to Mort.
Hominids
The Hominids are simple, rudimentary creatures and have no
place in the massive urban sprawl that is Downtown. There are
no binding spells or appeasement offerings when it comes to
these animals and controlling them can only be done through
harsh physical discipline. The Hominids are not ordinary
primates in the classic sense, rather they are a nightmarish
representation of an ape and the Hominid’s understanding of
the surrounding world has been shaped by violence and horror As their name suggests Ascetics forgo all earthly possessions,
of White Earth. Even on Mort these creatures are still tied to its material and spiritual. They seek sinister enlightenment from
cruel principles and if they are not subdued or destroyed swiftly the Ethereals of the wastes, giving all of themselves over
they will run riot and slaughter as relentlessly as they do on their to a higher power. They are taught many of the secrets and
home world. machinery that holds the World of Progress and Conflict Space
in check and that which threatens to tear them apart. Through
Hollow Ascetic this devastating knowledge Ascetics are granted considerable
Hollow Ascetics are followers of Bitterness in his guise of powers and unnaturally long life. Although, to the outsider
The Red King and have devoted their lives to a study of the they typically appear as little more than shambling, mindless
shifting sands of White Earth. The cost of their devotion is wretches.
degradation of their physical features. Their eyes are cloudy and Most Ascetics wear simple rags and animal skins and carry
lifeless; their lips are drawn back in agonised rictus, exposing nothing but a strange black sword crafted from a metal of
grey tombstone-like teeth. unknown origin. This dark weapon crackles with Ethereal
Energy and when pointed at an opponent can emit a destructive
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SLA INDUSTRIES
The spells listed below are typically combat driven and used as
a means of defence against attacking SLA Operatives. There are
more complex and ritualistic conjurings and rituals, but these
are rarely seen directly, although their effect and outcomes may
well be.
The Shi’An use two forms of magic: Blood Magic, which is
ritualistic and the conjured Ethereal Magic.
Ethereal Magic
Conjurers of Ethereal Magic tap into the Ethereal Flow, in a
similar way to how Ebonites use the Ebb. Ethereal Magic is far
more potent and advanced than the ritualistic Blood Magic. It
is magic in the more classic sense. Its power is derived from the
Ethereal Realm; a plane of existence from which the Ethereal
beings are shaped. Only a handful of individuals can wield
Ethereal Magic and need nothing more than their knowledge of
the Flow to do so. Cultists that survive an interaction with the
Flow, gain more power to yield it, but this is a dangerous path to
tread and each and every conjuring could spell the Acolytes end.
Blood Magic
Blood Magic, as the name suggests, is always tied and evoked
by the shedding and sacrifice of blood. The primary use of Blood
Magic is a means of summoning denizens from White Earth.
Sometimes, just a mere cup of spilled blood is enough, but in
more powerful spells it will require living sacrifices and all too
often it is more than just one unfortunate. Blood Magic can
also be used on oneself and a trained ritualist can increase his
strength and toughness. Blood Magic can also be used to create
weapons and shapes purely out of blood.
Blood Magic artefacts, the Shi’An Scrolls, were invented in
such a way that almost anyone could invoke them. The denizens
that the parchments could summon were as dangerous to the
Neophytes as the victims they brought to be set upon. As
long as the portals were opened and the monsters let loose
on The World of Progress, the fate of the eager Neophyte was
inconsequential.
Species Specific Abilities
bolt not unlike an Ebb Blast. Threat Analysis categorises two
From White Earth: Animals and Atrocities summoned
forms of Ascetics: Hollow and the far more powerful Fetid
from White Earth do not interact with the physical elements
variation, although at present the appearance of Fetid Ascetics
of The World of Progress in the same way as other species.
on Mort are mercifully rare.
All Hit Points that Animals or Atrocities would lose from
Ascetics are some of the more advanced beings to be summoned damage being inflicted are halved (after damage modifiers
forth from White Earth. They cannot be called into the World have been applied). In addition, all such creatures are entirely
of Progress by accident, so if they are witnessed in the streets immune to the effects of fear. Cultists never possess these
of Downtown, it is because an experienced summoner brought abilities.
them here. They are typically summoned to serve as educators
FLOW (Stat): Shi’An cultists and some Atrocities replace
of difficult incantations and ancient spells, or as savage avengers
their LUCK/FLUX stat with FLOW. FLOW functions
sent out to murder SLA Operatives who veered too close to a
much like FLUX and represents the user’s ability to channel
Shi’An lair.
the Ethereal Flow for the purpose of using Ethereal Magic.
Anyone that can use FLOW will have this stat on their
SPELLS OF THE SHI’AN profile. Spent FLOW is regained in the same way as FLUX,
Most cultists have very little power to speak of and rely on the with the user regaining 1 point every two-hours.
regular tools and weapons of The World of Progress to defend
the faith. Malefactors, and generally, to a lesser extent Acolytes,
are considerably more powerful and have a range of magical
abilities.
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T H R E A T A N A LY S I S
Cultists Hominid
Drone/Neophyte/Acolyte STR DEX KNOW CONC
STR DEX KNOW CONC 5 5 1 3
1 1 1 1 CHA COOL Luck Initiative
CHA COOL Flow Initiative 0 7 0 +8
2 2 0 +2 Hit Points Closing Rushing
Hit Points Closing Rushing 30 5 9
12 2 4 Skills
Skills Athletics: 4 Climbing: 2
Detect: 1 Melee Weapons: 1 Intimidation: 4 Melee Weapons: 4
Pistol: 1 Streetwise: 1 Torture: 4 Tracking: 4
Unarmed Combat: 4
Equipment
Knife, CAF ‘Steel Death’ pistol (1 Clip). Equipment
Ethereal Body (PV: 6, Resistance: NA), Teeth/Claws, Slaughter
Drones: use the profile above. Club.
Neophytes: use the profile above and gain +1 to KNOW,
COOL and FLOW. Some Neophytes may possess other Notes: When a Hominid has lost 5 or more Hit Points it gains
assorted skills at rank 1 and/or increase existing skills to rank +1 STR stat.
2. Many will carry better weapons, such as a Vibro Sabre or When a Hominid has lost 15 or more Hit Points it gains
FEN603 sourced on the black market. +3 to its Initiative Bonus. New Initiative Values should be
Acolytes: use the profile above and gain +2 to KNOW, calculated for all combatants as the Hominid goes into a
COOL and FLOW. Most Acolytes will possess the frenzy.
Leadership and Lore: Cult skills at rank 2, along with other
assorted skills at rank 1 and 2 and/or increase existing skills Hollow Ascetic
to rank 2. Many will carry better weapons in the same way as
STR DEX KNOW CONC
Neophytes, but do not use guns.
6 3 4 6
Summoned Animals and Atrocities CHA COOL Flow Initiative
Bane Rat 0 7 5 +9
STR DEX KNOW CONC Hit Points Closing Rushing
3 3 0 2 50 1 4
CHA COOL Flux Initiative Skills
0 6 1 +5 Detect: 4 Melee Weapons: 4
Hit Points Closing Rushing Stealth: 2 Survival: 4
15 4 8 Torture: 4 Unarmed Combat: 4
Skills Equipment
Athletics: 4 Stealth: 2 Ethereal Body (PV: 6, Resistance: NA), Ascetic Blade.
Tracking: 2 Unarmed Combat: 4
Notes: Characters may not spend any LUCK while in the
Equipment presence of an Ascetic.
Ethereal Body (PV: 6, Resistance: NA), Teeth/Claws Slaughter Club
Notes: Bane Rats use and regain FLUX in the same way as Hominids bring with them crude weapons made from the
Ebonites and possess the Blast discipline at a rank equal to bones of their previous victims. These primitive looking clubs
their current FLUX stat. are entirely the product of White Earth, causing them to inflict
The Bane Rat’s FLUX stat may be increased by the ingestion seemingly implausible amounts of damage in the hands of the
of Ebonite flesh. For each Ebonite consumed, permanently Hominid.
increase the Bane Rat’s FLUX stat by 1.
Attacks with the Bane Rat’s teeth do +2 DMG.
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T H R E A T A N A LY S I S
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SLA INDUSTRIES
seven minutes SLA Industries were made to look incompetent On Nov 7th, 911sd, a new broadcast was made, this time
and entirely incapable of protecting their own. The result of with no presenter. Where Lisa Foden once stood was instead
this transmission was a swift hammer blow that SLA were not the ‘DN’ logo in midnight blue and orange, with a disguised
expecting. Rioting ensued, with the already depleted Downtown voice over, unrecognisable as male or female. As the logo cut to
Patrol struggling to regain balance. Sectors 311 and 312 in video footage, DarkNight agents could be seen, openly wearing
Downtown District 5 fell so hard to the DarkNight message full armour on the streets of Downtown, locked in a vicious
that they rapidly became entirely lawless, forcing Shiver forces firefight with SLA Operatives. Amidst the blue and orange was
to withdraw entirely from the area. To this day, those Sectors are one man, partially armoured, wearing dark blue military combat
still left to their own devices, now collectively known as “Sector: trousers and sections of Stryker vest. As the camera panned
Dark” by Shivers and those who still choose to inhabit them. in, the figure was introduced as ‘Major Marko’, an incredibly
strong-looking, well built man in his thirties with spiked blonde
DEATH OF A CELEBRITY hair and bulging muscles; his overall appearance was that of an
action movie star, something that the cameras would surely love.
The impact of Lisa Foden’s words during the broadcast
couldn’t be ignored, so DarkNight began a new offensive. They “Major Marko, survivor of fourteen War World conflicts, a
still sold weapons and drugs and they still blew up entire city man with no need to hide behind armour, a true veteran, a hero,
blocks, but now they had a new message that they could send to a figurehead.”
the inhabitants of Downtown - “SLA can’t protect you, but we Channel Resistance
can”. Thousands of civilians heard that call.
Lisa Foden took to the air again and again, spouting truth after The short 90-second broadcast was the first of many pushing
truth, with Channel Resistance broadcasts getting longer and Major Marko into the minds of Mort City’s population, always
longer. It was not clear how the DarkNight Chain of Command lightly armoured and in the thick of combat. In less than four
had obtained such information, but the impact was significant months Major Marko was appearing not only on regular
and SLA Industries was getting hurt by the resulting uprising. Channel Resistance broadcasts, but also on T-shirts, posters
Finally came the broadcast to top all broadcasts. Cutting into a and wall graffiti all over Downtown. DarkNight had created a
primetime episode of The Killing Floor, Lisa Foden took to the monster. A monster that had captured the minds of the civilian
stage at 9.14pm on August 3rd, 911sd. She began talking about population and created an uprising in Downtown.
the failures of SLA during their “farcical Bellwood Campaign”,
stating facts and figures, supported by footage of Scavs THE MAJOR AND THE FLAME
massacring Shivers and Operatives in Cannibal Sector 1. After
While Marko proved to be a media hit in the City, his comic
four minutes of the broadcast things took a turn. A startled Lisa
book caricature juxtaposed starkly with the man leading
was seen jumping from her chair, screams were heard, people
DarkNight operations in the Sectors. Since the Bellwood
running about in front of the cameras, then gunfire. A sudden
Campaign began, a number of DarkNight cells rose to notoriety
sense of panic could be seen on Foden’s face followed by more
over the wall, with one standing ahead of the crowd. The Fire
gunfire. Foden remained still, paralysed on centre screen, as a
were a small cell fronted by Commandant Buzz Lishner, known
Dark Finder stepped into shot, his Blitzer levelled at her head.
as the Flame. The Fire did not have the extreme political agendas
Bang. Black screen.
of other cells, and their violence was more extreme than most
The increased broadcasts and what seemed like no intervention Shivers had ever witnessed. Buzz, a former SLA Operative born
from SLA Industries had made DarkNight feel overconfident, in District 6, carved a name for himself and quickly became the
eventually resulting in Cloak Division bypassing the broadcast figure-head of DarkNight in the Cannibal Sector; he became
security and locating the mobile transmitter, mounted to the synonymous with DarkNight and its hold on De Lyon City
back of an old Battle Taxi, parked outside of a Lower Downtown in particular. Buzz had painted a target on his head and SLA
warehouse. Lisa Foden had been shot dead on air and SLA Industries were more than happy to martyr him. As it happened,
Industries had finally delivered what they hoped would be the he did not go down quite as easily as SLA would have liked, but
killing blow after half a dozen failed attempts on his life, his final demise
“Tonight ladies and gentlemen, we hear the real truth…” made great telly. The fuel tanks for his flamethrower were
sniped on camera. Buzz likely knew nothing of what happened,
Lisa Foden, DarkNight, deceased but the explosion took out him and the entirety of The Fire
cell. DarkNight’s operations in the sector took a body blow, the
A NEW BROADCAST repercussions of which were felt through the company.
“Now with Action Fist! Can Captain Contract survive
Major Marko’s special arm swing action?”
MARKO ASCENDANT
Fenstall Action Figures advert “Major Marko, the hero that everyone can trust. Follow us
and take up arms.”
Channel Resistance remained off-air for just over three
months. Threat Analysis theorised that Lisa Foden was in fact Channel Resistance
a linchpin part of DarkNight’s Chain of Command and the
company had just cut the head off the snake. They were wrong.
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T H R E A T A N A LY S I S
With the Flame extinguished, Major Marko was quickly seen televised all over the City as well as in Cannibal Sector 1. As far
in the Sector and before a month was out DarkNight were back as famous people go, he is the one most seen.
on the offensive there. Shivers, Sector Rangers and Operatives
alike, were captured in their droves and then put to death by “My little Petey loves his Major Marko figure, he uses it to
flamethrower. A brutal death, perfect for the baying masses who beat up his Mr. Chainsaw, Halloween Jack and all his SLA
couldn’t get enough of this new intensity of DarkNight violence. Operatives. You know, he even goes to bed with it. To be honest,
Marko was also giving them what they wanted, programmes I don’t blame him….I’d like to go to bed with the real Major
saw him tracking and sniping Wraithen, sword fighting Marko…..hmm….Yes Sir!”
Frothers and beating Stormers to death with not much more Janice Entwhistle, Suburbia housewife
than a dagger and his bare fists, even when it appeared he had
died or been critically injured he would be back on television The organisation is a lot more than a chiselled superhero though,
for the next episode, with nothing more than a bandage or new behind the scenes major offensives and manufacturing continue
scar to show for it. Major Marko seemed invincible and the unabated. DarkNight is multifaceted, with organisations
viewership loved him for it. and even individuals within the company working with near
autonomy and deeply undercover. No one knows who is at the
top, but no one needs to. Weapons manufacture in the form
DARKNIGHT TODAY of the DN range continues to grow, as does DarkNight’s soft
DarkNight’s strategy of a faceless organisation with a media operations and distribution of other products. Their subversion
darling at the fore has never been as successful as it is now. within the city is subtle and extensive. It is often stated you are
Although the likes of Tarmer and Foden proved popular and never more than a metre away from something that DarkNight
were good at their jobs, evidence has shown that Marko is has either made or distributed. Violence is still a key tactic, with
actually what the people of Mort City want. A DarkNight murder, assassination, arson and destruction all key to the ethos
character that the kids want to watch and imitate. DarkNight and intent of DarkNight. Most recently, Sector 5 of District 6
only need one face, one hero, one media darling and Marko is it. has been hit particularly hard with a number of habblocks being
When DarkNight attack, the locals hope that they will see him, set on fire and people burnt alive. SLA Industries have not
it is rarely the case they do, but Marko gets around, he’s been uncovered why this district has been targeted specifically and
DarkNight have made no statement. It doesn’t really matter,
DarkNight’s mission is to be a constant thorn in the side of
SLA Industries and they are good at it.
DarkNight Agent
STR DEX KNOW CONC
3 3 3 3
CHA COOL LUCK Initiative
1 4 0 +6
Hit Points Closing Rushing
17 2 5
Skills
Demolitions: 3 Detect: 2
Intimidate: 2 Melee Weapons: 2
Pistol: 3 Rifle: 3
Stealth: 3 Streetwise: 4
Throw: 2 Torture: 3
Unarmed Combat: 1
Equipment
DarkNight Gunner Armour, trench coat, DN113 Power
Machete, assortment of DN-branded or SLA weapons obtained
on the black market (3 clips per weapon), 2x DA 90 Frag
Grenades, possibly an assortment of explosive devices.
DN Gunner Armour
Gunner Armour is an unpowered suit made for battlefield
operations before making its way into the hands of agents in
Cannibal Sector 1. Despite not being powered, it does provide
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SLA INDUSTRIES
Skill: Rifle
PV Resistance Weight
6 20 3 DMG Min DMG AD Weight
1d10+2 4 1 2
DN113 Power Machete
DarkNight’s version of the Vibro Sabre. The Power Machete ROF Recoil Range Clip Clip Cost
is more compact, making it more usable as a skinning blade in 1/3 0/2 280m 25 350u
the hands of the most sadistic of interrogators.
DN90 Stumpy
A compact and reliable pump-action shotgun, sold on the
black market as an alternative to the SLA Bully Boy.
Skill: Rifle
DN74 Plugger
DMG Min DMG AD Weight
The Plugger is a common DarkNight sidearm. While not as
coveted or dangerous as the Jemima or Jacky Boy pistols, the 1d10+4 5 3 2
Plugger is far more affordable and much easier to obtain. The ROF Recoil Range Clip Clip Cost
weapon uses 10mm ammunition and packs a similar punch to
the FEN 603. 1 1 20m 8 200u
DN95 Stinger
The standard weapon of most agents. The Stinger is a large
submachine gun, filling a suitable gap between the FEN
Gunhead and the GA Finisher. It fires 10mm rounds and is
extremely reliable in a firefight.
Skill: Pistol
DMG Min DMG AD Weight
1d10-2 2 1 1
Skill: Pistol/Rifle
DN79 Ack-Ack
Originally an off-world mercenary forces assault rifle, the DMG Min DMG AD Weight
10mm Ack-Ack is now manufactured on Mort from copper 1d10-2 2 1 1
alloy and is common in the hands of DarkNight Gunners in
CS1 as well as in the hands of agents in Downtown. ROF Recoil Range Clip Clip Cost
3 1 180m 24 300u
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T H R E A T A N A LY S I S
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SLA INDUSTRIES
Subsequent intel confirms that Thresher Incorporated were personal bodyguard and in the middle, in the largest and most
not in league with DarkNight as initially thought, in fact ostentatious suit was the man. Linda ranked up with the other
DarkNight suffered significant losses on Dante at the same technicians and prepared herself to die. Eventually, Adam came
time as SLA Industries. The message shared by surviving to her position. He halted as he neared her. Through his comms
DarkNight soldiers mirrored that shared by SLA survivors, she heard the words she had been dreading.
except DarkNight’s demise was predicted in place of SLA’s. A
third player had smashed into the scene and was vying for its “ You? Do I know you? Step forward. Let me see you better. Yes
place at the table. I do know you. I recognise your face...wait!”
Last audible words of Lord Robert Adam,
DEMISE OF ADAM Thresher Incorporated 247SD
By 245sd, Thresher Incorporated had stripped 48 production Spears located the ‘chippy’ port at the waist of his suit, rushed
plants of their alien technology and had swelled its personnel him and plugged her slug in. The pandemonium that ensued
significantly. Adam’s stranglehold at the top was slipping, his allowed her to escape. Adam’s suit shut down and he suffocated
management style was only viable below a certain level of people to death within two hours. It took the technicians another 15
and distance. As it turned out, a coup never had the chance to hours to get him out. Linda returned home to a hero’s welcome
occur, instead a ghost from the past ended Adam’s command and received a suitable SCL increase and a fast track to a
and his life. Linda Spears had been one of the escapees from comfortable retirement, vengeance fulfilled.
the Shark’s Teeth’s maiden raiding mission. She had spent the For the second time in its short history Thresher Incorporated
subsequent years working up the ladder in Cloak Division, after went quiet, it recalled its forces to their homeworlds, this time
convincing them she was Thresher’s prisoner and a worthwhile for seven years. Eventually they returned, rebranded as the
asset to SLA and had been granted the mission to assassinate Thresher Corporation. The new organisation had no visible
Adam if he were still alive. She was dropped on a planet known figurehead and had returned to its original quick strike tactics.
to be a Thresher Incorporated recruiting ground and was
quickly picked up by the Shark’s Teeth. Linda spent two years THRESHER IN RECENT YEARS
within the organisation, but far from Adam. Eventually her
chance came. She hacked his personal diary and discovered he Since Thresher’s return, little has changed. The Thresher
was to attend her processing facility the same week. She forged Corporation organised into small high tech and hyper-mobile
an I.D. and waited. A column of Powersuits arrived, Adam’s strike teams, these Pods producing a devastating level of
194
T H R E A T A N A LY S I S
firepower that could hit extremely hard. Instantly recognisable Sarge is deployed it is either solitarily or alongside a support
in their grey blue armour and iconic helmets which resemble pod of Endeavours. Either way, the Sarge is normally enough
the aquatic predators after which the company is named, the to get the job done. Sarge suits should not be engaged unless
Thresher suits induce a deep seated dread and fear of predation the Sarge’s target’s survival is seen as critical to SLA Industries.
in anyone that sees them. The most notorious suit of armour In most cases, interaction with a Sarge suit can be considered
is the Sarge, which can be considered a self contained walking a Black BPN.
tank, but more recently this has been seen less frequently on
Thresher Pilot/Infantry
Mort as Thresher favours the smaller and more agile Endeavour
powered infantry armour for its terroristic campaign. Thresher STR DEX KNOW CONC
Corp has not had the personnel to form a comparable army 3 4 3 4
to SLA Industries, or even DarkNight, instead focusing on
guerrilla tactics and lightning raids. CHA COOL LUCK Initiative
Though rare, Thresher do show up both inside and outside 1 5 0 +8
of Mort City. Due to the significant threat that this enemy Hit Points Closing Rushing
poses, BPNs to deal with Thresher directly are issued only to
17 2 5
higher SCL Operative squads. Squads tasked with dealing
with Thresher should consider deploying with the likes of the Skills
FEN Reaver Cannon and Stormer Cannon. Thresher focused
Demolitions: 1 Detect: 3
BPNs are almost exclusively overseen by Station Analysis, who
turn a blind eye to the illegality of using such weapons in and Drive (Pilot): 4 Melee Weapons: 3
around Downtown. When operatives run into Thresher during Pistol: 3 Rifle: 4
other BPNs they are advised not to engage and instead call in Stealth: 2 Throw: 2
for a support squad who are better trained, experienced and
equipped, in dealing with the high level threat. Unarmed Combat: 1
In the last few months, Thresher seems to have changed its Equipment
tactics and rebranded yet again to the Thresher Consortium.
Infantry: Endeavour Armour, Sheer Assault Rifle (4 clips),
This change of approach and name have coincided with the
MAC Knife or equivalent, 3x DA 90 Frag Grenades.
reemergence of the Thallahsian conflict aliens both offworld
Pilot: Sarge Armour, VAPH III 0600/C12 Assault Cannon (10
and on Mort City. The large leathery skinned alien species
clips), 6x DA 90 Frag Grenades
is known to have originated on Thallahs and its surrounding
planets and has returned from beyond the Gates of Herodotus. Endeavour (TH.0001) Powered
It is surmised that Thresher has joined forces with this old
Infantry Armour
enemy of SLA Industries. It is believed that the Thallahsians
are the originators of the industrial complexes now owned by Considered light armour by the Thresher Consortium,
the Thresher Consortium. Endeavour armour is very flexible and allows a great deal of
mobility. The exoskeleton is not particularly necessary for the
TACTICS mass and class of the suit, but enables negation of movement
restrictions. The communication system and built in tactical
Since the move from corporation to consortium, Thresher protocols often give TH.0001 armoured pods an advantage over
has increased its attacks on Mort City. While there is still the all but the most experienced combatants. The suits can resist
occasional and conspicuous Sarge attack, more lightning attacks most low calibre pistol rounds.
have been seen with small pods of Thresher soldiers wearing
predominantly Endeavour armour. Obviously, individually less Endeavour (TH.0001) Powered Infantry Armour
armoured and armed than one solitary Sarge suited officer, the PV Resistance Weight
pod, in combination, can often be more devastating. Each suit
6 22 0
has a number of pre-programmed formations and reactionary
tactics built in and the pilots communicate with each other via The powered exoskeleton grants the user +1 STR and +1 to their
a system unknown to the World of Progress. The suits direct Closing and Rushing speeds. Additionally, it adds +2 to Initiative
their wearers to position themselves for highest probability of rolls
success and survival. The heads up display within the Endeavour Sarge (TH.0005) Battle Armour
suits encourages the wearer to position themselves to optimise
opportunities for cross and suppressive fire and to target weak The Sarge armour is as much a tank as a suit of armour. The
points in armour during hand to hand combat. These automated wearer is known as a pilot and climbs into the suit from the
protocols can be enhanced by a ‘pod lead’, who will often observe rear. Once in place, the pilot is sealed in, with all systems and
the fight from a safe location and manage his team via simple processes handled by the computer systems. Like the Endeavour
override codes. This quick switch to non-automated tactics the suit includes a heads up display and built in communicators
means that Operatives should never become too complacent and tactical protocols. The TH.0005 can resist rounds upto
that they know what to expect from a Thresher pod. When a 12.7mm.
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BUZZARD F2 DRONE
“Don’t tell anyone, but I knew a corporate, no names, who had
a pair of Buzzards with drinks trays fitted to them. They could
whistle them and they’d arrive with fresh beers or whatnot.
They had cocktail mixers where the knives or whatever went
and were dressed in tuxedos and everything. They were ace.”
Greyson Millar, TV Executive, Channel Yeah
The Buzzard was designed with machine intelligence to allow
it to act as a security drone, replacing security staff or guard
dogs. Armed with the same TT1 SMG as the Vito, the Buzzard
also came equipped with a small chainaxe as an optional extra,
but most of the surviving Buzzards are fitted with this close-
quarters weapon. The chainaxe operates around shin or knee
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Unarmed Combat: 3
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9TH DIVISION
The 9th Division has moved on leaps and bounds in the five
years since its inception. Initially formed by the Shivers that were
left behind after the failed Red Sky project, the 9th Division
is now a significant threat, recruiting every disenfranchised
individual it can. Based out of the McGill Valleys in Cannibal
Sector 1, the Division has found its niche in recent years,
attracting anyone and everyone that has fallen out of love with
SLA Industries, but who is not impressive enough to garner a
place within DarkNight, the 9th is happy to take the desperate
and vile leftovers. Many of the recruits will fail and many will
die; in fact the Feaneys are counting on that, and those that
are left, the best of the rest, will drive the 9th forward. The
9th is still led by Captain Feaney, but whether this individual
is the founding Feaney is impossible to discern, with other
members of the Feaney family ready to don the figurehead’s
armour should the man at the top fall in battle. There is safety
in numbers and the Feaneys number many.
Today, the 9th Division includes pretty much every race
domicile in Mort City, humans, especially former Shivers,
account for well over ninety percent of the organisation, but it
is not uncommon to see Ebonites (particularly jaded Wasters),
Frothers and the occasional Wraithen wearing the black and red
Jester motif; there has even been recent reports of Cannibals and
Advanced Carrien within the ranks of the 9th. The organisation
still uses the same paramilitary structure of squads and societies,
with those in a position of leadership being known as ‘One of the
First’. The societies within the 9th allow Feaney’s inner circle to
keep on top of the politics and trends within the Division and 9th Division Trooper
to ensure anything untoward or threatening to the leadership of
the First is nipped in the bud before it can develop. Many of the STR DEX KNOW CONC
Division’s squads have gained a notable level of renown, with 2 2 2 2
the Highwaymen and many members of McClusky’s Scalpers CHA COOL LUCK Initiative
becoming celebrities and regulars on televised broadcasts from
Cannibal Sector 1. 1 2 0 +4
Frequently the 9th sends ‘Fame (or FM) Squads’into downtown Hit Points Closing Rushing
to drive media attention and provoke future recruitment. New 12 2 5
recruits form the majority of such squads and are often led by
individuals that have made a name for themselves via the 9th’s Skills
internal societies. These squads are under the belief that these Bribery: 2 Detect: 1
incursions will bring the squad fame and fortune, but they are
Melee Weapons: 2 Pistol: 1
generally little more than suicide squads, known within the
inner circles of the 9th Division by their real designation of Rifle: 2 Support Weapons: 2
‘Fresh Meat Squads’. Survival: 2 Throw: 1
“It is comfortably precious that the 9th was formed from the Unarmed Combat: 1
ninth tenth of the Shivers sent into the Cannibal Sector as part Equipment
of the Red Sky Project - eighty percent died, the ninth tenth
defected to the 9th and the last tenth made it back to Mort. PP664.2 Body Blocker, SHV-01 Gauss Rifle (Flechette Rounds
- 3 clips) or other FEN or DN branded weapons, GASH Pacifier
Now the organisation takes most of the defectors from SLA Baton or BOSH SLA Blade.
Industries - the ones that DarkNight doesn’t want or doesn’t
kill. Then only around nine percent of that lot make it beyond Notes: 9th Sergeants have the Leadership skill at rank 2 and
the first few missions. It’s neat!” increase their CHA stat to rank 2. Many also have additional
Fahedazezze Abouud, Neophron Operative ranks in Bribery, Pistol and Rifle.
SCL 8.3, squad ‘Frog Groggers’
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The Shiver Organisation is divided into three brigades, each CHA COOL LUCK Initiative
led by a Shiver Commander who has ultimate control of the 1 2 0 +3
thousands of individuals that work beneath them. Sector Hit Points Closing Rushing
Shivers are given grey armour which distinguishes them from
their green-armoured colleagues on and over the Wall. Each 12 2 5
brigade has responsibility for a specific Mort City location: Skills
Central Patrol: Central is the smallest of the three brigades and Detect: 1 Interrogate: 2
is responsible for policing the Perimeter Wall and Suburbia.
Melee Weapons: 2 Pistol: 1
Led by Shiver Commander Jethro Tung, the Central Patrol are
generally occupied with settling disputes between Operatives, Rifle: 2 Streetwise: 2
talking down suicidal corporates and stopping Downtowners Support Weapons: 2 Throw: 1
slipping their way into Suburbia. Working Central Patrol is Unarmed Combat: 1
the cushty job that most Shivers would love to have.
Sector Shivers: Currently fighting the Bellwood Campaign in Street Shiver
Cannibal Sector 1, under the leadership of the highly respected Often known as Base Shivers, the Street Shiver is the most
Shiver Commander Cradle, Sector Shivers are stationed out common type of Shiver found within Mort City and makes
in the cannibal sectors or along the Sector Wall that separates up over 85% of the Shiver forces. Organised into ten Shiver
Mort City from the devastated ruins outside. Sector Shivers squads they are tasked with patrolling a sector or sub-sector of
are soldiers, facing the absolute worst that Mort can throw at the city depending on the sector’s location. A Sergeant leads the
them. squad and will often subdivide his squad to cover different shifts
Downtown Patrol: Led by Shiver Commander Arthur or locations. They will become familiar with the local street
Wallsington, the Downtown Patrol is the largest of the criminals and build loose relationships with the community,
three brigades and where all the new recruits start. Their generally though, these relationships are little more than
responsibility is to oversee the law enforcement requirements protection rackets. Street Shivers have power over their streets
of Downtown and Lower Downtown. and are more than happy to use and abuse it. Street Shivers carry
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basic Shiver equipment including Gauss Rifles, smoke grenades abreast of the often changing routes and blockages within the
and wear standard Shiver green Body Blocker armour. Some city. When responding to a call they will stop for nothing. Most
squads, typically those in the rougher neighbourhoods, will have civilians know to get off the street and walkways if they hear the
access to a Battle Taxi or more recently, a Crawler APC. familiar FR siren or see its flashing green lights. Those that don’t
won’t make the mistake twice.
Equipment
PP664.2 Body Blocker, SHV-01 Gauss Rifle (Ball-Bearing Equipment
Rounds - 3 clips), Spit Pistol (1 clip), GASH Pacifier Baton. PP664.2 Body Blocker, SLA 10-05 Bully Boy Shotgun, Spit
Pistol (1 clip), GASH Pacifier Baton, Zenit Patroller Motorcycle.
Notes: Shiver Sergeants have the Leadership skill at rank 2
and increase their CHA stat to rank 2. Notes: Fast Response Shivers get the following additions/
Shiver squads may have access to a FEN 0227 Battle Taxi or changes to their skills - Drive Motorcycle: 3, Streetwise: 3.
Crawler APC. If they do, one or more Shivers will possess Dispersal Shiver
the Drive Military skill at rank 1.
Formerly two distinct Shiver departments, Enforcer Shivers
Fast Response Shiver were amalgamated into the Breacher Shiver department in
When it gets serious the Street Shiver Sergeant can call in 907sd, when it became clear that no one really knew what
back-up, the first to answer this call will be a Shiver of the Fast one department did differently from the other. Although, in
Response (FR) department. FR Shivers are significantly better Cannibal Sector 1 the two types of Shivers still exist and have
equipped than the Street Shivers and can get to the rendezvous very distinct roles. Within the City, the five man Dispersal
point quickly due to their Zenit Patrollers. These chunky green Shiver squads are equipped to deal with rioting, building entry
motorbikes have wide-tread tyres and sizeable engines, giving and other large scale breaches in order. Their equipment includes
the rider good road grip, manoeuvrability and the ability to a Battle Taxi per squad, pacifier batons and riot shields, which
navigate up and down shallow staircases and obstacles with are commonly known as Breacher Shields. The sergeants wear
relative ease. The FR Shivers have passed exams on navigation back-mounted smoke grenade launchers and carry additional
within their given District and are expected to stay constantly equipment for the squad. All Dispersal Shivers wear PP8
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Paramedical Shiver Gone were the days of Jimmy eating a cat turd because he was
told it would remove the curse he was under. Instead, we had
Though not as well equipped as the Shiver Medics found in nothing but fake setups for years. Well, the ratings fucked shit
Cannibal Sector 1, Paramedical Shivers are often attached to up, didn’t they, and now look at it. It’s not nearly as good as it
other Shiver squads especially in more volatile sectors. They used to be.
are predominately tasked with patching up their fellow Shivers
and any injured Operatives, but some may treat local citizens, When Allen saucered that hubcap into the gang twats, I think
especially if they have a key role to play in the community I emitted a rat turd. So funny.”
or have given the local Shiver squad an appropriate level of Malc Bellon, TV afficionado, Downtown 5-12
‘respect’ (bribes, beer, cigarettes, food) in previous encounters.
The Paramedical Shiver department also includes emergency AETHERMEN
responders, who will be tasked with trafficking the injured or
dead to the local hospital or morgue. Paramedical Responder
Shivers will be equipped with either a Zenit Patroller or a
Romulus limousine equipped with all the appropriate medical
equipment. In situations of large level rioting, Paramedical
Shivers will set up makeshift hospital tents behind the front line,
pumping injured Shivers full of drugs and patching them up, so
they can get back to dealing with the disturbance. Paramedical
Shivers wear Body Blocker under long green trench coats. In
the cannibal sectors, Shiver Medics are far better equipped, but
similarly attired, albeit in white or grey trench coats.
Equipment
PP664.2 Body Blocker, GASH Pacifier Baton, Spit Pistol (1
clip), BOOPA Hypofist.
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Green: Expeditionary
Such BPNs are a catch-all for any activity to take place outside
of the Mort City walls. While the exact mission will more
commonly suit another BPN colour, anything tagged as green
suggests that travel to somewhere that most Ops would rather
not go, be that to off-world locations that need SLA’s attention,
far-away provinces of Mort, or even into the feared cannibal
sectors.
Credits: 300-1200c SCL Increase: 0.3 - 0.5
Red: Emergency
Red BPNs, or ‘Red Alerts’ are compulsory missions that may
not be declined. Such BPNs are issued to whoever is at the
front of the queue in the BPN Hall, with the aim of a rapid
response to immediate threats and current situations. Anything
from an on-going DarkNight Terrorist attack to a civilian riot
in progress could be deemed a Red Alert.
Credits: 100-600c SCL Increase: 0.1 - 0.4
Grey: Cloak/Internal
Grey BPNs are never issued to inexperienced squads. Such
BPNs are issued under direct order of Cloak Division and involve
the investigation, surveillance and eventual termination of SLA
Employees and Operatives who have changed allegiance and
turned traitor. Covering up the crime is mandatory for success.
Credits: 250-1000c SCL Increase: 0.2 - 0.5
Jade: Ebb Related
BPNs dealing exclusively with Ebb-related users or artefacts
are tagged as Jade. Like Green BPNs, the exact details of
the mission can be varied, from tracking feral Ebonites to
investigating occurrences that appear to have involved significant
Flux usage. Undertaking a Jade BPN typically requires that a
squad contains one or more Ebonite members, sometimes with
a minimum knowledge of specific Ebb disciplines.
Credits: 200-600c SCL Increase: 0.2 - 0.3
Orange: Cult Related
The Orange BPN was created in response to the rise of cult
activity in Downtown. Orange BPNs require much the same
touch as white ones, but focusing instead on the investigation of
the Shi’An blood cult whose presence has risen sharply on Mort
in the last few years. Shi’An cult activity is a real concern for
SLA Industries, partly due to its sudden upsurge in popularity,
but also due to the lack of understanding the company currently
has of the cult’s potential.
Credits: 200-400c SCL Increase: 0.2 - 0.4
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colour Code:
one. Black Ops squads are never televised and as such are always
Any
handled by Station Analysis, though surviving such missions
will often attract the attention of many sponsorship talent Details:
scouts.
Blu e
Reports of unexplained noises coming from the sewers
Credits: 1000c upwards SCL Increase: 0.5 upwards under Downtown Sector 2-116. Squad to investigate
noise disturbance and clear local sewers. Squads only, no
Silver: Media solo Operatives.
Any situation that requires media presence is given the Silver
+0.1 SCL Increase
BPN tag, from collecting footage, protecting camera crews in
the field or delivering public announcements in the name of
SLA. Silver BPNs, more than any others, tend to need a softer
approach and Operatives should be aware that failure in such
an undertaking may shed a bad light on the company, which in
Station Analysis: Consolidated Bonus Scheme: Per Op: S C L 10
Third Eye News: 75c Per Squad:
turn can lead to the most severe punishments and a complete “Blueprint News” and “Third Eye” are wholly owned subsidiaries of SLA Industries. Any unauthorised use of their names or images is illegal.
colour Code:
instead issued to specific Operatives or squads who are called
Any
upon to collect the orders directly. Issuing of Platinum BPNs
is exceptionally rare and they are only given to the very cream Details:
G ree n
of the crop. Platinum missions deal with extremely sensitive
Operatives required to support Shiver forces stationed at
information and the outcome of the BPN can threaten both the
Bridgehead Noddy, Northwest Compact, Cannibal Sector
reputation of the company and the very fabric of reality. Failure
1. Forces here are currently under siege from significant
of a Platinum BPN comes with a significant reduction in SCL
Carrien threat. Passage from Hole2 out to the specified
or worse.
Bridgehead to be provided by the Shiver Organisation.
Credits: [D-NOTICE] SCL Increase: [D-NOTICE] Minimum 5 day placement.
While successfully completing a BPN will bring the rewards +0.3 SCL Increase
stated, failure will result in reduced or no payment and may
also result in a reduction of SCL pending the knock-on effects S C L
Station Analysis: Per Op:
10
Consolidated Bonus Scheme:
of the failure. Many BPNs will have additional criteria for Third Eye News: 800c Per Squad:
payment, such as the need to keep subjects alive or return key “Blueprint News” and “Third Eye” are wholly owned subsidiaries of SLA Industries. Any unauthorised use of their names or images is illegal.
items along with the primary mission. The examples on the completion of the Hunter Sheet. The information provided
right are representative of typical BPNs: represents SLA’s knowledge of the target, though the actual facts
To enable GMs to create BPNs easily, a couple of blank BPN may differ somewhat. The GM is able to use this personality to
forms are included at the end of this book. spin a simple story or send the players on a wild goose chase
through Downtown as they try to apprehend the subject.
HUNTER SHEETS It is worth noting that Hunter Sheets do not have to be used
solely as ‘one-shot’ games. The GM could consider sending the
A Hunter Sheet is typically used to create a ‘one-shot’ game, players on a simple ‘locate and apprehend’ mission, but use it
that is, to provide an evening’s play without the requirement of as a vehicle to get them wrapped up in something that is much
an ongoing campaign, or at the very least something that can bigger than it seems. An example Hunter Sheet is included in
be started and finished in a single session. A typical Hunter the SLA Industries 2nd Edition GM’s Pack, including guidance
Sheet will provide the players with a personality that they have to GMs on how to run it.
been tasked to track down. In some cases the aim may be to
exterminate the target, but in the majority of cases the goal is to CAMPAIGNS
apprehend and bring the target in alive and (mostly) unharmed.
A Hunter Sheet should be issued to and be read by the Campaigns are a common way to play roleplay games. While
players. Typically it will detail a mission brief, provide general many groups will enjoy the one-shot game experience, most
information about the target and their last known whereabouts, players want to see their character evolve, learn more about
as well as any financial or SCL reward to be gained from the world and gradually improve their skills and equipment.
Evolving a character in this way requires that a character takes
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part in a campaign: a long running series of games, following skills such characters possess, nor how many Hit Points they
the player’s characters over multiple BPNs and sessions. A have, instead you can use common sense, creating a name and
campaign opens up the opportunity to introduce more complex using them as a vehicle to move the story along. If they get
storylines that take multiple sessions to complete. In many involved in combat, the GM should feel free to decide if they
ways, a campaign can be seen as a TV series, slowly watching make an attack and how that attack pans out, or if they simply
the evolution of both the story and the characters that play that run, freeze or die.
story out. If you answered yes to any of those questions then it might
The GM does not need to be a master story writer to create a be worth creating a profile for your NPC. Like the player’s
campaign. The beauty of the BPN system allows a large number characters, this NPC may be called upon to make skill rolls,
of seemingly unconnected sessions to be tied together without put up a fight or respond to fear like other characters. They
question. When doing so, however, it is suggested that the GM are in effect a character like all others, controlled by the GM.
makes note of characters, contacts and events that occur which When making a profile for an NPC it is not necessary to go
could be brought back in future games - enemies cropping up through the full character creation process, instead a much more
weeks after the players first encountered them, or the Shiver streamlined profile is created. NPCs do not use Ratings Points,
that helped them in game one trying to cash in a favour ten do not need to consider Encumbrance and only need to have
games later. It is these small bits of connective tissue that tie a the skills listed that are relevant to their role in the game - they
campaign together and make players feel truly invested in their may well be a computer whizz, but if you’re never going to let
characters and the world they inhabit. them near a computer, there is no point in them having the skill.
Another way to run a campaign is to invest heavily in a single The following is an example NPC profile for a Street Shiver:
concept and run multiple games from that story arc. Taking the
Street Shiver
example green BPN provided earlier in this chapter, after the 5
day tour in Cannibal Sector 1, the Operatives may decide to stay STR DEX KNOW CONC
on and help out the ongoing efforts of the Bellwood Campaign, 2 2 2 1
the current Shiver campaign to reclaim the Sector. The GM
could decide that they have received clearance to continue the CHA COOL LUCK Initiative
secondment and move them onto a new Bridgehead, treating 1 2 0 +3
the journey between them as a game session in itself. The Hit Points Closing Rushing
possibilities are as endless as your imagination and GMs are
12 2 5
encouraged to spin the campaign in whichever direction the
players seem to be enjoying the most. Skills
During a campaign, characters will earn experience points
Detect: 1 Interrogate: 2
allowing them to expand their knowledge or improve in
certain areas. In addition, players are also able to take part in Melee Weapons: 2 Pistol: 1
‘downtime’: a short summary period that comes at the end Rifle: 2 Streetwise: 2
of game sessions and represents the activities that occur in Support Weapons: 2 Throw: 1
Operative’s lives between games. These aspects are all discussed Unarmed Combat: 1
later in this chapter.
Equipment
CREATING NPCS PP664.2 Body Blocker, SHV-01 Gauss Rifle (Ball-Bearing
Rounds - 3 clips), Spit Pistol, GASH Pacifier Baton
An NPC, or non-player character, represents any character that This profile provides the stats and skills that the Street Shiver
the players will meet or interact with during a game; NPCs are is likely to need during its use in the game. While Shivers will
your main antagonists and the contacts, Shivers, shopkeepers possess a wealth of additional skills, their interactions are likely
and civilians that the players deal with throughout a game to be highly limited and so such skills need not be considered.
session. In the same way, while a Shiver may carry other personal effects
When considering an NPC there are a few questions to ask or items, little more than their weapons and armour will be
yourself before creating a profile for them: needed during the course of the game. The GM is of course free
. Will this character play a vital part in the story? to adjust such templates as they see fit, but it is always suggested
that NPC profiles are kept as ‘light’ as possible.
. Will this character be fighting against, or with, the players
The only hard and fast rules regarding NPCs are that any
and if so, are they really capable of putting up a fight?
racial stat maximums are observed. GMs should feel free to
. Will this character be joining the player’s squad for any make NPCs as they choose, selecting the stats and skills that
length of time? best represent the character type they need. Some example
NPC profiles are included in the various faction sections of the
If you answered no to all of these questions then you do
Threat Analysis chapter and some blank templates are included
not need to create a profile for the NPC. Such characters will
at the end of this book.
provide a story arc or information, or die if they get shot or try
to attack a character. As a GM you don’t need to know what
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SLA INDUSTRIES
them fail, get locked out of the computer, break it, or activate a
HIT POINTS ON NPCS silent alarm they know nothing about that brings the real bad
Typically speaking, NPCs should have a default number guys running. Such situations are an invitation for the GM to
of Hit Points according to their species, as described in the create even more cinematic experiences and inject flavour into
character creation section. GMs are of course entitled to adjust their games.
Hit Points as they see fit, though it is suggested most non-
story critical NPCs use the racial default without adding their Highly Skilled Characters
STR to the value. It should also be noted that most Human It is not unusual for players to build extreme specialist
civilians will have fewer Hit Points than Human Operatives characters, maxing out on specific stats and skills in order to try
who have been through training at Meny. On average, Shivers and achieve success in certain areas with ease. Most commonly
and Human civilian adults will typically have 10-12 Hit Points, this will occur in a combat setting, where a character with a
with children and elderly NPCs having 6-8. STR or DEX at rank 6 and a relevant combat skill at rank 3 (or
4) will automatically pass the ‘roll to hit’ target of 10, assuming
WOUNDS ON NPCS no modifiers are applied, regardless of the actual result rolled
on the die. Automatic successes can, and do, happen on these
Due to the nature of most NPCs, tracking multiple wounds occasions, especially with such focussed characters.
for each one when they are unlikely to last long in serious
Firstly, they emphasise the need to use defensive manoeuvres
combat is generally an unnecessary requirement. For this reason,
in close combat and utilise cover during a firefight, but they
we suggest that wounds are ignored with regards to all NPCs
also represent that the strongest Stormer, who is a specialist in
besides the main antagonist/s of a story, or any significantly
Melee Weapons, should be able to pummel their target with
large, strong or threatening characters. Should an NPC become
ease should they decide not to defend themselves.
wounded and not be killed, the GM should feel free to impose
whatever modifiers best suit the situation. There is no need for It is however important to ensure that players do not abuse
NPCs to follow the same rules for wounds as Operatives do. such character builds. While this behaviour can be expected
from experienced Operatives, it should be far less common
in starting characters. Should players decide to build such
GM’S DISCRETION characters from the outset, they will only be able to do so at the
cost of significant weaknesses in other areas. The GM should
GM’s discretion is a term used a lot throughout these rules.
ensure they exploit these weaknesses by regularly putting
While it may be obvious to experienced GMs just how to
combat-driven characters into situations that they need to think
handle situations where this is stated, it may be a little confusing
or talk their way out of.
to those who are new to running a roleplay game. The overall
purpose of the ruleset provided in this book is to create a Using Traits
streamlined cinematic experience which is not bogged down
It is vital that the GM ensures all players make a point of
by too many rules, charts, tables or mathematical equations. In
roleplaying any traits that they have selected for their characters.
order to achieve this there are situations where specific rules
These aspects not only provide advantages and disadvantages
don’t exist as there are many reasons where hard and fast rules
to the tasks the characters find themselves in, but also serve
are simply not needed. A character has fallen from a window,
to define their personalities. Importantly, with negative traits
how much damage will they take? The answer is up to the GM.
especially, the GM has additional plot hooks or ammunition to
What if they fell from a height of 5m instead of 4m, how much
use against the players; a GM should look to put the players in
more damage would they take? Again, it’s up to the GM - the
situations that make it difficult for them, use their fears against
right answer in this situation is “whatever makes sense and keeps
them and make sure they are suitably challenged by those
the game flowing smoothly.”
negative traits.
As the GM of a game you are ultimately in charge. If a rule
The GM should also feel free to assign additional traits to
states that the outcome is down to the GM’s discretion, then
characters over the course of a campaign. If situations arise
the choice is yours - got an idea that will throw a spanner in the
that would cause a character to gain a new reliable Contact,
works? Go for it! The World of Progress is yours to control, so
feel free to give them one. At the same time, if a new rival has
do as you will.
been made, the Enemy trait is ready and waiting to be applied.
Large Margin of Success Illnesses, phobias, anxiety or depression can all come about as a
result of encounters an Operative may face and while the GM
or Serious Failure
should not overuse these aspects, knowing that they have the
One of the most common places that the GM will need to power to influence the characters with them is important to
be creative is when active skill rolls generate a large margin of remember.
success or a serious failure. These situations are here just for the
GM, to allow them to influence or hinder the player suitably Handling Edge-Cases
based on the margin of the roll. Got a juicy clue you want to Edge-cases fall firmly into the GM’s discretion category.
share but are not sure how? Wait for a large margin of success Situations that feel like they should have a rule, but don’t, such
to occur. A player just rolled a serious failure on a Computer as “What modifier to hit do I apply when trying to fire my
skill roll, how should you handle it? It’s entirely up to you - let weapon at a moving target while I am falling to my death from
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THE WEB OF LIES
a 20 storey tower block?”. The GM should feel free to pick any . Impressing a talent scout from one of the big
modifier they deem suitable, or none at all, instead stating that manufacturers (each scout looks for different things and
such a shot is not possible as the player is too busy considering are often very selective).
their final moments.
If any rule or combination of rules don’t quite cover the odd, Significant margins of success will go a long way to achieving
extreme or wild ideas that players come up with, then the GM the kind of results that cameras and scouts look for, but a
should feel free to apply whichever rule feels most suitable, or sponsorship deal should never be hinged simply on one lucky
ignore the rules all together. Remember the overall goal is to dice roll.
have fun, so go wild. For those fortunate enough to be offered a sponsorship deal, a
number of things will typically happen:
Considering Time Scales The sponsored Op will receive a range of free items from the
Time scales can be tricky to handle if players want to perform sponsor. These could be weapons, armour, equipment, food,
tasks that can’t be done in an instant. As the GM it is important exclusive invites or anything that the company want to have
to think about how to balance the squad’s actions and there seen on camera. The Operative will be expected to use said
are a few important things to bear in mind. For example, one items at every possible opportunity.
character is trying to pick a particularly complex lock. They may The Operative ‘may’ receive a one-time or annual bonus paid
be able to do it, but it’s going to take time, say 5 minutes. What in Credits. Only the highest sponsorship deals come with such
will everyone else do for those 5 minutes? Will the Frother, payments, which could range anywhere from 100 to 10,000c.
surging with Ultra Violence, be happy to stand still and wait? The Operative will be expected to wear the sponsor’s badge in
Unlikely. What will that Frother do instead? Such situations a prominent location on their armour and/or clothing. In the
should be roleplayed accordingly by the players, splitting the case of sponsorship from an armour manufacturer they may also
group if required while some follow the impatient Frother. specify that the armour be painted or branded in a particular
As an extreme, what if the action being undertaken was trying way, most commonly in bright colours that are easily identified
to repair a vehicle that was going to take 5 hours? The GM on camera.
must be clear about timescales and present them to the players The GM is free to offer such deals as they see fit, as well as to
to discuss. It may end up that 4 of the 5 squad members are not impose any requirements that should be adhered to in order to
happy to twiddle their thumbs for 5 hours while the mechanic maintain the sponsorship deal. Should the Op’s side of the deal
fixes up the APC. If the overriding vote is to abandon the not be maintained (such as if they are seen on camera using a
vehicle and move on, the GM should push the action in that weapon from another manufacturer), a sponsor may choose to
direction, despite the desire of that 5th player to remain behind. withdraw the deal. When this happens, the Operative would be
Splitting the group up for such a length of time would make expected to return all items gifted to them by the sponsor and
playing out the game very difficult (and extremely boring for the other potential sponsors will be far more cautious in dealing
player who simply doesn’t want to leave their vehicle behind). with them in the future. Some high level sponsors may request
Obviously dividing a squad is something likely to happen quite that an Operative back out of other sponsorships in order to
regularly, but it should be done in a way that allows action and commence the deal. In such situations, it is entirely down to the
story progression to take place and all player groups to remain Operative whether they pursue such opportunities.
active and engaged. At times, a Sponsorship deal may be offered to a squad rather
than an individual. When this happens, the entire squad will
SPONSORSHIP DEALS receive the benefits gifted by the deal, but the actions of a
A sponsorship deal is the epitome of cool and something single squad member could see the deal being withdrawn for
that the vast majority of Operatives dream of. Some Ops, after all members.
many years of service, can end up with multiple contracts from
different companies, becoming walking advertisements for the AWARDING RATINGS POINTS
manufacturing might of The World of Progress. Unlike experience points, which are awarded during the
Sponsorship deals are not easy to obtain, in fact, it should downtime between games, Ratings Points are earned during
be extremely hard to get sponsorship and almost impossible the game session. It is important to note that the feats which
for new characters with a low SCL; sponsorship deals are are enabled by Ratings Points are extremely powerful, capable
something that should only come into play as part of a long of swinging the course of the game and doing so in a truly
running campaign, typically after a large number of games have cinematic style.
been played. The GM may, if they wish, award a single Ratings Point to the
The two most common methods of obtaining sponsorship is: relevant category when any of the following occur:
. Being caught on camera doing something notable with When an unbelievable success (4 or more skill dice successes)
a particular weapon/wearing a type of armour (such as is earned during a skill roll, without the use of a Ratings Point.
taking out a DarkNight agent or Greater Carrien in This represents the character having achieved something so
spectacular fashion). impressive that the cameras take note.
When a serious failure involving 4 or more skill dice failures
is earned during a skill roll. This represents the highly skilled
217
SLA INDUSTRIES
character learning from their dire mistakes and salvaging some the completion of a BPN, apprehension of a target, or when
element of pride from the serious impact of their failure. the characters have the opportunity to rest or sleep for any
When the actions of a character lead to any moment that length of time. Should a suitable break not present itself and a
would make great television, such as saving their squad members game needs to be ‘paused’ mid-story then it is suggested that no
at the last minute or solving crimes that seemed unsolvable. The downtime should occur. It is therefore possible that downtime
GM is the final adjudicator for such actions. may only happen every 2-3 game sessions depending on the
While the GM is free to award Ratings Points as frequently as story and how cruel the GM is feeling.
they like, they are encouraged to be restrained and only award When downtime does occur, the following simple steps are
them under exceptional circumstances, forcing the players to taken in the specified order:
see them as a valuable resource that must be managed carefully. Experience points are awarded - Each character that took part
As such, it is important to note that the points above are not in the game session earns two experience points. The GM may
times that a character will earn a Ratings Point, rather they are award up to one additional experience point, per player per
times that the GM may award a Ratings Point. It is entirely session. GMs are advised to award additional points sparingly
acceptable to award only 1 Ratings Point every few gaming and only to those players who really earn them, either by
sessions if the GM so desires. Also, a Ratings Point should doing great things, by taking risks, or by repeatedly succeeding
never be awarded for an action that was only possible due to the against all odds. Earned experience points are recorded on the
character spending a Ratings Point. player’s character sheet.
Log earnings - Any promised fee for completion of a BPN,
DOWNTIME Hunter Sheet, or anything else the characters got themselves
involved in is earned and the value in Credits or Unis recorded
Between game sessions a few things need to happen. SLA on the player’s character sheet. Any character with the Debt
Industries has very little post-game admin - it is much more trait should ensure that the relevant amount is deducted from
preferable to spent an extra 10 minutes playing the game. When their earnings.
this break between sessions occurs it is known as downtime; a
Log SCL upgrade - Many BPNs come with a promise of SCL
period of time for characters to recover, relax and rearm.
increase upon completion. If the task at hand was completed
The following process is designed to draw a line under the to a satisfactory outcome, the player should adjust their
current scenario in preparation for the next. It is always character’s SCL accordingly.
suggested that game sessions end at a natural break, typically
218
THE WEB OF LIES
Replenish LUCK/FLUX - Each character’s LUCK/FLUX rank in the stat. The following table displays the costs for ease
statistic is replenished to its default value. of reference. Racial stat maximums must be observed as normal.
Characters can heal - Depending on the amount of time
specified for downtime, a character may heal some/all of Stat increase Stat improvement cost
their injuries. If the downtime represents a single overnight From rank 0 to rank 1 5
stop each character may heal 1 wound, 2 Hit Points and any From rank 1 to rank 2 6
conditions that affect them. If the stop provides access to
medical equipment or Ebonites trained in the Heal discipline From rank 2 to rank 3 7
then the GM may allow for further healing at their discretion. From rank 3 to rank 4 8
For downtime that represents longer periods of time (typically From rank 4 to rank 5 9
after the completion of a larger story arc), the character may
From rank 5 to rank 6 10
fully heal all wounds, Hit Points and conditions to represent
them seeking out the required medical attention. It is Example: A character wants to improve their CONC from
suggested that characters should have to pay the usual rates rank 3 to rank 4. The cost to do so is five + their current rank
(typically around 50c/400u per Hit Point and 200c/1500u per of 3 = eight experience points.
wound) for medical care to heal during downtime if they are
not suitably trained in the Medical skill or Heal discipline. Note: When a character’s STR is improved by 1, their Hit
The GM is ultimately free to decide on any value they deem Points will also be increased by 1. This increase is free and
suitable for the character’s injuries, as well as any side effects immediate.
as a result of using the cheaper Downtown medical options.
Skill Rank Points Cost:
Spend experience points - Optionally a character may spend
any experience points earned in this game session as well New skills may be learned providing the downtime represents
as any saved up from other game sessions. See “Spending a period of time long enough to have studied or practised the
Experience Points” for more information. basics, or if the character attempted actions associated with the
Pay any relevant upkeeps - Depending on the length of time skill during the previous game session. Optionally, the GM may
that the downtime represents, the GM may require each assign a cost in Credits to learning a new skill to represent the
character pay a general upkeep, representing their monthly cost of any training undertaken. Purchasing a new skill at rank
cost in rent, food, etc.. Typically such costs should be set at 1 always costs two experience points.
100c per month, increased by 50c per month for each rank in Existing skills may only be improved providing they were
the Good Housing trait that a character has. During extended used during the recent game session. Improving an existing
periods additional charge should be added by the GM to cover skill by one rank costs two experience points, plus a number
the costs of any drug addictions they may have. of points equal to three times the character’s current rank in
Spend money and resupply - Optionally a character may spend that skill. Obtaining rank 4 in a skill also requires a downtime
any number of Credits or Unis they have on new equipment, representing a period of at least two weeks, along with a cost of
ammunition, repairs etc. This stage only occurs during longer 500c to cover the practice, training and/or certification required.
downtime stopovers where the character could feasibly go out Ebb disciplines do not incur a credit cost to increase to rank
to obtain such items. At this point both vehicles and armour 4, but instead cost an additional three experience points. The
repairs can be sought out. Additionally, the GM may request following table displays all the costs for ease of reference.
that players make Technical: Weapons skills rolls for weapons
Note: Skills are only limited by a character’s stat ranks during
they used during the game session, with higher target numbers
character creation, afterwards skills may be increased freely.
for those that were dropped or disarmed. While these are not
compulsory, any failed rolls will give the GM an opportunity Skill Increase Skill Rank Points Cost
to make life difficult during the next game session, causing
weapons to jam or break. New skill at rank 1 2
From rank 1 to rank 2 5
SPENDING EXPERIENCE POINTS From rank 2 to rank 3 8
During downtime a character may spend any experience 11 + 500c (14 for
From rank 3 to rank 4
points they have earned to improve their stats and skills, or learn Ebb disciplines)
new ones.
Example: A character wants to improve their Detect skill
Important: each stat and skill may only be improved by a
from rank 2 to rank 3. The cost to do so is two + three times
single rank during any downtime period, though a player is free
their current rank of 2 = eight experience points.
to improve as many different stats and skills as they can afford.
“Go forth and prove SLA Industries was right in investing in
Stat Improvement Costs:
your future. Be bold, be strong and be loyal.”
Stats may be improved during any downtime by paying the
Professor Mitch Michaels, Meny
required cost. Improving a stat by one rank costs five experience
Graduation Speech, 913sd
points, plus a number of points equal to the character’s current
219
SLA INDUSTRIES
Bridgehead Revisited but to hold Cassock until reinforcements came, even though
everyone knew reinforcements would never be sent. Cam
Eloise Garcia had been missing for a few months. recognised Gwen Fallow from Garcia’s “Report From The
After her reports to Channel Yeah slowed to a trickle and Bridgeheads”, noting that she was much larger in real life
eventually stopped, Brenda Mistle, Third Eye News scheduler than she looked on TV, and approached her as if he knew her.
for youth channels, knew something was up. The tone of the Fallow was now Chine Doll’s only Lieutenant after the battle
reports had lost their youthful snap and had taken on a macabre of Ridge Rock, a battle that changed the structures of several
smell. The audience had stopped paying attention anyway, but Shiver squads in the sector, but one that led to Bridgehead
Channel Yeah was about to be rebranded as Yeah! and they Cassock’s placement, before the rains
needed to close that story arc off before it became untenable. “Gwen, hi, I’m Cam.”
“It’s time to bring her back and put her back on reports about “You’re here for Eloise, Yar? Yeah, ‘bout that,” replied the
shoes, or whatever the fuck it was she did before she went off Breacher Shiver, shouting over the downpour. “She not be
and became the fucking story,” Brenda said. here. I mean, she be sometimes, but not really, matey. Kwame
It was Gene Braiden, one of Brenda’s underlings who spoke knows.”
next. Chine Doll’s leader, Kwame Bulawayo, was a soft spoken
“Brenda, darling, please. I’ve got a fresh-faced innocent lad man of few words. Not because of any mysterious airs he tried
I’m needing to get out of the studio. He’s lovely, but he’s too to maintain, but he just didn’t like talking very much.
clean. Can I take this opportunity to get him dirty? His name’s “She’s gone. Gwen thinks she’ll be back, but I knew what I
Cam something, and I’d love to kill two birds with one brick saw in her face. She’s already dead; she just went out there to
and send him out to bring her back.” prove it,” Kwame pointed eastward. “Stay a night. After that,
“Fuck it, send the cock out. I’ve seen him, he’ll do.” go find her or go back. We don’t have the resources for you
and an Op squad to hang around here any longer than that,
…
no offence.”
Cam Harring had never been outside the city walls before,
…
and he didn’t like it. He knew the first few days were easy,
with the reclaimed zones offering oases of safety in the new Cam wondered what lay to the east. The flat buildings of a
townships that were forming behind the Bridgehead line. once civilised suburban sprawl that made up Tabor Projects
This was a place for frontier life, where a man, woman or was not where he wanted to be, but he was assured that the
whatever Stormers were could make a fresh start in the lawless Cannibals wouldn’t break the stalemate. He also assumed
opportunity zones, reclaiming what was on offer and living Bulawayo just wanted rid of him and the Operatives, and was
under open skies. Cam hated the thought. He just wanted his saying what he thought it would take to get him gone. So, he
two roomed apartment in Suburbia back. But he also wanted would film his voyage down the river road and send his reports
to make a name for himself before his youthful looks wore off back like a dutiful reporter.
and his opportunity had been taken by some kid that he used He journeyed through the beaten down houses, planked up
to be. and chipped, long lost to cannibal families, but mostly left
As he walked with the Operatives assigned to keep him alive, empty and lonely. The rain under wheel turned to mud and
he knew why they were chosen. They all had a big 10 on their slowed their progress to a crawl. Cam had taken to sitting
badges. They were expendable and not likely to distract from on the roof of the Dowlin Crawler, acting as a look-out, but
his endeavours; the cameras hated beginning Ops, unless one mostly just keeping out of the Operative squad’s way. The rain
was someone famous’s kid or something, and they wouldn’t get didn’t bother him; he’d grown up in Suburbia and played in the
to steal his face time. He really didn’t want to get to know them rain with the other Crust fund kids. If only they could see him
because he thought one of them might die and he really wasn’t now, he thought, before realising that they could, if they just
equipped for that. Cam sent in his reports daily, and on the turned their TV to Channel Yeah.
third day was met by a Crawler. Channel Yeah were getting …
impatient and were not interested in days of boring walking.
That was something, he thought. On the third day, after awkward APC sleeping arrangements
and weird shifts, after spotting Cannibals watching them
… for days, hiding behind walls and running away, Cam finally
Chine Doll were assigned to Bridgehead Cassock, a fort out realised they had reached their destination. There she was, just
in the east of the Northwest Compact, near Tabor Projects, standing in the middle of the street, staring at him. There was
and they were taking regular excursions into the Cannibal Eloise Garcia. Missing one arm. She was waiting for him.
zones, mainly gathering information, but also maintaining an She held out a Rawhead talisman and shouted something in
uneasy peace that had settled in around the area as heavy rains Biya as Cannibals erupted from the houses and charged the
moved in from the south. Their orders were not to advance, APC. Cam finally understood what Gwen meant.
220
H u n t e r S h e e t
Name:
Description:
Crime:
Department Contact:
Bounty:
Quote:
Criminal Portfolio:
Criminal Profile:
Method Of Attack:
Other Comments:
SLA INDUSTRIES
INDEX Bureaucrat 91 DarkNight 188 Formation Era - 0-100sd 10
Buses 46 Deathsuit 174 Formulae 125
3Ps Contract 20 Buzzard F2 Drone 197 Deep Construct 44 Fragmentation Grenade 158
9th Division 27, 203 Buzzsaw 147 Defensive Manoeuvres 106 Franchise Worlds 48
Ack-Ack 192 CAF Padquil Flak Vest 158 Deluxe Worlds 47 Frankie Basilisk 206
Acolyte 184 Calaharvey Motorcycle 172 DeLyon City 24 Free Enterprise 15
Addiction 122 Calculating The Ebb 128 Departmental Formation 176 Frother 66
Addiction Tests 121 Campaigns 214 Derringer 147 GAG 150
Administration 60 Cannibal Sectors 42 Dexterity (DEX) 84 Gash Fist 142
Advanced Carrien 78 Cannibals 18 Digger 18 Gator Stormers 28
Advanced Tasks 101 Cape 164 Dispersal Shiver 208 Gauss Rifle 155
Aethermen 210 Carnivorous Pigs 179 DN Gunner Armour 191 Gauss Trains 46
Age of Nightmares 20 Carrien 179 DN113 Power Machete 192 Generic Melee Weapon 146
Age of Terrorism 15 Central 34 Dogeybone Armour 161 Generic Polearm 146
Aim 109 Chagrin Stormers 29 Downtime 218 Glossary of Gaming Terms 7
Allies & Enemies 126 Chain Axe 143 Downtown Gangers 205 Glyphs 124
Ammunition 157 Changes - 900sd to Present 26 Dream 200 GM’s Discretion 216
Analysing The Threat 176 Changing Tides 126 Dream Armour 202 Great Downturn - 300-399sd 17
Armour 114, 158 Chaos Reigns 22 Driller 148 Great Enemy 2
Armour Damage & Resistance 114 Character Creation 62 Drugs 121 Great Hunte’s Moon 24
Armour Piercing Rounds (AP) 157 Charge 104 Dual Wielding 111 Green BPN: Expeditionary 213
Ascetic Blade 188 Charisma (CHA) 87 Ebb Discipline Maximum ranks 90 Gregori IV 52
Assault Cannon 155 Charmer 170 Ebb Disciplines 128 Grenades & Explosives 157
Attacks With Grenades 112 Chuckleduster 145 Ebb Disciplines (CONC) 89 Grenades and Thrown Weapons 111
Augustus Towncar 172 Clawhead Cockroach 177 Ebb Flintlock 175 Grey BPN: Cloak/Internal 213
Auxiliary Actions 112 Claymore 144 Ebb Medi-kit 175 Gunhead Submachine Gun 151
Awarding Ratings Points 217 Clearance Baton 143 Ebb Sword 175 Halloween Jack 25
Awareness 129 Climbing Kit 166 Ebb-Related Skill rolls 101 Hand-To-Hand Modifiers 105
Backwater Worlds 49 Cloak Division 57 Ebonite 68 Hand-To-Hand Combat 104
Bane Rat 184 Close Assault 90 Ebonite Characters 90 Handling Edge-Cases 216
Base Homicide Shiver 209 Cloudfall Pistol 146 Eight-Oh 36 HARD Armour 159
BashHead 37 Cold Shadow Submachine Gun 149 Employee 60 Hard Green 170
Bastion Armour 159 Combat 102 Employment 60 Head Office 57
Battle Taxi APC 173 Combat Drugs 168 Encumbrance 97, 120 Headset Communicator 167
Bellwood Campaign 28 Combat Rounds & Actions 104 Endeavour Armour 195 Heal 132
Big Picture 10 Coming Off Drugs 122 Endless war 8 Health & Healing 115
Big Smile World 53 Communicate 130 Enhance 131 Heavy Support 90
Bipod/Tripod 164 Concentration (CONC) 86 Enviro Scanner 167 Helion 200
Black BPN: Black Ops 213 Concussion Grenade 157 Equipment 97, 162 Herodotus System 49
Blank BPNs 224 Conditions 115 Era of Progress - 800-899sd 24 High End 37
Blank NPC Blocks 224 Conflict Era - Pre sd 8 Ethereal Magic 186 High Explosive Rounds (HE) 157
Blast 129 Conflict Races 8, 26 Ethereal Spells 188 Highly Skilled Characters 216
Bleak Forecast 16 Conflict Space 50 Ex-War Criminals 23 History in the Making 24
Blind Side 168 Consolidation Period 19 Exo-Armour Mk.2 159 Hit Points 96, 115
Blitzer 147 Construct - 600-699sd 21 Expanding Range 20 Hit Points on NPCs 216
Blood Magic 186, 188 Construction of Mort City 12 Expansion Era - 101-200sd 14 Hockey Stick 181
Blue BPN: Street Maintenance 212 Contents 1 Failed Actions 104 Hollow Ascetic 185
Blueprint News 212 Contract Hunter 60 Failures 100 Home Worlds 48
Blueprint News Files 56 Contract Killer 60 Farjacket 150 Hominids 185
Body 118 Cool (COOL) 88 Fast Response Shiver 208 Honesty 170
Body Blocker 161 Corporate 61 Fear 101 Housing Examples 55
Boom Families 15 Corporate Agents 61 Featherpoint Rapier 145 Human 64
Boom Time - 200-299sd 15 Corporate Sector 59 FEN 603 Auto-Pistol 151 Hunter Sheets 214
BOOPA CASDIS 163 Cover 109 FEN AR Assault Rifle 149 Immobile 115
BOOPA Hypofist 163 Crackshot Armour 160 Feral Mongrel 178 Induction 54
BOSH SLA Blade 142 Crawler APC 172 Finance Chip 60 Industrial Worlds 47
BPN Halls 34, 56 Creating NPCs 215 Finisher 154 Infection 116
BPN Officers 56 Crust 39 Finishing Touches 97 Initiative 103
BPNs, Downtown 57 Cryptid 201 Fire Shiver 210 Initiative Bonus 83, 106
Brain 118 Cultists 187 Firing at Engaged Targets 112 Initiative Value 103
Bravado 119 Cutter Engines 50 Firing Blind 108 Inner Downtown 39
Breacher Shield 162 D.A.C. Handler 209 Flashlight 166 Internal Affairs 59
Break Off 107 Dalblair II 53 Flick Scythe 142 Introduction 6
Bridgehead Revisited 220 Damage 112 Flush 170 Intruder 9
Brutalic 17 Damage From Other Sources 113 Flux 125 Investigation & Interrogation 91
Bullet Tax 24, 146 Damage Modifiers 112, 114 Flux Gem 175 Ion Drive 50
Bully Boy Shotgun 156 Dante 53 Focus Gem 175 Jade BPN: Ebb Related 213
Burb 37 Dark Finder 61 Formal Education 16 Jethians 14
222
Jobs In Downtown 40 Pistol/SMG Stock 164 Security Clearance Levels 55 Suburbia 38
Kick Start 170 Pit 36 Semi-Automatic Pistol 154 Subway 46
Kilcopter 173 Planet Mort 30 Senses 134 Successes 100
Klippo K1 Inferno 154 Platinum BPN: Head Office 214 Serial Killers 206 Suppressive Fire 110
Klippo Lighter 167 Playing the Game 7 Serious Failure 216 Sure Kill Sniper Cannon 151
Knowledge (KNOW) 85 Plugger 192 Sewer Dwellers 177 Sweeper 152
Labour Worlds 48 Power Reaper 2.1000 152 Shade-Oh 36 Switchblade 145
Language 119 Power Reaper 2.4000 152 Shadow 201 Taxis 46
Large Margin of Success 216 Powercell Armour 160 Shadow Claws 202 Technical 91
Laser Painter 164 Preparing to play the Game 7 Shadow Decade 22 Tek Trex 196
Laser Sharpener 163 Progression 117 Shadow Merge 202 Telekinesis 135
Life After Death (LaD) 26, 60, 165 Project Red Sky 27 Shaktar 74 Telescopic Rifle Scope 165
Line of Sight 108 Prone 115, 205 Shaktarian Folk 37 Televised Reality 24
Lock Pick Kit 167 Protect 133 Shatter 169 TERMINOLOGY 2
Lost Scrolls 25 Pusher 148 Sheer 0023/B1 Assault Rifle 196 Thermal 137
Lower Downtown 19, 21, 40 Ramdeff 52 Shi’An Cult 182 Third Eye News 58, 167
Lower Levels, Accessing 40 Ranged Attack Modifiers 109 Shi’An Magic 186, 188 Threat Analysis 59
Luck 101 Ranged Attacks 111 Shi’An Threat 29 Thresher Consortium 15, 193
Lure of The Ebb 15 Ranged Combat 107 Shift Blocks 46 Thumper Beacon 167
MAC Knife 144 Ranged Weapons 146 Shivers 61, 207 Time Scales 217
MagHold 166 Rangefinder Monocular 165 Shotgun Slugs 157 Titter 200
MagMine 157 Rate of Fire (ROF) 110 Silencer 165 Toxicants 116
Maintenance Kits 163 Ratings Points 83, 118 Silver BPN: Media 214 Training Packages 90
Manchine 204 Rats 177 SilverBack Armour 161 Traits 92
Mandrake 12 Reality Distortion 202 Skill Rank Points Cost 219 Trapper 169
Mangler Automatic Shotgun 155 Reality Folding 50, 133 Skill Ranks 84 Travel And Transport 46
Margin of Success/Failure 100 Reaver Cannon 153 Skill Rolls 98 Treatment 117
Margin of Success/Failure - Ebb 128 Recoil Baffling 166 Skills 84 True Shot Sniper Rifle 150
Mass Drives 50 Red BPN: Emergency 213 Skills List 84 Trustee 60
Maugra Til’ 52 Regenerating Flux 128 Skin Trade 206 TT1 Submachine Gun 198
Medi-kit 163 Regeneration 116 SLA Military 59 TT7 Chain Axe 198
Media Era - 700-799sd 23 Remus Roadster 172 Slaughter Club 187 Ultra Violence 169
Medic 91 Repairing Armour 114 Smoke Grenade 158 Uplift 171
Melee Weapons 142 Repairing Vehicles 123 Snubber 148 Uptown 35
Mind Numb 168 Resolving Melee Attacks 107 Soft Drugs 170 Urbanite Manchines 204
Modular Armour 158 Resource Worlds 48 Space Travel 50 Using Ebb Disciplines 127
Money 59 Rift Claws 202 Spaceports 51 Using Traits 216
Moral Right Division 28, 210 Rift Teeth 202 Species Skills 89 VAPH III Assault Cannon 196
Mort City 30 Rising Population 14 Species Stat Limits 82 Vehicles 122
Mort Earns Its Name 13 Romulus Limousine 172 Spectral 37 Vehicles - Civilian 171
Mort Expands 23 Running a Game 212 Spells of the Shi’An 186 Vehicles - Military 172
Mort’s First Police Force 13 Running low on ammo 110 Spending Experience Points 219 Vehicles In Combat 123
Motion Scanner 168 Rush 169 Spit Pistol 156 Vevaphon 29
Move 104 Rust Alley 26 Sponsorship Deals 61, 217 Vibro Sabre 142
Movement 97, 104 Salvation Tower 17 Stacking Armour 114 Vito A69 Drone 197
Mr. Slayer 2 Sample Squad Names 54 Starting Ebonite Skills 90 Walking the Path 124
Music 36 Sarge Battle Armour 195 Starting Equipment 97 War Worlds 48
Mutilator Fist 144 Scarab L02 Drone 197 Starting Ratings Points 83 Watchful Eye 61
Naga 7 28, 59 Scav Autorifle 199 Starting Stats 83 Weapon Maintenance Kit 162, 165
Natural Weapons 107 Scav Pistol 199 Stat Improvement Costs 219 What do you need to know? 7
Necanthrope 127 Scav Shotgun 199 Stat Ranks 82 What is a roleplaying game? 6
Neophron 80 Scav Skills 199 Station Analysis 58 What you will need to play 6
Neophyte 184 Scavs 23, 198 Steel Death Pistol 149 Whistling Bridge Protocol 12
New Paris 53 Science Friction Equipment 174 Stigmarytr 58 White BPN: Investigation 212
New Wave - 500-599sd 20 SCL 5 61 Stinger 192 White Earth 16
Niner 37 SCL 6 61 Storm 10 White Earth Animals 184
No-Go Zone 44 SCL 7 61 Stormer 313 ‘Malice’ 70 White Earth Atrocities 185
Observation Status 51 SCL 8 61 Stormer 711 ‘Xeno’ 72 White Noise 171
Omaja 22 SCL 9 61 Stormer Cannon 153 White, The 127
Orange BPN: Cult Related 213 SCL Ladder 56 Streak 171 Wind Up Toys 25
Pacifier Baton 144 Scorch 52 Street Shiver 207 World of Progress 2
Pack Mentality 180 Scout 91 Strength (STR) 84 Wounds 115
Pain Away 171 Scout Helmet Interface 164 Strike & Sweep 90 Wounds on NPCs 216
Paramedical Shiver 210 Scrap Armour 199 Striker Motorcycle Protection 162 Wraithen 76
Perimeter Wall 39 Screaming Eagle Assault Rifle 149 Stumpy 192 Year of Progress 26
Personal Transport 46 Sector Ranger 19, 60 Stunned 116 Yellow BPN: Retrieval 212
Pineal Stim 168 Sector Wall 18, 43 Subsidiary companies 59 Zenit Patroller Motorcycle 173
223
SLA INDUSTRIES
BLANK BPNS
BB LL UU EE PP RR II NN TT NN EE W
W SS BB LL UU EE PP RR II NN TT NN EE W
W SS
Departmental Authorisation: Departmental Authorisation:
colour Code:
colour Code:
Details: Details:
Station Analysis: Consolidated Bonus Scheme: Per Op: SC L Station Analysis: Consolidated Bonus Scheme: Per Op: SCL
Third Eye News: Per Squad: Third Eye News: Per Squad:
“Blueprint News” and “Third Eye” are wholly owned subsidiaries of SLA Industries. Any unauthorised use of their names or images is illegal. “Blueprint News” and “Third Eye” are wholly owned subsidiaries of SLA Industries. Any unauthorised use of their names or images is illegal.
Skills Skills
Equipment Equipment
224
S L A O p e r at i v e S e c u r i t y C l e a r a n c e C a r d
Name:
Race:
Finance
Package:
Credits:
Squad:
Unis:
Movement Encumbrance
Closing
Rushing /
Hit Points Experience Points
/
Wounds
Head [] Left Arm [] Right Arm []
Torso [] Left Leg [] Right Leg []
Conditions:
© 2020, Nightfall Games Limited. Permission granted to reproduce for personal use.
Downtown Phoenix 893
Integration 20
By Wave Lindsay
Cont’d.
[…]
Though in all of SLA Industries’ cruelty, it protects us from one true terror.
The terror of the truth.
Five words is all it takes. Five words that will shatter any illusions you harbour about our existence. Five words
that, once heard, change the universe for ever.
Downtown Sector 5-12, the new threat reared its ugly grey head. The now familiar tale of ghosts appearing
in desolate spots, creeping into the boundaries of inhabited zones. Our story starts with what is now known to
be a Dream Entity. A Shadow, to be precise, one of the many new forms to be entered into the catalogue held by
the Aethermen. This Shadow’s presence was first noted by a pattern of new sickness, The Grey, infecting a few of
the homeless wanderers of the Bletchlock Malls, a pattern that got too big to ignore, and, after Operatives sent to
investigate reported on their findings, caught the attention of an ancient group within SLA Industries. I had read
about them and thought them long dead. They formulated a solution to this problem; a new role for their hardiest type
of researcher, the Aetherman.
Naga 7 were a society of dubious scholars and theologians who claimed to hold everything in check, claiming to
prevent the collapse of reality itself, but they were long disbanded. When the Dream issue started, first in Cannibal
Sector 1, then in Lower Downtown, groups claiming to be allied to the ancient Naga 7 instantly latched onto it,
forming new teams to deal with it. As their studies grew, they added elements of training to their members, teaching
them to survive whatever the challenges were, learning to avoid catching The Grey. The task of shutting down the
pockets of Dream Entities fell to Aethermen, the front-line of defence against the collapse.
The Aetherman is a specialist, hired for their adventurous spirit and resilience. Recognisable immediately by
their Aether Suit, a bulky protective outfit with a unique design of helmet, an Aetherman looks more like a sewer
maintenance worker, but the specialised helmet design stands them apart. Originally tasked with observing certain
types of encounters, their role shifted to purely cataloging and observing Dream Entities, and if you see one in full
armour, it’s an indication that something nearby is afoot. The men and women, for it is only humans that can take
on the role, that make up the Aethermen take their job seriously, but if sat down and given a cup of tea, they can be
remarkably open about their job.
If you take the time to befriend an Aetherman - and I was fortuitous enough to do so on a chance encounter with one
who was a true Aetherman, dressed in the traditional armour - they may end up sharing more information than is
safe for you to hear. The origin of a Dream Entities is one of those truths that, once known begs questions of reality.
An entity comes about because people start believing in them. The mere act of believing causes them to strengthen,
and the more you believe, the stronger their hold is, and the weaker your grasp on the physical world is. The Grey
is a manifestation of the realisation that your very presence may be held together only by your belief that you exist.
And this led to my learning the truth. While Aethermen undergo rigorous training and are elected from a small pool
of applicants deemed capable of handling the truth that they are faced with daily, we citizens don’t get the protective
blanket to hold our realities together. And yet, it is against this backdrop that we must face the truth however we
find it, not as how we wish it. This led to the undeniable truth that Aethermen hold as a pillar they can cling to when
facing the seemingly impossible, and this truth is something we should all learn to live with.
We are all Dream Entities.
C
SLA INDUSTRIES
In the World of Progress, the corporation SLA Industries rules all. Employing Operatives to enforce, extend and
maintain their power base, SLA controls a multitude of worlds - industrial, franchise and resource - with planet Mort
at its core. As Operatives execute the company’s will, new threats emerge through the cracks of the city walls, turning
Downtown into a battleground.
The newly arrived Neophron signals a shift in the balance of the universe, as the scholarly species joins the ranks
of SLA Industries, sending their brightest to train as Operatives to serve alongside Ebonites, Shaktars, Wraithen
and Humans. You, the SLA Operative, are fighting for fame and fortune against a backdrop of a crumbling reality.
Operatives feed the always-on televisions with a gaudy media of wall-to-wall death and dismemberment. Operative
life is all about climbing the corporate ladder and earning sponsorship deals and notoriety along the way.
Dream Entities claw at the fabric of reality, dredging up nightmares, while elsewhere the Shi’An Blood Cult rises,
corrupting the disenfranchised masses of Mort to its cause and unleashing the horrors from White Earth into an
unsuspecting world. As SLA Industries battles to reclaim the Cannibal Sectors outside, Operatives are forced to deal
with problems within the city walls more so than ever before - and below, the Deep Construct awakens.
Guns kill; so does the truth.
SLA Industries 2nd Edition is a tabletop roleplaying game that uses Nightfall Games’ S5S rules system.
Recommended for two or more mature gamers.