Difference between revisions of "SLA Industries"

From 5punk Wiki
Jump to: navigation, search
(Seduction)
Line 3: Line 3:
 
SLA Industries is an urban horror roleplaying game set in dark futuristic universe called the World of Progress. The World of Progress spans thousands of worlds, most of which are ruled by the ubiquitous SLA Industries. SLA Industries is a giant megacorporation, the virtually unchallenged power in the World of Progress. Players play the part of Operatives - freelance agents who take jobs from SLA to protect the public and the company.
 
SLA Industries is an urban horror roleplaying game set in dark futuristic universe called the World of Progress. The World of Progress spans thousands of worlds, most of which are ruled by the ubiquitous SLA Industries. SLA Industries is a giant megacorporation, the virtually unchallenged power in the World of Progress. Players play the part of Operatives - freelance agents who take jobs from SLA to protect the public and the company.
  
 +
*[[Background]]
 +
Information on the world in which the game is set.
 +
 +
*[[Operatives]]
 +
Information on the characters the players will play
 +
 +
*[[Character Creation]]
 +
Step-by-step guide to creating your character
 +
 +
*[[Extra Character Material]]
 +
Stories, quotes, and other things that paint a picture of life in SLA
 +
 +
*[[Custom Rules]]
 +
Custom rules designed by the GM
 +
 +
=Background=
 
===The World of Progress===
 
===The World of Progress===
 
Although the World of Progress is vast, spanning thousands of planets, the players will spend the majority of their time on the SLA capitol of Mort, in the planet's capitol city by the same name.  
 
Although the World of Progress is vast, spanning thousands of planets, the players will spend the majority of their time on the SLA capitol of Mort, in the planet's capitol city by the same name.  

Revision as of 05:52, 6 May 2007

SLA Industries

SLA Industries is an urban horror roleplaying game set in dark futuristic universe called the World of Progress. The World of Progress spans thousands of worlds, most of which are ruled by the ubiquitous SLA Industries. SLA Industries is a giant megacorporation, the virtually unchallenged power in the World of Progress. Players play the part of Operatives - freelance agents who take jobs from SLA to protect the public and the company.

Information on the world in which the game is set.

Information on the characters the players will play

Step-by-step guide to creating your character

Stories, quotes, and other things that paint a picture of life in SLA

Custom rules designed by the GM

Background

The World of Progress

Although the World of Progress is vast, spanning thousands of planets, the players will spend the majority of their time on the SLA capitol of Mort, in the planet's capitol city by the same name.

Mort

The planet Mort is the flawed jewel in SLA's crown. The giant planet consists mostly of desolate wastelands and dead oceans, scoured by industry and pollution. Giant atmospheric processors keep the planet habitable, and weather control systems keep the cities safe from the worst of Mort's environment. Even so, rain falls on the cities of Mort constantly.

War Worlds

Certain planets hold rare phenomenon or resources, or a vital strategic location, and become so heavily fought over by SLA and other companies that war envelops its entirety. Often the thing that was being fought over is destroyed in the process, but more often than not the war rages on regardless. War Worlds such as Dante, Cross and Charlie's Point have been fought over for so long that the average life of a soldier is measured in minutes, and the few who survive their tours are generally tough, dangerous and utterly insane.

Soft Companies

While SLA Industries maintains an iron grip on the world of progress, there are many pretenders to the throne. Rival companies, known by SLA as Soft Companies, work tirelessly to undermine SLA and bring about its downfall. From sprawling subversive organizations, to elite high-tech paramilitaries, to small back-street industries, the enemies of SLA are many and various.

DarkNight

DarkNight are by far the largest of the Soft Companies, and the biggest thorn in SLA's side. They fight SLA in open ground on the War Worlds, battling on planetary scales with huge armies. They own their own spacecraft with which to harass SLA shipping. They produce vast amounts of hardware and their planets home billions of people. Even so, they are small in comparison to SLA and survive mainly by stealth and concealment. To the average SLA citizen, DarkNight are a terrorist organization. They live in the cities, spying and subverting. They supply the illegal weapons and drugs and control the black markets. Rarely will DarkNight operate in the open on Mort, preferring guerrilla tactics and media subversion. SLA Operatives will encounter DarkNight Operatives and agents most often of the Soft Companies, but often the first they know of the encounter is from the impact of a sniper's bullet.

Thresher

Smaller in number than DarkNight, but more direct. The Thresher have powerful weapons and armour that make them difficult to stop, even by SLA's troops. Operatives stand little chance faced with their giant armoured suits and chainguns. Luckily they are rarely seen on Mort, and when they do they prefer hit-and-fade tactics.

Tek Trex

Tek Trex are a Soft Company that specialize in robotics. While robotics and cybernetics died off after the Chrome Age, Tek trex have continued to make security and attack robots for sale on the black market. These robots are often thought of as comical - at less than a meter tall and with a sort of round body and waddling gait they often appear so. They also sport light SMGs though, and are usually deployed in large numbers.

SLA Industries

Mort City

The capitol city of SLA Industries takes the name of the planet it dwells on, visible from space like a great black scar. Covering 76,000 square kilometers of the surface and stretching deep into the earth and high into the atmosphere, Mort is the largest city in the World of Progress.

Uptown

Uptown is the district of Mort that is home to the elite. SLA Headquarters sits in the middle of uptown, a great glass pyramid with its upper floors masked by cloud. Around it, open to the sky and the as yet untainted rain, are the neon malls and shining tower blocks. Uptown rises from ground level, or thereabouts, from the centre of Mort for kilometers into the sky. The skyline is dominated by SLA Headquarters, as indeed is much of the city.

Operatives

Players take the role of Operatives. Ops, while technically freelance, take jobs only from SLA in the form of Blueprint News Files (BPNs). These jobs are colour coded to indicate the type of mission, and upon completion will provide the Op with payment and a Security Clearance Level (SCL) increase. The majority of the civilian population an Op meets will be downtrodden, poor, unemployed, and loyal to only themselves. They are suspicious of Operatives and jealous of their money and power, which can often be a hinderance in an investigation. This can be a severe disadvantage to obvious SLA employees, such as aliens and Stormers.

Races

Human

Billions of humans live in the World of Progress. They are the soldiers, the administrators, the cleaners, the police, the unemployed. They are the most versatile race in the World of Progress and as such are prolific. Humans are by far the most common race of Operative, not only because there are so many in proportion to the other races, but because they blend in and adapt. They can be intelligent, subtle, and nondescript. They can be tough, strong and brutal.

"You think I'm weaker than those aliens because I'm human? Let me tell you buddy, we're the dominant race here. Just because I'm not big and red, or because I don't grow back limbs, doesn't mean I'm not a damn good Op. I can take the head clean off a Dino from 800m away, fold down my rifle and walk into a gang bar like I'd been drinking there for years. You show me an alien that can do that."

Red Jones, Human, Point Package, SCL 8A.3

Frother

While physically human, Frothers have enhanced their bodies and reflexes through the use of powerful drugs. Loud, aggressive, cocky and rowdy, Frothers aren't the most social people to be found in Mort. They do make excellent fighters though, and SLA employ them regularly. Socially, Frothers form into close celt-like clans with whom they can relax (read: drink and fight) without the hassle of having people around who would almost certainly object to their behaviour. Their clans influence Frothers in much of their life, especially combat - many Frothers wear their tartan over their armour, sometimes even as kilts, and carry powered claymore swords. A Frother knows that before too long either the drugs or the combat will kill him, so they make a point of enjoying both and making it clear to everyone else they are doing so.

  • Be aware, in my house rules Frothers don't take half damage as stated in the main rule book. Instead they ignore bruising damage and negative modifiers from bleeding.

"You want someone to take into combat, you can't do better than one of us boys. Bigger, faster, stronger - and fucking fun to boot! I mean come on, every day's a party and I take my party to work baby! Sure, some people don't like us 'cos we're loud and crazy, but there's too many stuck up arseholes in this world. Still, the boring bastards at least have the manners to die when you hit 'em."

Malcolm "Fishy" McFish, Death Squad, SCL 10A.5

Ebon

Ebons are a unique alien race, saved from oblivion by SLA because of their abilities. By using complex mathematical formulae they can visualize probabilities and then bring them into reality, using a force called The Ebb. They are assisted in this by their Deathsuits - symbiotic organisms created using The Ebb that act both as armour and as a complex computer for channelling their formulae into reality. The results of these formulae vary in power and effect, from healing cuts to regenerating limbs, lighting cigarettes to causing massive blasts. Ebons are characterised by their empathic and inquisative nature. They are highly emotional, thoughtful and poetic beings, always searching for meaning. Outwardly, they look almost human. Always slim and often attractive by human standards, they are recognizable by their hair and eyes, the colour of which varies wildly. An Ebon's eyes, their most distinctive feature apart from the Deathsuit that operatives are never without, are without iris or pupil and of uniform colour.

  • In my house rules an Ebon's Ebb ability rank is limited to twice their Formula statistic.

"There's a lot of evil in this world and a lot of evil people committing it. I might work for the Company, but that doesn't make me one of them. I do this job to try and make everyone's life a little better, and the Company might not always seem benevolent but I've seen the things that are out there and I know what horrors we'd all have to face without it."

Fallacy, Investigator, SCL 8.2

Brain Waster

Brain Wasters are from the same genetic stock as Ebons (indeed, often from Ebon parents), but psychologically are very different. Wasters are violent, antisocial and sadistic bullies who delight in causing pain and misery. They dress to enhance their reputation, usually wearing leather and chains. Unlike Ebons, Wasters generally have pure black hair and evil coloured eyes. Their eyes are further enhanced by the scorch marks that surround them from birth. Wasters have the same Ebb abilities as Ebons, but tend to choose more combat orientated ones that they can use to inflict damage, pain and fear.

"What did you say? What did you just ask me? How's about I reach down your throat and set you on fire from the inside, like an upside down human candle? Don't like that idea? Well leave me the fuck alone then before I turn nasty."

Inferno, Kick Murder, SCL 10A.2

Wraith Raider

Wraith Raiders are cat-like aliens who originate from an icy home world. They are efficient and ruthless hunters, equally at home with a sniper rifle or a pair of vibro claws. Their speed and agility make them perfect close combatants, and their stealth and athleticism make them excellent scouts. Raiders often seem like lone-wolves, frequently operating away from their squads as they observe proceedings from a rooftop or walkway, but as intelligent hunters they know the value of their team mates. As such, while rarely loyal or sociable, Wraith Raiders are generally welcome members of any squads and many a Frother or Brain Waster has endlessly taunted a quiet Raider companion, only to find their life saved by a sniper's bullet in the middle of combat.

"How do I feel about the people I killed? Well, which ones? The civilians who got in the way were a waste of my ammo and money. The DarkNight I took down should have known how to use cover better. Travis? Well I didn't shoot any of my own squad, but since the enemy hacked him to pieces I suppose I'm going to have to find another Frother to use as bait. I'll choose a better one this time."

Makra Shah, Scout, SCL7B.7

Shaktar

The Shaktar are an alien race of proud warriors. To a human they appear to be monsters, and with good reason - towering above even the tallest humans and thickly built, with blood-red reptilian skin, horns and yellow eyes, they can appear demonic. Fleshy dreadlock-like tendrils grow where hair would be on a human, and their odd, mandible-like lips add to their alien appearance. Many humans who are not too familiar with Shaktar are terrified of them, but in reality they are calm and meditative. All Shaktar live to fight in battle and die in combat, they will never retreat and never surrender for that is a sign of weakness and cowardice. They take care about why they fight though, to protect their honour or friends, or the company to which they have pledged their loyalty. A Shaktar will rarely enter a brawl - they fight to kill or not at all. Out of combat Shaktar are serious and introspective, concentrating on the task at hand or relaxing by meditating or deep thought.

"I came from my homeworld to fight for my honour and for SLA. My courage and strength will prove my worth to my forefathers, and will terrify and destroy my enemies. Many beings here on Mort can fight well, but few have the power and finesse of the Shaktar. "

Mgr'shrk, Death Squad, SCL 9B.3

Stormer 313

313 variant Stormers are huge, vat-grown monsters, created to fight for SLA Industries. Most are shipped to the War Worlds, but a few are released as Operatives. All Stormers are genetically programmed to be completely loyal to SLA, and to be oblivious to danger and personal risk. 313s are large and humanoid, their heads are long and animal-like and their lipless maws hold rows of large sharp teeth. They might well look fearsome - they are designed for battle and are very tough and very strong. Stormers also have the ability to regenerate quickly, recovering in hours from injuries that would kill lesser beings outright. Their temprament varies as a human's would, although they tend to be less extreme. Most are naive and almost child-like (hardly surprising, as most are only a few years old when they start working as an Op), looking to their peers for guidance and direction.

"Stormers big and tough. I like being Stormer. I pull arms off humans like you. Not you though, you not bad person. I only hurt bad people. Yesterday I pop bad man's head, it went pop like a melon. Hur hur hur. I like being Stormer."

Tortoise, Strike Squad, SCL 9A.1

Training Packages

Death Squad Package

The Death Squad package is designed to train an Op for an assault role. The training leans heavily toward firearms and combat related skills. Death Squad is a popular package, as every squad needs combat Ops and Death Squad is considered the most conventional combat training.

Kick Murder Squad Package

Kick Murder training emphasises stealth and speed in order to produce Ops who are competent in an assassination and subterfuge role. Kick Murder Ops are well trained in martial arts and close combat, making their kills close up and unseen. As well as close assassination, Kick Murder Ops are deployed in infiltration roles, sneaking into hostile locations, completing their objective, then withdrawing without the enemy realising they were there.

Investigation and Interrogation Package

Investigation Ops specialise in undercover and intelligence work. They are trained in detective work, analysing events after the fact, finding the truth among all the facts, coaxing information out of suspects and informants. Investigators are usually streetwise, knowing how to deal with difficult civilians and able to blend in amongst them in order to subtley gather intelligence.

Medical Package

The Medical Package trains Ops in a variety of medical and forensic techniques. Able to administer combat first-aid and even battlefield surgery, as well as being trained in psychology and pathology, they can be extremely useful members of any squad. Medical Package trained Ops also have exclusive access to the SLA medicla database via an Oyster computer.

Mechanics Package

Mechanics is a slightly misleading name for a package that covers all things technical. Mechanics trained Ops are competent in vehicle and machinery repair, electrical and electronics, and computer based security and hacking. Most Mechanics Ops will tend to specialise in one or two fields because of the amount of knowledge required to master them, but can be very useful in any technological problem.

Piloting and Navigation Package

Pilot trained Ops are capable of driving any vehicle in SLA's arsenal, from small sports motorbikes, to massive Linebacker tanks, to heavily armed Kilcopter gunships. Additionally, Pilot Ops have a rudimentary knowledge of vehicle systems and repair, and are well trained in map-reading and the use of navigation aids - a skill not to be overlooked in the labyrinthine alleyways of downtown.

Business Package

Business trained Ops are often overlooked as squad members in favour of combat trained Ops, but those who know them also know the massive benefit they can bring to a squad. A Business Op is skilled in corporate bureaucracy and etiquette, finances and media relations. Business Ops can be relied on to find the right channels within SLA to gain access to required information, or even pull in help from other agencies. In addition to this Business Ops often play combat financier, cutting through the red tape to net their squad juicier BPNs without the hassle of waiting all day in the BPN hall. They can negotiate sponsorship deals, handle stocks and shares, and push up credit rewards from missions for their squad. Business Operatives are issued a trading license on completion of their training with which to deal on the stock market.

Strike Squad Package

The Strike Squad training package is the standard infantry training of SLA troops. It prepares an Operative for all aspects of combat, from driving jeeps to issuing combat first aid. In a way a jack-of-all-trades, but it could be said that Strike Ops have the most solid basic training from which they can specialise in almost anything and still have the basic skills to survive and fight.

Scouting Package

Scout Ops are the eyes of any squad. Hidden away, ahead of or above the main squad, they pick out enemies and potential hostiles as targets for the combat Ops, and watch their backs while they go about their business. Scout Ops make excellent snipers due to their positioning and stealth, and are trained as such. Scouts are also the only package who are trained to be able to assimilate the information supplied by the highly coveted Scout Helmet - most untrained Ops who try one on feel sick from the barrage of light and sound it feeds them.

Media Package

Media trained Ops are relatively new, with the first classes passing out only last year. They are highly sought after by aspiring Contract Killers because of their contacts and media savvy, helping get their squad good coverage from the TV channels and sometimes playing the role of combat cameraman. Media Ops have a direct link to 'control' at Third Eye through their camera, and as such are able to call in media support far quicker than normal Ops would be able to.

  • Cinematography (KNOW)
  • Interview (CHA)
  • Communique (CHA)
  • Literacy (KNOW)
  • SLA Info (KNOW)
  • Streetwise (KNOW)
Point Package

The Point training package represents a response to perceived flaws in the current classes of training available to Operatives. The current Scout package produces a fine sniper and advance scout, but one who is woefully unsuited to the realities of urban reconnaissance. Urban Reconnaissance involves several criteria, including area awareness, finely honed interpersonal skills and the ability to function with a minimum of bulky technological equipment. The Point trained operative is expected to possess an exacting knowledge of Downtown, combined with the social and urban etiquette skills necessary to function amongst the gangs, cults, props and soft companies that make Downtown their homes. The Point package is taught at Meny as of 901 SD, and the first Point operatives hit the streets of Mort in 902 SD. SLA Industries' Evaluation personnel are currently working hard to determine the effectiveness of the program, and Point personnel and their associates are encouraged to submit reports to Meny for examination.

  • Streetwise (KNOW)
  • Sneak (DEX)
  • Rival Company (KNOW)
  • Persuasion (CHA)
  • Disguise (CHA)
  • Detect (CONC)
Sabotage Package

Another new training package to come out of Meny this year is the Sabotage package. Sabotage trained Ops are experts in all forms of demolitions, including explosives and detonators. Sabotage Ops are not only called upon to disarm explosive devices, but also are used when something requires blowing up. Indeed, Sabotage Ops are the only Operatives on Mort licensed to use explosives.

  • Demolitions
  • Demolitions Disposal
  • Rival Company Info
  • Electronics, Industrial
  • Electronics, Repair
  • SLA Info
Sector Ranger Package

The Sector Ranger package was originally designed for the personnel who were assigned search and rescue roles in the Cannibal Sectors, and offered to hand-picked Operative trainees who would then be filtered off to the Ranger programme. However, with Operatives called upon more and more often to venture into these hostile environments the package has opened up to all entrants. It is a tough course, and it isn't uncommon for trainees to be killed during training, but those who complete the package are in great demand in Mort. Many Ranger Ops hire out their skills freelance to other squads who have a BPN that will take them to the cannibal sectors, as they will increase the squad's chances of survival there greatly.

  • Blade, 1-H (STR)
  • Pistol (DEX)
  • Rifle (DEX)
  • Rival Company (KNOW)
  • Survival (KNOW)
  • Unarmed Combat (STR)

Source Material

Various bits of material have been created and assimilated from other sources by me and are available for players. Some might not entirely make sense due to the influence of sourcebooks.

Hardware

Jan 902 catalogue: http://www.5punk.co.uk/b3ta/Pants/Hardware902.doc

Jun 902 catalogue: http://www.5punk.co.uk/b3ta/Pants/HardJune.doc

Phase Inc armour customisation: http://www.5punk.co.uk/b3ta/Pants/PHASE Inc.doc

House Rules

This is a compilation of expanded, modified or new rules mostly designed by myself to fit my own style of campaign and the style of play my players are used to. I believe it makes the game tougher and more realistic while addressing things that are open to power-gaming.

Automatic Weapons
  • Burst Fire:

When a weapon is fired in a burst (three or more rounds at once at the same target) the character's pistol or rifle skill is used to hit the target with the standard rules for a single shot. If the shot is successful, the character's auto/support skill plus the rate of fire of the weapon is used to see how many rounds hit. Every two points over 11 counts as a hit, so an 11 is one round, 13 is two and so on. No extra damage is done for a roll over 20 as in normal hits. All normal bonuses and penalties for a single shot apply.

  • Auto Fire:

Auto fire is when a character sprays an area with bullets. This is indiscriminate and so anything in the area risks being hit and all hits are worked out in order of difficulty, with the easiest targets being hit first. The roll to hit is the same as any other shot, but using only modifiers for cover, range, rate of fire and visibility. When working out how many rounds hit, one round hits for every three points over 11, i.e. 11, 14, 17 etc.

Locational hits

Realistically, when attacking an opponent, there should be some chance of accidentally hitting a location you didn't aim for. To represent this, near misses are relocated to a limb to represent a slightly dodgy hit. When a single round is being fired or in close combat, a final result of 11 will hit another location. For auto/support, another location is hit if the result was exactly enough to make a certain amount of rounds hit. For example, burst firing at a target and getting exactly 13 would result in one round hitting a limb, whereas a result of 14 would mean both rounds hit the torso. This only applies when aiming at the torso. The location that was hit is determined randomly. A D10 is rolled and a result of 1-4 is a leg hit, 5-9 results in an arm hit and a roll of 0 is a head hit.

Melee Weapons

Melee weapons are pretty dire as far as the rules go, and so upping their stats a bit should even them out a little. Powered blades receive an extra +2 penetration and +4 damage, while unpowered blades receive +1 penetration and +2 damage. Blunt weapons receive +2 damage.

Weapon Jamming

If, at any point, a double 1 is rolled when firing a weapon there is a chance of it jamming. This depends on several factors: the calibre and type of the ammo, whether the weapon has been customised, the rate of fire and how well looked after the weapon is. Should a double 1 be rolled a weapons maintenance roll should be made with the appropriate modifiers (see below). If the roll is passed then the result is a simple miss, but if the roll is failed the gun will jam and several minutes (and another weapons maintenance roll) must be spent to un-jam it again. If the unfortunate firer rolls a double 1 for his weapons maintenance roll the round will explode in the chamber, destroying the weapon and doing its damage (but no PEN) to the hand of the firer.

Cased Rounds
Calibre: 5mm 9mm 10mm 11mm 11.35mm 12mm 12.7mm 14mm 17mm Blank
Modifier: 0 0 -1 -1 -1 -2 -3 -4 -5 -2


Special Ammo
Type: Hotline Chopper 70mm Disc Flechette Needle BB
Modifier: -2 -4 -2 -2 -2 0


Shotgun Shells
Type: Shot Slug Duster Star Buck B&B Flechette
Modifiers: -1 -2 -1 -2 -3 -2 -1


Ammo Types
Type: STD AP HP HEAP HESH DU HIVE
Modifiers: 0 -1 -2 -2 -3 -1 -1


Rate of Fire
Rate of Fire: 1 3 5 10 20
Modifiers: 0 -1 -2 -3 -5


Other
Other: Gauss Extended Clip Custom Repeat Action Rebored Maintenance Kit
Modifiers: +1 -1 -2 -2 +3


Paired Weapons

The rules as they stand do not cater for paired weapons. Under these rules, a character can use two weapons at once, but must halve his skill for each and receives modifiers based on how far apart the targets are (about -1 per 2 meters) relative to the character. A character attempting to do this without the ambidexterity advantage must first make a concentration roll. If this roll is failed the character simply forgets to use the offhand weapon. If it is passed the character fires as normal, but has an additional -3 to the offhand weapon. The effect of using two weapons at once is being able to attack twice per phase.

Bringing to bear

A character can bring to bear on an area he suspects an enemy will emerge from. In this case a DEX roll -2 can be made to bring a weapon to bear for free on said target when he appears. Similarly, a character who is auto-firing can bring to bear and fire on the same phase with a DEX-4 roll. This represents the character trigger-locking as he brings to bear, and as such applies a -3 to the attack roll.

Torso Hit Points

The problem with having the same amount of hits in the torso as total body is that it is very cut and dry between being alive and fighting and being dead. With the torso at two thirds of total body means the character can be effectively taken out of combat without killing him.

Injuries

If a location reaches negative hit points, that location becomes useless until restored to positive hits. However, serious damage has been sustained and Kick Start or normal Ebb healing cannot help. Negative hit points must be healed by Ebb regeneration or with surgery and cannot be restored in the field. This has the effect of reducing the maximum number of hits the location can be healed back to by the negative amount. Example, an Op's leg goes to -3 hits. As well as risking a broken leg, his leg can now only be healed to 3 points below it's normal level. When a location goes to negative amounts it will be bleeding badly and as such every point below zero counts as a wound. Also, because these are very painful injuries, the negative is used as an additional negative modifier to any actions performed, although Pain Away can counter this. Lastly, there is a 10% chance per negative point that serious damaged will be sustained such as losing an eye or finger, or having an organ damaged. Such damage will need a replacement, as described under LAD. If a location reaches minus half its normal hit points it is destroyed. This will probably be very painful or even fatal.

  • Hospital Treatment

After sustaining serious injuries, Ops must seek medical attention. The basic cost for this is 20 credits per negative point of the injury. Extra fees will be incurred, for example Killcopter evacuation or an ambulance will cost 50 credits and 10 credits respectively, and if the Op is still down hit points or is bleeding he will have to cover the cost of the Kick Start used to stabilise him. The Op will be hospitalised for an amount of days equal to the negative. People can also opt for Ebb regeneration, which is faster but more expensive (and a bit creepy for non-Ebons). Limbs cost 30 credits per negative hit point and take between 5 and 10 minutes, while torso and head costs 50 credits per point and take around an hour.

Stocks and Shares

Operatives often invest in stocks to make their spare cash work for them. Usually they will get a financier to deal with all the paperwork, but many Business package Ops actually dabble themselves. If an Op wants to get a financier to deal with his stocks, the financier will give him monthly reports and the opportunity to reap any profits. If the Op chooses not to, the financier will simply take his percentage of the profits and leave the rest as shares. If the Op wants to sell some shares, however, the financier will take a cut and give the Op the remaining profits. The brokers fee varies, depending on the skill of the financier, but always involves a set fee. As a rough guide, the fee is usually ten times the financier's Business Finance skill and the monthly percentage is usually two times the financier's skill. If a character wants to dabble himself, he doesn't pay any fees but is probably not going to make as big a profit and has modifications according to his Business Administration skill. An Op is required to have a trade license before he can invest on the stock market himself, which is limited to the Business package.

Every month, a roll is made to find out how well the Ops shares are doing. A roll is made, plus the Business Finance skill of the financier. The amount above or below 11 is equal to a 2% profit or loss on the amount invested. If an Op is managing his own shares, a Business Administration roll must first be made and if the total is 11+, the transactions are worked out in the normal way. SLA, however, is notoriously awkward when it comes to giving money away and there are many bureaucratic traps to fall into. If the Op fails his Business administration roll, the transactions get lost in the red tape and the shares are frozen for that month. If at any point a double one is rolled, something has gone terribly wrong. Another roll should be made with the amount rolled being used as an additional loss of 5% per point.

Formulae and Ebb Abilities

Formulae is an Ebon's knowledge and experience concerning the Ebb, therefore it is fair to say that the higher an Ebon's Formulae, the more skilled he is. This can be well represented by limiting the rank an Ebon can put his abilities to by double his Formulae, and also prevents them getting very powerful very quickly. As in the book, Ebons start with one point of formulae which restricts their ranks to 2. This is very harsh initially, but Formulae should be acquired quite quickly at first as the Ebon learns more about the Ebb.

Drugs
  • Ultra-Violence & Blaze UV:

UV is sick, no two ways about it. Taking half damage represents the frenzied junky not feeling any pain, but this isn't really very realistic is it? A better way of doing it would be to allow UV users to ignore bruising damage from bullets (ie, if the DAM & PEN doesn't exceed the PV, but a point of damage is taken from bruising) and the negative skill modifiers from wounds.

  • Multiple drugs:

Only one dose of any drug will take effect per phase. Multiple doses of medical drugs will have no extra effect, while multiple doses of combat or recreational drugs may cause an OD. To work out if a character overdoses, the two addiction statistics for the drug are used. The first statistic (eg, -1 PHYS per 15 doses) indicates how many doses are needed to overdose. The second statistic (eg, 1 dose/day) is the amount of time the aforementioned doses must be taken in to OD. If a cocktail of any types of drugs are used, except a cocktail of medical drugs, the worst case of the two is taken for each statistic. Once these conditions are met, the character must make a PHYS roll at -1 for the first dose, and any subsequent doses will accumulate another -1 PHYS. If the character fails a PHYS roll, he will OD.


The effects of overdosing are the same as the detox effects of the drug, or the combined effects of all the drugs in a cocktail. Flush may be used to prevent an ODing character taking any detox effects, effectively forcing the character to pass his PHYS roll for that occasion.

Selling equipment

Often, players would like to upgrade a weapon or armour and would like to sell their old equipment to help pay for the new one. Selling SLA equipment is highly illegal and likely to get an Op attempting to do so killed, however SLA will happily take equipment back off an Operative and give them 50% of the original price as an incentive. Alternatively, the equipment can be sold to another Op, which isn't technically classed as a sale, more a transfer of SLA resources. If a character decides to do this they must first find a buyer. Another member of the Op's squad is an ideal customer and the price can be worked out between them, but if the equipment is being sold to an NPC it is rather more difficult. There are no official ways of advertising second hand equipment as SLA strongly disapproves of Ops buying anything but new (or refurbished) equipment because it is less reliable and takes profit from SLA, however unofficial transactions are quite common in areas of the Pit and other Op bars.

Reputations

Reputations are a neglected aspect of the game, but can be very important to a more advanced campaign, so here are some guidelines.


Situation: Modifier: Reputation:
No coverage in a month -2 Public image
Little coverage in a month (1 BPN) -1 Public image
Average coverage in a month (1-2 BPNs) 0 Public image
Good coverage on a BPN +1 Public image
Causing civilian casualties -1 or more Public image
Hitting a reporter (depending on popularity) +/-1 to -2 Public image
-1 to -2 Media
Deliberately providing good camera footage +1 Media
Successful BPN with extra effort +1 Department
Successful BPN 0 Department
Unsuccessful BPN -1 Department
Spectacularly failed BPN -1 or more Department
Successful BPN for company +1 Company
Unsuccessful BPN for company 0 Company
Spectacularly failed BPN for company -1 or more Company
Plugging a sponsor on TV +1 Company
Dropping a sponsor -3 Company
Being dropped by a sponsor -1 Company
Being dodgy -1 or more Cloak/IA
Causing unnecessary civilian casualties -1 or more Cloak/IA
Pissing off an agent -1 Cloak/IA


These are just guidelines, but something not covered is if an Op does something REALLY bad he may have relevant reputations turned negative. If this is public image (and it frequently is) he could end up severely screwed.

Sponsorship

"Man, I hate KPS. Okay, I punch a reporter a bit an' everyone gets pissed at me, so KPS cancel their sponsorship deal. Which is shitty to begin with 'cos now I have to do a BPN a week to pay off my loan, but what makes things worse is I can't afford to respray my armour an' so I leave their logo on my shoulder. Next thing I know some asshole lawyer is ringin' me and tellin' me KPS are gonna sue me for copyright infringement! 'Cos I'm wearing their fuckin' logo!"

Seamus Leary, Human Death Squad Op with Red October squad.

I believe this subject requires some more clarification, seeing as it is a common and valuable source of income to an Op. The most important thing about sponsorship is reputation, a much overlooked aspect of the game. Sponsorship is governed by strict SLA guidelines, and so throwing together a few rules would be perfectly within the character of the game. So, firstly, the amount of sponsors a character can have is governed by his SCL and reputations. Obviously, an Op cannot have sponsors above his SCL, and the amount he can have within his SCL is based on his public image reputation, the Op's reputation with the sponsor and the amount of existing sponsorships. Each class (SCL) of sponsors requires an amount of reputation, and the amount of sponsorship points can never exceed the character's public image. If the public image drops below the total sponsorship points, the highest SCL sponsor (ie, the best) will contact the Op and give him an ultimatum, either drop a smaller sponsor (to bring the sponsorship points back in line with public image) or lose their sponsorship. A particularly bad move on TV could cause an Op to lose all his sponsors in one fell swoop! Bummer, huh?


SCL Sponsorship Points
9 1 pt
8 2 pts
7 3 pts
6 4 pts
5 5 pts


Sponsorships are arranged on a contractual basis. The Op may usually choose which type of deal he wants and they are by no means limited to these examples. The standard sponsorship contract works on a monthly basis. The Op wears the sponsor's logo on his armour and gets paid every month for doing so. The sponsor may cancel this contract at any time, and the Op may cancel at the beginning of the month. Another common form is for the sponsor to supply equipment for free in return for the sponsorship. This usually takes the form of working out how long it would take the Op to cover the cost of the item in sponsorship money and wearing the logo for that amount of time. The deal is then either cancelled or re-negotiated at that time. Note: If, at any point, an Op's reputation drops below 0 with a sponsor they will be immediately dropped. Conversely, if an Op gets a good reputation (say 5+) he may get extra money or perks from them.

Martial Arts

With Mutilator gloves and Gash fists using unarmed combat and few characters fighting without weapons, it seems the martial arts skill would benefit from a few modifications. Whereas unarmed combat is simply hitting an opponent, martial arts could be expanded to include throws, trips and reverses. These are not only useful, but look really good on camera.

  • Punches:

Punches are fast but relatively weak attacks which are pretty useless against an armoured target. Punches can be aimed at the head, torso and arms and can also be used to disarm an opponent or grab a weapon.

  • Kicks:

Kicks are more powerful attacks but are slower than punches and only one can be done per phase. A kick gains an additional +1 damage and can be targeted at any location. A kick can also be used to trip an opponent. The target of a kick must make DEX check minus the attacker's strength or stumble. This doesn't have much effect unless they are on dangerous terrain such as the roof of a building.

  • Flying kicks:

Flying kicks are spectacular airborne attacks that have the same effect as normal kicks but look cooler. The attack is made as normal but the rank of martial arts is restricted by the character's acrobatics. Due to the speed and angle of a flying kick, an opponent receives -2 to his parry.

  • Throws:

Throws do not do any damage but are useful for temporarily disabling an opponent. A successful martial arts roll is required and the result will see your opponent on the floor, regardless of his size (unless he is in Shock or Sarge obviously).

Life After Death

The rules regarding LAD are rather vague and open to exploitation and need modifying and clarifying. Firstly, because of the new hit point rules, the torso and head can go below zero and can still be repaired so long as they haven't dropped below minus half. The cost of repairs depends on the damage and the location, the same as in Karma, but extra costs are also possible. The 'patient' will have to be given Chain in order for the process to be successful and he must cover the costs of the amount used during his recovery and Kilcopter evacuation will cost 50 credits. Obviously, the patient will have to pay for any organ or limb replacements, with the quality of the replacements depending on the amount of credit in their account. Any superior implants are not freebies, they will be deducted from the account if there is enough money, otherwise they will be replaced with the nearest affordable set. Sorry, no 3000c Nuke Tendons.


As well as the financial costs, there are other prices to pay for dying. The character will be addicted to Chain and must take one dose a day as per the rules under Chain. Also, death is quite a disturbing experience and has been known to send Ops insane. A character who receives LAD treatment must make a cool roll minus the amount below zero their total hits was on after their death (remember +3 cool from the Chain). If the roll is failed, the amount below 11 is equal to a rank of psychosis. The psychosis should be relevant to the death and discussed between the player and the DM.

  • Replacement Limbs:

The replacement limbs and organs section in Karma offers very little explanation as to what the limbs actually do. The price is varied but all the description says is 'See LAD'. This isn't very helpful and so here is a list of what they actually do.


Di-San
Hands: Claw 250c each Claws (1 PEN to punch attack)
Gripper 200c each
4 Paw 200c each No little finger
Arms: Bi-Tech 450c each +2 STR for lifting capacity (per pair)
Flex 400c each +1 STR for lifting capacity (per pair)
Frontier 300c each
Feet: Sprinter 300c each +0.1 run and sprint rate (per pair)
Stretch 250c each
Far reach 200c each no toes - -1 to all rolls involving balance
Frantic 300c each +1 to all rolls involving balance (per pair)
Legs: Sprinter 450c each
Frantic 600c each +0.2 run and sprint rate (per pair)
Bi-Tech 650c each +0.3 run and sprint rate (per pair)
Gripper 500c each +0.1 run and sprint rate (per pair)


Cut 'N' Tuck
Arms: Brute II 500c each +3 STR for lifting capacity (per pair)
Legs: Bi-Sport 3000 800c each +0.5 run and sprint rate (per pair)


Driver Limbs 'N' Ligaments
Hands: Club 175c each -1 to all rolls using hand
Flexer 200c each
Prehensa 195c each
Arms: Flexer 325c each
Stretch Limb 300c each
Bi-Limb 350c each +1 STR for lifting capacity (per pair)
Feet: Flexer 350c each +2 to all rolls involving balance
Bi-Pad 200c each only has two large toes
Sure Foot 270c each +1 to all roll involving balance (per pair)
Legs: Bi-Pad 500c each +0.1 run and sprint rate (per pair)
Flexer 540c each +0.2 run and sprint rate (per pair)
True Step 495c each +0.1 run and sprint rate (per pair)


Creeper
Skin: Easy Flow 600c No hair, slightly plastic looking
Body Wrap 750c
Hugg 650c No hair


Royal
Hands: Excel 300c each No little finger, +1 to all rolls using hand
Excel II 375c each +1 to all rolls using hand
Arms: Excel 500c each +3 STR for lifting capacity (per pair)
Feet: Excel 450c each +3 to all rolls involving balance (per pair)
Legs: Excel 700c each +0.4 run and sprint rate (per pair)
Equipment Limitations

Certain powerful items of equipment have limitations to prevent just anyone using them. These are mainly to stop inexperienced Ops letting powerful equipment falling into the wrong hands. All 17mm weapons and ammo are limited to Ops of SCL 7 or above, although Death Squad Ops can have access to 17mm at SCL 8. The Operative's Handbook states that it is against company regulations for Operatives to use drugs, however this only applies to combat drugs. In order to be able to use combat drugs an Op must first have a medical exemption certificate. All Frothers begin play with medical exemption certificates, nobody else does although they may acquire them later.

Training Packages

Operatives, during the course of their career, may wish to pick up extra training packages. This can be done by applying to Orange Crush, who will send the Op a Reality Overlay course to follow. The course takes two months to complete and trains the Op in the specialist forms of the package. Once the two months are passed an exam at Meny is taken and if it is passed the Op can now be classed as the new package as well as the old one. This is kind of like accumulating qualifications. SLA doesn't want their Ops studying constantly instead of completing BPNs, however, and so limit package changes to one at SCLs 8, 6 and 4, and at SCL2 an Op can train in as many packages as they like. The Operative will gain all of the advantages of the new package, as well as retaining any existing ones, but no skills are given. When the Op takes the exam, first he must pay a fee, which is usually 100c. At the end of the course (2 months) the Op goes to Meny for the exam, and must have all the skills in the package at a level set by the GM and which must be unknown to the player. The player must then put the relevant skills up to the level required by the exam, using experience from BPNs, in the two months. If all of the skills are equal or above this level the exam is passed and the package is earned. If any of the skills are lower than the required level the exam is failed and if the Op wishes to re-sit he must take (and pay for) the course again. The Sector Ranger package is not available as a secondary package due to the intense specialist training required.


Course: Cost: Advantages:
Death Squad 100c Lower SCL requirement for 17mm.
Kick Murder 100c
Investigation & Interrogation 100c
Medical 100c Access to SLA medical database.
Mechanics 100c
Pilot & Navigation 100c
Business 100c Trader's license.
Strike Squad 100c
Scout 100c Use of Scout helmet, 3 month course.
Media 140c Link to 'control'.
Point 100c
Sabotage 100c Explosives License.


UV and IR vision

What's the difference between UV and IR? Well realistically none, but this doesn't really add to the game does it? So, a good way of doing things would be to have UV as light amplification (night-vision) and IR as thermal. This way there is a difference between the two, each of which is useful in its own way. UV can provide high resolution black and white images in very low light conditions, but is useless when there is no light. IR, on the other hand, is lower resolution and detail is difficult to make out because the user is seeing heat, rather than light (think Predator in black and white). IR is useful in extremely dark conditions where UV wouldn't work, and warm things (such as a body, armour, or a recently fired gun) can be seen through thin obstructions such as curtains. IR vision also makes warm targets stand out more against a cooler background, making camouflage less effective.

  • IR vision: -2 to all vision related activities, no visibility modifiers.
  • UV vision: -3 to darkness modifiers.

Dumb Op Tales

Operatives aren't always the sharpest knives in the drawers, and with higher stakes the cockups can become legendary. Here are a few;

The Infamous Internal Affairs Incident

This tale of over-enthusiasm gone wrong is set in the cannibal sectors (I forget which one). While trekking through the ruined buildings, the Strawberry Switchblades come under sniper fire. Fk'Kh drives the sniper off with a hail of 10mm and the scouts search the area. The culprit is never found, but a little later someone spots a sniper with SLA kit pointing a GAK 19 at the squad. Fk'Kh spots him and drills him full of holes, while Ruler climbs up the building to check for more. When Ruler gets to the body, someone suggests taking an eye or hand back for identification. So he cuts the corpse's head off. Sparse minutes later a LAD Kilcopter turns up to retrieve the unfortunate Internal Affairs agent, only to find Ruler standing there holding his head. Needless to say, IA were (and still are) extremely pissed off at him.

Bomb Disposal For Frothers

During the Mad Bomber BPN posted on someone's website, the squad had slowly picked their way through the booby trapped building. Just as the BPN was almost over and most of the squad were in the process of deciding how to capture the bomb-rigged psychopath, Long Rob - the squad's own resident psychopath - decided he needed to be in on the action. His UV twisted logic told him that the best way to get to where this bomber was was up the elevator shaft, so off he went. When he reached the elevator doors he found what was clearly a bomb, but Rob wouldn't let little things like that stand in his way. So he pulled it off. It was lucky that he was a Frother, and that he was wearing Dogeybone. He survived - pissing blood, with no arm, nearly dead and dangling over a lift shaft from his climbing gear. It is at this point he spots the bomber and manages to swing into the room to charge at the explosives-rigged lunatic. In the time it would have taken him to get to the bomber Rob would have bled to death, but some of the more competent members of the squad managed to grab and Kick-Start Rob before he died while another made the decision and shot the bomber. So it all turned out peachy, despite Rob's best attempts at suicide. Long Rob, rather than learn his lesson from this, was extremely pleased with his new Karma hands.

He Doesn't Have A Deathwish, He's Just Stupid

Some Ops just never learn. Nearing the end of a Black BPN offworld to destroy a Thresher training camp, the Squad are making camp in a forest while moving towards their rendezvous. During the night one of the remaining Thresher patrols found the squad and a small firefight broke out between the Ops who were on watch and some Thresher recruits. During this firefight Long Rob decided he would rather continue trying to sleep in his Dogeybone. Apparently, one of the Thresher patrol decided it would be better to snipe at the sleeping Frother than join the battle, and so he took careful aim and shot Rob in the head. The shot didn't penetrate and only did a little damage, so Rob decided to roll over and go back to sleep. This pissed the sniper off enough for him to switch to full-auto and start emptying his clip at the lazy Frother, almost killing him before the combat ended. Rob had some serious head injuries, but was stabilised. Later on, as the Kilcopter evacuation was on it's way, the squad came under attack again. This time Rob, who was Kick Murder trained, stood in the middle of the fight hurling abuse at the enemy. When some diverted their attention (and ammunition) towards him he just stood there with his arms out, waggling his hands (ie, injecting Kick Start from wrist injectors) shouting 'COME ON!' This left Rob with severe chest wounds and a low supply of KS. To top it all, and to his credit through no fault of his, the squad had to cross a minefield to reach the Kilcopter. Rob was the only one to hit any mines, and got to the Kilcopter with his left leg badly mangled. It is testament to the combat skill of the rest of the squad (again) that Rob only had to spend three weeks in hospital and not in a coffin.

Quickest BPN cock-up yet?

It really is amazing how quickly a BPN can go tits up. This is possibly a record, which takes place during Pythagoras' ESP when the squad are issued the second BPN. The Strawberry Switchblades associate with a rather unstable Shaktar Contract Killer called Ky'teck. Ky'teck is an ex-member and has never been quite the same since he was retrieved from Cannibal Sector 3 by a LAD Kilcopter. When the Squad was issued the BPN Ky'teck took the initiative and phoned the contact (a reasonably high-ranking Shiver) who, unknown to him, had a phobia of Shaktar. As soon as he addressed her, she hung up. Ky'teck redialed and once again she hung up. He decided that at this point that going round to where she lives was a good idea (this was late at night). He approaches her flat and knocks on the door, to be greeted by the contact peering through the gap between the door and the frame. She sees the Shaktar, screams and slams the door. Ky'teck knocks again, this time with no reply. Deciding something is wrong, the Contract Killer subtly kicks the door down. This sends the contact into a hysterical, terrified frenzy and she flees into the kitchen. Ky'teck chases her. When she finds herself cornered by the Shaktar, the terrified contact draws her 603 and brings it to bear on him. Ky'teck, being a Contract Killer, easily knocks the gun out of her hand and into the sink. The contact withdraws into a foetal position and whimpers, so Ky'teck trys to speak to her again. This provokes her into hysteria again and she starts screaming. So Ky'teck Hotlines her. Just as a reminder, this is his contact and a Shiver officer. Now that she has been subdued he contacts the rest of the Squad (the players, by the way, have been in hysterics during all of this) to explain the situation. They explain the situation and eventually the contact is taken to hospital and cared back to a point where she can actually function as the contact. All before the BPN has even started. To top it all, Ky'teck now has a dangerously vocal resentment of Internal Affairs for docking him his SCL and taking most of his payment to recompense the contact for damages and trauma.


Guide to Seduction

"Um, you want to know how to pick up women? Just walk over to them, whip it out and say 'MEEEAAAAT!!!!' That usually works the best." -Cutter, Brain Waster Male, informing a Squadmate how to Seduce a woman.