Difference between revisions of "SLA Industries"

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Phase Inc armour customisation:
 
Phase Inc armour customisation:
 
http://www.5punk.co.uk/b3ta/Pants/PHASE Inc.doc
 
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.
 
 
{| style="width:800px" border=1
 
|+ style="width:100px" align="left" |Cased Rounds
 
|-
 
| style="width:60px" |Calibre: || align="center" |5mm || align="center" |9mm || align="center" |10mm || align="center" |11mm || align="center" |11.35mm || align="center" |12mm || align="center" |12.7mm || align="center" |14mm || align="center" |17mm || align="center" |Blank
 
|-
 
| Modifier: || align="center" |0 || align="center" |0 || align="center" |-1 || align="center" |-1 || align="center" |-1 || align="center" |-2 || align="center" |-3 || align="center" |-4 || align="center" |-5 || align="center" |-2
 
|}
 
 
 
{| style="width:800px" border=1
 
|+ style="width:100px" align="left" |Special Ammo
 
|-
 
| style="width:60px" |Type: || align="center" |Hotline || align="center" |Chopper || align="center" |70mm Disc || align="center" |Flechette || align="center" |Needle || align="center" |BB
 
|-
 
| Modifier: || align="center" |-2 || align="center" |-4 || align="center" |-2 || align="center" |-2 || align="center" |-2 || align="center" |0
 
|}
 
 
 
{| style="width:800px" border=1
 
|+ style="width:100px" align="left" |Shotgun Shells
 
|-
 
| style="width:60px" |Type: || align="center" |Shot || align="center" |Slug || align="center" |Duster || align="center" |Star || align="center" |Buck || align="center" |B&B || align="center" |Flechette
 
|-
 
| Modifiers: || align="center" |-1 || align="center" |-2 || align="center" |-1 || align="center" |-2 || align="center" |-3 || align="center" |-2 || align="center" |-1
 
|}
 
 
 
{| style="width:800px" border=1
 
|+ style="width:100px" align="left" |Ammo Types
 
|-
 
| style="width:60px" |Type: || align="center" |STD || align="center" |AP || align="center" |HP || align="center" |HEAP || align="center" |HESH || align="center" |DU || align="center" |HIVE
 
|-
 
| Modifiers: || align="center" |0 || align="center" |-1 || align="center" |-2 || align="center" |-2 || align="center" |-3 || align="center" |-1 || align="center" |-1
 
|}
 
 
 
{| style="width:800px" border=1
 
|+ style="width:100px" align="left" |Rate of Fire
 
|-
 
| style="width:60px" |Rate of Fire: || align="center" |1 || align="center" |3 || align="center" |5 || align="center" |10 || align="center" |20
 
|-
 
| Modifiers: || align="center" |0 || align="center" |-1 || align="center" |-2 || align="center" |-3 || align="center" |-5
 
|}
 
 
 
{| style="width:800px" border=1
 
|+ style="width:100px" align="left" |Other
 
|-
 
| style="width:60px" |Other: || align="center" |Gauss || align="center" |Extended Clip || align="center" |Custom Repeat Action || align="center" |Rebored || align="center" |Maintenance Kit
 
|-
 
| Modifiers: || align="center" |+1 || align="center" |-1 || align="center" |-2 || align="center" |-2 || align="center" |+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.
 
 
 
{| border=1
 
| 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?
 
 
 
{| border=1
 
| 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
 
|-
 
| style="width:50px" |Hands: || style="width:80px" |Claw || style="width:80px" |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
 
|-
 
| style="width:50px" |Arms: || style="width:80px" |Brute II || style="width:80px" |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
 
|-
 
| style="width:50px" |Hands: || style="width:80px" |Club || style="width:80px" |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
 
|-
 
| style="width:50px" |Skin: || style="width:80px" |Easy Flow || style="width:80px" |600c || No hair, slightly plastic looking
 
|-
 
| || Body Wrap || 750c ||
 
|-
 
| || Hugg || 650c || No hair
 
|}
 
 
 
{|
 
|+ Royal
 
|-
 
| style="width:50px" |Hands: || style="width:80px" |Excel || style="width:80px" |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====
 
====Dumb Op Tales====

Revision as of 06:02, 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


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

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.