Savage Worlds - Savage SLA Industries - Corebook
Savage Worlds - Savage SLA Industries - Corebook
Savage Worlds - Savage SLA Industries - Corebook
Contents Grenades
Armour Customisation
39
40
SLA Equipment 40
Introduction 3 Ebb Equipment 42
SHIVER Equipment 42
New Rules 5 DarkNight Equipment 43
Carrying Capacity 5 Thresher Inc. Equipment 43
Stress 5 War World Weaponry 43
Way of the Brave 6
Weapons 7 Ebb 53
Armour 7 Learning Glyphs 53
Telegenics 8 Manifesting Glyphs 53
Science Friction 53
Character Generation 10 Kickback 53
1) Pick Race 10 Getting Close 53
2) Assign Traits 10 Necanthropes 54
3) Pick Training Package 11 Affinities 54
4) Pick Edges and Hindrances 11 Free Glyphs 55
5) Buy Possessions 11 Modified Glyphs 57
6) Fill In Character Details 12 New Glyphs 59
Races 13 Glyph Creation 65
Human 13 Glyph Pillars 67
Frother 14 Optional Rule: Distractions 67
Wraith Raider 14 Optional Rule: Faster Ebb User Advancement 68
Shaktar 15 Polymorph 69
Ebon 16 Powers 69
Brain Waster 16 Special Rules 69
Stormer 313 - Malice 17
Stormer 714 - Chagrin 18 Drugs 70
Stormer 711 - Xeno 19 The Hit 70
Vevaphon 20 Addiction 70
Withdrawal 70
Skills 21 Combat Drugs 71
Hindrances 22 Soft Drugs 72
General Hindrances 22 Medical Drugs 73
Stormer-Only Hindrances 24 Biogenetics 74
Ebb User Hindrances 24 Biogenetic Edges 74
Hindrances from Other Settings 24 Biogenetic Equipment 74
Edges 25 Life After Death 75
Training Packages 25 Gamesmastering Savage SLA Industries 77
Starting Edges 26 Experience 77
Possession Edges 27 Dealing With New Rules 77
Combat Edges 27 Keeping Things Moving 78
Combat Edges from Other Settings 29
Social Edges 29 Antagonists 79
Wild Card Edges 30 Faces of the Street 79
Professional Edges 30 Urban Monsters 80
Racial Edges 30 Executive Monsters 83
Biogenetic Edges 32 The Thin Green Line: SHIVERS 83
Ebb Edges 32 SLA Special Operatives 84
Necanthrope Edges 36 SLA Operatives 85
DarkNight 86
Equipment 38 Thresher Inc. 86
Close-Combat Weapon Customisation 38 Tex Trex 87
Firearm Add-Ons 38
Ammunition Magazines and Drums 39 Appendix 88
Special Ammunition 39
Index 92
2
C HAPTER 1 - I NTRODUCTION
3
C HAPTER 2 - N EW R ULES
New Rules These Stress fatigue levels cannot be removed in the usual
way. Only by affirming their own power, spending time in
This chapter contains new rules to tweak Savage Worlds relaxation or indulging in the violence and drug-induced
into behaving more like SLA. Hopefully they’re simple and intoxication that passes for R&R in Mort can an operative
standardised enough to not add too much complexity to the remove the sense of oppression, powerlessness and ennui that
mix. hangs over them.
Characters generally never have more than a single fatigue
level from Stress except in extreme situations. At the GM’s
Carrying Capacity discretion, a second level may be gained in response to such
Several of the races available to players combine bigger- shocking situations as a meeting with Mr. Slayer, being as-
than-human size with possibly much-higher-than-human signed to fight Digger or serve a term on Dante, a night of
Strength. The following table should be used to calculate interrogation at Internal Affairs, or, if it exists in your game,
these characters’ carrying capacity. If the character is Brawny a glimpse of the Truth.
as well, multiply the total by a further 1.6.
Gaining Stress
Whenever presented with a stressful situation, players
should make a Spirit roll, modified by wounds and fatigue as
Carrying Capacity
usual. Failure gains them a Stress fatigue level.
Strength Size +0 Size +1 Size +2 Frustrating situations should be made with no modifier but
D4 20 lbs. 40 lbs. 80 lbs. those that are both frustrating and either dangerous or life-
D6 30 lbs. 60 lbs. 120 lbs. changing should probably incur a -2 penalty (GM’s call).
Fatigue levels from Stress can never incapacitate a char-
D8 40 lbs. 80 lbs. 160 lbs.
acter. If a Stress fatigue level would reduce a character to
D10 50 lbs. 100 lbs. 200 lbs. Incapacitated (probably because they were already suffering
D12 60 lbs. 120 lbs. 240 lbs. fatigue from another cause such as drug withdrawal), they
D12+1 65 lbs. 130 lbs. 260 lbs. instead become too depressed to work. Overwhelmed by the
pointlessness of their existence they’ll stop looking for BPNs,
D12+2 70 lbs. 140 lbs. 280 lbs.
visiting friends or places they used to hang out, or taking care
D12+3 75 lbs. 150 lbs. 300 lbs. of themselves and their equipment.
D12+4 80 lbs. 160 lbs. 320 lbs. At this point, the Department of Psychology and Psychosis
D12+5 85 lbs. 170 lbs. 340 lbs. will step in and enforce psychiatric treatment.
D12+6 90 lbs. 180 lbs. 360 lbs. Losing Stress
D12+7 95 lbs. 190 lbs. 380 lbs. The easiest way to remove stress is through the use of self-
D12+8 100 lbs. 200 lbs. 400 lbs. medication, or Soft Drugs, as SLA Industries labels them.
Most allow an instant Spirit roll to remove stress, with a bo-
Stress
The combination of SLA’s interminable bureaucracy and Why Do We Need New Rules?
life-hanging-by-a-thread violence, power over the masses and While one of the main reasons to convert SLA Indus-
powerlessness in the face of corporate manoeuvring, purpose tries to the Savage Worlds system was to streamline the
given by employment and SLA Industries withholding so mechanics, in this chapter you will find a few new rules.
much necessary knowledge, makes life as a SLA operative far We’ve tried to keep these to a minimum, only adding
from stress-free. Whether it’s the streets of Downtown or the them where we feel they’ll really add something to the
offices of Mort central, virtually every environment a SLA tone, and where we have added new rules, they gener-
operative visits is hostile in one way or another and even the ally use tweaked versions of existing Savage Worlds rules.
toughest psyche can crack under this constant pressure. For example, both the drug addiction and stress are basi-
This continual pressure is represented by Stress. Whenever cally types of fatigue. Almost every other rule is aimed at
an operative is placed in difficult or frustrating situations modelling either the type of gun-bunny behaviour SLA
there’s a chance that they will gain a level of fatigue to repre- delights in or undermining the security big guns and ar-
sent them being worn down by their job. mour can provide to allow GMs to play SLA as a horror
RPG.
5
C HAPTER 2 - N EW R ULES
6
C HAPTER 2 - N EW R ULES
Stress and Fear – Rock and Hard Place ing made to wait in a queue at the BPN hall for 8 hours
Don’t forget – the Stress rules are not a replacement for straight or finding the ThirdEye navamaps you were issued
Savage Worlds’ existing fear rules. Characters should still have been intentionally doctored so you won’t realise your
purchase the Guts skill if they intend to have even the squad is just a decoy to draw Digger out, operatives are
slightest chance of dealing with most BPNs. regularly confronted by the fact they’re essentially power-
So why use both? Because they model different things. less in a cruel world. Stress comes from having to deal with
Fear is short-term. It represents fight-or-flight impulses. the fact that in SLA, the universe really is against you (or at
But once the source of a Guts check is gone, provided the least Mr. Slayer’s Big Picture is).
character didn’t get a long-term result on the fright table, Besides, with both, GMs have two different ways to rep-
it’s over. resent the unremitting harshness and horror of life in the
Stress is both more subtle and more long-term. Characters World of Progress. And there’s nothing like a little variety
in SLA deal regularly with catch-22 situations. Whether it’s when tormenting your players.
being trained as a killer and fed combat drugs then be-
You’ll notice that the listing for ranged weapons doesn’t Recoil
include damage. Instead they list a calibre, such as 10mm, Characters suffer -1 Shooting for each die-type of differ-
with different types of round available in each calibre. Gener- ence between their Strength and that needed to fire their
ally, larger calibres and more exotic type of ammo are more weapon. For example, a Strength D4 character firing a FEN
expensive (10mm standard cost just 1 credit while 17mm 204 (D8 minimum Strength) is at -2 Shooting.
HESH rounds cost 14!). Weapons that allow recoil baffling can reduce this penalty
Because of this, players will need to keep track of the vari- (by -1 per set of baffling – up to three sets can be fitted) as can
ous clips they have for each weapon and what bullets they bipods/tripods, stocks, waldo units and other attachments.
contain. While this means a little more paperwork, it also Holding pistols two-handed also reduces the penalty by 1.
adds another tactical element to combat, as players try to
balance the power of attacks with their cost. Optional Rule: Two-Weapon Fighting
Ammunition also has different damage values for pistols The fact that Savage SLA Industries introduces combat
and rifles. Check the table in the equipment chapter to see drugs such as Rush that remove penalties for multiple ac-
exactly how much damage any particular round causes. tions, meaning every SLA game of can easily turn into a John
Guns also come with different attachments. The most Woo movie. While that’s OK for some GMs, others might
commonly used is recoil baffling, which can be fitted up to prefer to limit this both-gun-blazing behaviour.
three times per weapon, each purchase reducing the mini- One solution would be to raise default off-hand penalties
mum Strength required by one die-type, but sights and laser by 2 (see box).
painters are also available, adding bonuses to Shooting rolls Another would be to impose a -2 penalty on damage for
at short or medium range and over ranges, and other add-ons off-hand Fighting attacks and increase the minimum strength
that keep the firer’s presence hidden, help steady the weapon for firearms by two die-types, or to d8 for firearms with no
or hold more ammo. minimum Strength requirement (although this may just en-
courage everyone to wear a jolt glove or use a light pistol in
their left hand).
Two-Weapon Fighting
Edges Primary Off Hand/Teeth/
Hand Biogenetic Quill
None -2 -6
Ambidexterity -2 -4
Two-Fisted 0 -4
Ambidexterity 0 -2
and Two-Fisted
7
C HAPTER 2 - N EW R ULES
Armour
Hit Locations
Armour in SLA Industries is far from indestructible. Every
good hit leaves an op’s armour weaker and the op more ex- 1D8 Location cont. Location
posed. Too many missions without getting it patched up can 1 Left Leg 4 Right Arm
leave even the most pricily-protected operative vulnerable to 2 Right Leg 5-7 Torso
the enemies of Progress. 3 Left Arm 8 Head
Every time a character is Shaken or takes one or more
wounds, even if the wounds are soaked by spending a Benny,
the protection of his armour is reduced by 1 (or more – for Make a Vigour check when hit but no damage penetrates
some particularly vicious weapons). When the armour’s pro- (at -2 if hit with a raise). On a failure, the character receives
tection reaches 0, it has been destroyed and no longer pro- a level of Fatigue.
vides any form of defence. This does not affect wearers of Heavy armour.
To keep combat flowing, GMs may wish to only apply ar-
mour damage after a fight. In the meantime, players should Optional Rule: Localised Armour Damage
keep a tally of how many times they’ve been Shaken or re- On the other hand, some GMs might find this too harsh.
ceived wounds (although unless the optional rules below are In that case, why not just have the protection of the armour
in effect, the number of wounds is immaterial). reduced only in the location where the character was hit?
This makes armour last longer and can add a new tactical ele-
Repairing Armour ment to combat as called shots become more viable but also
Repairing armour damage costs 100c for rebalancing, la- potential slows combat down, adding another dice roll after
bour, etc. plus 10c per point of protection (or 25c per point every hit (unless the location dice is rolled at the same time
for Heavy armour). Destroyed armour cannot be repaired. as the damage dice).
Power Projects’ Canned Plate is cheaper than this (10c
a can) and has the added benefit of being portable but it Optional Rule: Telegenics
reduces the maximum protection the armour provides wih
Contract Killers give up life as an op to compete against
each appliction, making it purely a temporary solution.
one another in ThirdEye’s many brutally-creative Vid shows.
Armour Coverings Life on the circuit is a cut-throat business, even out of the
Equipment that covers a character’s armour – such as ECM ring, and many never get near to achieving the fame and
cloaks – is rendered useless as soon as the armour it covers riches that drew them in to the lifestyle. Still, the promise of
takes damage and is destroyed itself if the armour it covers is. superstar lifestyles, adoring fans and the chance to indulge
However, as long as it has not been destroyed, such equip- their psychoses on the big screen keeps new applicants queue-
ment can be patched up with a successful Tech roll or for 25c ing up for a chance at stardom.
if returned to the manufacturer. GMs who wish to feature the Contract Circuit in their
games should introduce the Telegenics skill. As well as acting
Optional Armour Rules as a gauge of how well a character promotes their image on
GMs who want armoured characters to be even more screen or in front of crowds, Telegenics also acts as a cap on a
vulnerable may wish to implement one (or both) of the fol- character’s Wild Die when taking part in matches, meaning
lowing optional rules. Be warned, though, that this has the even hardcore ops who try their hand at being a killer can
potential to upset players of Ebons and Brain Wasters, who find themselves bested by less experienced characters who’ve
invest edges into their (now much more easily destroyed) learned to thrive on the cheers of the crowd and buzz of risk-
deathsuits. ing death on the big screen.
The following three edges should also be opened up to
Optional Rule: Fragile Armour players (and those they’ll be challenging) when the Contract
Every blow that causes a Shaken or Wounded result reduc- Circuit is featured in a campaign.
es the target’s armour’s protection by the number of wounds
caused – or just 1 for a Shaken result. This damage occurs Circuit Star
regardless of whether or not the wounds are soaked. Requirements: Veteran, Telegenics D8
Choose a combat skill (Fighting, Shooting or Throwing).
Optional Rule: Armour Fatigue During Contract Circuit matches, your Wild Die becomes a
Even when armour prevents damage, some of the force of D8 when using either that combat skill or Telegenics.
the blow is transmitted to the wearer, causing the wearer to
become fatigued from bruising, winding and exhaustion.
8
C HAPTER 2 - N EW R ULES
New Rules at a Glance the withdrawal fatigue levels but the character remains ad-
dicted.
Armour
Armour has its protection value reduced by one every time Ebb (in Ebb chapter)
the wearer is Shaken or wounded. Equipment covering ar- Powers are called ‘glyphs’; power points, ‘flux’.
mour is rendered useless as soon as armour takes damage. Glyphs are arranged into themed lists called ‘affinities’.
Characters must “open” an affinity before they can buy
Fragile Armour (Optional) the glyphs it contains. Characters start with 2 open affini-
Armour’s protection reduced by the number of wounds ties. The Affinity Training edge opens another affinity and
caused (or 1 if Shaken). grants one glyph from within it. The New Glyph edge buys
2 glyphs from ‘open’ affinities.
Armour Fatigue (Optional)
When hit but no damage penetrates, roll Vigour (at –2 Stress
for a raise). On a failure, the character receives a level of Roll Spirit in frustrating situations. Failure gives a “stress”
Fatigue. fatigue level.
Characters cannot have more than a single stress fatigue
Localised Armour Damage (Optional) level at any time, except in extreme circumstances.
Protection only reduced in a specific location. Roll a D8 Stress can be removed by taking soft drugs, spending a
for location. day and night relaxing, or self-affirming achievements. Roll
Spirit to remove Stress fatigue levels.
Carrying Capacity Psychiatric treatment can also remove stress fatigue. Vol-
Shaktars, Stormer 313s and Stormer 714s have increased untary counselling costs 10c a session and 4 sessions auto-
carrying capacity. See the table at the start of this chapter. matically remove a fatigue level. Mandatory treatment is
enforced if the character is incapacitated by stress fatigue.
Drugs (in Drugs chapter) It gives a Spirit roll at +2 each week of commitment to an
It is not possible to be under the influence of more than institution. Success removes a Stress fatigue level. Rolling a
one drug at a time (with the exception of KickStart). 1 on the Spirit die gives a permanent hindrance.
Injecting drugs takes a full round (or 2 actions on separate
rounds – one to prepare, one to inject. A Boopa Drug In- Cracking Up (Optional)
jection System makes taking injected drugs a free action. Rolling ‘snake eyes’ on a Stress roll gives the character a
Drugs take effect on the action after they were taken if hindrance that lasts until they remove all stress fatigue.
injected, 5 rounds later if smoked or 10 if ingested.
Telegenics (Optional)
Drug Addiction (in Drugs chapter) The Telegenics skill caps a character’s Wild Die in circuit
Whenever a character takes drugs, roll Vigour (with a +1 matches. Various edges can raise the Wild Die above D6.
bonus for soft drugs, +2 for medical drugs). Failure leaves
the character addicted. Two-Weapon Fighting (Optional)
Addicts must take a certain number of doses a day (see the The penalty for off-hand weapons is increased to -4.
drug’s description) or enter withdrawal.
Characters in withdrawal gain two “withdrawal” fatigue Weapons
levels for combat drugs, one for soft or medical drugs. A Firearms have different types of rounds each with their
week spent without taking the drug they’re addicted to al- own damage and cost. Some types are only available to cer-
lows the character a Vigour roll (also with a +1 bonus for tain calibres of firearm.
soft drugs, +2 for medical drugs) to remove one of these Recoil baffling reduces the penalty for firing guns with
fatigue levels. Removing all fatigue levels breaks the ad- high Strength requirement, as do pistol and SMG stocks or
diction. Taking the drug they’re addicted to also removes just firing pistols two-handed.
9
C HAPTER 3 - C HARACTER G ENERATION
Character Generation Ebon: These mystical and emotional beings are capable of
manipulating reality through complex formulae and the pro-
Making characters in Savage SLA Industries is much jection of their own inner emotional state. Warlocks.
quicker than with the standard SLA rules, and much, much Brain Waster: Violent offspring of the Ebon race, Brain
less maths-intensive. So put down that calculator, print out a Wasters are as aggressive and sadistic as the Ebons are self-ef-
character sheet and simply follow the 6 steps below. facing. Bastards.
Stormers
1) Pick Race 313 - Malice: Giant biogenetic killing machines with re-
SLA operatives can be divided into 2 broad racial groups: generation and claws.
natural races and the Stormers grown by Karma specifically 714 - Chagrin: Even bigger biogenetic killing machines
to serve SLA Industries. Choose your character’s race from with regeneration and even bigger claws. And tusks.
the following lists. 711 - Xeno: Fast, insectile biogenetic killing machines.
With chameleonic chitin.
Natural Races Vevaphon: Shapechanging biogenetic killing machines.
Human: The vast majority of Mort’s population are hu- With, um, whatever they choose to have.
man. You’ve done what they only dream of – risen above the
seething masses to become an elite SLA operative. Heroes. 2) Pick Training Package
Frother: Clan-based humans who’ve made an evolution-
ary leap to better cope with SLA’s powerful combat drugs, All operatives receive a single training package edge for
Frothers wear tartan, carry big swords and are rarely sober. free. This edge represents the skills they have learnt during
Berserkers. their three years at SLA Industries’ Meny Academy.
Wraith Raider: Feline ice-worlders, Wraith Raiders are All training packages except Strike Squad have one or more
fast, cruel natural predators who prefer their food with a Attribute or Skill requirements, representing the curriculum
pulse. Hunters. the op had to complete to graduate Meny. You’ll need to as-
Shaktar: Lizard-like and noble, the giant Shaktars serve sign some of the points used for Traits in the next step to
SLA Industries, their race and their code of honour. Samu- meet requirements. Do’t worry, though. It’s worth it – these
rai. edges are particularly powerful.
Starting Attributes
Not all races are created equal (although they are bal- Number in brackets indicate the Attribute can be raised
anced in other ways). Consult the following table to see above D12, with each +1 counting as a point at character
what die-types your character’s Attributes begin at. creation or an advance later on while “x2” means that the
Attribute costs 2 points to raise at character creation or
two advances later on.
10
C HAPTER 3 - C HARACTER G ENERATION
Training Packages
Business: Business and psychology training. Negotiators. Upgraded Housing
Requires Persuasion D8, Bureaucracy D6. Most starting operatives are provided with a one combi-
Death Squad: Heavy assault training. Storm troopers. Re- nation bedroom-living room apartment in Uptown but,
quires Fighting D6, Shooting D8, Guts D6. either through administrative mistakes in their favour or
Kick Murder Squad: Close combat and infiltration training. use of their contacts, some newly-graduated operatives
Ninjas. Requires Fighting D8, Tech D6, Stealth D6. end up with something far better.
Investigation & Interrogation: Undercover and police- Each point spent during character creation either up-
work training. Sleuths. Requires Smarts D8, Bureaucracy grades the property first to a semi-detached house then
D8, Streetwise D8. a detached one, or adds two rooms (bedrooms, living
Mechanics: Repair and sabotage training. Sappers. Requires rooms or dining rooms, plus, for semis and above, ga-
Smarts D6, Tech D8, Knowledge (Demolitions) D6. rages or gardens).
Media: Journalism and interpersonal training. Fixers. Re- Two points moves it from Uptown to Mort Central.
quires Persuasion D6, Bureaucracy D6, Streetwise D8, Cha-
risma +2.
Medical: Field medic training. Medics. Requires Healing Drug Addiction Modifier is +0
D6, Guts D6.
Pilot & Navigation: Air or ground vehicle and navigational 4) Pick Edges and Hindrances
training. Stick Jockeys. Requires Agility D8, Piloting D6, In return for adding Hindrances (weaknesses) to your char-
Driving D6, Tech D6. acter, you can receive points with which to improve them in
Scouting: Tracking and sniper training. Assassins. Requires other ways.
Shooting D6, Streetwise D6, Survival D6, Notice D6. Natural races may choose a single major Hindrance and up
Strike Squad: General military training. All-rounders. There to 2 minor Hindrances as usual. Stormers may only choose
are no prerequisites for Strike Squad membership. either one major Hindrance or up to 2 minor ones. The Fi-
nance Chip hindrance is a special case. It may be bought in
See the Chapter 7: Edges for full details of the Training addition to these restrictions by everyone except Ebons or
Package edges. Brain Wasters.
As usual minor Hindrances are worth 1 point, majors 2.
3) Assign Traits Points may be spent as follows:
A character’s race defines what die-type each Attribute be- 2 points
gins at. Players then have 5 points with which to increase An Attribute point
them further (except Shaktars, who have only 4). An Edge
No Attribute may be raised above D12 unless the charac-
ter’s race specifies otherwise (listed in brackets after the start- 1 Point
ing die-type for that race). A Skill point
Characters have 15 points to spend on Skills. Raising a 500 credits
Skill a die-type costs 1 point (1 point for D4, 2 for D6, and Upgraded housing
so on), or costs 2 points to raise above the Attribute which
governs it. Skills may not be raised above D12. See the Edges and Hindrances chapters for lists of which
The full list of Skills can be found here. See the Skills chap- edges and hindrances from the Savage Worlds book are avail-
ter for more details on Athletics, Bureaucracy, Driving, For- able and which have been changed.
mulae, Knowledge, Piloting, Polymorph, Tech, Streetwise
and Survival. Others are unchanged form the Savage Worlds
rulebook. Buying Equipment
Once you have your character’s traits and edges decided
Pace is 6
upon, use the lists in the back of Karma to buy equip-
Running die is D6
ment. Prices have not been changed in this conversion,
Charisma is +0
only the rules for how items work.
Parry is 2 + half Fighting
The only exceptions to this are biogenetics . 17mm
Toughness is 2 + half Vigour
HEAP rounds (now 11c) and the Upgraded Armour op-
Common Knowledge is +0
Stress Modifier is +0 tion. Everything else has unchanged costs.
11
C HAPTER 3 - C HARACTER G ENERATION
12
C HAPTER 4 - R ACES
Vid Head*
Humans suffer a -2 distraction penalty on
all rolls when within line of sight of a T.V.
unless they take an action to make a Spirit roll
13
C HAPTER 4 - R ACES
Frother
First Generation Frothers
These altered humans have made subtle evolutionary leaps The Frother racial package represents those born to
to cope with their addiction to combat drugs. Over the cen- Frother parents, those who have evolved as a result of
turies they have developed above-average strength and a high generations of drug use and are part of a Frother clan.
tolerance to physical punishment. The Frothers have formed
Not all Frothers fit this stereotype, however. To play a
into clans and are one of the few races aggressively head-
first-generation Frother, choose the Human race and take
hunted by SLA.
Recruited Frother as your free edge.
Recruited Frother
Agility Smarts Spirit Strength Vigour Requirements: Human, Novice, Vigour D6+, Starting
D4 D4 D4 D6 D6 characters only
(D12+1) In a dingy, Downtown Monarch cell a representative
of SLA Industries arrived and gave you a simple choice:
punishment for the crimes you committed to feed your
habits, or sign on as an Op and get access to the best
Wired At Birth* drugs the World of Progress has to offer. As always, you
Frothers have a high tolerance to drugs. As a result they chose the drugs.
receive a +2 bonus to all rolls made to resist addiction and Your years of drug use provide a +2 bonus to all rolls
recover from Withdrawal. made to resist addiction and recover from Withdrawal.
Thug Life
Frothers start with D4 in Fighting, Guts, Intimidation and Wraith Raider
Streetwise. Known for their agility, the Wraith Raider is the embodi-
ment of the sleek fast predator. They are slender and fast,
Vow - The Clan*
and highly sought after by SLA, so much so that SLA leaves
A Frother’s clan is everything; without
the Wraiths home worlds be, despite these ice planets hav-
it he is nothing. When the clan call,
ing an abundance of water. They have short life spans, 45
blood and claymore are theirs to
to 50 years, but mature quickly and are full grown at 10,
command.
when Meny takes them and teaches them that the city is just
Quirk - Clan Colours* another hunting ground.
Pride in the clan is always
present in a Frother’s mind and
they will always have clan col-
Agility Smarts Spirit Strength Vigour
ours on show, no matter
what the mission or D6 D4 D4 D4 D4
what else they are (D12+2)
wearing.
Graceful*
The cat-like grace of the Wraith Raider is renowned, as is
your habit of toying with your prey. You receive +2 on Agility
rolls. Not only does this benefit situations involving balance,
jumping and raw reaction-time, it also affects Agility tricks.
Fleet-Footed*
Page 24 Savage Worlds rule book.
Low-Light Vision*
Polo, the Wraith’s home world, is in perpetual twilight. Be-
cause of this, Wraith Raiders have developed the ability to see
14
C HAPTER 4 - R ACES
clearly untrue, they are warriors who value honour above all
else, an anachronism in the World of Progress. Ancient, these
beings hail from a time before the Conflict War, and have a
chivalric value akin to the Samurai or feudal knights. To
slander a Shaktar’s family name is to lose one’s life.
Large*
Shaktars have size +1. This gives them +1 Toughness
and increased carrying capacity.
Warrior Caste
The Shaktar are raise as warriors and start with D4 in Ath-
letics, Fighting, Guts and Intimidation.
Natural Weapons*
Shaktar have claws, they do Strength D4/+1 damage and
the Shaktar is never considered unarmed.
Language (Shaktari)*
Shaktars speak their homeworld’s language, Shaktari, as
well as Killian, the human language common to the World
of Progress.
in even the slightest ambient light. They ignore penalties for
Rigid Upbringing
Dim or Dark conditions. A Shaktar’s life is regimented to such an extent that few
Ice Worlder* manage to break the warrior mould they are cast into from
Wraith Raiders come from ice worlds and as such they have birth. Shaktars gain only 4 points with which to increase at-
an in-built love of the cold, they get +4 to resist the effects of tributes.
cold, but -2 against heat. Code of Honour*
Language (Wraith)* Page 18 Savage Worlds rulebook and page 105 of the SLA
Wraith Raiders speak their race’s language as well as Killian, Industries rulebook.
the human language common to the World of Progress. Loyal*
Page 20 Savage Worlds rule-
Bloodthirsty*
book.
Wraith Raiders are cold-blooded killers and have a ten-
dency to toy with and torment their pray. They suf-
fer a -2 Charisma penalty when dealing with non-
Wraith Raiders who have witnessed or know of the
Wraiths’ cruel nature.
Shaktar
The race that proudly bares the name Shaktar are
thought by the ignorant to be barbaric savages. This is
15
C HAPTER 4 - R ACES
16
C HAPTER 4 - R ACES
Prometheus Gene*
The scientists/madmen at Karma gifted the Storm-
er with genes that regenerate. Every fifth round the
Stormer gets a free Vigour roll to remove a single
wound they may have suffered. Once a day they may
make a Vigour roll to remove a permanent wound.
Natural Weapons*
Stormers have sharp teeth and claws, they do Strength
D6/+2 damage. The Stormer is never considered un-
armed.
Large*
Stormers are big. They get +1 size, giving them +1 Tough-
Stormer Edges & Hindrances ness and increasing their carrying capacity.
All Stormers share three hindrances in common.
Aggressive*
Bred for War* A combination of looks, conditioning, and a mouth de-
By blocking out basic emotions and unnecessary signed as a weapon rather than a communication device,
thoughts from your brain, Karma made you almost fear- means that the Stormer suffers -2 Charisma.
less. You may increase your Guts and resist Intimidation On the upside, they may increase their Intimidation as if
tests of will as if you have D12 in your Spirit trait. they had a Spirit trait of D12.
Vat Grown
Due to SLA correcting flaws in their biogenetic killing
machines, they’re not as imbalanced as humans and other
accidents of nature. At character creation Stormers may
only buy either one major or up to 2 minor hindrances
(rather than both).
17
C HAPTER 4 - R ACES
18
C HAPTER 4 - R ACES
Stormer 711 - Xeno only rudimentary social skills. This means that Xenos suffer
a -4 Charisma.
Stormer variant 711, created at Karma in the same way as
the 313. This model was designed for speed and agility. They Stormer Edges & Hindrances
make ideal assassins and scouts due to their chameleon-like As with all your kind, your nature is both a blessing and
skin, although this does prevent them wearing armour. Their a curse. You were created for a purpose, and while you are
creators thought of this, though, and kindly provided them rarely matched when pursuing the tasks you were designed
with ten pockets of skin in which to keep their equipment. for, outside that purpose, you lack the knowledge, adaptabil-
ity and freedom of the natural races.
Gain the Bred For War edge and the Clueless, Vat Grown
Agility Smarts Spirit Strength Vigour and Corporate Puppet hindrances
D8 D4 D4 D4 D4
(D12+2)
Blending*
Xeno gets +2 to Stealth rolls if they remain stationary.
The Xeno must be naked to use this ability.
Bug-Eyed*
Having seven eyes, the Xeno has an extraordinary
field of view. They are always considered ‘active’
for the purposes of Stealth (i.e. Anyone failing a
Stealth roll is instantly spotted by Xenos, even
when they’re not actively searching the area).
Also, they never lose a round’s action due to
surprise when ambushed.
Fleet-Footed*
Page 24 Savage Worlds rule book.
Natural Armour*
The Xeno has a hard carapace covered by
skin, giving it +4 armour in all locations. No
chinks or weak spots. This bonus does not stack
with worn armour, and the armour is not dam-
aged by enemies’ attacks.
Quick*
Page 23 of the Savage Worlds main rule book.
Alien Presence*
The Xeno has the definite look of an insect, and even
though it is more intelligent than its brothers, it still has
19
C HAPTER 4 - R ACES
Vevaphon
The vev is the first creation to crawl out of the Doppel- Agility Smarts Spirit Strength Vigour
ganger Institute’s vats. A biogenetic polymorph, the vevap- D4 D4 D4 D4 D4
hon can alter itself into different shapes and forms. Unlike (x2)
the Stormer, the vev is not based on the DNA code of In-
truder, but, rather, each cell cluster is a perfect, if unstable, ated for a purpose, and while you are rarely matched when
organism in its own right. The internal organs including the pursuing the tasks you were designed for, outside that pur-
brain can be moved around and reconfigured at will by the pose, you lack the knowledge, adaptability and freedom of
vevaphon. the natural races.
Doppelganger has developed a special food supplement Gain the Bred For War, Clueless, Vat Grown and Corpo-
that contains all the vev needs. If it must it can eat normal rate Puppet hindrances.
food but must eat double the amount to get the same nutri-
tional value.
Biogenetic Construct*
The vevaphon’s internal ambiguities give them a number
of advantages:
1) +2 to recover from Shaken.
2) No extra damage from called shots.
3) Piercing attacks do half damage (yes, that does in-
clude bullets – with the exception of HP, HESH,
and shotgun shells delivered at short range).
4) No wound modifiers.
5) Vevaphons do not receive permanent inju-
ries and do not bleed – treat ‘Bleeding Out’
on the Knockout Blow table as Incapacitated.
They’re either Incapacitated, in which case
their Healing power kicks in, or Dead.
Natural Weapons*
The vevaphon can create a sharp or blunt
weapon as a free action. It does Strength +D6
damage and they are never considered unarmed.
Also, see Polymorph.
Natural Armour*
The vev can produce a hard carapace-like skin,
giving it +2 armour in all locations. No chinks
or weak spots. See also Polymorph.
Polymorph (Ab)*
All vevaphons have this Arcane back-
ground, allowing them to change their
form at will. See the Polymorph chapter.
No Personality
The lack of identity inherent in the
vevaphon leaves them with a -2 penalty
to Charisma.
20
C HAPTER 5 - S KILLS
21
C HAPTER 6 - H INDRANCES
22
C HAPTER 6 - H INDRANCES
demands every single thing you own be customized to your Sucker (Minor)
own precise specifications. You never fail to fall prey to a pretty face. You simply can-
Every piece of clothing and equipment (but not weapons not refuse a request from an attractive member of the oppo-
and armour) you purchase costs 25% extra and takes an ad- site sex (or the same one, if you are that way inclined).
ditional D6 days to arrive. Your character must make a Spirit roll with a penalty equal
Weapons and armour must have at least 25% of their base to that person’s Charisma modifier to say “no” to an attractive
value spent on add-ons and customisations (until every pos- girl or boy if nicely asked.
sible addition has been bought). For humans and frothers this hindrance only applies to hu-
mans and frothers. For aliens it applies to humans, frothers
Mean (Minor) and your own race. Stormers, being asexual, cannot take this
This edge has the same mechanical benefit as it does in hindrance.
the standard Savage Worlds rules, however SLA Industries Alternatively, any character may select a particular race that
provides a few interesting ways to explain the -2 Charisma they’re either terrified of or idolise, in which case the gender
penalty. doesn’t matter. You can’t refuse a request from any member
- Bad DNA Tattoo. Something went seriously wrong when of that species without making a Spirit roll with a penalty
they gave you your tattoo (or it was given to your parents, equal to their Charisma modifier. Negative modifiers do not
grandparents, etc.). In the best case scenario people can’t help give a bonus.
but stare or laugh. At worst, they may gag or abuse you. Even
worse, however many times it’s cut away, it just grows back.
Please note: Players should buy the hindrance off (at the cost Vid Head
of a skill point when advancing) rather than trying to stop it
”Me? Me likez Captin Contract. Iz much fun to
affecting play by continually cutting it off, covering it up or
watch all day, all night! Sometimes Zak like so
otherwise avoiding the penalty.
much forget go on BPNs. Sometimes squad get
- Cynic. Life in Mort has left you sour. Not that you get
hurt without Zak to take bullets. One time, ebon
any joy from being nasty. You’re just trying to open peoples’
called Maudlina, she die because Zak not there.
eyes to how oppressive the system is. Isn’t it better that you
Manchine eat her face. Not Zak fault though.
bring them down to earth before some serial killer with a
They should learn not take BPN when Captin
chain axe does it for you?
Contract marathon on TV.” – Zak, Stormer 313
- Afterlifer. You have been through the Life After Death
process and somewhere along the line you lost a little of what
made you human. Harsher, sterner, less compassionate, less
forgiving, your family and friends may not be as close as they Vid Head (Minor)
were but as far as SLA Industries is concerned, you just be- You suffer a -2 distraction penalty on all rolls when in the
came a more efficient employee. line of sight of a TV unless a successful Spirit roll is made.
- Haggard. Breaking a drug addiction has changed you. Humans who take this hindrance are effectively addicted
The shaking, nervousness, erratic behaviour, physical ticks or to TV. Not only do the distraction penalties stack but they
other traits you now display grant a -2 penalty to Charisma. must also make a Spirit roll to leave the vicinity of any TV
they start watching.
Sterile (Minor)
Vigour requires 2 points to increase in character creation
and 2 levelling opportunities thereafter.
Oh, and you can’t have kids. Zero Charisma
”Can somebody please get this moron away
Stressed Out (Major) from camera? Our ratings are going to fall
You’re just not cut out for the day-to-day stresses of life deeper than Salvation Tower!” – Ray Christo-
as a SLA operative yet somehow that’s exactly what you’ve pherson, 3rd Eye Program Director
become. Welcome to Hell.
You start play with a single Stress fatigue level. When mak-
ing Stress rolls, you need a raise to avoid receiving a fatigue
Zero Charisma (Minor)
level. On a success you still gain a single Stress fatigue level
You may be unphotogenic, have terrible habits, be camera
and you gain 2 fatigue levels on a failure.
shy, or just cruel to media crews. Either way, you look (or
are made to look) bad on TV, and if you look bad, ThirdEye
looks bad.
23
C HAPTER 6 - H INDRANCES
Program Directors mostly avoid showing you to the mass- Bullet Magnet (Major) (Tour of Darkness)
es, and when you do show up it’s almost certainly because of You make a habit of being in the wrong place at a wrong
some failure or embarrassment. time when firefights occur.
You suffer -2 Charisma while dealing with the media or in-
teracting with someone who knows you from TV programs Heavy Sleeper (Minor) (Deadlands: Reloaded)
(around 25% chance, or 75% for those with the Vid-Head Even a Halloween Jack knocking at your door won’t be
hindrance) and will have a hard time getting sponsorship. enough to wake you up.
If you are using the optional Telegenics skill, you suffer a
Thin Skinned (Major) (Deadlands: Reloaded)
-2 penalty.
You have a low pain threshold.
Stormer-Only Hindrances
Brotherhood (Minor)
You have been programmed to never leave one of your own
on the field to suffer at the hands of the enemy.
You will do anything but jeopardise the mission to rescue,
or if need be kill, a fallen stormer or vevaphon.
24
C HAPTER 7 - E DGES
24
C HAPTER 7 - E DGES
3) You are trained to bypass electronic and mundane secu- drive and pilot varying vehicle types, ranging from bikes to
rity systems. Gain a +2 bonus on Tech rolls for lock picking small jeeps, from flying power armour to heavily armoured
or disabling security systems. Kilcopters. This package also includes the training in various
navigation systems, and devices.
Mechanics Training Package This is the Ace Professional Edge found in the Savage
Requirements: Novice, Smarts D6+, Tech D8+, Knowl- Worlds rulebook, with the following additions:
edge (Demolitions) D6+ 1) +2 on Common Knowledge or Knowledge (Navigation)
This is a highly specialized training package, for those op- skill rolls while using navigational systems.
eratives who love machinery and big explosions. Their skills 2) +2 on Tech rolls made to repair vehicles.
are necessary to upkeep and tweak squad vehicles, armour
and weapons, making them a valuable asset to the squad. Scouting Training Package
Mechanics-trained operatives gain the following benefits: Requirements: Novice, Shooting D6+, Streetwise D6+,
1) +2 bonus on Tech rolls to repair or break things, and on Survival D6+, Notice D6+
a raise, the time taken is halved. The streets of the cities in a World of Progress are as vast,
2) +2 bonus on Knowledge (Demolitions) rolls. and complex as the great jungles on a Natural Worlds. Scouts
are necessary for both. Operatives trained in this package are
Media Training Package present in almost any team that wants to travel beyond Mort
Requirements: Novice, Persuasion D6+, Bureaucracy Central. Their training involves the use of sniper skills as well
D6+, Streetwise D8+, Charisma +2 as tracking.
Media Training includes journalism, interviewing methods Scouting-trained operatives gain the following benefits:
and the use of camera and editing. Each media op is attached 1) +2 bonus on Streetwise and Survival rolls for the pur-
to a squad and linked to a Control who is aware of the op’s pose of tracking, or evading a trail.
movements through his camera’s lens and cut to them when 2) +2 bonus on Notice skill rolls to find hidden traps,
the action hots up, and even provide aid at times. mines, or ambushes.
Media-trained operatives gain the following benefits: 3) You are an accomplished sniper – you receive a +2 bonus
1) You gain a +2 bonus to Persuasion and Streetwise rolls. on your Shooting roll if you do not move in a round. This
2) Every Media Op is constantly connected to a ThirdEye ability works exactly like the Marksman edge from the Sav-
employee who can provide aid and information on request age Worlds rulebook – the benefits of these two edges do not
(threat this is as Connections Edge from Savage Worlds Re- stack but if a character has both, the bonus rises to +3 if a full
vised rulebook) round is spent aiming and +4 if two are spent.
Medical Training Package Strike Squad Training Package
Requirements: Novice, Healing D6+, Guts D6+ Requirements: Novice
This is another highly specialized training package. Created The Strike Squad Package is the basic Militia training for
to help people fighting on War Worlds, where split-seconds operatives.
decide whether a soldier will live or die, this package works The operative is not trained in a specialized field, but re-
just fine on the mean streets of Mort. Operatives trained in ceives broader training in all basic skills instead.
the medical package are welcomed in every squad, especially Any character who can’t or won’t train in more specialized
those lacking Ebons. packages must join the Strike Squad course to graduate from
This package is the Medic! Professional Edge found in the Meny Academy and become SLA operative.
“Tour of Darkness” book by Pinnacle with the following ad- You receive 3 extra skill points.
ditions:
1) You are an expert in the day-to-day use of healing na-
notechnology. If you administer healing, or inject healing
Starting Edges
drugs, you reduce the Wound Penalties on the Soak or Heal-
ing roll by 2. Fast Healer
2) +2 on Healing, Knowledge (Forensics), and any other Requirements: Starting Character, Vigour D6+
medically-related Knowledge or Common Knowledge rolls. This edge works just as in the Savage Worlds rulebook with
the following changes:
Pilot & Navigation Training Package 1) The bonus does not apply to healing rolls caused by
Requirements: Novice, Agility D8+, Piloting D6+, Driv- drugs or the stormers’ Prometheus Gene.
ing D6+, Tech D6+ 2) Life After Death find it much easier to bring you back.
The Pilot and Navigation package trains the operative in all All costs, including biogenetics edges and equipment, are re-
aspects of company transport. This involves learning how to duced by 25%.
25
C HAPTER 7 - E DGES
Natural Aptitude
Requirements: Starting Character Vevaphons, Ebb User & Power Edges
Pick a non-combat, non-arcane skill (that’s anything except Vevaphons may take all of the Power edges from the
Fighting, Formulae, Guts, Polymorph, Shooting or Throw- Savage Worlds rulebook except New Power (they already
ing). Any time you spend a Benny to reroll that skill, you have every power).
get the Benny back if the reroll makes you succeed where Ebons and Brain Waster should use the Ebb-User edges
previously you failed. from this chapter instead of the default Power edges.
Rich
Requirements: Starting Character You are assigned a Kilcopter to aid you in your duties. This
You gain an extra 250c a month income from personal sav- supersedes any previously allotted vehicle.
ings.
Combat Edges
Filthy Rich
Don’t forget – SLA operatives may choose combat edges with
Requirements: Starting Character, Rich
Seasoned as a requirement even when at Novice rank.
You now gain 500c a month income.
Crushing Blow
Possession Edges Requirements: Novice, Strength D10+, Fighting D6+
Your blows are so powerful that armour and inanimate ob-
Company Bike/Trike jects rarely lasts long under a concerted attack.
Requirements: Novice, Driving D6+ When breaking an item with a close combat attack, you
SLA Industries has deemed you worthy of being assigned gain the bonus damage for a raise and may Ace your damage
a Calaharvey Urbaniser Motorcycle or BLA ‘Pandora’ Multi- roll.
task Trike. SLA Industries will pay for repairs to damage When attacking foes, you remove an additional point of
caused in the line of duty and even replace destroyed vehi- protection from armour if you achieve a Shaken or Wounded
cles. However, the Motor Pool’s patience is limited. The GM result.
may require a Persuasion (or possibly Intimidation) rolls to
get repairs or replacements from characters who repeatedly Improved Crushing Blow
damage or lose their vehicles. Requirements: Seasoned, Crushing Blow, Strength D12+,
Fighting D8+
Company Car When attacking foes, their armour loses a point of Protec-
Requirements: Novice, Driving D8+, Company Bike/ tion with every successful Fighting attack (not just if you beat
Trike their Toughness on the damage roll). This stacks with weap-
You may now be issued with GA ‘J’ Personal Transport Jeep ons with the same effect, removing 2 points of Protection
or an Augustus limo (complete with SCL 11 chauffeur). This on a hit that fails to shake or cause damage to a target. On
replaces the bike or trike you were previously allotted. Shaken or Wounded results you remove 2 additional points
of protection (for 3 total under the default armour damage
Company APC rules).
Requirements: Seasoned, Driving D8+, Tech D6+, Com-
pany Car Duck and Cover
SLA Industries now allows you a Battle Taxi APC for your Requirements: Novice
personal use. This replaces the jeep or limo you had previ- Why risk being killed on a daily basis when you can rise up
ously. the SLA ladder from behind a desk (or steering wheel)?
When the tough get going, you retreat to the restroom.
Company SCAF Still, it’s not always possible to keep off the streets entirely,
Requirements: Seasoned, Pilot D8+, Tech D6+, Company so when you are forced out there, you’ve learnt to keep your
Car head down.
You are assigned a SCAF to aid you in your duties. This Provided you are in cover or lying prone, ranged attacks
supersedes any previously allotted vehicle. against you are at –2 (in addition to the penalties for existing
cover).
Company Kilcopter You also get +2 on Agility rolls to leap away from area effect
Requirements: Veteran, Pilot D10+, Tech D6+, Knowl- attacks.
edge (Navigation) D6+, Company SCAF
26
C HAPTER 7 - E DGES
Evaluate Opponent Your unarmed attacks can knock out a horse if you’re lucky.
Requirements: Seasoned, Smarts D8+ Or just make that mutant carrien even angrier if you aren’t.
You are an expert at reading the weak points in an oppo- You deal Strength +2 damage with your bare hands, or, if
nent’s fighting style and exploiting them to your advantage. you have natural weapons, their damage increases by +2.
When engaged in melee combat with someone, you can Additionally, anyone of your size or smaller who is Shaken
spend a Benny to get +1 to your Fighting rolls, Parry and or Wounded by your bare-fisted (or natural weapon) attacks
close combat damage rolls against them. These bonuses last is knocked prone.
until the end of combat.
Hoard Ammo
Grudge Glowgood Man: “You know, that gun costs
“You turned your back on second chances when about five credits every time you fire it. That’s
you turned your back on SLA Industries, Ex-op- two creds a bullet.”
erative Godspeed. What’s that? You got money, Calaharvey: “Well how many’d I hit?”
huh? Well, sure, I’ll take your little bribe… from Glowgood Man: “You spent twenty five credits
your cold, dead hands, you filthy, low-down and didn’t hit a goddamn thing. I nailed one and
piece o’ *blamblamblam*” - Conversation be- it cost about four and a quarter.”
tween Jem Hardknot, Dark Finder, and Opera-
tive Godspeed, SCL 8C, DarkNight double agent
(Deceased).
Hoard Ammo
Requirements: Seasoned, Smarts D6+, Shooting D8+
Grudge You have learned to reduce the damage that firing auto-
Requirements: Veteran, Spirit D8+ matic weapons does... to your credit balance.
You have a particular distaste for one of the threats you Your weapon’s rate of fire counts as 1 point lower when
face as an SLA operative. Pick one from the following list: working out how many bullets were used up after firing on
DarkNight, Thresher, Tex Trex, rogue SLA operatives, gangs, full auto or laying down suppressive fire. For example, firing
carriens, serial killers, manchines, cannibals, mutant animals a rate of fire 5 weapon on full auto uses 20 rounds, not 25.
(carnivorous pigs, sewergators, even the fabled vampiric pen-
guin), ex-war criminals or a specific non-human race; or de- Improved Hoard Ammo
cide on an enemy yourself, such as a particular rival operative Requirements: Veteran, Smarts D6+, Shooting D10+
or team of operatives, a minor soft company or a contract Your mastery of automatic fire means you can open up
killer. happily on the enemies of Progress and still have credits left
Your operative inflicts +2 damage in close combat when for a round of Slosh later at the Pit.
fighting your chosen enemy and gains +2 Toughness when Your weapon’s rate of fire counts as 2 points lower when
suffering damage from that enemy’s attacks in close combat. calculating ammo usage, to a minimum of 2. For example,
You also find it impossible to conceal your distaste, suffer- suppressive fire with a rate of fire 5 weapon would use only
ing a -2 Charisma penalty when dealing with the object of 15 rounds, not 25, but a ROF 3 weapon would still use 10
your hatred. rounds as its rate of fire can only be reduced to 2.
If you’re ever lucky enough for your chosen threat to be Improved Marksman
wiped out, choose another. Requirements: Veteran, Marksman or Scouting Training
Package, Shooting D10+
You may move at half your pace while still benefiting from
Heavy Punch the Marksman edge (or Scouting equivalent). While it may
”Wow! That one’s gotta hurt. Somebody get a not seem much, this edge allows characters to take the 2”
medic over here, and another Slosh.” - Over- move necessary to stand up from prone, fire with a +2 aim
heard in The Pit after a (not so uncommon) bar bonus and throw themselves prone, back behind cover.
brawl.
Multidexterity
Requirements: Second set of biogenetic or Ebb Enhance-
ment arms, Agility D8+
Heavy Punch
You have grown comfortable with your new appendages.
Requirements: Novice, Strength D6+, Fighting D6+
27
C HAPTER 7 - E DGES
Your second set of biogenetic or Ebb Enhancement arms Really Dirty Fighter (50 Fathoms)
no longer suffers an off-hand penalty. Requirements: Seasoned, Fighting D8+, Dirty Fighter
Moreover, they allow you to close weak spots in your de- You know to hit them where it really hurts.
fence from any direction. Attackers reduce gang-up bonuses
by one. Groundhog (Tour of Darkness)
Requirements: Seasoned, Smarts D6+, Guts D6+
Rock & Roll! You can become one with the ground while under fire.
Requirements: Seasoned, Shooting D8+
This ability works exactly as in the Savage Worlds rulebook. Hose ‘Em Down (Tour of Darkness)
However, if you also have the Death Squad Training Package Requirements: Novice, Shooting D6+
edge, you may also move normally while using it. You are trained to suppress an area more effectively with
automatic fire.
Sharpshooter
Requirements: Seasoned, Shooting D8+ Improved Hose ‘Em Down (Tour of Darkness)
Attacking from concealment a long distance away from Requirements: Seasoned, Hose ‘Em Down
your enemies my not be the most telegenic way to do your Nothing can escape your deadly little friends now. But
job, but it’s one of the safest. A favourite of Wraith Raiders, watch out for bullet tax!
DarkNight interceptors, and anyone else who prefers win- This Edge can be found in the “Tour of Darkness” book
ning to fighting fair or glory-seeking. by Pinnacle.
Reduce range penalties by 2 when using the aim manoeu-
vre. Martial Arts (Deadlands: Reloaded)
Requirements: Novice, Fighting D6+
Signature Move Your body is a finely-honed weapon, capable of fighting off
Requirements: Seasoned, Fighting D10+ even multiple opponents.
Highly appreciated on Gorezone and other circuit shows,
Killers with a signature move get top ratings. Social Edges
Choose a name and description for your unique close-
combat finishing move. You do +1D6 damage when striking Bad Rep
a Shaken foe. Requirements: Veteran
If your strike Incapacitates your enemy, you have pulled off It is widely known that only a fool messes with a you. Usu-
your finisher successfully and will probably get extra air time ally a dead fool.
from ThirdEye if you’re on camera. This Edge can be found in the “Deadlands: Reloaded”
book by Pinnacle.
Combat Edges from Other Settings
Calloused
Band of Brothers (Tour of Darkness) Requirements: Seasoned, Non-Ebon
Requirements: Wild Card, Seasoned, Frother or Shaktar, Your character has built up a barrier around their inner
Common Bond self in an attempt to protect their sanity against the horrors
Alone you are terrifying; among your own kind you are of life as a SLA operative. You receive +2 to Stress and Guts
unstoppable. rolls but have -2 Charisma in any situation where intimacy or
Modification: Any allied member of your own race counts affection are important. Furthermore, your character can no
as a “brother” (regardless of whether they have this edge). longer recover from Stress naturally. Only drugs or therapy
can you remove any Stress levels you gain.
Clipping the Grass (Tour of Darkness)
Requirements: Seasoned, Rock & Roll! edge or Death Style Consultant
Squad Training Package, Shooting D8+ Requirements: Novice, 250c fee
When the need arises to spray some lead and kill a lot of In the World of Progress it’s not just what you do that mat-
bastards, you are the one who can do it right. ters, but how you look while you’re doing it.
By paying for hair, clothing, make-up and armour advice,
Dirty Fighter (50 Fathoms) receiving intensive interview and telegenics coaching and
Requirements: Seasoned, Fighting D6+ learning how to carry yourself like a star, you gain +2 Cha-
Fight with your gloves off? Ha! You never put them on. risma.
You know how to hit your opponent where it hurts.
28
C HAPTER 7 - E DGES
29
C HAPTER 7 - E DGES
You can now try to impersonate a specific person with the He still cannot imitate the target’s voice or manners, and
use of your Mimic power. the vevaphon will initially form as a naked version of the
The copy is not perfect by any means, however, and close target, so additional clothing (or at least knowledge of how
contact may break your cover. If someone takes his time the target dresses) is needed for a proper impersonation.
to study you for at least a minute, or interacts closely with Alternatively, the vevaphon can use this power after touch-
you for any length of time, he may roll Notice against your ing a hair or other sample that is no longer part of the target.
original Polymorph result to realize that something is deeply It is harder to use dead matter, however, and each hour the
wrong, adding a +2 bonus if he knows the person that the sample has been parted from the donor grants a cumulative
vevaphon is trying to copy and +4 if he knows them inti- -1 penalty to Polymorph roll.
mately. Note that DNA doesn’t hold any information about cos-
metic changes so features like hairstyle, scars and tattoos (ex-
Double Drop cept DNA ones) will not be copied using this method.
Requirements: Veteran, Frother, Vigour D8+, Knowledge
(Drugs) D6+ Harden Carapace
Sometimes one drug just isn’t enough. Your years of drug Requirements: Seasoned, Xeno, Vigour D6+
abuse have given you the ability to take a second drug with- With age, your carapace has hardened. Add +1 to your
out it cancelling the effects of your current intoxicant. Toughness and +1 to your natural armour’s protection as a
new layer of chitin forms.
Improved Double Drop This edge may be taken once per rank after Novice.
Requirements: Legendary, Frother, Vigour D10+, Knowl-
edge (Drugs) D10+ Lighting Reflexes
While two drugs generally is enough, a few Frother legends Requirements: Heroic, Wraith Raider or Xeno
have learnt to take it one step further. You are fast. Really fast. ThirdEye Program Directors have
You may now benefit from up to three different drugs at to show your exploits in slow motion. And opponents rarely
the same time. have a chance to blink, much less to draw on you.
This edge work like “Fast as a Lighting” from the Dead-
Drug-Fuelled lands: Reloaded sourcebook by Pinnacle.
Requirements: Veteran, Frother, Vigour D8+
Whenever you take a combat drug, roll Vigour at -2. On a Living Shadow
success, remove a fatigue level. On a raise, remove two. These Requirements: Veteran, Xeno or Wraith Raider
fatigue levels can be from any source, even those which can You may run when taking Stealth actions.
normally only be removed in specific ways (e.g. withdrawal
or stress fatigue; even drowning, hunger or lack of sleep). Mainliner
Requirements: Heroic, Frother, Vigour D12+, Knowledge
Drug Surge (Drugs) D8+
Requirements: Seasoned, Frother, Vigour D10+ Through practice and experience, you have become a mas-
When dealt a joker during combat, bonuses or other ben- ter of drug injection.
efits given by the drug you are on are doubled. Penalties are When you inject a drug manually, either add +1 to a roll
halved. For example, Rush provides +4 (not +2) to recover the drug allows or choose one numerical bonus or penalty
from Shaken and reduces multi-action penalties by -4 (not the drug bestows and increase or decrease it by 1.
-2). This only affects numerical bonuses or penalties (so it
wouldn’t change UV’s Hardy benefit, for example). No Retreat, No Surrender
Requirements: Novice, Shaktar, Spirit D8+
Genetic Mirror Once a Shaktar dons his ceremonial scarf he will remain on
Requirements: Heroic, Vevaphon, Doppelganger, Poly- the field until no enemies remain or he falls where he stands.
morph D12+ You live for such moments, when you can test your mettle
Within every cell is all the genetic information necessary against the enemies of SLA Industries.
to create an entire person. Knowledge of your own genetic When wearing your honour scarf, you do not need a raise
makeup allows you to reach into a tissue or skin sample, even to act when recovering from Shaken. A mere succeess on
a hair, and read the blueprint within. your Spirit roll allows you to have a full action.
By touching a living (or recently deceased) target’s exposed
hair or flesh, activating his Mimic power and achieving a Predator
raise on his Polymorph roll, the vevaphon can form himself Requirements: Veteran, Xeno, Stealth D8+
into a perfect mirror-image of the target.
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C HAPTER 7 - E DGES
Rip
Predator Requirements: Seasoned, Natural or Biogenetic Weapons,
“What happened? TX-1318, do you copy?” Strength D10+, Fighting D8+
“Billy-Joe ain’t come back, Sir. Said he heard a You know how to hit ‘em so it really, really hurts.
noise down in the gulch. Went to check it out. Enemies who you wound with your natural weapons have
Johnny’s gone to see where he’s got to... What their wound penalty increased by 1. Multiple wounds do not
the... The jungle! The goddamn jungle just came increase the penalty further.
to life... It’s, it’s eaten him... Johnny! Holy crap! Furthermore, your vicious attacks count as having inflicted
Johnny! *silence* Phew. Looks like it’s gone… one more wound when consulting the Knockout Blow ta-
Aargh! Aargh! Aaaaargh! *static*” ble.
Radio message intercepted from DarkNight
troops, Charlie’s Point, 903SD Ride the Wave
Requirements: Veteran, Frother, Vigour D10+, Knowl-
edge (Drugs) D4+
You have mastered your chameleonic ability, making you Once you pop, you just don’t stop.
the ultimate predator. You now gain a +2 Stealth bonus while
The duration of any drug you take is increased by 50%.
moving and +4 if you remain motionless.
SLA Dream Believer
Prometheus Unbound
Requirements: Novice, Stormer variant or Vevaphon
Requirements: Prometheus Gene racial edge, Seasoned
SLA created you. They gave you purpose. They gave you
Your regenerative abilities have matured, allowing you to
life. SLA is your mother and father, and, like a child, you
heal at an astonishing rate. Prometheus Gene soak rolls to
trust them even if you do not understand their motives or
recover wounds are now made at +2.
reasoning. They created you, they direct you, what possible
Quick Change option is there but loyalty and service?
You gain a +2 bonus to Stress rolls. Additionally, you may
Quick Change roll to remove any stress levels you accrue whenever you suc-
“Is it a blade? Is it a pin? No! It’s a scalpel, man! cessfully complete an official mission while sticking to the
Geddit? Awww, you DarkNight people have no letter of your assignment and without disregarding any order
sense of humour. Now where was I? Oh, yeah. from a superior.
A scalpel…” – Vivian, Vevaphon, SCL 9, pre-
paring to extract information from an enemy of Warcry
Progress. Requirements: Novice, Frother, Shaktar, Stormer 313 or
Stormer 714
Your blood-curdling warcry sets your enemies trembling.
This Edge is the same as the Rebel Yell edge found in the
Requirements: Seasoned, Vevaphon
“Deadlands: Reloaded” book by Pinnacle.
You have mastered your polymorphing abilities to such
an extent that you can change form at great speed. When
polymorphing as part of a multi-action, your polymorph roll Biogenetic Edges
ignores -2 of the multi-action penalty. Biogenetic edges are more powerful than standard edges
but come with a credit cost. See the Biogenetics chapter for
Rend
a full list.
Requirements: Veteran, Size +1 or greater, Strength D12+,
Fighting D10+
Your enemies rest in pieces. Ebb Edges
Make an unarmed called shot to an arm, leg or hand. The The Core Ebb Edges, below, are available to all Ebb Users,
target rolls Vigour and adds one to their toughness for each while those in the Affinity Ebb Edges section require at least
success and raise. If you manage to cause a wound, you tear the Affinity Training edge and possibly Affinity Focus or Af-
off the extremity in question. Anything held in a rent arm or finity Mastery before they can be bought.
hand is dropped. Losing a leg halves the victim’s pace. Losing
both leaves them immobile.
You may only rend limbs from creatures of smaller Size
than yourself. Enemies wearing Heavy armour are immune.
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C HAPTER 7 - E DGES
The wearer receives +2 Toughness against electrical dam- Vigour is increased by one die-type (or by +1 over D12).
age. This can raise his Vigour above the normal racial maximum,
Additionally, when the Ebon raises his deathsuit’s helmet, and legendary edges stack with this one.
it seals protectively around its owner. Treat this as the Fully
Enclosed armour option. Defensive Precognition
Finally, the armour bonus the deathsuit grants is increased Requirements: Veteran, Smarts D8+, Affinity Mastery:
by 1 more point (for a total protection of +8). Detect
The art of Defensive Precognition is the one that few Ebons
Deathsuit Bond (Super) manage to learn, but most would die to have (or rather, many
Requirements: Heroic, Deathsuit Bond (Heavy), Death- die because they don’t have it). An Ebon possessing this Edge
suit learns to see dangerous situations before they ever occur.
If an Ebon manages to progress to this level of power, his You are always considered to be in an ‘Active’ state when
deathsuit becomes armour to be reckoned with, rivalling rolling Notice against opponents’ Stealth and you receive a
light armoured personal carriers for protection. +2 bonus to resist Smarts or Agility tricks.
The deathsuit is now considered Heavy Armour and the
armour bonus it grants is increased by a further 2 points (for
a total protection of +10). Ebb Backlash
“For every action there is an opposite reaction,
Deathsuit Bond (Angel)
and Ebon reaction is quite a fuckin’ thing, I’m
Requirements: Legendary, Deathsuit Bond (Super),
tellin’ ya.” - Dmitry Kochetov, Monarch Officer,
Deathsuit
describing an Ebon Duel
The angel deathsuit bond is the most powerful state that
a deathsuit can grow into. It’s almost a living, sentient be-
ing now, with its own emotions and thoughts, which can
sometimes even come into disagreement with the Ebb User’s Ebb Backlash
own. Requirements: Veteran, Affinity Focus: Senses, Formulae
The armour bonus it grants is increased by 2 more points D10+
(for a total protection of +12). Also called Ebb Duel, this last-hope ability instantly ana-
In addition, the deathsuit can save a significant part of its lyzes all the Ebb user’s sensory information, allowing them to
master’s Flux, allowing him to regenerate 3 Flux per hour. solve equations used against them by enemy Ebb Users then
reformulate them into a counterattack.
Deathsuit Graft (Agility) If the Ebb User possessing this Edge is attacked by a glyph
Requirements: Novice, Affinity Training: Protect, Death- that is directly targeted against him (not an area-effect one,
suit for example) he can attempt to turn it back.
Your deathsuit develops a bond with your nerve centres, To do this, he pays the same amount of Flux as originally
increasing your reaction times and manual dexterity. used to manifest the glyph then opposes the glyph’s creator’s
Agility is increased by one die-type (or by +1 over D12). Formulae roll with one of his own, modified as follows:
This can raise his Agility above the normal racial maximum,
and legendary edges stack with this one. -4 if the Ebb User wasn’t on Hold, the attacker was out of
sight or the attack was totally unexpected.
Deathsuit Graft (Strength) -2 if Ebb User was on Hold, waiting for the attack and
Requirements: Novice, Affinity Training: Protect, Death- could see the attacker.
suit +2/-2 for every rank difference between him and glyph’s
Your deathsuit mimics your major muscle tissue groups, creator.
increasing your physical strength.
Strength is increased by one die-type (or by +1 over D12). If the defending Ebon wins with a raise, and it is logically
This can raise his Strength above the normal racial maximum, possible, the attack is reflected back at the Ebon who origi-
and legendary edges stack with this one. nally manifested it. If he only succeeds the opposed roll (or
gets a raise but reflection is not possible), the glyph is dissi-
Deathsuit Graft (Vigour)
pated harmlessly, while if he loses, the glyph works normally
Requirements: Novice, Affinity Training: Protect, Death-
against him.
suit
Your deathsuit grows thicker, forming a protective symbi-
otic relationship with your body.
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C HAPTER 7 - E DGES
Living Suit Your medikit can now store up to 10 points of Flux. This
Requirements: Heroic, Deathsuit Interdermalisation, Af- Flux can only be used for manifesting glyphs from the Heal-
finity Mastery: Protect, Deathsuit, Spirit D10+ ing affinity.
Your deathsuit’s flux matrix can now store an additional 5
Flux. Precognitive Healing
In addition, it begins to form its own life matrix, becoming Requirements: Veteran, Affinity Mastery: Healing
semi-sentient. It can now use the your physical Traits and Precognitive healing is the ability to prepare your own body
glyphs - but only when you are unconscious. If you become for forthcoming injury. By doing this, damage is depleted
Incapacitated, the suit comes to life: first using Protect and first from a reserve of extra life force.
other defensive glyphs to safeguard your person before walk- You may spend a Benny to force an enemy to reroll their
ing or crawling or Reality Folding to safety, where it will use damage against you. The lower of the two results is used.
Healing glyphs to bring you back or Communication ones
Soothing Touch
to call for help.
Requirements: Novice, Affinity Training: Protect, Death-
Even if you die, the suit will store your life force for up to
suit
24 hours in its heartfall matrix while it tries to make its way
The touch of your deathsuit calms all the world’s ills. It’s
back to SLA Industries or contact another Ebon for aid.
as if your closest friend is always there with you, a soothing
However, the suit requires Flux to operate in this way. If no
barrier between you and life’s problems.
Flux remains, this edge has no effect, although another Ebon
Gain +1 on Stress rolls, Guts rolls, and rolls to resists Taunt
who transfers 5 Flux per 24 hours into the deathsuit can keep
or Intimidate tests of wills.
the heartfall matrix functioning.
If the deathsuit is ever destroyed, this edge is lost.
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C HAPTER 7 - E DGES
4) Your deathsuit can protect you even in the harshest envi- retaliates independently. The Necanthrope always decides
ronments. It functions as Fully Enclosed armour with an air whether the weapon should do this but, if it does attack, it
supply lasting (your Spirit x Hours) that cannot be breached, will always target the greatest immediate threat to its master.
no matter how much damage it takes. It uses the Necanthrope’s Formulae skill when attacking, but
5) Choose (with your GM’s permission) an additional Ne- suffers -2 penalty.
canthrope-appropriate Major Hindrance (or two Minor if
you wish). You may immediately buy an Ebb User edge or Living Gore Cannon
boost an attribute on account of this new Hindrance. Requirements: Legendary, Necanthrope, Sentient Gore
6) Finally... Well that’s for the GM to know and you to find Cannon
out. Enjoy. The gore cannon becomes truly alive at this point, able to
move by its own volition and keen to be unleashed on op-
Ebb Backlash Mastery ponents like a well-trained attack dog.
Requirements: Necanthrope, Ebb Backlash, Affinity Mas- The gore cannon can store 5 additional Flux. As before,
tery: Senses, Formulae D12+ this Flux can only be used to power gore cannon abilities.
Necanthropes are masters of the art of Ebb Duelling. Not so In addition, it is able to detach from his master’s arm and
surprising, considering they have an eternity to practice their fly, using abilities resembling glyphs from the Telekinesis
skills. Smart folk keep as far away as possible from masters of affinity. The gore cannon acts on its master’s initiative card
Ebb when they decide it’s a time to sharpen their skills. and the player controlling the Necanthrope decides what the
The necanthrope’s penalty when initiating an Ebb Backlash weapon does at any time.
is reduced by 2. In addition, he can now reverse even area- A gore cannon in detached state has Pace 10, a running die
affecting glyphs. of D12, attributes equal to those of its Necanthrope master,
or D8, whichever is lower, Notice and Stealth skills at D6, it
Interdermalise Gore Cannon retains its master’s deathsuit’s Toughness bonus and can use
Requirements: Legendary, Necanthrope his Formulae skill for attacks without penalty as long as it
The Necanthrope’s pet weapon can now hide under its stays within his Smarts trait in yards. It cannot use his Flux
master’s skin for protection and comfort. pool, however, and must use its own capacity to power Ebb
Your gore cannon can now slip under your deathsuit and attacks.
enjoy the its total protection while in there. Only a slight A living gore cannon can operate at greater distances than
physical trace of the gore cannon can be seen on your forearm its master’s Smarts in yards but gains a Formulae penalty of
and hand. It needs to be fully exposed to be usable, however, -2 at up to twice its master’s Smarts in yards and -4 at up to
and getting it out or concealing it requires an action. quadruple his Smarts. At ranges further than this, the gore
The gore cannon can also now store 5 Flux. This Flux can cannon can do nothing but fly at top speed back towards its
only be used to power gore cannon abilities and stacks with master.
that granted by the Sentient Gore Cannon and Living Gore If the Necanthrope falls unconscious or dies while his gore
Cannon edges. cannon is in detached state it ceases to work, falling, inert, to
the ground wherever it happens to be.
Sentient Gore Cannon
Requirements: Legendary, Necanthrope Glyph Creation
The Necanthrope strengthens the bond with his gore can- Requirements: Necanthrope, Enlightenment, Affinity
non, infusing it with the part of his own intelligence. Unlike Mastery: Illumination, Knowledge (Glyphs) D10+, Formu-
the bonds with his deathsuit or ebb medikit, this one is as lae D12+
much alliance as bond. The art of Glyph Creation is the secret known to but a few.
The Necanthrope grants awakening to his weapon, creat- Not all Necanthropes can learn this ability and they actively
ing something that can think, feel and hate all by itself. This search for Ebons who have the potential to learn it under
creature is sentient, fully and totally loyal to his master, and their tutelage. To complete their learning, however, potential
tries to protect his life as hard as it can, for without a master recruits must first enter the White and be changed forever.
it will die. The Necanthrope can now create glyphs and imbue objects
The gore cannon can now store 5 Flux. This Flux can only with their power.
be used to power gore cannon abilities and stacks with that
granted by the Interdermalise Gore Cannon edge.
In addition, the gore cannon can lash back at attackers if
its master is distracted or stunned by an attack. If the Necan-
thrope is surprised by an ambush or Shaken, the gore cannon
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ThirdEye Navigation Map Disc (Navamap) (15c) There are serious disadvantages, however. The absence of
+2 to Knowledge (Navigation) rolls. Used in various skills. a Deathsuit’s Flux Matrix makes an Ebb User’s mind very
2c per disc (1 sector) vulnerable (see Kickback) and if the Ebb User wishes to use a
different glyph from that he manifested the previous round,
SLA Climbing Kit (10c) he suffers multi-action penalty as he searches the deck.
+2 to Athletics rolls when climbing. Prevents falls of over
10 meters. Jade Probe (400c)
A y-shaped stalk that fits over the head, the Senses science
SLA Electronic and Manual Lock picks friction item sends out an almost-invisible beam of light
(75c/25c) when used (Notice -2 to spot).
Removes -2 Tech penalty from having no equipment.
Illumination Gem (350c)
The Illumination science friction item is a round gem fit-
Ebb Equipment
ting into the palm of the Ebon’s deathsuit.
These products all fit onto an Ebb User’s deathsuit. To tar-
get a sci-fri item, an attack roll with -4 is needed. Pathfinder (400c)
This monitor straps to the Ebon’s forearm, allowing them
Flux Gem Matrices to detect Ebb users within 48 yards as Motion Scanner (but
These items allow an Ebon access to additional Flux with using Formulae not Tech).
which to power their glyphs and come in two types: Burn
and Eternal. Pineal Stim (20c/dose)
Burn gems cost 50c per Flux and do not recharge. Eternal The Enhancement science friction item, Pineal Stim is
gems cost 500c per Flux but recharge every 24 hours. highly addictive. See the drugs chapter for full details.
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C HAPTER 8 - E QUIPMENT
Boopa Medical Helmet (150c) When sprung it leaps to waist height and fires all its rounds
This special helmet integrates medical analysis tools and in a doughnut of death. Everyone in a large burst template is
several medical encyclopedias for its wearer immediate refer- hit by D10 CAF rounds, each doing D6 damage.
ence.
Wearers add +2 to all Healing skill rolls and the helmet DN-SP001 SP-I (350u)
provides protection +6. This portable sensor the size of a tennis ball and becomes
active when movement is detected. Usually it only sends
Riot Foam Grenade a scrambled radio signal, but it has been known for some
On explosion, this grenade releases large amounts of a light DarkNight operatives to load it with explosives as a special
polymer that hardens on contact with oxygen, forming a su- greeting.
perbly tough foam-like substance that effectively immobilizes Installing the sensor properly requires a Tech roll, and each
any targets within the affected area. raise scored adds the cumulative -2 penalty to Notice skill
Those caught in the medium-burst template must make rolls to detect it.
Agility rolls with a -2 penalty. On a success they leap free and
are placed at the edge of the foam’s area of effect. On a failure, DarkNight Close Combat Weapons
they’re caught in the foam and be unable to move, remain-
ing so until the foam is removed with dissolution liquid or
DN-A Slipknife Dagger (100u)
destroyed.
The Slipknife cause Strength +1 damage (AP3).
The foam has the Toughness of 15 and is vulnerable to cut-
If an attack causes more than a single wound, the dagger is
ting and blunt damage (although, for those trapped inside,
embedded in the target, and causes a further 2D6+1 damage
only weapons already drawn when they became trapped can
on removal (plus the attacker’s Strength bonus if forceably
be used to attempt escape).
pulled out), ignoring all armour. Removing the dagger surgi-
Riot Foam Dissolution Spray cally allows a Healing roll to ‘Soak’ this damage (each success
The liquid in this spray can dissolves riot foam. and raise reduces the wounds caused by one).
As well as a spray nozzle, each can has an ‘explode’ but-
DN-B Carthage Shortsword (1500u)
ton in case incompetent SHIVERs don’t throw grenades as
The powered version does Strength +3 damage (AP2) and
far as they had intended to and end up caught in their own
weighs 2 pounds. The unpowered one does damage as a nor-
polymer honeycomb.
mal sword.
Smother Grenade
Used to temporarily suppress the spread of fire, this grenade Thresher Inc. Equipment
exhausts any active fire sources in a medium-burst template
for D6+1 rounds, or permanently if the fire was a small one. Depleted Uranium Rounds
The foam also creates a high concentration of carbon diox- Any weapon firing DU rounds counts as a Heavy weapon.
ide. Living beings caught in the area of the grenade’s effect Moreover, Ebb healing or medical drugs cannot heal inflicted
without breathing gear must succeed at a Vigour roll or gain wounds. They must heal naturally.
one level of Fatigue which lasts until they leave the affected
area. Stealth Systems
This cloaking device obscures the wearer, giving passive
SHIVER Sleep Blocker observers -4 to Notice rolls if motionless. When moving, ob-
This reinforced version of the SHIVERs Body Blocker servers have only a -2 penalty.
armour can withstand much more damage before falling
apart.
War World Weaponry
In game terms, Sleep Blocker armour is standard-issue Shiv-
er armour with the ‘Improved Durability’ option added.
High-Impact Fragmentation Grenade
4D6 damage, AP5, in a medium burst template. AD+1.
DarkNight Equipment Heavy.
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C HAPTER 8 - E QUIPMENT
”Do you sell vibro hair straighteners?“- Rose Garden, Frother, SCL 10A.
Civilian Weapons
Weapon Damage AP AD Wt. Notes
Knife (5u) +D4 – 1 1 –
Club/Baton/Bat (20u) +D6 – 1 2 –
Sword/Machete (10u) +D6 – 1 5 –
Sledgehammer (35u) +D8 – 2 12 Parry -1
Fire Axe (30u) +D6 1 1 8 Parry -1
Industrial Weapons
Weapon Damage AP AD Wt. Notes
Power Pick (10c) +D6 5 1 10 2H, Parry -1
Carsonmade Industrial +D8 3 1 25 2H, Parry -1
Nailer (50c)
Grissom Power Sander (115c) +D6+2 – 2 25 2H, Parry -1
Hardtek Arc Welder (175c) 2D8 – 2 (1) 20 2H, Parry -2, Requires Strength D6
Hardtek Concrete Saw +D10+1 – 1 (1) 25 2H, Heavy, Unwieldy (1 on Fighting die causes
(215c) wielder to strike themselves)
Hi-Velocity Boom +D8 – 1 12 2H, Parry -2, Two 10g shotgun shells fire on first
Hammer (175c) (+3D4) successful hit
Operative Weapons
Weapon Damage AP AD Wt. Notes
GASH Chain Axe (85c) +D8+2 2 2 (1) 6 2H, Parry -1, Heavy
GASH Pacifier Baton (80c) +D4+1 3 2 (1) 2 –
DPB Vibrosabre (100c) +D6+2 2 1 3 Heavy
DPB Gash Fist (80c) +D4+3 2 1 2 Always Ready (Mounted on Wrist)
DPB Flick Scythe (120c) +D6+2 5 1 5 2H, Parry -1, Reach 1, Heavy
MAC Knife (80c) +D4+3 1 1 1 Throwable, Silent, Unbreakable
ITB Mutilator (85c) +D4+4 – 1 2 –
MJL Power Disc (100c) +D4+3 2 1 1 Throwable
MJL Power Claymore +D10+3 3 2 6 2H, Parry -2, Heavy
(100c)
MJL Power Lochaber Axe +D12+3 3 2 (1) 15 2H, Parry -3, Heavy
(950c)
BOSH SLA Blade (2c) +D4+1 1 Throwable
ITB Jolt Glove (105c) – – 0 1 Stun (Roll Vigour, at -2 on raise, or Shaken). Ef-
fective vs. both electronic and biological targets.
Oscillating Warhammer (40c) +D8+1 – 3 (1) 8 2H, Parry -1, Heavy
Frag Grenade Bolas (100c) Grenade – 0 2 Thrown (6/12/24). Target cannot “dive for cover”.
Seraphim Defender (350c) +D4+1 – 1 12 Shield with ceramic-bladed edge; also see Armour.
Seraphim Defender II (900c) +D4+2 2 1 15 Shield with chainsaw edge; also see Armour.
Key: 2H: 2-handed, AD (X): does X damage to armour even if damage fails to shake or wound a target
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“Never take a Gun to a knife fight… well, unless it’s a Very Big Gun.” - Jaster, Wraith
Raider, SCL 6A, star of the FEN 091 “Bigger REALLY IS Better” vid campaign, 901.
Pistols
Weapon Clip Calibre Min. ROF Range Wt. Add-Ons Notes
Str.
CAF P50 Pistol (150u) 8 CAF – 1 10/20/40 1 – Available for Civilian
5mm use
GA47 Semi-Automatic 12 10mm D6 1 10/20/40 1 Si, Su, Scp Semi-Auto
Pistol (75c)
FEN 603 Automatic 20 10mm D6 1 12/24/48 1 Si, Su, Scp Semi-Auto
Pistol (150c)
BLA 710M ‘Snubber’ 14 9mm – 1 15/30/60 1 – Semi-Auto
(150c) BLA
KK20 ‘Panther’ (430c) 20 12mm D8 1 15/30/60 4 Si, Su, Mounted on Wrist
Scp, LP (Always ready), Semi-
Auto
BLA 446M Derringer 2 12.7mm D10/ 1-2 3/6/9 1 – Double Barrelled, D12
(450c) D12 recoil for both barrels
SP Vibro (760c) 4 Vibro- – 1 25/50/100 4 – Silent & Flashless (-2 to
disc Notice), Mounted on
Wrist (Always Ready)
BLA 046M ‘Blitzer’ 6 12.7mm D10 1 20/40/80 3 Si, Su, Revolver, Free mainte-
(790c) Scp, LP, nance kit/carry case
Rcl-B
FEN 091 ‘Farjacket’ 5 17mm D12+2 1 24/48/96 4 Si, Su, LP, Heavy
Pump Pistol (800c) Rcl-B
Key: LP: Laser Painter, Rcl-B: Recoil Baffling, Scp: Scope , Si: Silencer, Su: Suppressor
“A hundred and fifty credits on one spray! That clip o’ HP cost more than I earned for the whole
miserable BPN… but goddamn was it worth it. Ain’t no DarkNight scum gonna mess with Buzzsaw
Johnny again.” –Buzzsaw Johnny, SCL 9A (Deceased).
Sub-Machine Guns
Weapon Clip Calibre Min. ROF Range Wt. Add- Notes
Str. Ons
CAF ‘Cold Shadow’ 30 CAF D6 3 10/20/40 3 – Available for Civilian
SMG (250u) 5mm use, Auto
FEN 204 ‘Gunhead’ 40 10mm D10 3 15/30/60 4 Si, Scp, Auto, 3RB
SMG (350c) LP
KK30 ‘Ripper’ (570c) 20 12mm D12 3 15/30/60 8 LP Auto, 3RB, Mounted on
Arm (Always Ready)
BLA 646M ‘Buzzsaw’ 180 9mm D12 5 10/20/40 3 – Auto
(850c) BLA
Key: LP: Laser Painter, Scp: Scope , Si: Silencer
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C HAPTER 8 - E QUIPMENT
“Badda-boom-badda-BANG! Haha! BANG! Hahaha! B. A. Fuckin’ Ang! Awww, man, I think I’m in
fuckin’ love.” - Mad Dog McClusky, Frother, SCL 7C, describing his new MAL Assault Cannon.
Assault Rifles
Weapon Clip Calibre Min. ROF Range Wt. Add-Ons Notes
Str.
CAF ‘Screaming Eagle’ 20 CAF – 1 15/30/ 6 – Available for Civilian
Assault Rifle (300u) 5mm 60 use. Semi- Auto
GA50 ‘Finisher’ Assault 18 10mm D8 1 15/30/ 6 Si, Su, Scp Semi-Auto
Rifle (300c) 60
FEN AR Assault Rifle 25 10mm D10 3 20/40/ 7 Su*, LP*, Si, Auto, 3RB
(750c) 80 Scp
FEN 706 ‘Power 25 10mm D12 5 25/50/ 32 Wa*, LP*, AB Auto, 3RB, Snapfire
Reaper’ (1575c) 100 (100)*
FEN 808 ‘Power 25 12mm D12 5 30/60/ 34 Wa*, LP*, AB Auto, 3RB, Snapfire
Reaper’ LONG (1850c) 120 (100)*
GAK 19 Assault System 5 12.7mm D12 1 150/300/ 25 Su*, Scp*, Rcl-B Heavy, Snapfire
(1850c) 600 x2*, LP*, UV*,
Rcl-B
GAG60 ‘Driller’ 20 12.7mm D12+1 3 100/200/ 25 – Auto only (no single
(2000c) 400 shot), High velocity
(+2 AP), Heavy
GAG60 ‘Driller’ Bolt 12 GAG D6 1 20/40/ – – Silent and flashless
Bolt 80 (-2 to Notice)
MAL Assault Cannon 20 12.7mm D12 1 180/360/ 28 LP*, Rcl-B Semi-Auto, Heavy
(2150c) 720
Key: AP: LP: Laser Painter, Rcl-B: Recoil Baffling, Scp: Scope , Si: Silencer, Su: Suppressor, *: Free with weapon
Sniper Rifles
Weapon Clip Calibre Min. ROF Range Wt. Add-Ons Notes
Str.
CAF R7 ‘Wild Boar’ 6 CAF – 1 45/90/180 9 – Snapfire
Hunting Rifle (400u) 5mm
FEN93 GAG (800c) 10 12mm D10 1 75/150/300 6 Si, Su, Scp, Rcl-B Semi-Auto
FEN 30-30 ‘Trueshot’ 1 8mm D10 1 900/1800/ 10 Su*, Scp*, LP*, Snapfire
Sniper Rifle (1100c) Long 3600 Bi*
FEN ‘TRI’ Sniper 1 12.7mm – 1 1200/2400/ 18 Si*, Su*, Scp*, Heavy, Emplace-
Platform (1450c) 4800 LP*, IR*, UV*, ment Weapon
5m Remote* (No move)
FEN 400 ‘Surekill’ 5 17mm D12+2 1 550/1100/ 48 Scp*, Rcl-B*, Heavy, Snapfire
Sniper Cannon 2200 LP*, Bi*
(2000c)
Key: AP: LP: Laser Painter, Rcl-B: Recoil Baffling, Scp: Scope , Si: Silencer, Su: Suppressor, *: Free with weapon
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C HAPTER 8 - E QUIPMENT
Shotguns
Weapon Clip Calibre Min. ROF Range Wt. Add-Ons Notes
Str.
KPS ‘Mangler’ AS (900c) 10 10g D12 3 10/20/40 9 Scp, Rcl-B, Auto
LP
10-10 Bullyboy (200c) 8 10g D10 1 10/20/40 7 Scp, Rcl-B, –
LP
AGB ‘Chopper’ (1700c) 24 Chopper Pack D10 1 20/40/80 9 LP Heavy
Key: AP: LP: Laser Painter, Rcl-B: Recoil Baffling, Scp: Scope
Rifle Ammunition
Calibre Standard AP HEAP HP HESH HOT
(Armour (Armour (Stuns target)
doubled) doubled)
CAF 5mm 1D8 – – – – –
8mm Long 2D8 (AP2) 2D8 (AP6) 2D8+2 (AP6) – – –
9mm BLA – – – – – –
10mm Auto 2D8 (AP1) 2D8 (AP5) 2D8+2 (AP5) 2D8+7 – 2D6
12mm 2D10 (AP1) 2D10 (AP5) 2D10+2 (AP5) 2D10+7 3D10+7 –
12.7mm 2D10+1 (AP1) 2D10+1 (AP5) 2D10+3 (AP5) 2D10+8 3D10+8 –
17mm 2D12+2 (AP3) 2D12+2 (AP8) 2D12+4 (AP8) 2D12+10 3D12+10 –
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C HAPTER 8 - E QUIPMENT
”’Ere this stoff is funni, like tinfoil. Mmm... tastes gud!” - Ground Zero,
Chagrin Stormer SCL9-CK, on Body Blocker armour
Armour
Armour Protection Covers Notes
Striker Motorcycle Protection 1 All except Concealable
(100u) Head
CAF Padquil Flak Vest (20c) 2 Torso Concealable
Velkra Techwear (275c) 1 All except Appears as Clothing (Concealable).
Head
Velkra Sigerson Street (425c) 2 All except Appears as Clothing (Concealable).
Head
KAV Clothing (600c) 3 All except Appears as Clothing (Concealable).
Head
Arducci Hypnowear (900c) 3 All except Appears as Clothing (Concealable). Generates pretty
Head hypnotic patterns which may grant +2 to Smarts tricks
at GM’s discretion.
Worksmart (1700c) 4 All except Appears as Clothing (Concealable). Personally tailored.
Head
PP644 Body ‘Blocker’ (400c) 4 All Ad, AF, Hs
Deathsuit (750c) 5 All Retractable helmet. Deathsuit Bond edges increase
protection and add ‘armour systems’.
PP7 Exo-Armour (750c) 5 All Ad, AF, Hs, FE. Requires Strength D6 (has no Power
Chassis).
PP8 Exo-Heavy (1250c) 6 All Ad, AF, Hs, FE, PC
PP9 Exo-SUPER (1500c) 7 All Ad, AF, Hs, FE, PC
PP10 HARD Armour (1750c) 8 All Ad, AS (2hr), Hs, FE, PC
PP70 Powercell (2000c) 9 All Ad, AS (2hr), Hs, FE, PC
PP100 Crackshot (3000c) 10 All Ad, AF, LM, Hs, FE, PC
PP112 Silverback (4000c) 10 All Ad, AF, Hs, FE, HuD, JJ, OC
PP104 Dogeybone (5000c) 11 All HuD, Ad, AS (10hr), Hs, FE, HPC, Heavy
MAL Shock Armour (10000c) 14 All Has own physical Traits (Strength D12+4, Agility
D10), Heavy, Ad, AS (10hr), HuD, Hs, FE, LM
ECM Cloak/Suit (75c/100c) 0 All Prevents detection by electronic sensors and IR sensors
(-2 to Notice when using such devices)
Cold Suit (50c) 0 All Prevents detection by IR sensors and keeps wearer
cool. (-2 Notice with IR sensors. +2 vs. heat fatigue.)
Camisneak Cloak/Suit (150c/200c) 0 All -2 to (visual) Notice rolls
FEN 270671 Scout Helm (1000c) 8 Head AF, HuD, IR/UV, Ad, Hs, LM, + 20 slots for other
sensors and widgets
Seraphim Defender (350c) – – Shield. +1 Parry. +2 Protection vs. ranged shots
provided user didn’t attack with it last action.
Seraphim Defender II (900c) – – Shield. +1 Parry. +2 Protection vs. ranged shots
provided user didn’t attack with it last action.
Key: Ad: Anti-dazzle, AF: Air Filter, AS (Xhr): Air Supply (hours), FE: Fully Enclosed, Heavy: Heavy Armour, Hs:
Headset Communicator, HuD: Heads-up Display, JJ: Jump Jets, OC: Overurn Chassis, PC: Power Chassis, HPC: Heavy
Power Chassis, LM: Lamp Mount
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C HAPTER 8 - E QUIPMENT
Bullet Tax
Calibre Standard AP HEAP HP HESH HOT
CAF 5mm 1u – – – – –
8mm Long 2c 5c 6c – – –
9mm BLA 2c 5c 6c 7c – –
10mm Auto 1c 4c 5c 6c – 15c
12mm 3c 6c 7c 8c 10c –
12.7mm 3c 6c 7c 8c 10c –
17mm 8c 10c 11c 12c 14c –
10g Shell 3c – – – – –
10g Slug 4c – – – – –
Chopper Pack 3c – – – – –
Vibrodisc 5c – – – – –
GAG Bolt 25c – – – – –
Vehicles
Vehicle Skill Acc/Top Speed Toughness Crew Notes
Civilian Commuter Motorcycle Drive 12/24 8 (2) 1+1 –
Civilian Car Drive 10/24 10 (3) 1+4 Airbags
Civilian Taxi (Blue Cab) Drive 12/26 14 (6) 1+6 –
Keshang Athletics 22/42 5 (2) 1 Provides armour +2
Augustus Luxury Car (10000c) Drive 18/38 17 (3) 1+4 Airbags, Luxury
Features
Calaharvey Urbaniser Motorcycle Drive 20/40 10 (2) 1+1 Off Road Wheels,
(1000c) Reinforced Frame
GA ‘J’ Personal Transport Jeep Drive 18/40 15 (3) 1+5 Four Wheel Drive,
(14000c) Reinforced Frame
BLA ‘Pandora’ Multi-Task Trike Drive 18/36 15 (2) 1+1 Off Road Wheels
(15000c)
FEN 0227 ‘Battle Taxi’ APC Drive 5/18 25 (10) 1 Heavy Armour, Four
(125000c) +1 gunner Wheel Drive, ‘Power
+10 Reaper’ Machine Gun
FEN 4461 Mk VI ‘Hammer’ Drive 5/22 27 (12) 1 Heavy Armour, Four
APC (150000c) +1 gunner Wheel Drive, ‘Prometh-
+10 eus’ Grenade Cannon
SCAF Helibike (125000c) Pilot 20/80 15 (2) 1+1 Climb 40
FEN 3497 ‘Kilcopter’ Helicopter Pilot 20/50 19 (4) 1 Climb 20
(450000c) +1 gunner
+4
FEN 5009 ‘Stingray’ Dropship Pilot 10/180 30 (10) 1+ Cargo: 1 APC + 4
(4000000c) 3 gunners SCAFs, Climb 15 (Dive
+100 30)
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C HAPTER 8 - E QUIPMENT
SHIVER Firearms
Weapon Clip Calibre Min. ROF Range Wt. Add-Ons Notes
Str.
GA 9442 Browbeater 300 BB – 5 15/30/60 4 – Auto
GA 9443 Mini-Browbeater 100 BB – 5 10/20/40 2 – Auto
Dispersal Smoke Grenade 6 40mm – 1 15/30/60 8 – –
Dispenser grenade
DarkNight Firearms
Weapon Clip Calibre Min. ROF Range Wt. Add-Ons Notes
Str.
DN74 Auto-Pistol (2000u) 20 10mm – 1 12/24/48 1 Si, Su, Scp Semi-Auto
DN80 SMG (6000u) 40 10mm D6 3 15/30/60 3 Si, Su, Scp Auto
DN90 Shotgun (3500u) 8 10g D8 1 5/10/20 5 – Sling (+2 Stealth to
conceal under long
clothing)
DN100 Assault Rifle 25 10mm D8 3 20/40/80 6 Si, Su, Scp Auto
(13000u)
Thresher Firearms
Weapon Clip Calibre Min. ROF Range Wt. Add-Ons Notes
Str.
FLAY AUTO Pistol 14 11mm D8 1 15/30/120 2 LP, Rcl-B, Scp Semi-Auto, Usually
HEAP ammo
SHEER Assault Rifle 40 11mm D12 3 30/60/120 6 LP, Rcl-B, Scp Auto, 3RB, Usually
HEAP ammo
VAPH III Assault 100 14mm D12+6 5 80/160/320 10 LP, Rcl-B, Scp Auto, Usually DU
Cannon (snail) ammo
Thresher Cannon 500 17mm D12+10 5 10/180/360 25 LP, Rcl-B, Scp Auto, Usually DU
ammo
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C HAPTER 8 - E QUIPMENT
SHIVER Armour
Armour Protection Covers Notes
Dispersal Riot Shield – – +2 Parry. +2 armour vs. ranged shots if didn’t attack last action
DarkNight Armour
Armour Protection Covers Notes
DN Ablative Flak Vest (250u) 4 Torso Concealable
DN Ablative Flak Jacket (500u) 4 Torso, arms, legs –
DN ‘Resigel’ Bodysuit (5000u) 6 All except head Concealable
DN Body Armour (4250u) 5 All –
DN Power Armour (25000u) 11 All AS (2hr), Hs, PC
Thresher Armour
Armour Protection Covers Notes
Endeavour Powered Infantry Armour 8 All JJ, Ad, AS (2hr), PC
One-Way True Powered Armour 10 All JJ, Ad, AS (2hr) , PC
Close Nitt Personal Power Armour 12 All JJ, Ad, AS (2hr), HuD, SS, Ns, HPC
First Step Heavy Powered Armour 18 All JJ, Ad, AS (10hr), HuD, Ns, HPC Heavy
SARGE Battle Armour 24 All JJ, Ad, AS (10hr), HuD, Ns, HPC, Heavy
Key: Ns: Night Sight (UV - ignores penalties or Dim or Dark conditions), SS: Stealth Systems (-2/-4 to Notice rolls)
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C HAPTER 9 - E BB
Necanthropes tion that they sometimes receive. People are afraid their every
secret, dream and fear will be unearthed and used against
Becoming a Necanthrope is left to GM fiat. However, the
them. Often they are not far from the truth.
character should be of at least Legendary level before they can
Related Edges: Charm/Menace Aura (S)
make the choice to enter the White and other Necanthropes,
Science-Friction Item: Distracter
sensing their decision, appear to collect them.
Related Glyphs: Notice Me (Free), Speak Language (N),
Mind Probe (S, New), Conversation (S, New), Puppet (V),
Ebb Edges Thought Plant (H, New)
The standard power edges are unavailable to Ebons, Brain
Detect
Wasters and Necanthropes. Instead they should choose from
Also called Ebb Awareness, this affinity allows an Ebb User
the Ebb edges found in the Edges chapter.
to find other Ebons and gives them formidable investigation
Ebb edges are divided into two groups: core edges and af-
skills as well. Masters of this affinity are able to track even
finity edges. Any Ebon may take the core edges but the rest
the most cunning foe, and death itself can’t hide its secrets
require their associated Affinity to have been opened, and
from them.
most also have other prerequisites.
Related Edges: Defensive Precognition (V)
Science-Friction Item: Pathfinder
“What is an affinity, Child? What is love or hate Related Glyphs: Sense Ebon (Free), Formulation (N, New),
or jealousy? Just as we group our feelings to- True Track (S, New) Impression (V, New), Death Seek (H,
gether that they do not overwhelm us with pos- New)
sibility, our glyphs are constrained by affinities
Enhancement
that we may learn to appreciate the possibilities
Also called Augmentation of Ebon Energies, Enhance-
of each.” Vortex, Necanthrope, SCL 3B
ment deals with physical manipulation of the Ebb User’s
own body. With its help it is possible to become stronger and
faster, to grow in height and even transform your own body
Affinities
into something more… progressive.
Related Edges: Ebb Enhancement (Teeth & Claws) (S), Ebb
Blast Enhancement (Extra Limb) (H)
Also called Force Ebb Kinetic, Blast is the most used and Science-Friction Item: Pineal Stim
definitely the most dangerous affinity. It allows Ebb Users to Related Glyphs: Perfect Health (Free), DNA Hallmark
create and shape physical forces to unleash upon opponents. (Free), Boost Trait (N, Modified), Speed (N), Physical Ma-
An Ebon’s most powerful emotions fuel these attacks, some- nipulation (V, New), Ebb Beast (V, New)
times leaving nothing standing.
Related Edges: Blaster (N), Master Blaster (H) Healing
Science-Friction Item: Flintlock Also called The Art of Healing and Purification, Healing
Related Glyphs: Crack Glass/Ice (Free), Static Shock (Free), is one of the most precious and important affinities. With its
Bolt (N, Modified), Blast (S, Modified), Charge (V, New) help, the Ebb User can stop bleeding, repair damaged tissue
and speed the natural healing process a thousand-fold. Mas-
Blue/Red Thermal ters of this affinity can heal souls as well bodies and even raise
Also called Glacier/Inferno, Blue/Red Thermal allows a recently deceased being from death.
an Ebb User to manipulate forces as old as the world itself Related Edges: Medikit Bond (S), Precognitive Healing (V)
– cold and fire. Masters of this affinity can survive in even the Science-Friction Item: Ebb Medikit
harshest environments and turn temperature into a deadly Related Glyphs: Heal Minor Bruises/Plants (Free), Healing
weapon. (N, Modified), Regeneration (S, New), Greater Healing (V,
Related Edges: Thermal Ball (S), Freezing Blast (S) Modified)
Science-Friction Item: Thermal Gauge
Related Glyphs: Cigarette Lighter (Free), Chill Drink (Free), Illumination
Resist Cold & Heat (N, Modified), Create Cold & Heat (N, Also called Ebb Illumination, this affinity deals with light
New), Ice Blade (N, New), Burst (N) and the ability to either project it or hide it away. Adepts
of this affinity can disappear from plain sight and can cause
Communication even the darkest depths to be illuminated as if by daylight.
Also called the Voice of the Ebb, or telepathy by the pub- Related Edges: Enlightenment (V), Glyph Creation (Ne-
lic. Ebon knowledge of this affinity explains the cold recep- canthrope)
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C HAPTER 9 - E BB
Science-Friction Item: Illumination Gem ecules of air animated to do their bidding. More vicious ones
Related Glyphs: Dim/Flicker Lights (Free) Light (N, Modi- dominate their opponents by picking them up before smash-
fied), Ebon Eyes (N, New), Obscure (N), Invisibility (S, ing them against the walls and other hard surfaces.
Modified) Related Edges: None
Science-Friction Item: Focus Gem
Protect Related Glyphs: Lift Small Object (Free), Entangle (N),
Also called Ebon Guard. Before Dark Lament created the Barrier (S), Telekinesis (S, Modified), Fly (V)
Deathsuit, Ebon powers in that affinity were all but dormant.
That all changed when the Deathsuit became much more Gore Canon
then mere armour. Now it’s almost a living being. Sometimes Also called Celrydreahad (pronounced “SEELREE-DRI-
the only one that an Ebb User can call his friend – it is loyal, HAD”). This is not one of the ‘natural’ Ebon affinities that
caring and will never leave him, even after his death. was developed over thousands of years. It’s something much
Related Edges: Deathsuit Bond (Light) (N), Deathsuit newer, much more progressive; created by the first Ebon to
Bond (Medium) (S), Deathsuit Bond (Heavy) (V), Deathsuit return from the White - the first Necanthrope – Preceptor
Bond (Super) (H), Deathsuit Bond (Angel) (L), Deathsuit Teeth.
Graft (Vigour) (N), Deathsuit Graft (Strength) (N), Death- Its abilities and powers are focused on a hideous and dis-
suit Graft (Agility) (N), Interdermalise Deathsuit (V), Living turbing science-friction weapon called the gore cannon,
Suit (H), Soothing Touch (N) which Preceptor Teeth created and personally awards to
Science-Friction Item: Deathsuit all new members of the Necanthrope race. This biogenetic
Related Glyphs: Deathsuit Maintenance (Free), Armour (N, nightmare can be best described as a manipulation chamber
Modified), Deflection (N, Modified), Heal Deathsuit (N, which changes flux into a vile substance known as Psycho-
New), Suck Flux (S, New) Reactive Ebb Matter.
Related Edges: Sentient Gore Cannon (L), Interdermalised
Reality Folding Gore Cannon (L), Living Gore Cannon (L)
Also called Ebb Manipulation, Reality Folding is the least Science-Friction Item: Gore Cannon
understood but one of the most effective affinities. It allows Related Glyphs: Unnerving Presence (Free), Gore Cannon
Ebb Users to fold the fabric of reality, to instantly travel small Attack (L, New)
and great distances, and even guide gigantic Dark Lament
foldships to the remotest corners of the known universe.
Related Edges: Jump Recovery (V), Improved Jump Recov-
Free Glyphs
ery (H), Mass Port (H), Improved Mass Port (L)
Science-Friction Item: Vector Box Cigarette Lighter (Blue/Red Thermal)
Related Glyphs: Fold Object (Free), Wall Walk (N, New), Turns one finger into a cigarette lighter – the number one
Quickness (S), Teleport (S, Modified), Jump Port (V, New) reason for house fires in Ebon families with Brain Waster
offspring.
Senses
Also called Sense Perception. The ability to remove and Chill Drink (Blue/Red Thermal)
restore senses is one of the most controversial affinities. With concentration and success on a Formulae roll, an
Initially, this affinity was used for curing lost senses and en- Ebon with this glyph can create a small ice cube to chill his
chanting natural ones but with Brain Waster influence grow- drink or stop his ice cream from melting.
ing all the time, its abilities and Glyphs have become more
Crack Glass/Ice (Blast)
cruel and aggressive in nature, aimed at helping an Ebb User
A favourite bar-room joke of most Brain Wasters, this free
survive in the hostile world they inhabit.
ability can make thin glass or ice crack if Ebb User succeeds
Related Edges: Ebb Backlash (V), Ebb Backlash Mastery
on his Formulae roll.
(Necanthrope)
The range is the Ebb User’s Smarts trait.
Science-Friction Item: Jade Probe
Related Glyphs: Enchant Senses (Free), Lower Trait (N, Deathsuit Maintenance (Protect)
Modified), Stun (N, Modified), Fear (N), Audio/Video Pro- The Ebb User can keep his most precious science-friction
jection (S, New), Mind Block (S, New) item from becoming dirty and dented with the use of this
free ability. Success on his Formulae skill roll will clean the
Telekinesis
deathsuit from dust and water marks, while a raise will re-
Also called Force Focus, this affinity deals with moving
move minor dents and scratches.
things around by force of will. Ebb Users trained in this field
have the ability to fly and to protect themselves using mol-
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C HAPTER 9 - E BB
Trappings
An Ebon’s internal emotional state provides much of the source of their power. As such each Ebon’s temperament col-
ours the appearance of the Glyphs he manifests. Players can choose to add a minor tweak for each Glyph when it is learnt
and use that trapping every time the Glyph is manifested. For example, an Ebon creating a light source can make it a
brightly coloured ball of light or even have the light come from his eyes, projector style. These effects can only change
when an Ebon or Brain Waster ‘evolves’ into a Necanthrope.
Gore Cannon effects are disturbing, and don’t look even remotely like Glyphs from the ‘natural’ affinities, and their
glyphs should follow a similar theme. For example, a Bolt created by a Necanthrope touched by insanity might look like
a spectral screaming skull while Entangle could look like hideous black roots emerging from the asphalt to grab their
victim.
Armour By channelling flux into his deathsuit, the Ebb User makes it tougher.
Barrier The Ebon manipulates air molecules to create an invisible wall.
Blast Kinetic force affects area in a grenade-like explosion.
Bolt Kinetic force created by Ebon is sent towards his enemies, like a giant, invisible sledgehammer.
Boost Trait The body’s cells to become tougher, stronger or faster.
Burst Fire erupts from the Ebon’s open palm.
Deflect The Ebon’s deathsuit hardens at the last split-second, protecting him from harm.
Entangle Invisible bonds form around the target.
Fear A frightening image is planted in the target’s mind.
Fly By hardening its molecules, the Ebon can walk on air.
Greater Healing Must touch the bare skin of a wounded person for the Glyph to succeed.
Healing Must touch the bare skin of a wounded person for the Glyph to succeed.
Invisibility The Ebb User manipulates the light and shadow to make himself completely invisible.
Light A source of light is created, emitting from somewhere on the Ebon’s body (often the palm).
Lower Trait The Ebb User disrupts a target’s nerve centres for a brief period of time.
Obscure The Ebb User manipulates the light sources in the area to create pitch darkness.
Puppet Must achieve eye contact with the Glyph’s target to initiate an opposed roll.
Quickness By folding in and out so fast that to the naked eye they seem to act in slow motion, the Ebon
can move with astonishing speed.
Resist Cold & Heat The Ebon can withstand, or allow others to survive in, extreme heat or cold
Speak Language The Ebb User can understand and speak in language unknown to him as long as he maintains
an eye contact.
Speed Oxygen and nutrients are shifted to the muscles allowing movement at incredible speeds.
Stun Overloads a target’s muscle-control mechanisms for a brief period of time.
Telekinesis Objects or living beings can be moved by force of will.
Teleport The Ebon folds instead of his normal movement.
This ability cannot repair major damage – use the Heal Once per session, before making a Notice skill roll, player
Deathsuit glyph for that. can announce that he wishes to boost one of his major senses
– hearing, sight, smell or taste (player decision) and receive
Enchant Senses (Senses) +2 bonus for that roll (if the sense he boosted would have
With this free ability, the Ebb User can give a brief boost to been helpful in his present situation).
his sensory receptors.
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49
C HAPTER 9 - E BB
Duration: 5 (1/round) Raises on attack rolls against solid objects inflict more dam-
The Conversation glyph allows the Ebb User to communi- age (1D6 per flux spent) and damage dice can Ace. Be care-
cate with other living beings across great distances. Commu- ful, though: Anyone who tries to attack these objects with
nication is two-way and no words need to be spoken aloud, their bare hands will also take 1D6 damage per flux spent.
as the conversation takes place mentally. It does, however, re- This effect cannot target objects in another’s possession or
quire concentration, and any other action taken by the Ebon more distant than the Ebb User’s Smarts trait in yards. Also,
while conversing suffers a multi-action penalty. the Ebb User must be able to clearly see the object he is try-
Attempting to contact an Ebb User grants a +2 bonus to ing to affect.
the Formulae roll, +4 if the Ebb user also possesses the Con- Duration is 3 (1/rnd).
versation glyph. Ignite: By spending 2 flux, the Ebb User can spontane-
To converse with someone in your line of sight a simple ously ignite a flammable object.
Formulae roll is all you need. The initial burst of flame is impressive - anyone in a me-
To reach someone outside your line of sight but who is well dium burst template catches fire on a roll of 6 on a D6 and
known to you requires a raise. To reach someone unfamiliar takes D10 damage.
requires two raises. Used on highly-flammable objects such as oil, the results
If your contact is not within range, the power fails auto- are spectacular. Anyone under a large burst template catches
matically and the flux is still spent. fire on a roll of 5-6 and also takes 2D10 damage.
A botched Formulae roll means that you are unable to Also, while only one cubic foot is ignited initially, fires not
reach your contact and can’t try again until the next day. exposed to Mort’s ever-present downpour are likely to spread
The range of this power can be increased by spending ad- unless tackled (see page 97 of Savage Worlds).
ditional power points (double the cost will double the maxi- This effect cannot target objects in another’s possession or
mum range, triple the cost will triple it, etc). more distant than the Ebb User’s Smarts trait in yards. Also,
the Ebb User must be able to clearly see the object he is try-
Create Cold & Heat ing to affect.
Affinity: Blue/Red Thermal
Rank: Novice Death Seek
Flux: 1-5 Affinity: Detect
Range: Varies Rank: Heroic
Duration: Varies Flux: 10
This glyph allows Ebb User to dramatically change tem- Range: Touch
peratures. Duration: Smarts x Minutes
Note that the Ebb User is not immune to the effects of his This glyph is most powerful of all Awareness abilities. With
own glyph and must use Resist Cold & Heat if he wants to a successful Formulae roll the Ebon can probe a dead per-
be sure that no harm will come to him or his allies. son’s mind, searching his fading memories in an attempt to
This glyph can be used in 3 different ways: find information. The person in question should be recently
Area: By spending 3 flux, the Ebb User heats or cools the deceased (1 hour or less) and his brain must not be damaged
immediate vicinity dramatically. This affects a medium burst or the glyph fails automatically. The Ebon can view images
template, large on a raise, centred on the Ebb User. Everyone of events from the glyph’s target recent past, no farther back
within the area (including the Ebb User - unless he has acti- then 24 hours ago. These images are events as the dead per-
vated Resist Cold & Heat) must roll Vigour at -2 or gain a son remembers them, and, like any other memory, they can
fatigue level. Rolling a 1 on the Vigour die causes the target be false or misleading.
to be Shaken as well. Each turn a target remains in the area, The GM will determine how accurate and appropriate the
they must make another Vigour roll. information is, but, as rule of thumb, for each raise, the Ebon
While the effects of the heat and cold version of this usage can view one event he wants to see in as much details as pos-
are essentially the same, the Ebb User should state whether sible.
he’s freezing or frying those around him as some targets (no- If the Ebb User botches his Formulae roll he fails to learn
tably Wraith Raiders) may have resistances or susceptibilities anything and nightmares that creep out of a dead man’s skull
to a particular element. haunt him for 1D6 nights.
Duration is 3 (1/rnd).
Object: By spending 1-5 flux, liquids can be made to freeze Ebb Beast
or boil (one pint per flux spent) and solid materials can be Affinity: Enhancement
softened or frozen to such degree that they become fragile Rank: Veteran
and break easily (1 cubic foot per flux). Flux: 5 (or 7)
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C HAPTER 9 - E BB
Range: Self
Duration: 3 (1/round) Ebb Beast
This glyph works as the Shapechange power in the Savage Attributes: Agility D8, Strength D12, Vigour D8
Worlds rulebook with the following changes: Skills: Athletics D8, Fighting D10, Intimidation D10
1) The Ebon may only take on the Ebb Beast form. This Pace: 8 (D10), Parry: 7 Toughness: 7
costs 5 flux. At Legendary rank, he may instead take on the - Bite/Claw: Strength+3 (AP1)
Ebb Demon form for 7 flux. - Size +1
2) The Ebon’s deathsuit grows to cover his new form. - Go For The Throat
3) The Ebon may not use glyphs while in Ebb Beast (or - Berserk
Demon) form, although glyphs already in effect may be
maintained. Ebb Demon
4) Ranged combat is impossible. Attributes: Agility D10, Strength D12+2, Vigour D12
5) On a raise, the Ebb user completely loses themself in Skills: Athletics D8, Fighting D12, Intimidation D12
their new form. They become fearless, automatically passing Pace: 8 (D6), Parry: 8, Toughness: 10
all Guts checks and becoming immune to Intimidation tests - Bite/Claw: Strength+4 (AP2)
- Size +2
Ebon Eyes - Improved Frenzy
“Crap! Where are we? My flashlight’s broken. I - Hardy
can’t see a freaking thing!” - Fear
“Trust me. You don’t want to.” - Berserk
Operatives Mickey O’Malley and Flatline, Mean
Guns squad, after an unfortunate fall into car-
1) Approximate total flux used (under 5, under 10, under
rien’s nest in Lower Downtown.
15, etc.).
2) Number of different affinities used.
of will. 3) Number of different Ebb users active recently.
4) Race of each Ebb User, one per success/raise.
Ebon Eyes 5) General description of each Ebb user, one per success/
Affinity: Illumination raise, highest Rank first (sex, eye colour, hair colour, height,
Rank: Novice build, whether they wore a deathsuit).
Flux: 3 6) Affinities used by each Ebb user, one Ebb user per suc-
Range: Personal cess/raise.
Duration: Smarts x minutes (1/10 minutes) If this glyph is immediately re-manifested, the Ebon may
With the use of this glyph it is possible for an Ebb User to continue gathering information where she left off.
see even in darkest places without attracting unwanted atten-
tion to himself. Heal Deathsuit
With a success on a Formulae roll, the Ebb User can see Affinity: Protect
clearly in Dim and Dark conditions, while a raise allows him Rank: Novice
to see even in Pitch Darkness without penalty. Flux: 3
If the Ebb User botches his Formulae roll, extra sensory Range: Touch
information overloads his sight centres and he is temporarily Duration: Instant
blinded for D6 rounds. This glyph allows the Ebon to restore one point of damage
to a deathsuit. On a raise, it heals 2 points. This glyph can
Formulation heal deathsuits other than the Ebon’s own.
Affinity: Senses
Rank: Novice
Flux: 2 Ice Blade
Range: Smarts x yards “Har! Only a flesh wound...” *CRACK*
Duration: 1 round Last words of John Travis, notorious Ex-War
The ebon can analyse recent Ebb use in his immediate area. Criminal.
He gains one piece of information each round to a maximum
of one per success and raise on the Formulae roll. Informa-
tion is gained in the following order:
51
C HAPTER 9 - E BB
52
C HAPTER 9 - E BB
53
C HAPTER 9 - E BB
54
C HAPTER 9 - E BB
link require an extra raise on his Formulae roll. (Two attempts List One: Bolt, Blast, Burst, Ice Blade
require one raise, three attempts require two raises, etc) List Two: Obscure, Stun, Fear, Entangle
If the Ebb user botches his Formulae roll, he confuses the
‘scent’ and follows a totally different person. Gore cannon attacks appear as horrific nightmares-made-
real. Even the weakest attack should leave witnesses sleepless,
Wall Walk while the most powerful can permanently fracture the psyche
Affinity: Reality Folding of those who behold them.
Rank: Novice Remember - every Necanthrope is unique. Be creative with
Flux: 3 your descriptions.
Range: Personal
Duration: 3 (1/round)
A series of very small manipulation equations in rapid suc-
Glyph Creation
cession makes the Ebb User appear to flicker, as they fold the Those Necanthropes who have mastered the Ebb Illumina-
fabric of space millions of times per second. tion affinity can be trained in the rare art of creating glyphs.
The Ebb User can walk through solid, non-living objects. Creation of a totally new glyph is beyond the limits of any
This has no effect on fast-moving objects such as weapons single being and requires a years of study and experimenta-
but walls, floors and furniture are no problem and it is easy tion, taking the dedication of thousands of Ebb Users during
to get 90% cover by remaining inside a solid object. The Ebb that time, but it takes only a single Ebb User to manifest an
User moves at half their Pace on any round they pass through existing glyph and inscribe it on an appropriate object, to be
an object. If they are still inside one when this glyph expires later reused.
they are ejected in a random direction and become Shaken. Yet, while any individual Necanthrope can only create
Also, the Ebb User gains no ability to see through the ob- a pale copy of his own powers, their collective efforts can
jects they’re passing through. Spending more than a single achieve much more – a fantastic fusion of art and technol-
turn moving while entirely immerged can be disorientating ogy, approved by the first Necanthrope, Preceptor Teeth, and
and GMs may require a Smarts roll for the Ebb User to re- produced exclusively by his child, Dark Lament.
trace their steps or emerge exactly where they intended.
With a raise, the Ebb User may move at their full Pace Creating Science Friction Items
while inside objects and gets a +2 bonus to Smarts rolls to Ebb Users can inscribe glyphs by infusing their own flux
resist disorientation. onto an object, much like the ancient Ebons who protected
their tribe’s caves and imbued killing powers into their crude
weapons by shamanistic rituals and rock carvings.
Necanthrope Glyphs To do so, he must first find, or make himself an object that
can hold the spirit of the glyph. This object must be simple in
Gore Cannon Attack design, like a (non-powered) hand-to-hand or ancient black
Affinity: Gore Cannon (Celrydreahad) powder weapon and symbolically appropriate for the glyph.
Flux: Varies If neither of these requirements are met the inscription au-
Range: Varies tomatically fails.
Duration: Varies Also, only glyphs from ‘natural’ affinities can be inscribed.
The Necanthrope’s gore cannon is feared by all who face It’s impossible to imbue an object with the freakish powers
it, and rightly so. To attack with their gore cannon, the Ne- of Celrydreahad.
canthrope simultaneously uses two offensive powers against With the object before him, he attempts to inscribe a glyph
a single target. he knows into it by spending the flux needed to manifest the
Choose a glyph from list one and one from list two. The glyph, as well as any additional effects costing more flux.
Necanthrope does not need to have the glyphs in question, He then starts work on his glyph. This takes him a day for
although if the Necanthrope does have the glyph for both every flux point he wishes to invest in his creation.
powers, add +2 to the Formulae roll. At the end of that time, he makes a Formulae roll and
Both flux costs must be paid but only a single Formulae needs at least a raise to successfully complete his inscription,
roll is necessary. Both effects must share a target and centre or just a simple success if he inscribed his glyph on material
of effect. bought from Dark Lament for that purpose (at the cost of
The Necanthrope must also have a gore cannon science 100 credits per flux point needed). If he fails this roll, his
friction item, although no other science friction focus is nec- inscription has failed and all the time and materials he used
essary to use additional effects from the two chosen powers. are wasted.
55
C HAPTER 9 - E BB
56
C HAPTER 9 - E BB
If everything goes well, the Ebb User gets himself an item Glyph can be as simple as “anyone who enters the room” or
capable of manifesting the power of Ebb. more complex: “a lame, human albino male with a strange
looking sword”. In any case, if the conditions are met, the
Using Science Friction Items Guardian Glyph will activate, using the Formulae skill of its
To use an item he has created, the Ebb User needs to make creator at the time of its creation (if a roll is necessary) and is
a Formulae roll while holding the item. If successful, the in- exhausted immediately afterwards.
scribed glyph is manifested into reality with the effect paid
for at creation.
There are few drawbacks, however:
Glyph Pillars
1) The Ebb User doesn’t regenerate the flux he spent to These huge monolithic structures covered in intricate
create the glyph while the item still exists, and even after he glyphs first appeared in every slop’s favourite hangout – The
disassembles his creation (or it’s destroyed), he only regener- Pit – to minimize the collateral damage inflicted by large
ates one point of this “borrowed” flux a day. numbers of Ebons and (especially) Brain Wasters “relaxing”
2) If the Ebb User ever rolls 1 on his Formulae die (regard- after a hard day at work. Designed and created in Dark La-
less of wild die) when using the item, the glyph exhausts im- ment laboratories, these pillars absorb flux energy at the same
mediately. Rolling snake eyes causes the glyph to explode in a moment it’s summoned by an Ebb User, causing manifesta-
bright flash of pure Ebb energy causing 3D6 damage within tion to fail.
a small burst template. Regaining flux is impossible while within a glyph pillar’s
Any being capable of manifesting glyphs can use such an affected area, and any formulation made by Ebb Users fail
object but since they are not familiar with its design secrets, automatically, although the flux is still spent in the attempt.
the glyph will exhaust and stop working on the roll of 1-2 on In addition, glyph pillars negate any “active” Ebon edges
their casting die. such as Charm Aura or Defensive Precognition. “Passive”
If the glyph creator dies while his glyph objects are still edges, like Deathsuit Bond or Deathsuit Graft, however,
functioning, their power fades in time, ultimately making work as normal.
them useless. The chance of the glyph exhausting increases by
1 point per year after their creator’s death, or 1 point in 10 Optional Rule: Distractions
years if they are inscribed on Dark Lament material.
Guardian Glyphs (see below) gain a -1 penalty to their In the original SLA rules, Ebons and Brain Wasters found
Formulae roll for every 10 years, or 1 point per 100 years if it more difficult to manifest their powers in situations where
they are inscribed on material acquired from Dark Lament. concentration was difficult. After all, Ebb use is basically ad-
vanced theoretical mathematics, and even the cleverest math-
Guardian Glyphs ematicians would have trouble working out algebra while a
Glyphs can also be inscribed on a solid surface, such as Thresher powersuit charged down on them.
wall or archway, and work on a specific trigger that is decided GMs who wish to keep this aspect of Ebb use should apply
at the time of their creation. These are known as Guardian distraction penalties to Formulae rolls (see box).
Glyphs. The description of the event that triggers a Guardian
57
C HAPTER 9 - E BB
Inner Calm
Requirements: Seasoned, Ebb Control (Ab), Formulae Distraction Penalties
D8+, Guts D6+
Penalty Situation
Manifesting Ebb glyphs requires constant concentration
from the Ebon. In non-stressful situation it’s not much of a 0 Non-stressful situations. No immediate
problem but when the need arises to calculate in the middle threats to safety or loud noises.
of the fire fight, most ebb users find themselves in trouble. -1 Stressful situations. Loud noises. Machin-
Your mastery of Ebb should get you out of these troubles ery or fighting in the immediate vicinity.
alive and kicking. Ignore penalties to your Formulae rolls -2 Dangerous situations. The Ebb User was
caused by distractions. attacked since their last action.
Tranquillity
Requirements: Veteran, Ebb Control (Ab), Formulae
D10+, Guts D8+
Even the harshest environments can’t make you lose your
concentration long enough for Ebb equations to fail. You
may ignore penalties to Formulae rolls caused by distrac-
tions, wounds or fatigue.
58
C HAPTER 10: P OLYMORPH
Polymorph The vev can reduce its size but not its volume and could
easily squeeze through a vent but not to the point it could
This is the arcane ability used by vevaphons to shapechange. slip under a door or through a keyhole.
All vevaphons have this arcane background. They begin play Each raise on the Polymorph roll gives an indication of
with 15 power points, all the powers listed below and can the quality of the form and reduces the cost by 1 (raises can
purchase any of the standard power edges from the Savage reduce the cost to 0).
Worlds rulebook to increase their shapechanging powers (ex-
Healing
cept New Power as they already have every power).
Cost: 4/3/2/1
The arcane skill for vevaphons is Polymorph. It is governed
Range: Self
by Vigour
Duration: Instant
Effect: The vev can boost the effect of its natural healing
Powers abilities. At the cost of an action, the required power points
and a successful Polymorph roll, they can heal one wound.
Armour On a raise they reduce the cost by 1 (this can reduce the cost
Cost: 3/2/1 to 0 for Heroic and Legendary vevaphons).
Range: Self If incapacitated through physical damage, provided the
Duration: 3 (1/round) vevaphon has sufficient power points, this power will auto-
Effect: Make a Polymorph roll. A success gives the vevaphon matically activate each round until they regain conscious-
another +2 armour, a raise gives +4. ness.
Boost Trait
Cost: 4/3/2/1
Special Rules
Range: Self A 1 on the Polymorph dice indicates that the vev has lost
Duration: 3 (1/round) control of its morphing ability and becomes Shaken while it
Effect: By moving muscle, cartilage, bone and nerve clusters tries to regain control of its shape. It may spend a Benny or
from one location to another where they will be more ef- make a Spirit roll to recover each round, as usual.
fective, the vev can increase any one of the following traits, The cost of Polymorphic powers decreases by 1 for each
Strength, Agility or Vigour. A success on the Polymorph roll rank the vevaphon reaches to a minimum of 1.
increases the chosen trait by 1 die-type, or by 2 die-types on
a raise.
Smite
Cost: 3/2/1
Range: Self
Duration: 3 (1/round)
Effect: The vev makes a Polymorph roll: a success raises their
damage to Strength +D10 with their natural weapon or
grants another weapon at Strength +D6 (two weapons, each
doing Strength +D6 damage). A raise increases the damage
of a single natural weapon to Strength +12+1 or provides
the vev with two weapons, each of which to Strength +D8
damage.
Mimic
Cost: 4/3/2/1
Range: Self
Duration: Until they change back.
Effect: The vev can alter its shape to form rudimentary clothes
and shapes. It can make itself look like a humanoid but not a
specific person; up close these forms will always show them-
selves as fake - clothes will meld with flesh and hair will be
blocky and have a plastic look to it. Even in darkly lit areas
the viewer is allowed a Smarts roll at -2.
59
C HAPTER 11 - D RUGS
60
C HAPTER 11 - D RUGS
Combat Drugs
That’s Not What UV Does!
These drugs are the most powerful, but also the most ad- You’re right. According to the SLA book, it should also
dictive. Rolls to avoid addiction (and to recover if you do give you extra actions and make you faster. But in order
become an addict) receive no bonus. Withdrawal causes 2 to make UV and Rush distinct, and because the addiction
fatigue levels. rules are simpler than in SLA Industries (and of course,
because we want to keep to Savage Worlds’ Fast! Fun!
Barezark (20c)
Ever wondered what happens when an adrenal gland is ac- Furious! philosophy), we’ve split the effects between Rush
celerated by a factor of 50? and UV. Now Rush makes you faster while UV makes
Duration: 1 hour you into a psycho.
Addiction: 4 If you want to keep things more faithful to the origi-
Effects: nal SLA rules, just give UV the combined effects of both
1) +2 damage, +2 armour piercing in close combat Rush and UV in this conversion and an additional -1
2) Fearless: Automatically pass all Guts checks and immune penalty to UV’s addiction rolls, then make Rush cheaper
to Intimidation tests of wills. - around 10c.
61
C HAPTER 11 - D RUGS
Soft Drugs
Beating Stress
Alice (10c) Most soft drugs provide an in-game benefit in allowing
Live your fantasies. Or, for some, your nightmares. Have an instant roll to remove the stress fatigue level so easily
a nice trip. caused by life as an op. Here’s a quick guide to what you
Duration: 6 hours get for your money:
Addiction: 1 Alice (10c): Automatic
Effect: Automatically remove a Stress fatigue level. Any char- Beat (5c): +1 (just don’t roll a 1)
acter with a hindrance relating to mental instability instead Drum (3c): No bonus
automatically gains another fatigue level as they sink help- Flip (4c): No bonus
lessly into the darkest pits of their own subconscious imagi- Personal Interest (5c): +2
nation. Slosh (2c): No bonus
Beat (5c)
Effect: Changes skin colour.
The ultimate relaxant. Well, unless it turns you into a hy-
peractive, hyper-aggressive psychopath. Still, after a hard day NiteLite (10c)
at ‘the office’, many are willing to take the risk. UV night-vision without the need for expensive electron-
Duration: 6 hours ics.
Addiction: 1 Duration: 1 hour
Effects: Addiction: 1
1) Roll at +1 to remove a Stress fatigue level. A 1 on your Effects: Ignore penalties for Dim or Dark conditions. Nor-
Spirit dice instead gain a major hindrance for the 6 hours du- mal daylight, however, causes a -1 penalty to all trait rolls,
ration. Roll randomly between Bloodthirsty, Overconfident, while bright lights such as strobes or fluorescent bulbs in-
Phobia (Major) or Vengeful. Alternately, GMs may wish to crease this penalty to -2.
use the Cracking Up optional rule. The user also receives a -2 penalty against blast/concussion
2) +2 to Guts checks. grenades.
Drum (3c) Personal Interest (5c)
This light blue capsule than induces feelings of complete Sex in a pill. An hour of orgasm for the price of a pizza
calm in the user followed by a long and extremely restful without the stains left by either.
sleep. For Ebons it causes an increased recovery of flux. Duration: 1 hour
Duration: 1 hour Addiction: 1
Addiction: 1 Effect: Mm-hmmm. Roll at +2 to remove a Stress fatigue
Effect: level.
1) Roll to remove a Stress fatigue level.
2) +2 to Guts rolls for 2 hours after waking. Ebons instead Slosh (2c) - Ingested
double their Flux regeneration rate for the hour the Drum is You’re my besht friend, you are.
in effect as well as their first 6 hours of sleep if they drop off Duration: Hard to tell.
to sleep during that hour. Addiction: 2
Effect:
Flip (4c) 1) Roll to remove a Stress fatigue level.
The smoke to end all smokes. A must have for all rebels with- 2) Ignore one level of wound penalties
out a cause. 3) -2 to Smarts, Agility and both Smarts- and Agility-based
Duration: 2 hours skills till you sober up. You didn’t have anything planned,
Addiction: 1 did you?
Effect:
1) Roll to remove a Stress fatigue level. Vox-Plus (10c)
2) +2 to Guts rolls. Duration: 1 hour
Addiction: 2
Lumo (4c) Effects: The users natural volume becomes equivalent to a
Why choose flesh tones when you can select one of Lumo’s megaphone. As well as allowing communication over long
1774 skin colour options? distances or in noisy environments, this grants +2 to Intimi-
Duration: 12 hours dation tests of wills.
Addiction: 1
62
C HAPTER 11 - D RUGS
63
C HAPTER 12 - B IOGENETICS
64
C HAPTER 12 - B IOGENETICS
Skeletal Enhancement Retraction (70c/each) creasing the character’s running die by two die-types (or by +1
A biogenetic or natural weapon becomes retractable, and over D12).
may now be concealed by spending an action to retract it. Additionally, installing biogenetic implants is easier on
Notice roll at -2, opposed by the character’s Stealth, to dead bodies. Provided the required funds are present in the
spot. character’s LAD account after fitting premium organs, ONE
of the following implants can be inserted at a reduced cost:
Maul, Claw and Teeth Enhancement (175c) Sinewshock (720c), Shock Tendons (2000c), Sinewbrace
Natural weapons increase damage by 1 die type or gain (640c), Brace Tendons (1400c), Extra Limbs (1200c), Oy-
AP2 (player’s may buy both as separate enhancements). anas Eyes (640c), Shell Augmentation (1056c), Quad Limb
Dominion (1440c) or Assertion Tendons (1920c). All nor-
Surveyor Transition Optics (260c)
mal restrictions apply and the character must use their next
360 degree vision. Can look around corners. Provided the
advance to retroactively pay the edge cost of their implant.
eyes are extended, the character is always considered ‘active’
The final option, for those who really have saved for a rainy
when being sneaked past (see Savage Worlds p. 15). Xenos
death, is facial and body sculpting, colouring and reconstruc-
with Surveyor Transition Optics gain +2 to this roll.
tion. This costs 1000c and provides the Attractive edge, but
Shell Augmentation (Partial) (Varies) is only available to those who have already selected to receive
Cost: Head 270c, Torso 600c, Arm 150c, Leg 200c every other available LAD option and still have credits to
+1 armour to the specified location. This armour bonus spare.
stacks with any armour worn. Unfortunately the genetic makeup of vevaphons is too
complicated for LAD to reconstruct them. Also, while Ebons
and Brain Wasters can be brought
Life After Death You gave me results and I awarded you. back to life by LAD, the process
For just one credit, a character may For hopes, I gave you dreams. destroys their ability to use Ebb, so
open an account with LAD Labs and For war, I gave you battle. few bother to open an account.
have a transponder fitted to their For dreams, I gave you hope.
heart. Should they ever have the mis- For honour, I gave you justice. Optional Rule: LAD
fortune to die, the transponder will For money, I gave you purpose. Drawbacks
send out a beacon and a specially- For blood, I gave you life. LAD is the ultimate second
equipped Kilcopter will arrive within For knowledge, I took it from you. chance. Introduced to the public in
minutes and bring their body back I will give you everything you want... 899 SD with the amazing come-
to Mort Central where, provided ei- ...for blind loyalty. back of a favourite Contract Killer,
ther their account contains sufficient Mr. Slayer, Expo 900 it was not just jaw-dropping bionic
funds, their squad or family can pro- technology but also sound proof of
vide the balance, or the character agrees to a high-interest the Company’s care for its loyal servants.
loan, LAD Labs will replace all damaged limbs and organs The technology itself is not perfect, however. Something
and return the character to life. happens to a person after their visit beyond the grave.
The cost of resurrection is based on the damage the charac- Those who knew LAD patients before their unfortunate
ter received before death. LAD charge a flat fee of 1000c plus demise and wondrous resurrection notice that they have be-
500c per permanent injury the character sustained. come more detached from everyday life, or worse – some
For an additional 1000c, LAD will rebuild the character become unable to feel even the most basic emotions while
using premium organs. This grants a one die-type increase to others become cruel sadists whose only joy comes from send-
Vigour but, should the character die again, they have to pay ing others to the place they returned from.
1000 credits again or the benefit is lost. Premium organs The impact of LAD on its patients was hinted at in the
also remove the Hideous Scar hindrance caused by head original SLA rulebook but never explained mechanically.
wounds. Here are some options GMs might wish to consider:
After installing premium organs, characters with additional
funds in their account may choose to have special organs fit- 1) The LAD patient loses one die of Spirit.
ted. 800c pays for Spore Tech Bio-Filters to be fitted to the 2) The LAD patient must roll on Fright table with +2 modi-
character’s kidney, spleen and liver, granting +2 to Vigour rolls fier. The Heart Attack result means that patient dies during
to resist poison, +2 to rolls to remove withdrawal fatigue when the operation if the Vigour roll is failed.
recovering from drug addiction, and guaranteeing freedom from 3) The LAD patient gains Mean (Afterlifer), Phobia (Minor)
hangovers for life while 2000c buys a cutting-edge Live-Wire or Stressed Out hindrance.
‘Debaser’ heart, granting a +2 bonus to Athletics rolls and in- 4) The LAD patient gains a -2 penalty to all Stress rolls.
65
C HAPTER 13 - GM ING
Unlike characters in many other roleplaying games, the SCL Experience Rank
worth of a SLA Operative is measured in more than mere
personal ability. In fact, in a society obsessed by image, 11 (Employers and most Varies Varies
wealth, and power, actual ability is often the least important Contract Killers)
attribute of a character. 10 10A 0-19 Novice
Sponsorship contracts, bounties and BPN payments al- 9 9A 9B 20-49 Seasoned
low operatives to gain credits, and in SLA, hard cash can -Veteran
replicate many of the rewards of experience. Biogenetics in- 8 8A 8B 8C 50-89 Veteran
crease physical ability, firepower increases as more expensive - Heroic
weapons become affordable and the high-end armours make - Legendary
an operative almost invincible to lesser threats. Completing
BPNs grants higher SCLs, which in turn grant access to more 7 7A 7B 7C 7D 90-139 Legendary
lucrative BPNs, and so to better equipment, tougher BPNs, 6 6A 6B 6C 6D 6E 140-199 Legendary
and so on. 5 5A 5B 5C 5D 5E 5F 200-269 Legendary
Yet, in the employ of SLA Industries it’s not easy to rise to 4 4A 4B 4C 4D 4E 4F 270-339 Legendary
the top. For this reason, and because money can buy many of
3 3A 3B 3C 3D 3E 3F 340-409 Legendary
the same benefits as experience, GMs are encouraged to not
only reward players with experience points as their campaigns 2 2A 2B 2C 2D 2E 2F 410-479 Legendary
progress. Keep experience rewards at a lower rate of 2 per 1 480+ Mr. Slayer
session, don’t allow Bennies to be traded for more experience
points and instead use the other rewards available – cash,
Which is fine as far as staying faithful to SLA goes but it
contacts, sponsors, promotion – to ensure your players feel
does have a tendency to slow down combat. Here’s a few op-
they’re progressing.
tions for GMs who want to streamline things:
Besides, once given, experience can’t be taken away. All
those other things can. In SLA Industries, even the mighty Post-Combat Cleanup
can fall. Working out new toughness + armour values after every hit
can cause confusion for some players, and even more so for
Optional Rule: To Legendary... and Beyond!
GMs who have multiple NPCs under their control. If this is
The World of Progress contains some very powerful figures,
becoming a pain, just get players to keep a tally of how many
and, working in its capital, Mort, player-characters are likely
times they were Shaken or Wounded in a fight and apply the
to meet them on occasion.
effects of armour damage when there’s a lull in the action.
Yet, while they should be scared of such encounters, not
You can do the same for drug addiction rolls. After combat,
all such characters should be masters of every skill, as they
get everyone to say what drugs they took and make a Vigour
would probably be with the number of advances higher SCL
roll for each (not forgetting the +1 for soft drugs and +2 for
experience gives. Even the powerful should have weaknesses.
medical ones).
To prevent this, GMs may wish to only grant one advance
This does mean characters will last longer in combat but
for every 20 experience points after 200 XP.
also has the effect of meaning they are more likely to become
addicted to drugs, as they may be suffering wound penalties
Dealing With New Rules and will likely have used up their Bennies during the fight.
Let’s face it, SLA wouldn’t be SLA without the all the guns,
different calibres and types of bullet, combat drugs and fan- Simplify
tastic close combat weapons. We’ve tried to accept that fact If in doubt, simplify. All the extra rules we’ve added are
when we put this conversion together, adding different bullet modular. You can generally scrap them without the game as
types, rules for armour damage, recoil and drug addiction. a whole suffering.
Just be sure to check no player has bought an edge that
modifies the scrapped rule, or that no race doesn’t suddenly
67
C HAPTER 13 - GM ING
68
C HAPTER 14 - A NTAGONISTS
69
C HAPTER 14 - A NTAGONISTS
Skills: Formulae D8, Fighting D8, Shooting D6, Athletics Cannibal Matriarch
D6, Guts D6, Knowledge Glyphs (D6), Intimidation D6, Attributes: Agility D6, Smarts D8, Spirit D8, Strength D6,
Notice D6, Persuasion D6, Streetwise D8, Taunt D6, Vigour D6
Pace: 6 Parry: 6 Toughness: 5 (8) Skills: Fighting D6, Healing D6, Notice D6, Persuasion D6,
Flux: 15 Stealth D4, Survival D8, Taunt D6
Edges: Flux Battery, Level-Headed, Affinity Training (Blast, Pace: 6 Parry: 5 Toughness: 5
Enchantment, Senses) Special Abilities:
Hindrances: Wanted (Minor), Delusion (Minor) - Command
Glyphs: Bolt, Blast, Boost Trait, Mind Block, Speed, Stun Gear: Wildcard
or Fear.
Equipment: Deck of illegal glyph cards, Concealed Dar- Carnivorous Pig
kNight Flak Vest (+3), DN-74 Auto-Pistol, 2 x clips 10mm Attributes: Agility D6, Smarts D4 (Animal), Spirit D8,
ammunition, knife, Boopa auto-injector with 4 x KickStart Strength D10, Vigour D8
(or DarkNight equivalent) Skills: Fighting D6, Guts D10, Notice D6, Survival D6,
Notes: Wild Card (Seasoned) Athletics D4
Pace: 8 Parry: 5 Toughness: 6 (9)
Feral Ebon - Urban Warlock Special Abilities:
Attributes: Agility D8, Smarts D10, Spirit D6, Strength D8, - Low-Light Vision
Vigour D8 - Natural Weapons: Jaws (+D6/+2), Trotters (+D4/+1)
Skills: Formulae D10, Fighting D10, Shooting D8, Street- - Frenzy
wise D10, Persuasion D6, Athletics D6, Guts D10, Intimida- - Sunlight Sensitive
tion D8, Taunt D6, Notice D10, Knowledge (Glyphs) D8 - Armour: Tough Hide (+3)
Pace: 6 Parry: 7 Toughness: 6 (15) - Sharp Senses (+2 Notice and Survival when smelling or
Flux: 20 (Add Flux Gems to taste) hearing are involved)
Edges: Flux Battery, Level-Headed, Connections, Hard to Notes: Pigs often run in herds of 10-20
Kill, Blaster, Master Blaster, Ebb-Backlash, Deathsuit Bond
(Light), Deathsuit Bond (Medium), Affinity Training (Blast, Lesser Carrien
Enchantment, Senses, Red/Blue Thermal, Protect, One Attributes: Agility D8, Smarts D4, Spirit D6, Strength D8,
more), Affinity Focus (Senses, Blast, One more) Vigour D8
Hindrances: Wanted (Major), Delusion (Major) Skills: Fighting D6, Athletics D4, Stealth D4, Notice D4,
Glyphs: Armour or Deflection, Bolt, Boost Trait, Blast, Guts D6, Survival D6
Burst, Charge, Fear, Heal Deathsuit, Ice Blade, Lower Trait, Pace: 9 Parry: 5 Toughness: 6 (10)
Mind Block, Physical Manipulation, Speed, Stun, plus two Special Abilities:
more - Low-Light Vision
Equipment: A captured Deathsuit from KIA Ebon Opera- - Claws (+D4/+1)
tive with all necessary science friction items installed (+10), - Sunlight Sensitive
DN80 SMG, 2 x clips 10mm HEAP, 1 x clip 10mm HP, Gear: Club, Exoskeleton (+4)
powered hand weapon, two x Boopa auto-injectors with 4
Greater Carrien
x KickStart, 2 x Rush, 2 x Blaze UV, 7 x stabs White Noise,
Attributes: Agility D10, Smarts D4, Spirit D8, Strength
influential patron
D12, Vigour D10
Notes: Wild Card (Heroic)
Skills: Fighting D8, Athletics D4, Stealth D4, Notice D6,
Guts D8, Intimidate D6, Survival D6
Urban Monsters Pace: 9 Parry: 6 Toughness: 7 (11)
Special Abilities:
Cannibal - Low-Light Vision
Attributes: Agility D6, Smarts D4, Spirit D6 , Strength D6, - Claws (+D4/+1)
Vigour D8 - Large (Size +1)
Skills: Fighting D6, Athletics D6, Intimidation D6, Notice - Command edge
D4, Stealth D6, Survival D8, Throwing D6 - Sunlight Sensitive
Pace: 6 Parry: 5 Toughness: 6 - Hardy
Gear: Rags, Improvised Weapons - Crushing Blow (all Fighting attacks have AD+1)
70
C HAPTER 14 - A NTAGONISTS
Gear: Club, Exoskeleton (+4) and more advanced weapons Advanced Carrien
on occasion. Attributes: Agility D8, Smarts D8, Spirit D6, Strength D8,
Notes: Sometimes a Wild Card. Vigour D8
Skills: Fighting D8, Shooting D6, Athletics D4, Stealth D6,
Greater Carrien Alpha Notice D8, Guts D6, Streetwise D4, Survival D6
Attributes: Agility D10, Smarts D6, Spirit D10, Strength Pace: 9 Parry: 6 Toughness: 6 (10)
D12+4, Vigour D12+2 Special Abilities:
Skills: Fighting D12, Athletics D8, Stealth D4, Notice D8, - Low-Light Vision
Guts D10, Intimidate D12, Survival D6 - Claws (+D4/+1)
Pace: 9 Parry: 10 Toughness: 9 (13) - Sunlight Sensitive
Special Abilities: - Evaluate Opponent
- Low-Light Vision - Dirty Fighter (+2 to tricks)
- Claws (+D4/+1) Gear: Knife, Scavenged Firearm, Exoskeleton (+4)
- Large (Size +1)
- Command edge Deepdweller
- Sunlight Sensitive Attributes: Agility D8, Smarts D4, Spirit D6 , Strength D6,
- Hardy Vigour D8
- Improved Crushing Blow (All Fighting attacks have AD+1 Skills: Athletics D6, Fighting D6, Survival D8, Notice D10,
and armour is damaged on every hit not just when enemies Streetwise D6
are Shaken/Wounded) Pace: 8 (Run D10) Parry: 5 Toughness: 5
Gear: Club, Exoskeleton (+4). The best weapons owned by Special Abilities:
his nest. - Natural Weapons: Claws & Jaws (+D4/+1)
Notes: Wild Card - Fleet-Footed
- Frenzy
Mutant Carrien - Infravision
Attributes: Agility D8, Smarts D4, Spirit D6, Strength - Sunlight Sensitive
D12+2, Vigour D10 - Wall-Walking
Skills: Fighting D8, Athletics D4, Guts D10
Pace: 8 Parry: 6 Toughness: 7
Special Abilities:
- Low-Light Vision
- Claws (+D4/+1)
- Large (Size +1)
- Berserk
- Sunlight Sensitive
- Hardy
Notes: Customize to simulate mutations
Sunlight Sensitive
Some creatures have evolved so long in the depths of
Lower Downtown, the sewers and other dark places that
they can no longer function under even Mort’s weak sun-
light.
They are automatically fatigued while exposed to sun-
light or artificial lighting (-1 to all rolls). Especially bright
artificial lighting increases this penalty to -2.
Additionally, the Sunlight Sensitive denizens of Mort
are at -2 when resisting the effects of blast/concussion
grenades.
71
C HAPTER 14 - A NTAGONISTS
72
C HAPTER 14 - A NTAGONISTS
73
C HAPTER 14 - A NTAGONISTS
Enforcer SHIVER
Standard SHIVER SCL: [D-Notice]
SCL:11 Attributes: Agility D10, Smarts D6, Spirit D8, Strength
Attributes: Agility D6, Smarts D6, Spirit D6 , Strength D6, D10 (D12+1 with Armour), Vigour D10
Vigour D8 Skills: Fighting D10, Shooting D10, Guts D8, Intimidate
Skills: Fighting D6, Shooting D6, Guts D6, Drive D6, No- D8+2, Notice D6, Streetwise D6
tice D4, Streetwise D6 Edges: Iron Willed
Pace: 6 Parry: 5 Toughness: 6 (10) Charisma: 0 Pace: 6 Parry: 6 Toughness: 7 (13) Charisma: -2
Gear: Browbeater Rifle, Body ‘Blocker’ Armour (+4), SLA Biogenetics: Sinewbrace, Brace Tendons, Sinewshock, Shock
Blade. Tendons, Advanced Shell Augmentation
Gear: Custom PP8 Exo Armour (Improved Exo-Skeleton)
(+6), Pacifier Baton, Browbeater Rifle, BLA 046 ‘Blitzer’, 3 x
Dispersal SHIVER
clips 12.7mm HEAP
SCL: 11
Notes: Probably Wildcard (Seasoned – 30XP)
Attributes: Agility D6, Smarts D6, Spirit D8, Strength D8,
Vigour D8
Skills: Fighting D8, Shooting D6, Guts D8, Intimidate D4, SLA Special Operatives
Notice D4, Streetwise D4
Pace: 6 Parry: 6 Toughness: 6 (12) Charisma: 0 DarkFinder
Gear: Dispersal Browbeater, PP8 Exo Armour (+6), Retract- SCL: [D-Notice]
able shield, Pacifier Baton, Back mounted Smoke Grenade Attributes: Agility D12+2, Smarts D6, Spirit D8, Strength
dispenser D12 (D12+2 with Armour), Vigour D10
Skills: Fighting D12, Shooting D12, Notice D10, Stealth
SCAF Pilot D10, Guts D12, Healing D6, Intimidation D12, Tech D8,
SCL:11 Streetwise D8, Survival D6, Athletics D10
Attributes: Agility D8, Smarts D6, Spirit D8, Strength D6, Edges: Operative Training Package, Alertness, Fleet of Foot,
Vigour D6 Nerves of Steel, Quick Draw, Iron Willed
Skills: Fighting D4, Shooting D6, Guts D6, Drive D6, Pilot Hindrances: Finance Chip, Vow (Serve Mr. Slayer), Arro-
D6, Notice D6, Streetwise D6 gant
Pace: 6 Parry: 4 Toughness: 5 (8) Charisma: 0 Pace: 8 Parry: 8 Toughness: 10 (18) Charisma: 0
Gear: Mini-Browbeater, custom Body ‘Blocker’ (+3), SLA Gear: Custom PP10 HARD Armour (+8, Improved Dura-
Blade, SCAF Bike bility, Improved Exo-Skeleton), BLA 046M ‘Blitzer’, Vibro-
sabre, SLA Blade, Lots of 12mm HEAP and HESH, ECM
Fire SHIVER
Suit
SCL:11
Biogenetics: Oyanas Brand Eyes, Sinewbrace, Brace Ten-
Attributes: Agility D6, Smarts D6, Spirit D8 , Strength D8,
dons, Sinewshock, Shock Tendons, Advanced Shell Augmen-
Vigour D8
tation
Skills: Fighting D6, Shooting D4, Guts D8, Drive D6, No-
Notes: Wildcard (Veteran – 40XP)
tice D4, Streetwise D6
Pace: 6 Parry: 5 Toughness: 6 (10) Charisma: 0 Internal Affairs Investigator
Gear: Fire axe, Fire/heat-proof Body ‘Blocker’ armour (+4), SCL: [D-Notice]
Breathing Gear, SLA Blade Attributes: Agility D6, Smarts D10, Spirit D10, Strength
D6, Vigour D6
74
C HAPTER 14 - A NTAGONISTS
Skills: Fighting D6, Shooting D6, Bureaucracy D10+2, Edges: : Hittin Stuf (Strike Squad) Training Package, Hardy,
Notice D10+2, Guts D8, Intimidation D10+2, Knowledge Prometheus Gene, Natural Weapons (Now D6+2/+4, AP2),
(SLA) D10, Knowledge (Soft Companies) D10, Stealth D6, Berserk
Streetwise D4+2, Survival D4, Tech D4 Hindrances: Dumb, Shallow, Corporate Puppet, Drug Ad-
Edges: Stable Mind, Lucky, Investigation & Interrogation dict (Rush), Finance Chip
Training Package, Strong Willed, Alertness, Level Headed, Pace: 6 Parry: 8 Toughness: 8 (12, 13 head) Charisma: +4
Charismatic Gear: FEN 603, 2 clips standard ammo, 1 clip HEAP, Body
Hindrances: Finance Chip, Cautious Blocker Armour, Rush x 10, Karma KickStart x 3, KickStart
Pace: 6 Parry: 5 Toughness: 5 (10, except head) Charisma: Solo x 2, Boopa Auto-Injector
+2 Biogenetics: Maul, Claw and Teeth Enhancement x2, Shell
Gear: Worksmart Tailored Armour (+4), BLA 046M ‘Blitzer’, Augmentation - Head
SLA Blade, 1 x clip 12.7mm HEAP, 1 x clip 12.7mm HESH, Notes: Wildcard (Starting Character), Instructions: Add
Oyster laptop Rush, point in direction of enemy, back slowly away
Notes: Wildcard (Heroic – 60 XP)
Chip McCain, Frother
Cloak Division Enforcer SCL: 10
SCL: [D-Notice] Attributes: Agility D8, Smarts D4, Spirit D6, Strength D8,
Attributes: Agility D12+1, Smarts D6, Spirit D8, Strength Vigour D8
D12 (D12+2 with Armour), Vigour D10 Skills: Fighting D10, Shooting D6, Athletics D6, Guts D8,
Skills: Fighting D10, Shooting D12, Bureaucracy D6, Driv- Intimidate D6, Notice D4, Streetwise D6, Survival D4
ing D6, Guts D8+2, Intimidation D8, Knowledge (SLA) Edges: Wired At Birth, Kick Murder Training Package, Ber-
D6, Knowledge (Soft Companies) D6, Notice D6, Stealth serk
D4, Tech D4, Throwing D8 Hindrances: Vow - The Clan, Quirk - Clan Colours, Addict
Edges: Stable Mind, Lucky, Death Squad Training Package, (UV), Overconfident
Quick, Grudge (SLA Traitors), Rock & Roll!, Evaluate Op- Pace: 6 Parry: 7 (8) Toughness: 6 (11/13 with shield) Cha-
ponent, Dodge, Improved Dodge risma: 0
Hindrances: Finance Chip, Bloodthirsty Gear: Vibrosabre (inc. ancient brass custom surface), Sera-
Pace: 6 Parry: 7 Toughness: 7 (17) Charisma: 0 phim Defender (inc. brass and leather ‘Highlander’ targe
Biogenetics: Sinewbrace, Brace Tendons, Sinewshock, Shock shield custom surface), FEN 603 inc. scope, 2 x clips 10mm
Tendons, Advanced Shell Augmentation standard, 1 x clip 10mm HESH, PP7 Exo armour, Magholds,
Gear: Custom PP100 Crackshot Armour (+10, Improved IR Goggles, 2 x Boopa auto-injector loaded with 2 x Bare-
Durability, Improved Exo-Skeleton), MAL Assault Cannon zark, 2 x Rush, 3 x UV, 1 x KickStart Solo, 2 x KickStart+
inc. Laser Painter, IR Lamp & Waldo, 3 x clips 12.7mm Notes: Wildcard (Starting Character)
HEAP, 3 x clips 12.7mm HESH, BLA 046M ‘Blitzer’, 1 x
clip 12.7mm HEAP, 1 x clip 12.7mm HESH, Custom ITB Unveiler, Newly ‘Awakened’ Necanthrope
Mutilator (Damage D4+6, AP 2, AD 2, Heavy), SLA Blade, SCL: 8A
Boopa Auto-Injector with 4 x Karma KS, 2 x Stabs Blaze Attributes: Agility D6, Smarts D8, Spirit D12, Strength D6,
UV, ECM Suit, Motion Scanner, IR/UV Goggles, 3 x DA Vigour D6
101 BLIND Smoke Grenades, 3 x DA 71 Blast/Concussion Skills: Fighting D6, Shooting D6, Bureaucracy D6, For-
Grenades mulae D12, Guts D6, Knowledge (Glyphs) D6, Notice D8,
Notes: Wildcard (Legendary – 100 XP) Persuasion D4, Stealth D6, Streetwise D4, Taunt D8
Edges: Ebb Control (Ab), Self-Aware, Kick Murder Training
Package, Affinity Training x2, Affinity Focus (Illumination,
SLA Operatives Senses), Deathsuit Bond (Light), Deathsuit Bond (Moder-
ate), Ebb Backlash, Enlightenment, Interdermalise Death-
Ak, Chagrin suit, New Glyphs x2, Necanthrope
SCL: 10 Hindrances: Code of Honour (Major), Quirk - Gloats (Mi-
Attributes: Agility D8, Smarts D4, Spirit D4, Strength nor), Cautious (Minor, Necanthrope), Anaemic (Minor, Ne-
D12+1, Vigour D12 canthrope)
Skills: Athletics D8, Driving D4, Fighting D12, Guts D12, Affinities: llumination, Protect, Reality Folding, Senses,
Intimidation D6, Notice D4, Shooting D4, Streetwise D4, Gore Cannon
Taunt D4 Glyphs: Armour, Deflection, Fear, Mind Block, Obscure,
Quickness, Teleport, Wall Walk, Gore Cannon Attack
75
C HAPTER 14 - A NTAGONISTS
Cabal, Necanthrope
SCL: 7B
Attributes: Agility D8, Smarts D8, Spirit D12, Strength D6,
Vigour D8
Skills: Fighting D8, Shooting D6, Bureaucracy D4, Formu-
lae D12, Guts D10, Intimidation D8, Notice D8, Persuasion
D4, Stealth D10, Streetwise D4, Survival D8, Throwing D6
Edges: Ebb Control (Ab), Kick Murder Training Package,
Affinity Training x2, Affinity Focus (Blast, Protect), Affin- DarkNight
ity Mastery (Blast, Protect), Blaster, Master Blaster, Death-
suit Bond (Light, Moderate, Heavy, Super), Interdermalise DarkNight Civilian Convert
Deathsuit, Living Suit, New Glyphs x2, Necanthrope, Sen- Attributes: Agility D6, Smarts D6, Spirit D6 , Strength D6,
tient Gore Cannon Vigour D6
Hindrances: Bloodthirsty (Major), Habit - Drools (Minor, Skills: Fighting D6, Shooting D6, Guts D4, Stealth D4, No-
Necanthrope), Delusional - Sees Ebons and Brain Wasters as tice D4, Streetwise D6
children (Minor, Necanthrope) Pace: 6 Toughness: 5 Parry: 5.
Affinities: Blast, Protect, Reality Folding, Telekenesis, Gore Gear: DarkNight and black market equipment
Cannon
Glyphs: Armour, Bolt, Charge, Deflection, Entangle, Quick- DarkNight Espionage Agent (Interceptor)
ness, Teleport, Wall Walk, Gore Cannon Attack Attributes: Agility D8, Smarts D6, Spirit D6 , Strength D6,
Flux: 35 (+5 in Gore Cannon) Vigour D8
Pace: 6 Parry: 5 Toughness: 6 (18, Heavy) Charisma: -1 Skills: Fighting D8, Shooting D8, Guts D6, Drive D4, No-
Gear: Deathsuit (+12, Fully Sealed, Heavy), Gore Cannon, tice D6, Survival D4, Stealth D6, Streetwise D6, Knowledge
Custom Vibrosabre with Stunner, Screamer (+1 Parry), Vibro (Demolitions) D8
Enhancement (Heavy) & GFX Gore-Effect Edge (‘Blood- Pace: 6 Toughness: 6 Parry: 6
plume MegaGouterTM’), Flintlock, Focus Gem, Vector Box, Edges: Hard to Kill, Lucky, Sewer Rat
BLA 064 ‘Blitzer’ with Silencer, Flash Suppressor, IR Scope, Hindrances: Wanted (Major)
Laser Painter and 1 x Recoil Baffling, 2 x clips HEAP, 2 x Gear: Custom DarkNight and black market equipment
clips HESH, 2 x Boopa Drug Injectors loaded with 6 x Kick- Notes: Wild Card (Novice); customize to taste.
Start+, 1 x Rush, 1 x Blaze UV, IR/UV Goggles, 4 x stabs of
Drum, 4 x DA 101 BLIND Smoke Grenades, 4 x DA 240 DarkNight Interceptor Veteran
Riot Gas Grenades Attributes: Agility D10, Smarts D6, Spirit D8 , Strength
Notes: Wildcard (Legendary: 100 XP). Regains 2 Flux/hour. D6, Vigour D8
Blast & Protect glyphs cost 2 less Flux and rolls are at +2. Bolt Skills: Fighting D10, Shooting D12, Guts D8, Drive D4,
& Gore Cannon Attack are AP2 and use D8s. Gore cannon Notice D6, Survival D4, Stealth D10, Streetwise D6, Knowl-
retaliates if Cabal is Shaken or surprised. Deathsuit acts to edge (Demolitions) D8
protect Cabal if Incapacitated (probably Teleporting or Wall- Pace: 6 Toughness: 6 Parry: 7
Walking to safety before using healing drugs). Be afraid. Edges: Hard to Kill, Harder to Kill, Lucky, Marksman, No
Mercy or Dodge, Sewer Rat
76
C HAPTER 14 - A NTAGONISTS
77
A PPENDIX
Long Limbed
Just like their less civilised kin, Advanced Carrien’s long
limbs allow them to cover ground fast.
They have a Pace of 9 but their running dice is still a D6.
Survivor
Advanced Carrien start with D6 in Stealth and Survival.
Play Dirty*
Fighting fair is for the weaklings and losers. The victo-
rious know there are only three rules to combat: cheat,
cheat and cheat again.
Advanced Carrien get a +1 bonus when using Smarts
or Agility tricks. This stacks with the bonus from the
Dirty Fighter edge from 50 Fathoms.
They also get +2 to any Tech or Survival roll made
to set a trap.
Low-Light Vision*
Having evolved to thrive in Mort’s dark lower lev-
els, the Advanced Carrien ignores penalties for Dim and
Dark conditions.
78
A PPENDIX
Stormer 720 - Grit or of what origin, the Grit will not be poisoned or contract
diseases from its meals.
What better way to fight the monsters of the Cannibal Sec-
tors than with a monster of SLA’s own devising. The result Memory Digestion*
of combining the best of Karma’s biogenetic knowledge with The Grit’s most interesting innovation is its ability to ab-
the worst of SLA Industries’ pragmatism, the Grit is a crea- sorb the memories of those it has slain by the simple process
tion even those in power fear to acknowledge. of slurping up their still-warm brains.
On consumption of a brain, make a Smarts roll with a -1
penalty for every full minute the owner has been deceased.
The GM should provide one pertinent memory for every
Agility Smarts Spirit Strength Vigour
success and raise.
D4 D4 D4 D8 D8
(x2) (D12+2) (D12+2) Brain-Eating Monster*
What SLA’s advertising departments label as ‘off-message’,
most people simply call horrific. The usual claws, teeth and
aggressive demeanor are joined in the Grit by low brows,
Prometheus Gene* rock-like skin and, worst of all, a tongue that reaches to its
Just like its brothers, the Malice and Chagrin, Karma gift- forehead and is designed for chasing out remnants from brain
ed the Grit Stormer with genes that regenerate. Every fifth pans.
round the Stormer gets a free Vigour roll to remove a single Unsurprisingly, the Grit Stormer suffers -4 Charisma.
wound they may have suffered. Once a day they may make a On the upside, they may increase their Intimidation as if
Vigour roll to remove a permanent wound. they had a Spirit trait of D12.
Natural Weapons* Penal Chip*
Grit Stormers have sharp teeth and retractable claws, they Every Grit is observed 24 hours a day for signs of deviancy
do Strength +2 damage. The Stormer is never considered un- or degeneration. At the slightest signs of unpredictability or
armed. untrustworthiness, a shaped charge inside their skull is re-
motely detonated, killing them instantly.
Large*
In addition, being fitted with a penal chip prevents a Grit
Stormers are big. They get +1 size, giving them +1 Tough-
Stormer from choosing the Finance Chip minor hindrance.
ness and increasing their carrying capacity.
Secret Project
Low-Light Vision*
Because they have been sequestered away from other op-
Designed to hunt and travel alone in the ruined, desolate
eratives, Grits have not been able to attend Meny. They do
Cannibal Sectors, the Grit has been gifted with the ability to
not get a free Training Package edge at character creation.
see perfectly if even a slight light source is avaiable.
They ignore penalties for dim and dark conditions. Stormer Edges & Hindrances
As with all your kind, your nature is both a blessing and
Craggy Hide*
a curse. You were created for a purpose, and while you are
Mottled grey to provide camouflage in the Cannibal Sec-
rarely matched when pursuing the tasks you were designed
tors, the Grit’s hide is also proof against blows that would
for, outside that purpose, you lack the knowledge, adaptabil-
slice straight through other Stormer variants.
ity and freedom of the natural races.
The Grits hide provides +1 to Stealth rolls against suitable
Gain the Bred For War edge and the Clueless, Vat Grown
backdrops (most of the Cannibal Sectors, much of the sewers
and Corporate Puppet hindrances
and lower levels of Downtown, too), provided the Grit re-
mains motionless. This Stealth bonus is lost of the Grit wears
clothing or coverings of any kind.
The hide also provides a +2 armour bonus. This bonus isn’t
degraded by armour damage nor does it stack with worn ar-
mour (take the better of the two bonuses).
Super Carnivore*
The Grit eats only meat. Vegetable matter provides no nu-
trition. However, any meat will do; no matter how rancid
79
A PPENDIX
Alternative Weapon Damage
An alternative close combat weapons table for those using Savage Worlds Revised damage rules.
Civilian Weapons
Weapon Damage Min. Str. Weight Notes
Knife (5u) +1 – 1 –
Club/Baton/Baseball Bat (20u) +2 – 2 –
Sword/Machete (10u) +2 – 5 –
Sledgehammer (35u) +3 D8 12 2H, Parry -1, AD+1
Fire Axe (30u) +2 D6 8 Parry -1, AP1
Industrial Weapons
Weapon Damage Min. Str. Weight Notes
Power Pick (10c) +2 D6 10 AP5, 2H, Parry -1
Carsonmade Industrial Nailer (50c) +3 D8 25 AP3, 2H, Parry -1
Grissom Inc. Power Sander (115c) +4 D6 25 2H, AD+1, Parry -1
Hardtek Arc Welder (175c) 2D8 D8 20 2H, AD+1, Parry -1
Hardtek Concrete Saw (215c) +5 D10 25 2H, Heavy, Unwieldy (1 on Fighting die
causes wielder to strike themselves)
Hi-Velocity Boom Hammer (175c) +3 D10 12 2H, Parry -2, two 10g shotgun shells fire at
(+3D4) point-blank range on the first successful hit.
Operative Weapons
Weapon Damage Min. Str. Weight Notes
GASH 021070 Chain Axe (85c) +5 D6 6 AP2, 2H, -1 Parry, AD+1, Heavy
GASH Pacifier Baton (80c) +5 – 2 AD+1
DPB Vibrosabre (100c) +4 – 3 AP2, Heavy
DPB Gash Fist (80c) +4 – 2 AP2, Always Ready (Mounted on Wrist)
DPB Flick Scythe (120c) +5 D6 5 AP3, 2H, -1 Parry, Reach 1, Heavy
MAC Knife (80c) +4 – 1 AP1, Thrown, Silent, Unbreakable (Tough-
ness 20 and only damaged by blunt attacks)
ITB Mutilator (85c) +5 – 2 AD+1
MJL Power Disc (100c) +4 – 1 AP2, Thrown
MJL Power Claymore (100c) +6 D8 6 AP3, 2H, -1 Parry, Heavy
MJL Power Lochaber Axe (950c) +7 D10 15 AP4, 2H, -2 Parry, Heavy
BOSH SLA Blade (2c) +2 – 1 Thrown
ITB Jolt Glove (105c) – – 1 Stun (Roll Vigour, at -2 on raise, or Shaken).
Effective vs. both electronic and biological
targets.
Oscillating-Head Warhammer (40c) +3 D8 8 2H, Parry -1, AD+2, Heavy
Frag Grenade Bolas (100c) As – 2 Thrown (Range 6/12/24). Target cannot “dive
grenade for cover”.
Seraphim Defender (350c) +2 – 12 Shield with ceramic-bladed edge
Seraphim Defender II (900c) +3 – 15 Shield with chainsaw edge, AP2, AD+1
Key: AP: Armour Piercing, AD+X: does +X additional damage to armour
80
Operative SCL Card ����
Modifiers
Common
Charisma
|
Knowledge
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Drug
Stress
|
Addiction
|
Hindrances
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Maj/Min
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Attributes Derived
4 6 8 10 12 Agility Parry Toughness
4 6 8 10 12 Smarts Pace ( 4 6 8 10 12
) Edges
4
4
6
6
8
8
10
10
12
12
Spirit
Strength
Armour
Armour
Armour Damage
4 6 8 10 12 Vigour
Total inc.
Toughness
Skills
AGI
4 6 8 10 12 Athletics
SMA
4 6 8 10 12 Bureaucracy
AGI
4 6 8 10 12 Driving
AGI
4 6 8 10 12 Fighting
SPI
4 6 8 10 12 Formulae
SMA
4 6 8 10 12 Gambling
SPI
4 6 8 10 12 Guts
SMA
4 6 8 10 12 Healing
SPI Ad AF AS ( hrs) FE Hs
4 6 8 10 12 Intimidation HuD JJ OC PC HPC LM
SMA
4 6 8 10 12 Knowledge 1
4 6 8 10 12 Knowledge 2
SMA
SMA
Ranged
4 6 8 10 12
Notice Min Range Shooting Bonus
SPI Clip Calibre Str ROF (S/M/L) (S/M/L)
4 6 8 10 12
Persuasion
AGI
#1 ������������� -2 -4
�������������
4 6 8 10 12
Piloting Hvy Semi 3RB Auto Snap Add-Ons: Si Su Scp LP 1 2 3 Rcl-B Waldo
VIG
4 6 8 10 12
Polymorph #2 ������������� -2 -4
�������������
SMA
4 6 8 10 12
Tech Hvy Semi 3RB Auto Snap Add-Ons: Si Su Scp LP 1 2 3 Rcl-B Waldo
AGI
4 6 8 10 12
Shooting #3 ������������� -2 -4
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AGI Hvy Semi 3RB Auto Snap Add-Ons: Si Su Scp LP 1 2 3 Rcl-B Waldo
4 6 8 10 12
Stealth
4 6 8 10 12
Streetwise
SMA
Wpn #
SMA Type
4 6 8 10 12
Survival
Ammo Clips
Dmg
SMA
4 6 8 10 12
Taunt AP
SMA
4 6 8 10 12
Remaining
# Bullets
AGI
4 6 8 10 12 Throwing
K1 K2
Battered &
-1 Bruised -1
-2 Incapacitated -2
-3 Bleeding Out X
Mortally
Wounded
Savage Sla Industries character sheet by voidstate - get the full conversion PDF and more RPG stuff at www.voidstate.com/rpg
Possessions
Location Weight Location Weight
Total:
Load Limit (Strength x 5):
Total: Encumbrance Penalty:
Notes: Soft drugs grant +1 to addiction and withdrawal rolls, medical drugs +2; combat drugs cause 2 fatigue levels in withdrawal, soft and medical drugs cause one level.
Contacts/Sponsors/Notes Experience
5 65
Rank & Advance
10 70
15 75
20 80
25 85
30 90
35 95
40 100
Advance
45 105
50 110
55 115
60 120
Savage Sla Industries character sheet by voidstate - get the full conversion PDF and more RPG stuff at www.voidstate.com/rpg
Deathsuit Affinities
Bond Armour
Light +7 Interdermalisation Blast Illumination
Medium +8 Living Suit Blue/Red Thermal Protect
Heavy +10 Graft (Agility) Communication Reality Folding
Super +12 Graft (Strength) Enhancement Senses
Angel +14 Graft (Vigour) Detect Telekenesis
Flux + Flux Regen /hr Healing Celrydreahad
Max
Glyphs
Sci-Fri?
Affinity Flux Range Duration Trappings/Effect
Savage Sla Industries character sheet by voidstate - get the full conversion PDF and more RPG stuff at www.voidstate.com/rpg
I NDEX
83
I NDEX
Conversation (Glyph) 59 Distraction Penalties 68 Evaluate Opponent 27
Copycat Killer 79 DN-A Slipknife Dagger 43 Ex-War Criminal 81
Core Ebb Edges 33 DN-B Carthage Shortsword 43 Executive Monsters 83
Corporate Puppet (Stormer Hindrances) DN100 Assault Rifle 50 Exotic Ammunition 47
17 DN74 Auto-Pistol 50 Experience 77
Cracking Up 6 DN80 SMG 50 Experienced Characters 12
Crackshot 48 DNA Hallmark (Glyph) 57 Extra Limbs 74
Crack Glass/Ice (Blast) 55 DN ‘Resigel’ Bodysuit 51 Extremely Aggressive (Stormer 714) 18
Create Cold & Heat 60 DN Ablative Flak Vest 51
Credits 3 DN Body Armour 51 F
Crushing Blow 27 DN Power Armour 51
Custom Detailing (Armour) 40 Dogeybone 48 Faces of the Street 79
Custom Detailing (Close Combat Weap- Domino Dog 23 83 Famous (Edge) 29
ons) 38 Doppelganger 30 Farjacket 45
Custom Surface (Armour) 40 Doppelganger institutes 20 Faster Ebb User Advancement (Optional
Custom Surface (Close Combat Weapons) Double Drop 31 Rule) 68
38 Doughnut of Death 43 Fast Healer 26
Cybertramp 79 DPB Flick Scythe 44 Fear (Glyph) 56, 67
Cynic 23 DPB Gash Fist 44 FEN93 GAG 46
DPB Vibrosabre 44 FEN ‘TRI’ Sniper Platform 46
D Dream Daemons 24 FEN 0227 ‘Battle Taxi’ APC 49
Dream Daemons (Hindrance) 53, 73 FEN 091 ‘Farjacket’ Pump Pistol 45
Damaged Genome 24 Driving 21 FEN 204 ‘Gunhead’ SMG 45
DarkFinder 84 Drug-Fuelled 31 FEN 24 Warmonger 50
DarkNight Civilian Convert 86 Drugs 70–73 FEN 25(04) 50
DarkNight Equipment 43 Drug Surge 31 FEN 270671 Scout Helm 48
DarkNight Espionage Agent (Interceptor) Drum 72 FEN 30-30 ‘Trueshot’ Sniper Rifle 46
86 Duck and Cover 27 FEN 3497 ‘Kilcopter’ Helicopter 49
DarkNight Interceptor 86 FEN 400 ‘Surekill’ Sniper Cannon 46
DarkNight Interceptor Veteran 86 E FEN 4461 Mk VI ‘Hammer’ APC 49
DA 101 BLIND Smoke 40 FEN 5009 ‘Stingray’ Dropship 49
DA 240 Riot Gas 40 Ebb 53–68 FEN 603 Automatic Pistol 45
DA 71 Blast/Concussion 39 Ebb Backlash 34 FEN 706 ‘Power Reaper’ 46
DA 90 Fragmentation 40 Ebb Backlash Mastery 37 FEN 808 ‘Power Reaper’ LONG 46
Dead Shot 30 Ebb Beast 60 FEN AR Assault Rifle 46
Dealing With New Rules 77 Ebb Control (Ab) FEN IR/UV Goggles 41
Deathsuit 42 Brain Waster 16 FEN Pistol and SMG Stock 39
Deathsuits 16 Ebon 16 Feral DAC 82
Deathsuit Bond (Angel) 34 Edge 33 Feral Ebon 79, 80
Deathsuit Bond (Heavy) 33 Ebb Edges 32 Filthy Rich 27
Deathsuit Bond (Light) 33 Ebb Enhancement (Grow Limbs) 35 Finance Chip 22
Deathsuit Bond (Medium) 33 Ebb Enhancement (Teeth and Claws) 35 Finance Chip (Experienced Characters)
Deathsuit Bond (Super) 34 Ebb Equipment 42 12
Deathsuit Graft (Agility) 34 Ebb Medikit 42 Finance Chip (Hindrance) 12
Deathsuit Graft (Strength) 34 Ebb User Edges 54 Finance Chip Scanner 41
Deathsuit Graft (Vigour) 34 Ebb User Hindrances 24 Finisher 46
Deathsuit Maintenance (Glyph) 55 Ebon 16 Firearm Add-Ons 38
Death Seek 60 Ebon Eyes 61 Fire Axe 44
Death Squad Training Package 11, 25 ECM Cloak/Suit 48 Fire SHIVER 84
Deepdweller 81 Edges 25–37 Fire Trapping 35
Defensive Precognition 34 Edges and Hindrances (Character Crea- First Generation Frothers 14
Deflection (Glyph) 58 tion) 11 First Step Heavy Powered Armour 51
Deflect (Glyph) 56 Electromagnetic Belt Fed Drum 39 Flashlights 41
Dependent 22 Electronic and Manual Lock picks 42 FLAY AUTO Pistol 50
Depleted Uranium Rounds 43 Empty Box Magazine 39 Fleet-Footed
Detect (Affinity) 54 Enchant Senses (Senses) 56 Stormer 711 19
Dim/Flicker Lights (Illumination) 57 Endeavour Powered Infantry Armour 51 Wraith Raiders 14
Dirty Fighter 29 Enforcer SHIVER 84 Flesh Friction 66
Dispersal Riot Shield 51 Enhancement (Affinity) 54 Flick Scythe 44
Dispersal SHIVER 84 Enlightenment 35 Flintlock 42
Dispersal Smoke Grenade Dispenser 50 Entangle (Glyph) 56, 67 Flip 72
Distracter 42 Enviro Scanner 41 Flush 73
Distractions (Optional Rule) 67 Flux Battery 33
84
I NDEX
Flux Gem Matrices 42 Hardtek Concrete Saw 44 Jump Recovery 35
Flux Surge 33 Hardy
Fly (Glyph) 56, 58 Stormer 714 18 K
Focus Gem 42 Heads-Up Display 40
Fold Object (Glyph) 57 Karma KS 73
Healing (Affinity) 54
Formulae 21 KAV Clothing 48
Healing (Glyph) 56, 58
Formulation 61 Keeping Things Moving 78
Healing (Polymorph) 69
Fragile Armour (Optional Rule) 8 Keshang 49
Heal Deathsuit 61
Frag Grenade Bolas 44 Kickback 53
Heal Minor Bruises/Plants (Glyph) 57
Freezing Blast 35 KickStart 73
HEAP 11, 47, 49, 50, 51, 84, 85
Fritz Battle Drone 87 KickStart+ 73
Heavy Power Chassis 40
Frother 14 KickStart Solo 73
Heavy Punch 28
Fully Enclosed 40 Kick Murder Squad Training Package 11,
Heavy Sleeper 24
Full Air System 40 25
HESH 11, 47, 49, 50, 51, 84, 85
Kilcopter 49
Hi-Velocity Boom Hammer 44
G KK20 ‘Panther’ 45
Hindrances 22–24
KK30 ‘Ripper’ 45
Hindrances from Other Settings 24
GA47 Semi-Automatic Pistol 45 Knife 44
Hit Locations 8
GA50 ‘Finisher’ Assault Rifle 46 Knowledge 21
Hoard Ammo 28
GAG60 Bolts 39 KPS ‘Mangler’ AS 47
Homeless 22
Gaining Stress 5
Honesty 73 L
GAK 19 Assault System 46
Hose Em Down 29
Gamesmastering Savage SLA Industries
Huge (Stormer 714) 18 LAD Drawbacks (Optional Rule) 75
77–78
Human 13 Lamp Mount 38
Ganger 79
Hypnowear 48 Lamp Mount (Armour) 40
GASH 021070 Chain Axe 44
Gash Fist 44 Language (Ebon) 16
GASH Pacifier Baton 44
I Language (Edge) 30
Gator 330 Security Stormer 83 Language (Wraith) 15
Ice Blade 62, 66
GA ‘J’ Personal Transport Jeep 49 Large
Ice Trapping 35
GA 9442 Browbeater 50 Ice Worlder (Wraith Raider) 15 Shaktar 15
GA 9443 Mini-Browbeater 50 Illumination (Affinity) 54 Stormer 313 17, 89
GA Weapon Maintenance Kit 41 Illumination Gem 42 Laser Painter 39
General Hindrances 22 Impression 62 Learning Glyphs 53
Genetic Mirror 31 Improved Crushing Blow 27 Lesser Carrien 80
Getting Close 53 Improved Durability 40 Life After Death 75
GFX Gore-Effect Edges (Close Combat Improved Exo-skeleton (Armour) 40 Lift Small Object (Glyph) 57
Weapons) 38 Improved Hoard Ammo 28 Lighting Reflexes 31
Ghost Fire 66 Improved Hose Em Down 29 Light (Glyph) 56, 58
Giant Rat 82 Improved Jump Recovery 35 Listen To Your Players 78
Glyph Cards 42 Improved Marksman 28 Live-Wire ‘Debaser’ 75
Glyph Creation 65 Industrial Weapons 44 Living Gore Cannon 37
Glyph Creation (Edge) 37 Infrared Scope Add-On 39 Living Suit 36
Glyph Pillars 67 Inner Calm (Edge) 68 Localised Armour Damage (Optional
Gore Cannon Attack 65 Interdermalise Deathsuit 35 Rule) 8
Gore Canon 42 Interdermalise Gore Cannon 37 Long Limbed 88
Gore Canon (Affinity) 55 interminable bureaucracy 5 Losing Stress 5
Gore Shield (Armour) 40 Internal Affairs Investigator 84 Low-Light Vision 88
Gore shield (Close Combat Weapons) 38 Intrusion 66 Low-Light Vision (Wraith Raider) 14
Graceful (Wraith Raider) 14 Investigation & Interrogation Training Lower Trait (Glyph) 56, 58
Greater Carrien 80 Package 11, 25 Low Wave 114 83
Greater Carrien Alpha 81 Invisibility (Glyph) 56, 58 Loyal (Shaktar) 15
Greater Healing (Glyph) 56, 58 IR/UV Goggles 41 Lumo 72
Groundhog 29 IR/UV Vision & Lamps 41
Grudge 28 ITB Jolt Glove 44 M
Guardian Glyphs 67 ITB Mutilator 44 Machete 44
Gunhead 45 MAC Knife 44
J Maghold 41
H Mainliner 31
Jade Probe 42
Haggard 23 Jolt Glove 44 Malice 17
Harden Carapace 31 Jump Jets 40 MAL Assault Cannon 46
Hardtek Arc Welder 44 Jump Port 62 MAL Shock Armour 48
85
I NDEX
Manchine 82 No Personality (Vevaphon) 20 Stormer 714 18
Mangler 47 No Retreat, No Surrender 31 Prometheus Gene (Minor) 19
Manifesting Glyphs 53 Prometheus Gene and Knockout Blows
Man Hunter 30 O 18
Marksman 26 Prometheus Unbound 32
Martial Arts 29 Obscure (Glyph) 56, 66
Props 79
Masher Sub-Spiking and Texture Re- One-Way True Powered Armour 51
Protect (Affinity) 55
moulding 38 Operative Weapons 44
Psycho-Reactive Ebb Matter 66
Master Blaster 36 Optional Armour Rules 8
Psychovirus 67
Maul, Claw and Teeth Enhancement 75 Oscillating-Head Warhammer 44
Puppet (Glyph) 56
Mauler/Chopper Reengineering 38 Outsider 88
Mean 23 Overburn Chassis 40 Q
Mean (Hindrance) 75 ower Sander 44
Mechanics Training Package 11, 26 Oyanas-brand Eyes 74 Quad Limb Dominion 74
Media Training Package 11, 26 Quickness (Glyph) 56, 59
Medical Training Package 11, 26
P Quick (Stormer 711) 19
Medikit Bond 36 Quick Change 32
Pacifier Baton 44
Metaboost 71 Quirk - Clan Colours 14
Padquil Flak Vest 48
Mighty Blow 30 Pain Away 73
Mimic (Polymorph) 69 R
Panther 45
Mind Block 63 Pathfinder 42 Race 10
Mind Probe 63 Perfect Health (Glyph) 57 Races 13–20
Mini-Browbeater 50 Personal Fit (Armour) 40 Racial Edges 30
MJL Power Claymore 44 Personal Interest 72 Rangefinder 41
MJL Power Disc 44 Physical Manipulation 63 Reality Folding (Affinity) 55
MJL Power Lochaber Axe 44 Piloting 21 Really Dirty Fighter 29
Modified Glyphs 57 Pilot & Navigation Training Package 11, Recoil 7
Mod Head 22 26 Recoil Baffling 39
Monarch Law Enforcement Officer 79 Pineal Stim 42, 71 Recruited Frother 14
Mort Civilian 79 Pistols 45 Reducing Recoil 39
Mort Rat Swarm 82 Pistol Ammunition 47 Red Rain 66
Mort Roach Swarm 82 Pistol Grip 39 Regeneration (Glyph) 64
Motion Scanner 41 Pitch Black (Glyph) 66 Rend 32
Mounted Flashlight (Firearms) 39 Play Dirty 88 Repairing Armour 8
Multidexterity 28 Polymorph 21, 69 Repair Armour 40
Mutant Carrien 81 Polymorph (Ab) 20 Resist Cold & Heat (Glyph) 56, 59
Mutilator 44 Possessions (Character Creation) 12 Resurrection 58
Possession Edges 27 Retardation of Psychosis 58
N Post-Combat Cleanup 77 Rich 27
Natural Aptitude 27 Powercell 48 Ride the Wave 32
Natural Armour Power Chassis 40 Rifle Ammunition 47
Power Claymore 44 Rigid Upbringing (Shaktar) 15
Stormer 711 19
Power Disc 44 Riot Foam Dissolution Spray 43
Vevaphon 20 Power Lochaber Axe 44 Riot Foam Grenade 43
Natural Races 10 Power Pick 44 Riot Shield 51
Natural Weapons 88 Power Projects Canned Plate 41 Rip 32
Shaktar 15 Power Reaper 46 Ripper 45
Stormer 313 17, 89 PP10 48 Rock & Roll! 25, 29
Stormer 714 18 PP100 48 Rose Garden 44
Vevaphon 20 PP104 48 Rush 71
Navamap 42 PP112 48
Necanthrope 86 PP644 Body ‘Blocker’ 48 S
Necanthropes 54, 85 PP7 48
Necanthrope (Edge) 36 PP70 48 SARGE Battle Armour 51
Necanthrope Edges 36 PP8 48 SCAF Helibike 49
Necanthrope Glyphs 65 PP9 48 SCAF Pilot 84
New Glyphs 33, 59 Precognitive Healing 36 Scarab Espionage Drone 87
New Rules 5–9 Predator 32 Scav 83
New Rules at a Glance 9 Professional Edges 30 Scav Alpha 83
NiteLite 72 Prometheus Gene Science Friction 53
Notice Me (Glyph) 57 Stormer 313 17, 89 Science Friction Items, Creating 65
No Mercy 29 Science Friction Items, Using 67
Stormer 711 19
86
I NDEX
Scope 39 Stable Mind 13 Traits 11
Scouting Training Package 11, 26 Standard SHIVER 84 Tranquillity (Edge) 68
Scout Helm 48 Static Shock (Glyph) 57 TRI 46
Screamer 38 Stealth Systems 43 Tripod 38
Screaming Eagle 46 Sterile 23 Trueshot 46
Sector Mutants 83 Stinger 66 True Track 64
Sector Ranger 30 Stingray 49 Two-Weapon Fighting 7
Self Aware (Ebon) 16 Stormer-Only Hindrances 24
Senses (Affinity) 55 Stormers 10 U
Sense Ebon (Glyph) 57 Stormer 313 17, 89
Sentient Gore Cannon 37 Stormer 711 19 Ultra Violence 71
Seraphim Defender 44, 48 Stormer 711 - Xeno 19 Unnerving Presence (Glyph) 57
Seraphim Defender II 44, 48 Stormer 714 18 Unsuitable Hindrances 22
Serial Killer 79 Stormer 714 - Chagrin 18 Upgraded Armour 40
Sewergator 83 Stormer 720 - Grit 89 Upgraded Cutting Surface 38
Sewer Rat 30 Stormer Hindrances 17 Upgraded Housing 11
Shaktar 15 Streak 73 Urban Monsters 80
Sharpshooter 29 Streetwise 21 Urban Warlock 80
Shatter 71 Stress 5, 75 UV Scope Add-On 39
SHEER Assault Rifle 50 Stressed Out 23
Shell Augmentation 74, 75 Stressful Situations 6
V
SHIVER Equipment 42 Striker 48 VAPH III Assault Cannon 50
Shock Tendons 74 Strike Squad Training Package 11, 26 Vat Grown (Stormer Hindrances) 17
Shotguns 47 Stunner 38 Vector Box 42
Shotgun Ammunition 47 Stun (Glyph) 56, 59, 66 Velkra Sigerson Street 48
Shred-A-Lot Configuration 38 Style Consultant 29 Velkra Techwear 48
Sigerson Street 48 Sub-Machine Guns 45 Vevaphon 20
Signature Move 29 Sucker 23 vevs in a barrel 46
Silencer 39 Suck Flux 64 Vibro/Mutilator Enhancement 38
Silverback 48 Sunlight Sensitive 88 Vibrodisc 45, 47, 49
Simplify 77 Suppressor 39 Vibrosabre 44
Sinewbrace 74 Surekill 46 Vid Head 13, 23
Sinewshock 74 Surveyor Transition Optics 75 Violent (Brain Waster) 16
Skeletal Enhancement: Claws 74 Survival 21 Vito Recon Drone 87
Skeletal Enhancement: Elbow/Knee 74 Survivor 79, 88 Vow - The Clan 14
Skeletal Enhancement: Quills 74 Sword 44 Vox-Plus 72
Skeletal Enhancement: Teeth 74
Skeletal Enhancement Retraction 75 T W
Skills 21
Skill List 12, 21 Targetting a sci-fri item 42 Waldo Mount 39
SLA Blade 44 Tech 21 Wall Walk 65
SLA Climbing Kit 42 Techwear 48 Warcry 32
SLA Dream Believer 32 Telegenics 8, 21 Warhammer 44
SLA Electronic and Manual Lock picks 42 Telekinesis (Affinity) 55 Warrior Caste (Shaktar) 15
SLA Maintenance Worker 79 Telekinesis (Glyph) 56, 59 War World Weaponry 43
SLA Operatives 84 Teleport (Glyph) 56, 59 Way of the Brave 6
Sledgehammer 44 Thermal Ball 36 Weapons (New Rules) 7
Slipknife 43 Thermal Gauge 42 Weapon Maintenance Kit 41
Slosh 72 The Hit 70 Weapon Mount 40
Smite (Polymorph) 69 Thin Skinned 24 White Noise 73
Smoke Grenade Dispenser 50 ThirdEye Finance Chip Scanner 41 Wild Boar 46
Smother Grenade 43 ThirdEye Journalist/Camera Operator 79 Wired At Birth 14
Snail Drum Magazine 39 ThirdEye Navigation Maps and Discs 42 Withdrawal 70
Sniper Rifles 46 Thought Plant 64 Worksmart 48
Snubber 45 Thresher/War World Ammunition 51 Wraith Raider 14
Social Edges 29 Thresher Cannon 50
Soft Drugs 72 Thresher Inc. Equipment 43 X
Soothing Touch 36 Thresher Power Suit Pilot 87
Thresher Power Suit Veteran 87 Xeno 19
Speak Language (Glyph) 56
Speed (Glyph) 56 Thug Life 14
Track OpticS Enviro Scanner 41 Z
Spore Tech Bio-Filters 75
SP Vibro 45 Track OpticS Motion Scanner 41 Zero Charisma (Hindrance) 23
Training Packages 10, 25
87