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Showing posts with label Scotland. Show all posts
Showing posts with label Scotland. Show all posts

Saturday, 15 August 2026

Operative’s Primer

What is it like being Operative for SLA Industries? What do you do all day? Where do you live? How do you handle BPNs? How do you get around? What do you have for dinner—a Piggy Wiggy roll or sausage and mash? When you get bored in your Downtown studio closet with its leaky basin, wipe-down, guaranteed one prior owner, roll-up futon, collapsible closet, and self-installed AA rated security locks, where do you go for a good time? Hit a Ye-Old Tavern or if you are on the up, get into the Pit, the premier Uptown nightclub? Got a hobby, like darts or hoops, gambling on the Pig Runs, or collecting BPN Coins or Carrien teeth? Do you have a side hustle such as a Sponsor, selling recovered gear on the black market, an actual second job, or even a life of crime? These are all questions a graduate from Meny University might ask, as might his player. Then how do you play SLA Industries? How does a skill roll work and what modifiers do you apply? What do you need to roll for combat—shooting your Fen 603 Auto Pistol or stabbing that carrien with your Bosh SLA Blade? How do you actually create a Player Character? What do you play? These are all questions a player new to SLA Industries might ask.

Fortunately, Operative’s Handbook: A Sourcebook for SLA Industries Second Edition is the supplement which will answers both sets of questions. This is a supplement for S.L.A. Industries, the roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism published by Nightfall Games. Specifically, it is an introductory supplement for the setting and thus the Player Character, but is also an introductory supplement for the setting and the rules, and thus the player. The supplement is designed as complete an introduction to SLA Industries Second Edition as is possible for it to be and it succeeds at this admirably. It is literally designed to be given to the prospective player who can take it away, read up about the basics of the World of Progress and how to be a SLA Operative, and then create a SLA Operative. In doing so, it more or less replaces those sections of the core rulebook and a player could even buy it and use it without the need to purchase his own copy of the core rulebook. Plus, it gives a player an accessible book to reference at the table during play. However, the Operative’s Handbook is not just for the new player and new Player Character. There is background information included that the Game Master can bring into her campaign, especially in terms of flavour, detail, and verisimilitude. There is a whole new species and new equipment too—as well as the old, so that an existing player will find the supplement useful if he does not have the core rulebook.

The Operative’s Handbook does start out with a description of what a roleplaying game is, ordinarily surprising in a supplement, but not so here given its remit. Very quickly it moves on to the World of Progress, the setting for SLA Industries, written with the worries of a recent graduate from Meny University in mind. It eases him through graduation, explaining that every six months, three hundred students graduate—always in the presence of Mr. Slayer, even if he cannot be seen—knowing that if he cannot move up the ladder before the next group graduates, he might as well count himself as a failure. It has all the worries of a graduate in his first job. Where will he live? How does my job actually work? And in answering that, gives a means of randomly determining his initial accommodation and even creating Bespoke Accommodation if his player wants to spend build points on it. Rated for comfort, security, location, and neighbours, all of these factors add to play of the game and are there for Game Master to make the SLA Operative’s downtime that little bit more ‘interesting’. This is accompanied by a good guide to Mort City, from Mort Central down through Uptown into Downtown, noting how large these areas are and that there is an area of Downtown called ‘Sector Dark’, actually two adjacent sectors currently dominated by gangs with deep DarkNight connections, where there is no surveillance as all the infrastructure has been vandalised and both SLA Operatives and Shivers are really not welcome. Numerous options for travel across and up and down Mort City are discussed, the most notable of which are the Shift Blocks, massive elevators capable of transporting vehicles, cargo, and people like a large ferry, up and down Mort City. However, to limit widescale access between districts, Shift Blocks can only lower and raise a limited number, so travellers often have to change to travel further up or down, effectively staggering their journey in order to main security.

Besides the question of where an Operative will live, there is a lengthy lifestyle section in the Operative’s Handbook. This covers food (unsurprisingly British in feel), restaurants and fast food outlets, bars and clubs, care products—for all species, clothing styles—including a fashion for wearing mock-power armour which means that an operative can mingle on a night out in his actual power armour and not look out of place, hobbies and gambling—the latter including various sports like sector racing and the bloodsport events held in the District Two Arena, and collecting. There is a great deal here that will add verisimilitude to a campaign. The supplement takes a left turn with a discussion of politics in Mort City, more interesting background that the Game Master can use to create details for her campaign, but noting that although there are numerous political parties and there are governors who control the various districts in Mort City, politics are an effective distraction for the masses for SLA Industries which has no problem replacing a governor with silent prejudice. Law enforcement is something that Operatives are more likely to be working with, made slightly challenging because laws can differ from district to district, and if one citation does not fit the crime, the Shivers usually have the time to apply another.

Whether the accused goes through civil mediation, televised arbitration, or gives himself over the bureaucratic complications of a public trial, if found guilty, the most common sentence is a fine and since most Mort City citizens cannot afford to pay this, prison time to work this off. Of course, the prison system is designed to extract the most out of its inmates, so getting out is really, really difficult. Several other forms of punishment are discussed, all of them with their own unpleasant futility.

In terms of the job, what a SLA Operative is doing is picking up BPNs—Blueprint News Files, completing them, getting paid, and gaining Security Clearance bonuses, and working up the corporate ladder. The Operative’s Handbook breaks down the Security Clearance structure, how a squad goes about getting a BPN, raises issues and gets paid either straight to each Operative’s Finance Card or oddly in cash (something that criminal gangs like to take advantage of if an Operative owes them a favour), and if there is anything amiss, how a BPN review is handled by the Auditing and Sanctions Office, which often staffed by failed Meny graduates! Since the focus of SLA Industries’ play is completing BPNs for the income and the promotion, any impediment to that is going to be frustrating, but will expose the Operative and his player to SLA Industries’ bureaucracy. In addition to a SLA Operative’s main source of income, the supplement also examines other options.

The Operative’s Handbook devotes just a handful of pages to the rules for SLA Industries. It does not need more than that to explain everything that the player needs to know in terms of rolling dice and making skill tests followed by combat.

More detailed are the rules for character creation. Every species is clearly presented and a nice touch for each is the advice for new players. This includes an ‘It’s My First Day’ box and suggestions on how to build the optimal character. For example, the ‘It’s My First Day’ box states that, “A Carrien is a skull faced dog person whose planet and civilisation was stolen from them. While you might be lovely as an individual, as far as most of Mort is concerned, you’re a scary dangerous animal responsible for unknown terrors.” It is followed by the ‘Building an Adv Carrien’ which suggests which stats to favour. Each species includes suggested values as explanations of species specific abilities, and a table of random species elements (for Carrien these are trinkets that personally value), and tables of ‘Good’ and ‘Unfortunate’ Life Events that add some background and some variation to the Operative.

In addition to doing this for Ebonites, Frothers, Humans, Neophrons, Shaktar, Stormer 313 Malice, Storner 711 Xeno, and Wraithen, it also does it for the Omaja. This is a new species introduced in the Operative’s Handbook. The Omaja, a pre-Formation Era that has recently returned to the World of Progress, are allies of the Neophron, and are trying to earn enough to buy back their original home world from SLA Industries. They are short, monkey-like, with a mane of bright blue hair for males and bright orange for females, are quadrodextrous meaning that all four limbs end in hands, have three eyes, and known for their technical aptitude. They also have a reputation for being very grumpy. In play they give any Neophron Operative a natural ally, whilst their technical aptitude means that they are good at fixing things, handling machinery, and modifying equipment, so focusing on skills that tend to be secondary for other Operatives.

The Operative’s Handbook even explains how Meny University and SLA Industries goes about organising graduates into squads as well as presenting fifteen new Training Packages as well those from the core rulebook and also the supplement, Threat Analysis 1: Collateral. The new includes the Academic Institute of Meny (representing academics who want to conduct field research into Operative activities), Advanced Ebb Training, Alternate Vendor Recruitment (handling Props and Contract Killers for SLA Operative operations), Combat Pilot Training, Combat Property Management, Construct Exploration, Employee Headcount Reduction, Media Management, Modern Policing, Motorised Recon, Radical Conflict De-Escalation Unit, Rapid Conflict Resolution Teams (previously known as ‘Kick Murder Squads’), Rapid Site, Breach & Entry, Sector Ranger Survival School, and Stakeholder Appeasement & Crisis Management. These all have minimum Stat requirements and many have electives to choose from as well. These open up the options not just in terms of the training for the Player Character SLA Operative, but the NPC too. Plus there are lists of the Skills and Traits for SLA Operative creation both old and new. Only the new are fully explained, meaning the that player may still need to refer to the core rulebook for full explanations.

The Operative’s Handbook even explains how Meny University and SLA Industries goes about organising graduates into squads as well as presenting fifteen new Training Packages as well those from the core rulebook and also the supplement, Threat Analysis 1: Collateral. The new includes the Academic Institute of Meny (representing academics who want to conduct field research into Operative activities), Advanced Ebb Training, Alternate Vendor Recruitment (handling Props and Contract Killers for SLA Operative operations), Combat Pilot Training, Combat Property Management, Construct Exploration, Employee Headcount Reduction, Media Management, Modern Policing, Motorised Recon, Radical Conflict De-Escalation Unit, Rapid Conflict Resolution Teams (previously known as ‘Kick Murder Squads’), Rapid Site, Breach & Entry, Sector Ranger Survival School, and Stakeholder Appeasement & Crisis Management. These all have minimum Stat requirements and many have electives to choose from as well. These open up the options not just in terms of the training for the Player Character SLA Operative, but the NPC too.

Similarly, the Operative’s Handbook does not list or detail all of the equipment options available in the core rulebook. This is understandable as it would substantially increase the supplement’s page count. What it does do is suggest starting packages based on a SLA Operative’s Training Package, which is very useful, handily speeding up character creation. There are new items of equipment too, such as lightweight, recyclable Shiver Ties used by Shivers instead of handcuffs (which weigh too much for a Shiver to carry on patrol), the FEN 603A Automatic Pistol (a fully automatic version of the venerable FEN 603 that is much heavier and no body likes because it is unwieldly), and a host of weapon upgrades such as a bayonet mount or Klip Killer reconfiguration to fit standard weapons on armour shoulder mounts. There are several new types of ammunition, like ABC or ‘Airburst Biological Countermeasures’, which have limited applications; new armour options and options for customisation; and vehicles. The new equipment list is not extensive, but all adds to the variety.

Finally, and if players are do not have the time to create their own SLA Operatives, the Operative’s Handbook includes a complete, ready-to-play squad of five Operatives. Complete with biographies, the Squad Arnold Nutter II, heirs apparent to the infamous Squad Arnold Nutter, whose leader, Arnold Nutter, died on camera in Cannibal Sector 1, became hero to the masses, and was subsequently restored to life via the Life After Death process. Still famous, he and his squad have their own television show and his catchphrase is now, “Pigeon!”. Nobody knows why and this is not a good for a squad that looks good on camera, but not all of them want to be members and there are some serious trust and attitude issues between them. The squad would work as media darling NPCs too, but would be fun to play for a short campaign as intended.

The Operative’s Handbook is not quite perfect. As a means to create new SLA Operatives, it is still going to rely upon the content of the core rulebook in places. In particular, equipment and skill definitions. Also, Squad Arnold Nutter II is not a typical starting Squad. It is too high profile for that and playing anyone of its members could be a challenge to the target audience, that is, someone new to the World of Progress and SLA Industries. It probably works better for more experienced players who will appreciate its twisted backstory and set-up. If the supplement is missing anything, it is a map of Mort City.

Physically, the Operative’s Handbook: A Sourcebook for SLA Industries Second Edition is well presented, is full of great artwork as you would expect, and is an easy read. It does need an edit in places.

The Operative’s Handbook: A Sourcebook for SLA Industries Second Edition an impressively useful book. A solid and accessible introduction to the World of Progress and SLA Industries in terms of both setting and rules. As a quicker means to helping create SLA Operatives, it does contain a lot that is old and been reprinted, but that is point, and there is plenty of new content too, especially about the life of a new Operative. All of which the Game Master can read and take inspiration from as much as the player simply reads through it. The Operative’s Handbook: A Sourcebook for SLA Industries Second Edition is good supplement, but not one that the Game Master and her players absolutely have to have in order to play SLA Industries. However, it is undeniably very useful.

Sunday, 27 July 2025

Operative Disorientation

SLA Industries is the roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism. S.L.A. Industries has its headquarters on Mort City, its rain sodden, polluted, and overly populated heart, located on the industrially stripped planet of Mort and surrounded by five Cannibal Sectors, and from here it governs the planet and the World of Progress beyond, encompassing all of known space. It is here the citizens come from far and wide to enlist in Meny to become SLA Operatives and part of the mediatised programme even as they protect SLA Industries and the World of Progress from innumerable threats from without—and some from within. SLA Operatives are the creme de la creme, whose actions caught on camera garner them sponsorship, TV deals, promotions, better missions, and the best weapons that the company can offer. Every SLA Operative is a would be star. You, however are nobody, a fuck-up in the waiting, a wannabe without the brains to realise how shit you are, thinking that you are really hot, when you are just waiting for an actual SLA Operative to slice and dice you without even thinking about it or a serial killer to add you to his kill count and his path to recognition.

This is not the subject of SLA Industries, the flagship roleplaying game from Nightfall Games,
but of SLA Borg, a wholly idiotic interpretation of the setting of the World of Progress—in more senses than one—that requires an entirely different and more brutally blunt game system. That game system is Mörk Borg, the Swedish pre-apocalypse Old School Renaissance style roleplaying game designed by Ockult Örtmästare Games and Stockholm Kartell and published by Free League Publishing. What this means is that SLA Borg brings the World of Progress to the Old School Renaissance, though not SLA Industries since the approach to playing both roleplaying games varies widely. Funded via a successful Kickstarter campaign, SLA Borg includes the full rules for creating very disposable anti- or non-‘heroes’, handling actions and combat, a bestiary of foes that are going to be really annoyed if the fuckwits bother them, and the means to facilitate the Broken Biscuits’ probable screwups.

SLA Borg takes the setting deep into Downtown, the home of the Broken Biscuits, the civilian housemates—so think The Young Ones believing themselves to be members of the SPG—who think they are an Operative squad. This is because in the weird architecture of their sector, the housemates have been affected by The Dream, the virulent infection that decays reality. Under the effect of The Dream and the massive influence of drugs—lots of drugs—and alcohol, the Broken Biscuits think they are doing good and daily visit the sector house to collect assignments known as BPNs or ‘Blue Print News’ files from Mr. Slayer in person. Except what is actually happening is that they scrounging ‘BPMs’ or ‘Bus Pass Missions’ off the floor under the eye of a large, black and white cat, which surprisingly looks like Mr. Slayer, and is thus therefore known as Mister Slayurrr. Then they go out, attempt to complete the BPM and so help the local community be a better place, when in actuality, the local community collectively the Broken Biscuits are useless wankers. And if they get hurt, then they can get to Mike’s Kebabs, where they can scarf down donar kebabs consisting of surprisingly aromatic meat of dubious origin doused in sauce so hot they will be glad they keep their toilet rolls in the fridge. All because the kebabs of Mike’s Kebabs are renowned for their healing properties.

Rather than creating a Biscuit from scratch, a player selects one of the housemates out of the eight included, such as Digglet, a dayglo pink Manchine who thinks he is Digger, the meanest Manchine ever; Toothy Grin, either a giant rat or someone in a giant rat suit, who thinks he is both a mascot for Big Smile Burgers and a giant rat; and Klick’s End Kenny, a glue-sniffing, cider swigging lout. Then he rolls for his Knucklehead Origin, like Asylum Escapee, Plain Ass Scuzz, and Sloppy Drunk Bum, and his Speciality, like Knives Everywhere—really everywhere, Idiot Savant, and Quest Giver, who is really good at scouring the bus terminal floor for BPMs. The Biscuit is then put through a very simple lifepath system which determines adjustments to the stats—Agility, Knowledge, Presence, Strength, and Toughness, and rolls to see if they are actually alien. If they are, they are probably either deluded—actually, more deluded—or faking it.

Mechanically, SLA Borg is quite simple. Actions and attacks require a roll of a twenty-sided die to beat a Difficulty Rating, from incredibly simple or six, all the way up to should not be possible or eighteen, with twelve being normal. Stat ratings are added as necessary. Combat typically requires a roll against a Difficulty Rating of twelve and the combat rules do cover the use of firearms as well as melee weapons. This includes simple rules for handling ammunition. Rolls of twenty are critical and rolls of one are fumbles. The mechanics are player facing, so that a player will roll for his Biscuit to attack and then roll for his Biscuit to avoid being attacked.

So what do you play in SLA Borg? It includes ideas for BPMs of all types—Mauve, Pink, Starch, Bleu, Lemon, Brown, and because Nightfall Games is a Scottish publisher, Tartan and Paisley. There are almost all sixty or so ideas contained in the BPM section. They vary in detail, a few being ready to play, most requiring some degree of preparation. There is a bestiary too and details of various drugs and alcoholic drinks. Despite this, SLA Borg is not really suited to long term play. After all, there is no means of improving a Biscuit, no means of moving up or getting out...

Physically, SLA Borg is very well-presented. The artwork is as good as to be expected for a vaguely SLA Industries-related supplement, the writing is decent, and it gets away with not needing an index with its relatively short page length.

So… SLA Borg is a dumb game. Intentionally so. It is meant to be dumb. You are playing dumb characters, doing dumb things, because they hold dumb beliefs. Yet the Biscuits in SLA Borg are more victims than they are inadvertent monsters (though they may end doing foolishly monstrous things), victims of the World of Progress, victims of the hopelessness, victims of The Dream. Ultimately, they are victims because they actually want to be better and they want to make a difference, because they know that is what a SLA Operative is meant to do in order to get famous, but none of this is attainable and their attempts to do better and be better, are doomed to failure. SLA Borg is dumbass fun, playing fuckups who are going fuck up, just for a ‘Bus Pass Mission’ or two, but at the same time, it does shine a light, from below, on just how rotten SLA Industries and the World of Progress really is.

Saturday, 14 June 2025

A Murderous Miscellany

There have been times when it was very hard to find any support for SLA Industries and times when it was hard to support SLA Industries. The roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism, has had a somewhat roving publishing history, but back in 2020, when the publisher, Nightfall Games, just as it was preparing SLA Industries, Second Edition, COVID-19 struck. In response, the publisher released Ex-Mass, a PDF supplement of support that fans of the roleplaying game could play quickly and easily with relatively little preparation. This was followed up with a new series, Progress Reports, which provided further support for the World of Progress, in the form of BPNs, campaigns, threats, and more. By 2022, Nightfall Games had managed to publish SLA Industries, Second Edition and would continue to publish further Progress Reports through the COVID-19 lockdowns and beyond. Today, Nightfall Games has classified the first, Ex-Mass, as a Progress Report, and collected it into a slim volume of its own, Progress Reports Codified – Zero to Five. They are each separate in the supplement, so they come complete with their editorials as they originally appeared, so they feel just a little like time capsules from a very strange time.

Progress Reports Codified – Zero to Five opens with what was Ex-Mass, but is now SLA Industries 2nd Edition: Progress Report Issue Zero, a short piece which offers a Hunter Sheet, ‘Copycat Jack’, in which the Operatives are tasked with tackling a vandal, dressed like a cartoon version of Halloween Jack, who has gone from being a nuisance to a danger. The scenario is built around Halloween as a festival and event on the Contract Circuit, which is popular across the whole of Mort, and is short, but escalates in a surprising, though in both an annoying and a challenging way. Accompanying this is a short history of the battle taxi, which does feel too short, but still informative. A picture or two, would have been useful too, but it is a nice little article.

SLA Industries 2nd Edition: Progress Report Issue One, steps up and provides the Game Master with a campaign. This is ‘The Uptown Funk’, which gets down and dirty and into the Mort’s sex trade—one of several adult themes which run throughout the supplement. Involving a private member’s club and extortion, this is as dark and seedy as you would imagine, and has a nasty sting in the tale for one Player Character. Accompanying it is ‘Family Ties’, an updated scenario that originally appeared in Role Player Independent Volume 1, Issue 12. It opens with the Player Characters working for the Department of Investigation to investigate the death of an Operative. It haphazardly (by intent) shifts into a hunt for a serial killer. The hunt is made all the more challenging by the nature of the serial killer, although it will help if one of the Operative is an Ebon. The scenario is nicely detailed and the updating has been handled well. Rounding out the issue are two NPCs, a Shaktar Operative who is not a warrior as is traditional for his people, but a medic—and one with an embarrassing secret, whilst the other is Wraithen sniper with a sense of humour. Full stats are provided and they can be used as replacement Player Characters too.

SLA Industries 2nd Edition: Progress Report Issue Two expands in size and content, focusing now on new additions for the then new second edition of SLA Industries. Here it is upon the Carrien and the Cannibals and their activities, previously explored in detail in the superb Cannibal Sector 1. First, the idea that the Carrien each might collect trinkets and keep them in boxes is weird and quirky, but ‘Sector Treasures’ shows that they do and provides tables for what might be found in their trinket boxes. Second, the Harridan is a new type of Cannibal, previously unseen, which has been penetrating Inner Downtown where it has been leading cults dedicated to Rawhead. Her description is accompanied by four BPNs that if played through, reveal more and more about the Harridan. ‘Old Meg Rattlebones’ has a folkloric feel, with children in a Downtown Sector telling tales of a hideous witch lurking at their bedroom windows at night, her entry foiled by a cat skull placed on the windowsill. Of course, the authorities have been ignoring such bedtime stories and now it is too late! There are more BPNs in ‘The BPN Cookbook’, ten hooks that the Game Master can develop into fuller missions. ‘Red Head’ is one of several pieces of dark fiction the Progress Reports and Progress Reports Codified – Zero to Five that shows how bad or at least, how bleak, life on Mort is.

SLA Industries 2nd Edition: Progress Report Issue Three carries on from SLA Industries 2nd Edition: Progress Report Issue Two with the second half of ‘The BPN Cookbook’, adding a further six missions for the Game Master to develop. However, the most interesting entry here is ‘Vevaphon: The End’ which explains why the Vevaphon is no longer in SLA Industries, having been introduced in the Karma Sourcebook, published by Wizards of the Coast in 1994. This is an in-game explanation that also charts the rise of the Doppelganger Institute that developed the Vevaphon and not only its fall from grace with the failure of the programme, the efforts of SLA Industries to disavow its sponsorship of the programme and destroy all the remaining Vevaphon. It is an engaging colour piece that is backed up with a campaign seed that begins with a Hunter Sheet for a rogue Manchine and leads into revelations about the last of the reviled and sad creatures. It also enables the game Master to use the Vevaphon in her own campaign. The issue also describes The Pit, the premier, most famous and infamous, night club in Mort, open to SLA Operatives, and a detailed scenario, ‘Beyond the Wall, which needs expanding, but takes the Player Characters on what is supposed to be a milk run into Cannibal Sector 1 to provide protection for a documentary crew. Of course, it goes wrong and the Player Characters find themselves stranded and long way from the wall that separates Mort from Cannibal Sector 1. The issue comes to a close with some good NPCs, including a very pushy Soft Company salesperson, an overly helpful young ganger, and more!

SLA Industries does focus on Cannibal Sector 1, so it is good to see coverage of Cannibal Sector 2 in SLA Industries 2nd Edition: Progress Report Issue Four. However, its description of a former industrial site dedicated to provision of water to Mort is not nearly as interesting as the wealth of information and background given in Cannibal Sector 1. There is much more development required here before the Game Master can use this in her campaign, but she is helped by the addition of stats for common threats and some mission ideas. Overall, a good introduction to the area. ‘Conflict Aliens – Cyclones’ introduces one of the species that SLA Industries is in long term conflict as part of the ongoing wars and their response which would ultimately result in a bioengineered virus being unleashed upon Mort. This is the ‘Cyconaviridae’ virus, which quickly transforms the infected into an enhanced member of a collective that together methodically and quietly works to further spread the infection. It is accompanied with some scenario hooks such as having a viral outbreak amongst a Shiver outpost at a Bridgehead in Cannibal Sector 1 or an accidental outbreak in Downtown. There are no specific BPNs attached to the ideas, but the ideas are very workable if the Game Master wants to bring the horror of infection and loss of personality into her campaign. More light-hearted are ‘Making a Killing’ and ‘Cannibal Run’, although neither sound it! The former discusses the trade in BPN Coins, rewards from SLA Industries for completing missions that Operatives can purchase and if they want, subsequently sell to the thriving market of civilian collectors. It provides another revenue stream for the financially strapped Operative and adds yet more flavour to the World of Progress. The latter, ‘Cannibal Run’, makes entire sense given that one of the SLA Industries authors is a very dedicated racing fan and provides some suggestions races might be run in Cannibal Sector 1. The Game Master will need to develop them further and flesh events with more detail, but the concept is perfect for the Operative with a high Drive skill.

Progress Reports Codified – Zero to Five comes to a close with SLA Industries 2nd Edition: Progress Report Issue Five. It opens on a sombre note, highlighting the sad death of Morton T. Smith, one of the earliest contributors to SLA Industries, at the age of 53. Likewise, it ends on a typically bleak note with ‘The Murder of Croaks’, the last fiction in the issue and the anthology. The issue consists of the single scenario, ‘Here Piggy, Piggy!’. This exposes the Operatives to corporate shenanigans at Bonk!, a soft company specialising in advertising. The ventilation tunnels of the Bonk! Offices have become infested Landorian Bullet Pigs and the managing director has already been attacked. The Operatives are assigned by the Department of Sanitation to clear out the contamination and present the invoice to those responsible! This is an entertainingly detailed scenario with an emphasise on interaction and investigation whose possible outcomes are explored in similar detail. This includes advice on sponsorship and the use of catchphrases in game. Overall, this is a real change of tone from the horror and combat typical of other BPNs and is a really fun scenario.

Physically, Progress Reports Codified – Zero to Five is very well-presented. It needs a slight edit in places, but the artwork is as good as to be expected for a SLA Industries supplement, the writing is decent, and it gets away with not needing an index with its relatively short page length.

Even if the Game Master has the individual issues of the Progress Reports, it is still great to have them in print and all in one place in Progress Reports Codified – Zero to Five. This is a great looking book that really is replete with highly gameable content as well as content that the Game Master can further develop herself. Elsewhere, ‘Vevaphon: The End’ is a terrific piece of world building that also neatly explains a change in SLA Industries, Second Edition, whilst ‘Making a Killing’ adds colour and flavour. Progress Reports Codified – Zero to Five is a miscellany that every SLA Industries Game Master is genuinely going to find useful and want to have with so much playable material in its pages.

Monday, 18 December 2023

[Fanzine Focus XXXIII] The Slasher, Issue One

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, despite the revival of the fanzine having been specifically part of the Old School Renaissance, the format has also been revived for other roleplaying games too, and sometimes in quite a clever fashion, into the bargain.

The Slasher, Issue One is a fanzine for SLA Industries, the roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism. It focuses in particular upon the elements of ultraviolence, the mediatisation of murder, and serial killer sensationalism—the latter in particular--and does so in a particularly British style. For The Slasher, Issue One is not a gaming supplement per se, but rather an in-game publication about the culture and adulation of serial killers in the World of Progress. Its inspiration is The Digger, a long-running and very local to the city of Glasgow newspaper or magazine focusing on crime and corruption in the city. It is written though, in the style of a ‘Red Top’ tabloid newspaper, like The Sun or The Daily Mail, full of sensationalist writing and both embracing that sensationalism and condemning it at the same time, presented as exactly the sort of thing that the discerning citizen of Downtown would read. Highbrow this is not.

The front-page article of The Slasher, Issue One is utterly typical of the Red Top mentality. Titled ‘Loony Bin Lover’ it tells how teenage tearaway Debbie Roscoe, described in turn as ‘feckless’ and ‘thick-skulled’ (as in, ‘too thick to listen to sense’), is in love with the up-and-coming serial killer, Loony Bin, does not listen to the warnings of either her parents or her friends, and might even be pregnant (or ‘up the duff’) by him! The language and the tone captures the outrage at the idiocy and directionless of today’s youth in the World of Progress, whilst praising Loony Bin for his string of kills, and all done to sensationalise everything and anything. And it is this tone which pervades the whole issue, such as in ‘Nice to Mince Meat You’, in which the patrons of the soup kitchen, Helping Hand Hall, are complaining that they are being served bread and soup again, after the Elmersons Cognate took the place over and served their murder victims to said patrons in ‘pork-adjacent’ pies. Despite the source of the ingredients, the patrons really miss their meaty ‘treat’, and are thus treated as being thick in the article. Even serial killers cannot escape this kind of treatment, as in ‘The Big Uni Cheese Caper’ in which the Squeaky Barkers cognate of serial killers attempt a heist from a cheese factory in order to save on their packed lunches and it goes disastrously, foolishly wrong or in ‘Keep It In the Family’, which updates the latest doings of the Family Values’ cognate as broadcast on a Big Brother-style reality television show. In both cases, the serial killers are treated as figures of fun and foolishness.

Of course, at the same time, The Slasher, Issue One completely embraces the serial killer sensationalism of the World of Progress that places them on pedestals to be revered and lauded by the general public even as they commit bloody slaughter. In ‘Making Plans For Nigel’, Mr and Mrs Horton are literally mentally torturing their son Nigel in order to turn away from his desire to become an accountant and turn him into a serial killer which will make him famous—the serial killer equivalent of the stage mother. In ‘All the Goss’, the gossip column for The Slasher, the rumour is reported that old fan favourite—Socko (so called for the item of clothing he wears on his head)—has returned and is killing again, and that the number one serial killer, Halloween Jack, killed fifty SLA Industries employees during a Shift Block change (and more), and so on. Similarly, the authorities come in for a bit of a kicking, such as ‘Complete Balls-Up’, which details how a drunken mistake by Lieutenant Bergamot Balls, a Shiver commander, led to a murder spree by the Splash Damage Cognate and its subsequent escape, and in ‘Rotten To The Core!’ how the young scion of a notorious crime family is getting away with murder because of the family’s ties to SLA Industries.

There are also classified adverts and a letters page in The Slasher, Issue One, but what there is not is any game stats for SLA Industries. This is because the fanzine is an in-game resource that the players can read as much as the Game Master. Everything though, in the pages of the fanzine can be developed into something playable, enabling the players and their SLA Operatives to become involved in the stories that they have read about. Ideally, the Game Master will want to refer to Threat Analysis 1: Collateral for that and tailor the various serial killers whose exploits are described here to her campaign.

Physically, The Slasher, Issue One is perfect. With its big bold blocks of red and black it captures to a tee the look and feel of a tabloid newspaper and then goes one further with writing that salaciously emulates the sordid style of British Red Tops with its delight for a good punning headline. Then of course, the artwork. Again, perfect. 

The sizzling, soar away The Slasher, Issue One is a horrible product, idolising serial killers and acts of mass murder, as much as it is belittling the general populace. Yet it is horridly, fascinatingly funny because it is a satire on British newspaper journalism as much as it is on the horror to be found in SLA Industries’ World of Progress.

Sunday, 29 October 2023

Miskatonic Monday #236: A Red Red Rose

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Keith DEdinburgh

Setting: Modern Day Edinburgh
Product: Scenario
What You Get: Sixty-eight page, 4.40 MB Full Colour PDF

Elevator Pitch: Romeo & Juliet, Vampires & Ghouls & Ghosthunters! Oooh MY!
Plot Hook: Taking the tram leads to terror (it probably would have been nicer for everyone if you had all driven)
Plot Support: Staging advice,
eleven handouts, three maps, five NPCs, one Mythos artefact, and twelve Mythos creatures.
Production Values: Excellent

Pros
# Modern day monster on monster action (and love)
# Falls under ‘Your Monsters May Vary’
# One-shot maggot mystery (or campaign starter)
# Excellent handouts, maps, and portraits
# Detailed discussion of possible outcomes 
# Includes an optional ghosthunt with nice link to The Pharaoh’s Sacrifice (Jumpity, Jumpity, Jumpity)
# Scoleciphobia
# Sanguivoriphobia
# Hevimetaruphobia

Cons
# Needs a slight edit
# Non-Mythos scenario
# No pre-generated Investigators

Conclusion
# Well done, monstrous treatment of a classic set-up
# Detailed and very well supported scenario

Friday, 27 October 2023

Miskatonic Monday #228: Alpaca on a Plane

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: John Hedge

Setting: Modern Day Orkney
Product: One-Shot
What You Get: Twenty-nine page, 46.51 MB Full Colour PDF

Elevator Pitch: A whodunnit with a South American camelid mammal one stormy night.
Plot Hook: Survival from a plane crash turns into survival horror
Plot Support: Staging advice, six (or seven) pre-generated Investigators, one maps, four (five) NPCs
, and one Mythos creature.
Production Values: Adequate

Pros
# Multiple antagonist options with suspicious actions and dark secrets
# One-shot murder mystery (or campaign starter)
# Great opening scene with the plane crash
# Nice sense of isolation
# Aerophobia
# Homichlophobia
# Alpacomaphobia

Cons
# Needs a slight edit

Conclusion
# Flexible set-up keeps antagonist mysterious
# Enjoyably isolated murder mystery with Alpaca bonus and great opening scene

Friday, 29 September 2023

SLA Species I

SLA Industries Species Guide 1: Shaktar – Wraithen is a supplement for SLA Industries, the roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism. S.L.A. Industries has its headquarters on Mort City, its rain sodden, polluted, and overly populated heart, located on the industrially stripped planet of Mort and surrounded by five Cannibal Sectors, and from here it governs the planet and the World of Progress beyond, encompassing all of known space. It is here the citizens come from far and wide to enlist in Meny to become SLA Operatives and part of the mediatised programme even as they protect SLA Industries and the World of Progress from innumerable threats from without—and some from within. Some of the most loyal of citizens who serve as Operatives are the Shaktar and the Wraithen and have been part of the Operative Programme since the start and it is both of these that the subject of the species guide for SLA Industries.

SLA Industries Species Guide 1: Shaktar – Wraithen is a slim volume that divides its content equally between the two very different species. These are the honourable warriors that are the Shaktar and the hyperactive hunters that are the Wraithen. In both cases it provides details of each species, their history and home world, culture and outlook, and connection to SLA Industries. This is supported with details of some of the species indigenous to their homeworlds, arms and armour particular to their species, and new additions to the rules. These include new skill packages and Traits for use with Player Character or NPC creation as well as Feats for cinematic action, and their outlook and attitude towards the other species who typically sign up as a SLA Operatives. Beyond this, there is extra content as such as details of the Shaktar faith and of ‘The Killbox’ in Mort City, an attraction in Little Polo—the Wraithen focused entertainment district—where a five-kilometre square area underground has been turned into a killzone watched by a live audience that only one team has so survived. Plus, there are two BPN—BluePrint News files—tasks tied to the Wraithen Liberation Front, a political movement dedicated to Wraithen life to what it once was on Polo before SLA Industries arrived, and a Hunter Sheet for ‘The Copycat Killer’, which directs the Operatives to track down a serial killer who is murdering the bird-like Nephrons in the style of a Wraithen presently arrested as the perpetrators of the crimes.

There is a sense of duality which rules throughout the supplement. Most obviously in the two very species presented in its pages. The Shaktar, stoic, valorous, honourable, and always at war with something—themselves, the pitiless nature of society, or an enemy of SLA Industries, versus the Wraithen, ultra-competitive, win-at-all-costs, casually sadistic, impulsive hunters with low attention spans. Yet even within the Shaktar, there is a duality, between the ideologies of those who follow the Shining Moons and those who follow the Shadow Moons. The Shining Moon Tribes have long been allied with SLA Industries, whereas the Shadow Moon Tribes worship the White Earth. The Shaktar embrace war and conflict, but feel the need to counter this violence by paying a debt to society, by doing good works, helping others and so on. They call this ‘The Sword and the Bowl’. When a Shaktar has no purpose, such as undertaking an ordeal, pursuing an injustice, going after the Ion Pirates—Shaktar who follow the Dark Moons, he is unbalanced and tip into its counterpart, Emptiness. This is the absence of joy, faith, and compassion and the Shaktar is in danger of slipping onto the path under the Dark Moons. Dualism plays out again and again with the Shaktar, adding depth and detail, but not so with the Wraithen. They are much more straightforward and direct, having no sense of reflection like the Shaktar do, regarding the need for faith and honour as a waste of time when one could instead be winning and being the best. The focus for them and on them is on the immediacy of what they want.

In the first half of SLA Industries Species Guide 1: Shaktar – Wraithen, the focus is on the Shaktar, reptilian humanoids of The Shining Moon Tribes and the balance in the Shaktar species. The descriptions are full of details that the Game Master can use to bring their culture to life. For example, the ‘sword’ aspect of ‘The Sword and the Bowl’ is easy to fulfil with combat and violent deeds, but the ‘bowl’ requires charitable, unselfish deeds, which need to be resolved and accepted by a Shaktarian Confessor or Priest. Here then is a roleplaying opportunity that can only be made the more interesting if the Shaktar’s squadmates have to get involved too. Ordeals—grand, self-appointed quests—drive a Shaktar’s actions too, so every Player Character Shaktar should be on one or thinking about one. The Game Master can flesh out the Player Character Shaktar’s relation with the Confessor or Priest using the accompanying description of Shaktar religion, whilst the Tribal Education packages are good for Shaktar who are native to the worlds of the Shaktar Nation, though all Shaktar trace their lineage back to the eight tribes or castes. The supplement adds Language: Shaktarian and Lore: Shaktarian, though only the Progressive dialect of the Shaktarian language can be spoken outsiders, the Dawn language bing incomprehensible and unpronounceable. New equipment includes the HonourBound armour, which can only be given as a gift to those Shaktar on an ordeal and must be worn until the ordeal is complete, Ion weapons that fire positively-charged ions, S’k’-r’n blades made from the bones of personally vanquished foes, and legendary weapons—weapons, armour, and artefacts that have lost since the Conflict Era and Green and Yellow BPNs are used to recover. Shaktar starting skill packages include Gallant, Stalwart, K’th Priest, and R’tha Champion—the latter from a religious sect of warriors dedicated to the destruction of anything connected to the White Earth. Feats include Battle Lust for Body to act before Initiative is rolled for and Shadow Blood for Bravado and a Shaktar who has family members who have fallen into Emptiness or aligned with the Shadow Moon Tribes. Can he be trusted? Rules are included for Shaktar honour codes, Lineage, Acclaim, and Blessings, enabling the Game Master to bring out more Shaktar culture in play.

By comparison, the Wraithen are shallow. What the highly competitive fast-moving apex predators are not—as the supplement makes clear is ‘comedy cat people’, ‘attractive to other species’ because they are too alien with their movement and big jaws full of teeth, or indeed, savages, honourable, stupid, or actually evil. It is a warning upfront to the Game Master and player alike on how to roleplay given how alien they are. There plenty of details also what does keep their attention span, such as the ‘Hlicks’ or ‘Hunting Flicks’ which show fast-moving prey animals hunting and culminate in a bloody kill (there is the suggestion of underground Hlicks where the target is a humanoid being hunted by skilled SLA Operatives), Wraithen focused adverts, and Little Polo, the district specifically designed to cater to Wraithen. There is some background on the Wraithen homeworld of Polo, extremely cold such that Wraiten need a bio-implant to encounter the effects of the heat on Mort, but in someways the means of getting off it and into SLA Operatives training at Meny is more interesting, SLA Industry having turned the application process for young Wraithen into a game! New skill packages include the Media Darling, the Big Game Hunter, the Saboteur, the Sneak Thief, and many more. Wraithen specific hardware includes the WWD ‘Heart Stopper’ Blade, originally designed as a filleting and flensing knife, but now used as a finesse weapon, WWD ‘Monofangs’, and FEN 313 ‘Goodnight Sweetheart’ Tranq Rifle, which can fire a range of drug-delivering darts. Some tranquilise the target—with or without leaving an aftertaste, and some like Kickoff, causes uncontrollable and indiscriminate aggression, so can be used to make a hunt all the more challenging. There is the comment that bored Wraithen are known to fire a dose of this into their squadmates because they simply bored… Besides a wide range of arms and armour—WWD ‘Ishmael’ Harpoon Launcher from hunting Ice Whales on Polo anyone?—there are a lot of new Feats, such as ‘Nine Lives’ for Body, with which they avoid a killing blow, but are knocked prone and stunned and ‘Me?’ for Bravado which enables a Wraithen to feign innocence by blaming someone else. New Traits include Double Jointed, Perfect Balance, and (really, really) Short attention Span. 

Physically, SLA Industries Species Guide 1: Shaktar – Wraithen is very well-presented. The artwork is as good as to be expected for a SLA Industries supplement, the writing is decent, and it gets away with not needing an index with its relatively short page length.

SLA Industries Species Guide 1: Shaktar – Wraithen is a good resource for the player and Game Master of SLA Industries alike. The player has extra background about his character and plenty of new character options to help him bring them into play, whilst the Game Master has content she can use to showcase both the Shaktar and the Wraithen and their culture and outlook in her campaign and provide species specific content for Shaktar and Wraithen Player Characters, both on their homeworlds and off.

Sunday, 13 August 2023

Extraordinary Enemies

Threat Analysis 1: Collateral
is simply put, the bestiary and monster book for S.L.A. Industries, the roleplaying game set in a far future dystopia of corporate greed, commodification of ultraviolence, the mediatisation of murder, conspiracy, and urban horror, and serial killer sensationalism. Mort City, its rain sodden, polluted, and overly populated heart, located on the industrially stripped planet of Mort and surrounded by five Cannibal Sectors, is beset by threats from within and from without. Dream Entities materialise from anomalies in the fabric of reality and feed and draw upon the bleakest of thoughts and darkest of desires and so become the monsters that the citizens of Mort City’s Downtown fear the most. Mort City’s gangs offer family and even an element of hope to the city’s disenfranchised youth and as they have corporatized, they have created a niche for themselves in Mort City’s ecology. Manchines are the relics of past age, cyborgs created to quell mass riots, suborned by a dangerous intelligence who is a major threat to S.L.A. Industries. Serial Killers are pervasive in Downtown, driven to kill after a childhood of televised gore, junk food, and ingrained malaise, the most murderous of them in turn becoming stars in the televised gore being feed to the next generation. Ex-War Criminals are ex-military veterans unable to integrate back into society who go into hiding with their gear, either deep in Downtown or into the Cannibal Sectors where they really do not want to be disturbed. Unfortunately, S.L.A. Industries has other ideas. Carrien are the descendants of an alien race in S.L.A. Industries, devolved into bestial, ravaging creatures, most likely to be found in the Cannibal Sectors, as are the eponymous Cannibals. Scavs are the result of another scientific breakthrough, this time biogenetic, the gasmask-wearing armoured humanoids who having established outposts deep in Lower Downtown to study the inhabitants and how the city works. These are just some of the creatures, as well as their arms, armour, equipment, and motivation, detailed in Threat Analysis 1: Collateral, and this is not the only content in the supplement.

Threat Analysis 1: Collateral opens with a chapter on the ‘Dream Entities’. First introduced in the excellent supplement, Cannibal Sector One, these are the by-products of the breakdown in reality that initially take the form of negative energy, but which coalesces into a Dream Sac. This feeds on immediate vicinity’s history of violence, fear, and folklore. The Dream Sac gives birth to a still unreal creature that can evolve into something that not only embodies that history of violence, fear, and folklore, it reinforces it. However, there are numerous paths down which the entity in the Dream Sac can evolve, potentially going through multiple phases, from the initial Embryonic Phase, through the Juvenile Phase, Bloom Phase, and Consolidation Phase, and into the Integration Phase when the Dream Entity becomes organic and part of reality. Thankfully, these creatures are rare, but there are numerous other types of Dream Entities that SLA Operatives might encounter otherwise. These include the Titter which likes to present themselves as lost children, crying out for help, but ready to strike at whomever comes to their aid and then torture and murder with childlike glee; the Green Horror which rose up from the massacre of Shivers in Cannibal Sector One and almost organically replicates and warps the green Body Blocker armour that Shivers are renowned for wearing; and the Rainfolk, which whilst looking like ordinary Downtown citizens, unnerve those around them with unblinking eyes and unsettling mannerisms. Then there is the Dream Master, which leads and ensnares other Dream Entities, aiming to build a Dream Army. Lastly even their presence can have deleterious effect upon the environment, infecting Citizens with a deteriorating effect known as The Grey which appears to spread memetically and can lead to whole neighbourhoods being condemned if not dealt with.

In addition to detailing the various types of Dream Entity and their evolution, the chapter details the abilities they can have. These include Manifestation Abilities like ‘Cannibalistic Regeneration’ and ‘Dread Stench’ and Distortions, the main form of attack for Dream Entities, which affect the reality around their victims, like Mind Control and Time Distortion. There is Dream Hardware too, ranging from weapons such as the Dream Blade and Fear Staff to Dream-interpreted equipment such as the Oinky-Boinky and Oopsie Daisy, the former pig-like toy you do not want to possess and the latter a weaponised balloon from a children’s television series… There is no denying the weirdness of Dream Entities and it was a weirdness that seemed intrusive when they first appeared in Cannibal Sector One. Here though, they are better and more clearly explained, and given a wider range of options which will allow the Game Master to underplay that weirdness or go full blast with it.

The treatment of ‘Mort City Gangs’ is a contrast in the conventional after the Dream Entities. This talks about gang structure, gang values and activities, and roles within a gang along with their stats. This goes from Gang Boss at the top all the way down to Gang Prospects. Notably, gangs are organised, many having signed up to a Gang Charter that regulates their activities and those of their members, primarily as a means to make money, but do so without attracting the undue attention of S.L.A. Industries. Several gangs are described as well, including Krosstown Traffic, which is noted as one of Mort City’s oldest surviving gangs (having been referenced in numerous supplements for the roleplaying game), but not necessarily its largest. There is even a gang of Dream Entities, consisting of Titters, though they are not really a gang in the traditional sense. Instead of making money through robberies or protection rackets, its members are sent out to scavenge for ‘objects of interest’ for their Dream Master. The Gang Code is detailed, as are the weapons sold to them by soft companies and K’Shangs, the civilian powersuits that the gangs like to modify and use. Of course, the gangs are presented as a threat, but out of all the threats presented in Threat Analysis 1: Collateral, this one has the possibility to be basis of a S.L.A. Industries campaign, just from a different angle to that of SLA Ops.

However, the one threat that is presented as a Player Character option are the Manchines. Originally built to quell civil unrest, Digger took control of them and turned them against S.L.A. Industries. Now they form a network of lairs connected by a radio network, monitoring activities across the Cannibal Sectors and into Downtown. They are surprisingly docile, really only active when one is disturbed and attacked, and if destroyed, the others moving to fill the hole in the network. Manchines are scary because they wrap themselves in human flesh, but some do break connect with Digger and they resume their old programming. This opens up the possibility of a Player Character Manchine, even as an unsanctioned SLA Op, and there is a full list of modifications to customise both NPCs and possible Player Characters.

‘Serial Killers’ are given a similar treatment to the earlier Mort City Gangs. It categorises them and gives them stats as well as presenting ‘The Homicidal Pattern’, a list of common factors that seem to drive the creation of Serial Killers in Downtown. Cognates—Serial Killer collectives—are also discussed, along with examples, and so is the current status of Serial Killers in Mort City. Whilst they are often hunted by S.L.A. Industries, the soft company, Realtime Media broadcasts film of their activities, most notably on Channel Slice and Dice with its primetime Blood Soaked Hour which shows a Cognate facing another threat. This is supported by S.L.A. Industries to the point where a Serial Killer is allowed to get a ShowBiz Agent and when he has, he can legally travel to see his agent without the possibility of his being arrested.

Both ‘Scary Monsters’ and ‘Planet Mort Fauna’ details a wide of threats. In the former, this includes numerous types of Ex-War Criminals—War World Veterans currently lured into broadcast combat in Cannibal Sector Three by Realtime Media, the feral descendants of aliens known as Carrien, and numerous types of Cannibals, such as Cannibal Butcher, Cannibal Mastiff, and Cannibal Outcast. In the latter, the most normal creatures are the Carnivorous Pigs and Canines. Add to that Arrowhead Cockroach, which infests Downtown and the Cannibal Sectors and can change its carapace pattern and colour in response to threats, but it also can be turned into a cheesy past; Cannibals and other creatures transformed into Sector Mutants—KZ Mutants, KZ Dogs, and Skulkers—after drinking from heavily polluted pools in the Cannibal Sectors; and Gnaggots, maggot-like creatures capable of flight with a headache-inducing stench and mandibles that can bit through some armour, which can spend years dormant underground before bursting from the ground under the right climatic conditions in their thousands and swarming their targets. In between, ‘The Children of Scarogg’ present the descendants of biogenetic experimentation that S.L.A. Industries kept secret. Known as both Scavs and Vodyanoy, the former because they will attack and scavenge the arms and armour of anyone they attack. The gasmask wearing, towering figures have begun to infiltrate Downtown where they establish bases and outposts where they can begin to observe and experiment on the inhabitants. They have even begun taking over or establishing factories far from the eyes of S.L.A. Industries, where for the most part, they are safe from attack or interference.

The last chapter in Threat Analysis 1: Collateral returns to the subject of the first, ‘Dream Entities’, although from a different angle. ‘Naga 7 Division’ is both a new and a very ancient department within the hierarchy of S.L.A. Industries, dedicated to investigating and cataloguing the nature of reality of the World of Progress and beyond and assessing and dealing with the threats to it. This most obviously includes Dream Entities and Naga 7 Division trains agents who often work alongside SLA Ops to handle BPNs (S.L.A. Industries’ assignments) specific to its remit. As well as a detailed history of Naga 7 Division, which highlights its secretive and often duplicitous nature, the chapter gives three new options for the Player Character. These are Field Agents—Humans who have the ability to ‘Sense Artefact’ and locate the relics and legendary items from the past or beyond reality; Aethernauts—specialists who conduct the field work necessary to understand Dream Entities; and AetherTrackers—Advanced Carrien capable of tracking Dream Entities with ‘Dreamhound’. Operatives from Naga 7 Division are assigned Aether Armour suits, capable of withstanding the effects of the Gray and other esoteric threats, and weapons such as the Fracture Blade or Volt Gun, which are capable damaging Dream Entities. Operatives from Naga 7 Division are expected to undertake standard BPNs like any other SLA Op, but in game terms their role is very specific and the Game Master will want to decide whether she wants to include them and how much, just as she will with the Dream Entities from the start of the book. The obvious option is to run a campaign primarily focused around Naga 7 Division and the Dream Entities, which would explore and push at the nature of the reality of World of Progress and S.L.A. Industries as a setting.

Besides all of the threats and monsters described in the pages of Threat Analysis 1: Collateral, the supplement has another aspect which makes it all the more interesting. This is the amount of colour fiction which permeates the book with commentary on almost every aspect of the threats and other content found within its pages. This is both within the World of Progress and without the World of Progress, developing the secrets revealed and hinted at in S.L.A. Industries, Second Edition. Above all, the colour fiction brings flavour and in-game perspective to the setting.

Physically, Threat Analysis 1: Collateral is a clean, tidy looking book. It needs a slight edit in places, but the artwork is superb, brilliantly depicting the weird and worrisome threats in the supplement in almost too rich a detail, just as in other supplements for S.L.A. Industries.

Threat Analysis 1: Collateral is a supplement that every S.L.A. Industries Game Master is going to want and need. It is no mere collection of stats, but lives up to its title of ‘Threat Analysis’ by examining and assessing each danger to Mort City and the World of Progress in detail that will enable the Game Master to make each and every one interesting, even intriguing, and very likely monstrously repulsive, rather than simply something to just kill.

Monday, 10 October 2022

Miskatonic Monday #135: The Pharaoh’s Sacrifice

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...

The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Publisher: Chaosium, Inc.
Author: Keith DEdinburgh

Setting: Jazz Age Edinburgh
Product: Scenario
What You Get: Fifty page, 2.66 MB Full Colour PDF

Elevator Pitch: Some moves in the game will make you lose more than the game.
Plot Hook: Missing anthropologist leads to ludographic horror!
Plot Support: Eight NPCs, twelve handouts, two maps, one Mythos spell, one Mythos tome, and two Mythos monsters.
Production Values: Decent.

Pros
# Solid Edinburgh-set investigation
# Potential addition to a Shadows Over Scotland campaign
# Engaging combination of themes
# Good handouts
# Intriguing twist upon the widower bringing wife back from the dead set-up
# Ludophobia

Cons
# Intriguing twist upon the widower bringing wife back from the dead set-up
# More maps would have been useful
# Unnecessary Sanity losses in places
# Potential for Investigators and players to get lost in rabbit holes
# Jumpity is not a real game

Conclusion
# Clichéd backstory and motivations are enlivened by solid investigation and engaging combination of themes
# Decently done handouts support a scenario easily added to a Scotland or United Kingdom-set campaign