About SLA Industries.   Posted by GM.Group: 0
 GM, 3 posts
Thu 19 Apr 2018
at 18:48
About SLA Industries

SLA Industries is about horror, paranoia and oppression. The guns just up the stakes. I do not want to promote SLA as a gun-fest, and material which focuses heavily on combat, the war worlds or plain violence will, in all likelihood, be rejected.

Don't refer to Mr. Slayer by name unless it is directly appropriate; refer to the company instead. Mr. Slayer (only his enemies call him just 'Slayer') makes 4 or 5 public appearances a year. These are usually on the Vid.  The reason, someone is always listening and 'Mr Slayer' is a known (at least to ops) as a filter word picked up by most media devices.

Submissions are often informal and personalized. This is OK in small doses, but the feel of the material should be dark and oppressive as a whole. One further thing to bear in mind is to avoid sounding judgmental about any aspects of life - quotes about 'scummy unemployed', 'how sad, he still lives with his parents' or other things of that nature are highly offensive to many people.

Remember that the Operatives (Ops, Slops) aren't perceived by the general public to have much in the way of authority. OK, they can kill you with good reason, but if an Op told a civilian (Civvies, Civs) (or a Shiver!) to clean his shoes, he'd be told to "piss off". If he then got violent, it is likely that Cloak Division would take an unhealthy interest in this budding new Serial Killer.  You are not the police, you are company troubleshooters.  That is unless you are currently working a BPN, in which case you have as much authority you can command based on the BPN type. For as much a some civilians might not care about you as an individual, the company is not an entity they want to get on the wrong side of.


Often, there is a strong element of comedy in text. In many cases this would be fine. However, in SLA, any humor has a dark, unfunny side to it. The World of Progress is a dark place of no hope. Joy and happiness come in short supply - a cigarette after sex, a too-short orgasm, a cold beer, that double chocolate cookie, these are the only real forms of happiness to be found; five seconds here and there before the oppressive world of progress comes crashing back in.  As Player Characters you are obviously allowed to bring the laughs but they key is to remember that those around you might not feel the same way as you do and not to get upset personally if NPC's don't laugh at your jokes or join in.

Corporate wheeling and dealing

Corporates do not get involved with the Black Market or with Soft Companies, except in *very* unusual circumstances. Yes, in general, they're treacherous, supercilious and think that Ops are cattle. Yes, in general, they'll stab the Ops in the back if they think it is appropriate. Some are honorable. A few are actually pleasant. Very, very few are stupid.


Not all Ops are callous, cynical and greedy. You should not encourage this attitude in the form of general statements; specific statements (or moans from Civs/Shivers) are fine, but don't give the reader the impression that s/he has to play a cold, greedy, species-ist psychopath. Ops are not mercenaries; they are elite agents trying their best to do a very hard job in a basically hostile environment.

Ops and Civilians

Operatives do not have total control over the civilian population of Mort. The only reason the civvies do as they are told is because the Op is carrying a gun - wouldn't you?. In the World of Progress, the population has the illusion of free will & choice, including any interest in or loyalty to SLA. Civilians have little (if any) respect for the Ops and show this in their treatment of them. This comes from the hatred of the Shivers that maltreat and abuse civilians for a number of reasons. Shivers work for SLA. Operatives also work for SLA, therefore Operatives and Shivers are the same and should be treated the same, right?

Operative attitudes - particularly human ones - vary considerably. Do not say that all Ops are "greedy, cold, bigoted bastards", because that is giving the players strict - and unwanted - instructions. As a rather contradictory statement, please also note that all non- human NPC characters should fit their general racial stereotypes. In particular, remember that Ebons are ALIENS. They are NOT human, and they do not always see the world with anything even faintly resembling a human mindset.  Wraith Raiders prefer to hunt live food and are trained to see the city as a kind of jungle.  The Shakhtar's system of honor might seems counterproductive or even stupid at times but again, they are aliens and for the majority it is a way of life.  They will die and most certainly kill for that way of life.  Even Frothers, though they were human once, are no longer, not really.  Insult a Frother's Clan at your own peril, gun carrying Op or not.

Ops and Shivers

If you carry the mentality of "Shivers just seem to be there for target practice" Try and follow through with it, and you may find yourself in serious problems. If you screw around with Shivers, then remember that there are several million more of them than there are of you. Some of them - particularly Enforcer Shivers - are also going to be considerably more dangerous with their support in mind. OK, they resent the higher rank & status of Ops and the requests that Ops can make of them, and they can be extremely obstructive and irritating. They are still SLA employees, and are ordered to report maltreatment to their superiors. Bully them, and you'll get stonewalled. Harm them, and you'll be up in front of Cloak Division before you can say "Eat HESH, you Shiver Scum".  Treat them with a sliver of respect and you might just find paperwork getting done quickly or even backup actually turning up when you need it.

3rd Eye and Blue Print News Files (BPNS)

Third Eye (3ird Eye) news teams are not at the "disposal of the Ops". The news teams make the news. If they don't like what the operatives are doing then the cameras go off. If the operatives try to complain, then "Freedom of the press" is the battle cry for all Third Eye news teams and they are right - 3rd Eye teams normally hold good SCLs to make sure that they have the complete freedom to report what they want. If a squad is trying to hunt down a serial killer then there is all the more reason for 3ird Eye to be with them all the time. Serial killer hunts make good TV.

Nearly everyone hates a particular type of BPN. Personally, I dislike Yellow operations. However, you should never refer to any BPN type in a scornful or offensive manner in the presence of 3rd Eye teams, it will get out and you might find yourself only getting those types of BPN's.

Slayers Crib and acquiring BPN's

"...stare at vid screens mindlessly until you see a BPN you like."

The whole process is nowhere near that easy. Forms have to be filled in and much waiting is done. The halls are really dark, depressing places that demoralize.

I see it like this:

The queue of Operatives seems to stretch out forever, the shifting mass of bodies slowly shuffling forward to the reception area, to be met by the smiling faces of the corporate clowns that operate the authorization system for the BPN circus.

To get a BPN, you must have the correct paperwork which consists of a number of forms that must be completed in triplicate. These forms all have the same questions, just set out in different formats to fool people into thinking they are all different and all necessary. These crucial forms can only be obtained by the Operatives at the front desk, which is currently a long way away at the front of that very long queue.

The air in the long, tunnel-like hall is damp and musty, filled with the stale smell of cigarette smoke and the overly sweet odor of Slosh. Operatives move to and fro, impatient in the bureaucratic limbo of the BPN office. Fast food couriers filter in and out of the waiting room with deliveries for those long suffering Ops who have made it past the red tape of the front desk. The more artistic pessimists adorn the floor and walls of the hall with personal messages of dissatisfaction at the administrative arrogance of the corporate management.

Having eventually reached the front desk, obtained the right forms and an eternity of form-filling later, you are allowed through into the waiting room, where - if past experience is any guide - they will spend the rest of the afternoon.

Ah, the waiting room.

This is the last bastion of bureaucratic irritation before Operatives are free to leave with the rewards of their ordeal - a BPN. Scattered across the hall like unwanted toys, the Operatives huddle round tables - some two to a chair in the crush of this demoralizing delay. The smoke of a thousand cigarettes hangs above them like a pall, a visible expression of the aura of depression that fills this gallery of gloom. And alongside it all, the smell of cold food, stale smoke and muddy, oily rain. The litter bins are overflowing with cans, cigarette stubs and food cartons.

Stormers lumber back and forth, impatient at this enforced inactivity. Brain Wasters look from side to side, hoping to meet the gaze of an unsuspecting Operative and relieve their boredom with a diverting interval of violence. Wraiths scan the hall, trying to look as though they are above the boredom and frustration suffered by the other races. Frothers sit, stand or stagger in the drugged state of delirium that helps them survive the waiting. Ebons gather in huddles, preferring the company of their own kind to that of the unenlightened. Soft chants and mutterings emanate from the Shaktars who sit here and there, deep in meditation and beyond the reach of time, boredom and frustration. Humans mingle and merge into every corner of the hall, taking on all of the aspects of the other races in the blind confusion known as mankind.

The doors that line the back of the hall are lavishly adorned with the angry graffiti of aggravated Operatives. The lights above them flip constantly from "Enter" to "Busy" and back again. The high-pitched squawk of the PA cuts through the general drone of conversation regularly, tinnily announcing the office numbers allotted to those lucky squads whose wait has ended. Its voice seems to have been tuned to the precise pitch of fingernails on a blackboard. It all just adds to the happy, friendly atmosphere.

Tempers fray easily here, and fights are common. The long wait, the endless red tape, the air and the overcrowding can work on an Op's nerves after hour upon hour of enforced idleness. Most disputes begin with small things, like taking someone else seat, jumping the queue, or simply having a face or an attitude that someone doesn't like.

Fighting in a BPN office is discouraged, and can lead to the Operatives involved acquiring a no-good BPN, or none at all. If things get serious, the guards (provided by Cloak Division) will step in, and some serious hurting will be done by all participants. All Ops know this, and they also know that at least some of the corporates who work in the BPN halls get their kicks out of pushing Ops to the limit to see if they'll crack. Sometimes, however, you just don't care.

When you finally get to chat to an official, he'll be contemptuous, sneering and offensive. If you do anything other than grovel, he'll generally give you a sewer BPN. Be pleasant, polite, and grateful for small mercies.

When you're finally out, you can get to work. At last.

War Worlds

These worlds are not like Vietnam. You sign up for a 6- month tour (or are built by Karma to fight until dead), unless a particularly evil Green/Black/Platinum BPN takes you to one of them. Troops have an average survival time of 28 hours on a war world; very, very few make the whole tour. Those who do are left insane, usually crazed psychopaths (on what they see as a holy mission for SLA) who are dropped in the Cannibal Sectors with all their armor and weapons. People on special missions may survive longer, but will pick up several ranks of psychoses. Not even NPCs flit in and out of War Worlds. Do not use them much, unless it is absolutely appropriate - a bit like Mr. Slayer.

Why War Worlds at all? Well, there are several things to bear in mind.

A few planets have unique resources, such as: Ores that can't be found elsewhere; special biomystical/ebb fields; a certain chemical, polymer or gene pattern in the biosphere; special environmental conditions; or some other such unrepeatable bonuses. Other planets are intrinsically ordinary, but one of the three powers builds a key base deep underground, or in some otherwise super-safe location. Finally, some planets manage to just piss off the three major powers, like Cross.

Any one of these planets can become a war world.

A war world occurs when a planet holds some element so vitally useful to one major power that one or both of the others cannot tolerate allowing that element to fall into the current occupier's hands. When that element is important enough to defend -- huge labs the size of a planet's core developing a new super-weapon; a unique ore of key importance; &c -- and the planet is not already defended with heavy-duty defences (to keep it low profile), a war world can result.

In some cases, the element in question will be destroyed and rendered obsolete. At this point, the war on that world will cease. In others, it does not lose its value, and the war will continue. Some war-worlds, like Dante, have been going on long enough to see continual intensification of the fighting to the point where it is simply not possible to cram any more ordnance on to it, and the average survival time is measured in minutes; in others, like Charlie's Point, the war is much lighter, and takes the form of continual skirmish and ambush. Occasionally, sometimes, one of the powers even manages to dislodge its enemies for long enough to seize the resource they were after; more often, it is simply obliterated or fought over so long it's no longer important.

You can guarantee, though, that for every war world that is finally abandoned, another will suddenly fall into the spotlight.

The spooks: Cloak Division, Internal Affairs, Dark Finders & Stigmartyr

Cloak Division are the 'only' public face of the entire wing of spooks. Dark Finders are their elite trouble-shooters, Internal Affairs are a rumor, and Stigmartyr are a barely-whispered source of terror. No IA agents will identify themselves as such - they'll normally say 'Cloak Division' if they have to say anything. Internal Affairs are called in by Cloak Division when things get really serious - not just naughty or mistaken, but actively corrupt.

If either division decides that a hit is necessary, or if a situation is going to be particularly dangerous, then the Dark Finders are sent out. Specially enhanced by Karma, Dark Finders have little in the way of feelings, and feel only an intense loyalty to SLA. They are extremely dangerous, and outrank all Shivers and most Ops.

Stigmartyr deal with the suppression of the Truth and related subjects, powers and entities. To see them, in general, is considered fair warning that your life expectancy is down to about 2 seconds. Many Ops wonder what they look like - those that do find out are unable to spread rumors. When they want to look obvious, Stigmartyr Agents wear (clean) white Dogeybone with a red Templar cross stenciled over the breast. The armor is pretty pointless compared to their abilities. When they want to look subtle, you wouldn't be able to pick them out of a crowd they wanted to blend into.

Who outranks whom?

Like any Machiavellian governmental system, SLA has several fairly discrete tiers of power, each tier having its own cabals and jihads (to use a couple of funky words with little provocation). At the top is Slayer, assisted and advised as appropriate by his little coterie of thugs, Teeth, Taarnish, Intruder and Senti - but particularly the good Preceptor. These are the only people who don't need an appointment, who hold SCL1 and know the Truth.

The first real tier of power lies beneath these legends, with the important departmental heads, planetary and system-wide governors and region coordinators, and other movers and shakers; Matt Cradle, Jacob Vayde, Alexander Xavier, Ernest Strand, Max Hagen and others. These are people who get to talk to Slayer in person, if it's been a very bad week. Like any circle of councilors, they are not friendly with each other, and spend a lot of time trying to undermine each other while they jockey for position. I classify these people as Illuminati - the people behind the scenes, making the day-to- day decisions. Only when stuff gets ****ed up does Slayer take much notice. This tier includes aides of each of the major players; even if the aides have no actual influence per se, everyone needs advisers. Illuminati have mighty SCLs, but they don't actually know the truth.

Beneath them are the influential - lesser department heads, important subordinates, the Deans of the universities, governors of cities, Lord Shahantian, major media figures, brilliant scientists, and so on. These are the great and the good, the highest tier to which any PC could ever aspire. They would not ever have contact with Head Office, unless Slayer summoned them.

The last rank of corporate influence is made up of everyone else with any faint sniff of power; middle managers, foremen, minor celebs, news editors, professors & head researchers, &c &c &c. These are the insignificant. They are the tier with which the vast majority of game-to-game plotting will take place.

So, in order of decreasing influence, we have legends, illuminati, influential, and insignificant.

What do the various security forces do?

The different security forces have similar roles, but with different mandates, and they tend to work at cross-purposes. I'll start from the bottom and work up, trying to compare the different forces to real equivalents. If you haven't read the section above, "Who outranks whom?", then please do so first.

Monarchs are store guards and mall security; little people with nothing to say who are nevertheless determined to say it as loudly as possible. They're controlled by anyone and everyone.

Shiver units & SCAFs are county police. They deal with the community, keep it doing more or less what it is supposed to, and make sure that the good citizens feel that they are being protected on a day to day basis. Like most fictional local police, they are at the beck and call of the insignificant power tier.

Ops are the FBI, but gone freelance. They're there to take care of the big things that we all know and love, like riots, subversives, killers and the like. They're the meat and bones of society's defense structure, not SLA's. They too are at the beck and call of the Insignificant power tier, even if they don't much like the fact.

Cloak Division is the CIA. They're there to take on the jobs that require a degree of central coordination, need sensitive handling, or are supposed to be kept secret. Also, like the CIA, they are in charge of operations which the "unenlightened" man on the street might consider detrimental to the public at large - the SLA equivalent of running drugs to the Contras, for example. Everyone knows they're sneaky and nasty, and they exceed their mandate. Although they are represented in the Illuminati, they work with the Influential. Their mandate is very broad indeed.

Dispersal Shivers are the national-guard - they are there to maintain peace and order in the face of severe public disturbance. The Influential have a degree of control over them - that is the tier they are responsible to, in effect - but their mandate is narrow: keep the public in their place.

Enforcer Shivers are more like a Black Ops hit squad. When someone or something everyday needs to be destroyed in the interests of the greater good, they get the job. They answer to the Illuminati, and don't really possess personalities. Think of them as drones.

Internal Affairs are the NSA. In theory, they're supposed to make sure everyone is a good, loyal little citizen. In practice, they take care of Black projects, internal surveillance operations, monitoring and control of destabilizing groups, and jobs which are not so much detrimental to the man on the street as fatal to him. They are more or less controlled by the Illuminati. They're secret in the same sort of way as MI6 is - It doesn’t exist, but everyone knows where their offices are anyway.

Dark Finders are field agents; they are, in effect, to Cloak and IA investigators as the Ops are to the Shivers - the ones who get it done. They're the being in the field who gets to do what the planners and intelligence agents have decided is necessary. They are also responsible for sensitive assassinations; the Enforcers are not used where secrecy is required. Some Dark-Finders are recruited and bio-enhanced from other services, while others are vatgrown. For real emergencies, there are rumors of a Darkfinder vatgrown variant that stands some 15-20 feet tall. Either way, part of the conditioning involves psychological manipulation to ensure loyalty and obedience. They do not know the Truth.

The Ebon Guard are little-mentioned, but they're the special Ebb-using forces. Their death-suit helmets are modified to ensure SLA loyalty and obedience, and they are highly enhanced beings. This makes them the Ebb equivalent of Darkfinders. In theory, they too are field agents for Cloak and Internal Affairs, but the nature of modifications made tends to divide the two forces into the Karma - Dark Lament rivalry. They are not Necanthropes - Necanthropes in the Intelligence community work for Cloak, IA, Stigmartyr or the Black Chapter only - but their powers, augmented by their training and special kit, are Necanthrope grade. They report to Teeth, but are at the disposal of the Illuminati. They do not know the Truth.

Stigmartyr are more like the British military's special intelligence task-force code-named SI-8. They're so secret that almost no-one has even heard of them, and those that have don't know what it's all about. Even within the Illuminati, information about them is very scarce indeed. They report directly to Teeth, and hold a James Bond style '00' rating - they can kill, destroy or seize anything they want to at any time without any shred of proof whatsoever, and don't even have to give a reason. All Stigmartyr agents know the Truth; all SLA-loyal individuals who know the Truth - apart from the Legends - are Stigmartyr agents, or dead. There is no middle ground. Stigmartyr's sole concern is to keep even the slightest hint of the Truth suppressed.

Finally, the Black Chapter are Slayer's private force. Their mandate is to do whatever Slayer wants them to do. They are all fanatically loyal and ludicrously dangerous, but whether they actually have minds or not is open to question. They won't talk to anyone else who isn't Slayer, let alone take orders from them.

Overview of the workings of the Ebb

What is flux? - Instability in the fabric of reality.

Where does flux come from? - The potential caused by probabilities that didn't happen, or by uncertainties in the universe that are not resolved (ala Schrödinger’s Cat). Collectively, they contribute to a vast universal sea of flux that sits just behind and outside of reality.

How does the Ebb user draw / regenerate his/her own flux? - The Ebon mind is able to subconsciously perceive the uncertainties and probabilities of the universe and tap into that quantum uncertainty for its own ends. The mind can handle certain amounts of that uncertainty before collapsing, and rest allows it to recharge that capacity. Drawing too much flux (i.e. beyond your limit) would destroy the mind completely, which is why the subconscious only allows the Ebon to draw as much as she can handle. Devices help by providing a reservoir of certainty to counterbalance the flux. Non-Ebons successfully opening their mind to such quantum uncertainty would have their brains turned into protein broth as cell atoms became non-determinate.

How does flux, fed through a formulaic equation, become the Ebb effect? - With the aid of a glyph that feeds the necessary environmental factors and channels to the Ebon's mind, she calculates the probability of what she desires being actual rather than potential, and the effects that would be required to bring that probability into existence, and their probabilities, and then having calculated all that information into a path for reality to move down, channels the universal uncertainty (up to their limit) to bring that event into causality.

But the fact that the formulae are well-founded and have a long historical heritage makes them far more probable than just the calculations they involve would permit. Billions of people *know* the equations work, so the universe is prepared to let probability be warped into their paths. Trying a related calculation without that weight of knowledge -- trying to invent a new formula, in other words -- is incredibly hard. It would have to be built up painstakingly by teams of Unions from tiny first principles that were already probable in their own right, and practiced time after time at each stage to bed the formula's elements into reality before moving to the next stage.

For example (and a rather poor example too *grin*), if Dark Lament wanted to develop a formula for creating food, they would need to start off with something like the probability that, having called a pizza delivery, it would be delivered to the research lab within a tight but reasonable time limit, and group-formulate that particular calculation 4000 or 5000 times before it became acceptable to the universe. Then they could slowly bring the time limit in tighter and tighter -- when you have your pizza being delivered within 5 minutes as acceptable, having it delivered in 4 mins 30 becomes reasonable, even though the rest of the city has to wait half an hour -- until delivery was instantaneous after making the phone call to order it. Then they could start working to have it miss-delivered as a result of someone else's call so it didn't need ordering, and, finally, (because it would now be acceptable to have your correct pizza miss-delivered to you instantaneously) work on the chances that it would be able to arrive without delivery or payment. At that point, other types of food delivery could be pushed down the same process (which would be getting easier all the time), and finally you'd arrive at a situation where the universe accepted that it would be reasonable for food to appear in front of an Ebon. The whole process would take about a hundred Necanthropes about 50 years, involve hundreds of millions of take-away dinners and a billion credits in fast-food alone, and piss off all the Necs totally as they don't eat any more (can you imagine the stench of a hundred million pizzas, in their boxes, rotting in the corner over 50 years *GRIN*? Just think of the cockroaches...!) Hardly justifiable to save some poncy brain-waster the 5c for a Meat Feast, this is why it hasn’t been developed. It does also mean though that there may be all sorts of ancient, suppressed formulae that were considered too dangerous lurking around to be found, because they would already be bedded in to the universe.

Incidentally, that isn't to imply that the universe is sentient, rather than as an event happens, it leaves behind a degree of probabilistic residue that makes it slightly easier for an almost identical event to happen again, another part of the reason why formulae have to be so precise.

What happens when the equation fails and the Ebb user looses his/her flux? - Other probabilities are too strong for the Ebb-user to overcome, and the probability she has channeled flux into fizzles.

You could work it so that an unbounded miss-calculation (ie a calculation based on a glyph with open environmental variables -- a glyph card rather than a Death-Suit, which is fully bounded -- causes all sorts of probability effects and/or brain-turning-to-mush effects, which is what makes Glyph Cards so dangerous. One of the reasons Death-Suits are so big is that they contain all possible bounding variable data items padding all the various formula glyphs. A glyphless formulation would contain no variable data at all, and so immediately spin away from the Ebon creating all sorts of completely random effects and dealing incalculable (ie immediately lethal) damage to the Ebon's mind. Psych blocks to prevent this are installed during training. Untrained Ebon’s that somehow learn how to formulate either get the hint, or die immediately on their first -- foolish -- trial formulation.

Is it possible to have too much flux / too little flux? - The Ebon does not really have the flux per se. It might just be possible (theoretically) to over-ride the self-protection mechanism, channel too much flux, and be destroyed. It is not possible to draw too little flux. An Ebon in a dead zone (zero-flux area) will be in extreme pain and be disorientated, but will not deteriorate or otherwise come to lasting harm.

Is flux only present for the use of the Ebb user or does it serve some other purpose / can it have some other effect?

It is an automatic effect kicked up by the passage of time and by random events. If it has any other purpose, it is unknown.

This message was last edited by the GM at 08:16, Wed 09 May 2018.

 GM, 4 posts
Thu 19 Apr 2018
at 18:51
About SLA Industries
Mort City

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


SLA Headquarters sits directly in the middle of Mort in the Central sector, a great glass pyramid with its upper floors masked by cloud. Around it, open to the sky and the as yet untainted rain, are the shining tower blocks of SLA's bureaucratic heart. It rises from ground level, or thereabouts, from around Central for kilometers into the sky, its skyline made up of every type of architecture from the World of Progress. Central is possibly the most secure public area in the World of Progress, constantly patrolled by Shivers and Dark Finders and surrounded by a patrolled wall with a strict entrance policy.


Uptown is the district of Mort that is home to the elite, the rich and the powerful. Secure, disturbingly clean (especially to Ops who have grown up in downtown) and consisting almost entirely of square, gray tower blocks. Most Ops tend to live in Uptown, more often than not in specially designed apartment blocks with armed guards to deter assassins and hardened secure cabinets in the apartments for weapons and equipment. Having Ops segregated also benefits the other residents of Uptown, keeping them safe from both the enemies that Ops attract and the often violent and unstable Ops themselves. Most uptown residents know the locations of nearby Brain Waster blocks or Frother clan buildings and avoid them.

Slayer's Crib

Slayer's Crib is the biggest BPN Hall in Mort. Thousands of Operatives pass through its grimy, Smokey corridors every day. Getting a BPN in any hall usually takes hours, but in Slayer's Crib waits of five or six hours are common. The discomfort suffered in the crowded confines are offset by the convenience of having the building close to where many Ops live, and by its reputation for having the best BPNs pass through it.

The Pit

The Pit is the largest nightclub on Mort, with a capacity of around a million people. Looking like a concrete bunker on the outside, the inside of the club delves nine floors into the ground in an inverted cone shape, each level overlooking the last. Each floor is dedicated to a certain race or pass-time - live music, video games, even motor racing are available. Drinks are standardized at 1c each on every floor, and thousands of staff are employed on the vast bars that stretch around the club's walls, ensuring that nobody has to wait too long for a drink. Glyph pillars are placed around the floors, and one great glyph pillar stretches through the middle of the club. These are to prevent any fight that break out from getting out of hand, and with all weapons handed in at the door (and armor considered 'jobs-worth') it prevents Brain Wasters being able to do too much damage.

• Stasis One

The first floor of The Pit is Stasis One. The biggest of all the floors, it is divided into four massive dance floors and is surrounded by a continuous bar that is almost 2km long. The dance floors are packed from opening to closing time, and the only people who don't struggle to find space to dance are the Stormers, whose frequent taste of industrial and thrash metal makes them dangerous dancing partners and who can clear a dance floor in seconds.

• The Cave

The second floor of The Pit is called The Cave and is dedicated to live music. The biggest concert venue on Mort, it is divided into two main stages and four smaller stages. Tickets are required for entry over the walkways leading to these stages, and the bars sit in-between servicing two stages each. Ordering drinks in The Cave can be tricky due to the noise levels, and experienced patrons often write down their drinks orders in advance to avoid confusion.

• The Trof

The third level is called The Trof and is dedicated to feeding the patrons of The Pit. The eight restaurants here cater for most tastes, from specialist Ebon/Waster, Shaktar and Wraith Raider establishments to all-you-can-eat burger chains.

• The Sink-Hole

The fourth level is the Sink-Hole, and is frequented almost exclusively by Frothers. More alcohol is consumed on the Sink-Hole than on any other level, and the it is generally considered to be a place where Frothers go to fight. Divided into four quarters, each claimed by one of the major Frother clans, the holes that divide them are crossed by hurled abuse and drinks cans. Aside from fighting, other common pursuits in the Sink-Hole are the constant attempts at stealing other clans' tartans, and the competitions to see who can come up with the worst colour combination's of hair and skin using the drug Lumo.

• Virtual

Virtual is the fifth floor of The Pit and is dedicated to video gaming. Hundreds of full 3-D hologramatic gaming booths stand in rows through the level, offering every type of game imaginable. An area is also set aside for gambling, although it is generally only human Ops that venture here, and with a mere 65% payout most leave considerably poorer than when they arrived. Around Virtual there are 96 Ebb-powered virtual-reality booths donated by Dark Lament. These booths immerse the player in an oxygen-rich plasma and create complete sensory deprivation. The player then enters an Ebb-induced hallucination that is completely indistinguishable from real life, and who can play simulators of various games, sports and combat scenarios. The most popular virtual-reality game by far is Gygidion - a combat game where the players pilot massive powered suits armed with devastating short-range weaponry. The players compete against each other, and the battle is shown on holographic displays above the booths. Fights between the best players can often draw massive crowds.

• Heretics

The sixth floor of The Pit is known as Heretics, and is the domain of Brain Wasters. The walls, floor, ceiling and decor is uniformly black to suit the patrons, and pictures of skulls, snakes, and naked Brain Wasters adorn the walls. The dancing on Heretics is virtually indistinguishable from a brawl, with thrashing limbs and heads, and while fighting is common it generally goes unnoticed. The staff of The Pit consider a stint on the bar in Heretics to be by far the worst part of their job, and they use any excuse to get out of doing it. As a result the bars are always short-staffed and tempers run high as the Brain Wasters try to cram as many drinks in as possible in as short a time as possible.

• Myrhdrs

The seventh level of The Pit is dedicated to the Shaktar, seven being their sacred number. The atmosphere on Myrhdrs is calm and subdued, and the decor is clean and well looked after. Secluded booths occupy much of the floor to allow the Shaktar there to talk in privacy, and plants and art from their home world decorate the area. Generally the only non-Shaktar on the level are the staff, and unusually for The Pit they are usually stationed there permanently, as the Shaktar like to have familiar staff who can deal competently with their requests. On the rare occasions that other races venture onto their level the Shaktar will be very polite but rather unsociable. Notably on Myrhdrs is the Circle of Justice - a plain sand pit where Shaktar with grievances that can only be resolved in combat can bring them to a conclusion. It is used rarely, but when it is the fight is to the death and using only the combatants' claws.

• Sinokenon

The eighth, and lowest level that is open to the floors above, is Sinokenon. Sinokenon is reserved solely for Necanthropes, and other races are not allowed access. The level is always calm and quiet, and here there is only the central glyph pillar, shielded to allow the patrons the use of their Ebb abilities. This level is the only one where weapons are seen, as Necanthropes are the only patrons exempt from the door policy, but none have ever been used. The level is arranged into eight tiers rising out from the four elevators in the center, and the more influential the Necanthrope the higher the tier they will sit.

• Treachery

Treachery is the lowest level in The Pit and is exclusive to Operatives and Corporates. It is the smallest of the levels, but also the most diverse. It is famous for its racing track around the outside of the floor, where riders compete for cash prizes and bets are made on the outcome. It is divided into smaller bars that cater for a variety of tastes; sex, drugs, chill out, live music, and motor racing.


While not as safe as Uptown, Suburbia is still by far one of the better places to live in Mort. Most SLA employees live here and life there is generally clean and safe. To keep the streets of the better areas of Mort free from scum and crime, there is a wall surrounding the area that prevents undesirables entering. The wall in theory extends under the district to prevent access from the area of Downtown that resides beneath it, although it is more of a metaphorical wall here, consisting of security doors, thick grilles and vents, and sealed alleyways. It is through the belly of Suburbia that the criminals, subversives and serial killers infiltrate into the heart of SLA industries, as the security is grossly under-funded. Suburbia's stretched security services and sprawling population of employees has created many problems, from abundant serial killers to bored gangs of juveniles.

Upper Downtown

Upper Downtown is where the majority of Mort's population live, and where most of an Operative's BPNs will take them. Most residents of Downtown are unemployed, existing on benefits, free TV, and whatever money they can scrape together. There is little loyalty to SLA in Downtown, but this is more due to apathy than any real hatred. Still, Ops in downtown shouldn't expect much co-operation without offering some kind of incentive. There are plenty of threats for an Operative in Upper Downtown. Shivers aren't as common here as they are inside the wall, and many of them are corrupt. Gangs reign in much of Upper Downtown, and they do not take kindly to being pushed by cocky Slops (gang member slang derived from SLA Op). The larger gangs - the Kiestas, the Johannas and the Krosstown Traffic - can push an Op back pretty hard with black market weaponry and thousands of members, and even the smaller gangs can make life very difficult if they take a squad's interview techniques personally. More dangerous than the gangs are the Soft Companies. A thriving black market and limited SLA presence makes for an environment where small companies producing cheap drugs or weapons can flourish, and it is usually squads of Operatives who have to put them down. DarkNight also has well embedded presence in Upper Downtown, recruiting and subverting. Many Operatives have their careers ended prematurely after failing to realize the strength of a DarkNight presence in a sector and falling to an ambush or sniper. Aside from human dangers, the nearer to the Cannibal Sector walls you get the more creatures from there filter into the city. Carrien raids and roaming pigs are common in these areas, and hundreds of Blue BPNs are issued every day to try and stem the tide of things coming under the wall that separates Downtown from the Cannibal Sectors.

Lower Downtown

Lower Downtown merges into Upper downtown so that the line between them is blurry, but the further down through the levels you go, the more you can be sure you're there. Lower Downtown is the foundations of the city, the crumbling buildings, alleyways, factories and tunnels upon which the rest of the city above sits. It stretches deep into the earth for hundreds of levels, descending into the darkness where SLA doesn't venture. The first 20 levels or so of Lower Downtown resemble a more run down version of Upper Downtown, but by level 40 it is difficult to believe that it is part of the same city. Shivers never venture below about level 5, and Ops rarely venture below about level 20. Anarchy rules in Lower Downtown, and the pale, emaciated residents stick together to protect themselves from the horrors that also dwell there. The further down through the levels a traveler goes, the less human the residents look and the more common the creatures are. Reports from Ops who have returned from these areas tell of huge mutated creatures whose origins were impossible to tell. Ebons have reported of weird sensations in the Ebb like nothing they've felt before - evil and presences with animal savagery. Most squads who venture that far never return, but even so there is a standing Green BPN to explore and report on the lower levels. Information is still vague though, as even Station Analysis cannot penetrate this far. In Lower Downtown an Operative is truly alone.

The Cannibal Sectors

600 years ago the Cannibal Sectors were the outskirts of the city, home to millions of workers. The are was undergoing a massive regeneration project centered on a giant building named Salvation Tower. Tragically though, the foundations of the city couldn't support the immense building and Salvation Tower began sinking into the ground. Like a portent of things to come for the area, Salvation Tower fell, killing thousands and destroying a large portion of the sector. The electrical backlash of the collapse left swathes of the city in darkness and anarchy quickly came to the stricken areas. In desperation, SLA erected walls between the worst areas and the rest of the city, hoping to prevent the spread of chaos. Today the walls are still present, strengthened and guarded by an army of Shivers. The remains of Salvation tower can be seen through much of Downtown, towering above the wreckage despite being under half its original height. There are five distinct Cannibal Sectors. CS1 is the largest and home to Salvation Tower. Generally regarded as the most dangerous, it is home to hundreds of thousands of Cannibals, Carriens, and other hostile creatures. CS1's most famous resident, however, is the Manchine Digger. CS2 is home to more Carriens than anywhere else on Mort. The tribes here are large and well organized, and there are rumors of a giant Greater Carriens named Bloodhorn who is not only fierce but also very intelligent. CS3, for reasons best known to themselves, attracts the Ex-War Criminals. Compared to the other Cannibal Sectors it is eerily still, although the quiet is constantly punctuated by explosions and gunfire. This is because the streets are under constant surveillance from the insane soldiers who dwell there, and the slightest movement will often draw a hail of gunfire or well placed grenade. Anything without the heavy armor and firepower of the maniac veterans will have a short lifespan indeed in CS3. CS4 is dominated by Cannibals, second in numbers only to CS1. Operatives venturing into CS4 should be aware that their flesh will be considered a delicacy for the residents and word spreads quickly when fresh meat is seen. Finally, CS5 is dominated by no type of creature in particular, but those who do live there suffer from a higher level of mutation than those of the other sectors. Packs of wild dogs and rats charge through the streets, great in both numbers and size. Mutant Carriens are far more common than elsewhere. The source of this mutation is a giant lake in the center of the sector, highly polluted and ironically named Clearwater Lake. As well as being the source of the sector's mutations, Clearwater is also said to be home to a gigantic mutated monster. Those who have seen it describe a vast squid-like creature with huge tentacles tipped with razor sharp barbs.
 GM, 5 posts
Thu 19 Apr 2018
at 18:53
About SLA Industries
The World(s) of Progress

Although the World of Progress is vast, spanning thousands of planets, the players will spend the majority of their time on the SLA capitol of Mort, in the planet's capitol city by the same name. The galaxy at large is a wide and varied place though that influences life even on the back streets of Mort City. Space travel is achieved by Ebon navigated Fold-ships or Ion-driven capitol ships, both of which are not restricted to SLA industries - Soft Companies and pirates also operate spacecraft and will occasionally attack SLA shipping if the opportunity arises.


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

New Paris

The fashion capitol of the World of Progress. New Paris is a popular tourist attraction due to its beautiful natural areas and magnificent urban vistas. New Paris City combines every type of architecture in the world of progress, and indeed every culture. The influence of SLA is deliberately subtle here and New Paris has a reputation for its tolerant society and laws.


The Shaktar home world has remained largely untouched since the Conflict Wars, with SLA taking a back seat and allowing the Shaktar to continue with their warrior way of life safe in the knowledge that their code of honor binds them to loyalty. Kn'nth is a planet of vast plains where a Shaktar can live under the guidelines of his forefathers. Outside influence is discouraged by SLA in order to retain the characteristics that make the Shaktar unique, although the massive Shaktar Ion-Drive ships that are built there are common in the World of Progress.


The Ebon home world is an untouched beauty of magnificent, slender architecture. Unlike other races, Ebon Operatives are generally born on Mort and for them to see Static in their lifetime is a highly emotional and important event that many never experience. As is befitting of Ebons, Static is home to many great libraries and museums in which visitors can be immersed for days, months or even years. It is also said that the great libraries of Static are home to information both arcane and very dangerous.


Polo is the frozen planet from which the Wraith Raiders originate. Its chilly environment appears hostile to humans, but Wraiths and the planet's flora and fauna are tough and well adapted. Survival is by no means easy on Polo, which is why the Wraith Raiders have evolved into such a hardy species, and much of the wildlife that shares the planet is equally dangerous.


Industrial worlds are common in the World of Progress, but none are more famous than Artery. It is the biggest Karma production facility in the World of Progress and as a result many of Mort's Stormers are born here. Most of Artery's population work in the Karma factories, in hot, polluted, unpleasant environments. The hard labor and harsh conditions have made a tough breed of the civilians of Artery, who are also often bolstered by bio genetic implants to improve their work capacity. Unrest is common there, and the Shivers have to be of a special caliber to deal with such a strong and tough population. Artery Shivers, like the population they control, are brutal, and are specially equipped with firearms and notable by their black riot-style armor.

War Worlds

Certain planets hold rare phenomenon or resources, or a vital strategic location, and become so heavily fought over by SLA and other companies that war envelops its entirety. Often the thing that was being fought over is destroyed in the process, but more often than not the war rages on regardless. War Worlds such as Dante, Cross and Charlies Point have been fought over for so long that the average life of a soldier is measured in minutes, and the few who survive their tours are generally tough, dangerous and utterly insane.
 GM, 6 posts
Thu 19 Apr 2018
at 18:55
About SLA Industries
Soft Companies

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


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


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

Tek Trex

Tek Trex are a Soft Company that specialize in robotics. While robotics and cybernetics died off after the Chrome Age, Tek trex have continued to make security and attack robots for sale on the black market. These robots are often thought of as comical - at less than a meter tall and with a sort of round body and waddling gait they often appear so. They also sport light SMGs though, and are usually deployed in large numbers.
 GM, 8 posts
Thu 19 Apr 2018
at 19:06
About SLA Industries
Races in SLA


"You want diversification, look around. Humans are everywhere and we're all different. Each of us has our own strengths and weaknesses, our own codes and life values, our own hopes and desires. That's what makes us strong and that's why we'll outlast the other races in Slayer's picture."

The predominant race in the World of Progress is the Humans. They at first glance appear to be the 'runts of the litter', being weaker than Shaktar, slower than Wraith Raiders and without the advantageous of ebb manipulation that the Ebons have. However, on a closer look the Human's primary advantage is their adaptability to any situation. Humans are a resilient race who will cling to any vestige of life that they can. If their surroundings do not provide them with something they require, they will either move on or create a tool to serve that purpose. In the World of Progress, the Human's main strength is their unceasing creativity in topics as diverse as media investigation to creating artificial life. Being so adaptable, there are very few planets that have not been colonized by Humans within the Known Universe. Although a stereotypical Human tends to be quite self-centered and concerned only with events that affect them directly, each generation tends to produce specific individuals that are aware of their bigger role in the Known Universe and will help the whole race advance. In the structure of SLA Industries it is often these Humans that have risen to prestige positions, whether that be in charge of a Department or as a popular media personality. This is in sharp contrast to the majority of Humans who in the World of Progress are unemployed and reliant on SLA Industries for all their needs.


"You only get one life so you have to make the most of it from day one. There's no point planning for the future when DarkNight can end it all with a big bomb when your sleeping. Live for the moment, that's all that counts."

It is only in the last few centuries that Frothers have been recognized as a separate race within the World of Progress. Originally Humans, Frothers have evolved to become a more combat orientated sub-species of Humans. This mutation has occurred due to the proliferation of legal and non-legal drugs in their culture. These drugs, mainly provided to them by SLA Industries, have made them stronger whilst only slightly affecting their cognitive abilities. As an Operative, Frothers have access to the more destructive drugs that SLA Industries make and can appear to be indestructible in the middle of combat. The media tends to love the image of Frothers battling it out with subversive terrorists, whilst in their clan tartans and their flying dreadlocks. The downside to their life is that the drugs have a terrible toll - the average life-span of an Operative Frother is only two years.


Similar in appearance to Humans, but with eyes without irises, the Ebons are often referred to as Intruder's children. The Ebons main strength comes from their manipulation of the Ebb, a force that is apparent in everything in the universe. It was Intruder who taught them how to use their ebb-abilities. He also taught them to express their emotions in everything that they do. Operative Ebons are often characterized by their haunting DeathSuits, Science Friction constructs that are used to focus and channel the Ebb forces for manipulation. These suits become more than just armor to the Ebons and many become distraught if they ever lose it. The Ebons are often the most feared of the races as their powers can cause devastation, either through direct force or through more subtle mental manipulation.

Brain Wasters

The Brain Wasters relationship with the Ebons is similar to that between the Frothers and the Humans. Whereas the Ebons tend to be creative and artistic with their ebb abilities, the Brain Wasters tend to be more brutal and aggressive. The Brain Wasters come from a genetic defect in Ebons, that causes about 1 in 10 Ebons to be born with the characteristic scorching around their eyes that is the first sign of being a Brain Waster. Socializing more with their own kind, Brain Wasters are known as crude, moody and paranoid. They are also some of the most creative individuals in expressing their hatred and anger in forms of violent acts that shock many. They are one of the true inhabitants of the World of Progress, knowing that the surrounding universe is falling into nihilism and not really caring. SLA Industries actively searches for Brain Wasters to become Operatives, knowing that even though they are hard to train, their manipulation of the Ebb makes them irreplaceable.


The mysterious red-colored aliens known as the Shaktar were saved from destruction in the Conflict Wars by Intruder. Taller than the tallest Human, the Shaktar are a proud people who honor their pact of survival with SLA Industries by offering their best soldiers into service. The Shaktar are true aliens in the World of Progress; their ideals and language are hard to adapt to the live of the Operative and the narcissistic society around them. They tend to train more in the ways of combat then the other races, being better able to protect those around them. Even the weakest Shaktar is a fearful sight in combat; especially if fighting for a cause, or to help those in his care.

Wraith Raiders

Born in the hostile arctic environment of Polo, the life of a Wraith Raider is a fight for survival from day one. The Wraith Raiders were saved from extinction by Senti and they have become one of the most feared hunters in the World of Progress. Compared to pre-conflict war tigers and bears, the Wraiths prefer a solitary life, predominantly taking BPNs which require them to hunt down targets, rather than more cerebral or mundane BPNs. The majority of Wraiths train under the Scout Package at Meny, however, there is an increasing number who are starting to train under Kick Murder Squad training. Originally preferring to kill targets from long range, there is a growing interest in getting as close to their victims as possible. SLA Industries is also forcing some of the newer Wraiths to join with mixed race squads, so that they can learn to work well with others, complementing the groups skills.

Karma Bio-Genetics

"We are the best troops in the World of Progress, faster, stronger and fitter than anyone else. Slayer wanted us to help him win and we haven't let him down. We try to make Taarnish proud and live up to everything that Intruder wants us to be. Created by SLA Industries, we will happily die for them as well."

Although not technically a race, the bio-genetic races created by Karma are definitely numerous enough to count as one. Based off the initial gene-code of Intruder, the most common Stormers are the 313 Malice Stormers. These hulking brutes combine fast reactions and high strength with an impressive bio-regeneration, making them the best soldiers in the World of Progress. It was the introduction of the 313 that helped SLA Industries to succeed as overall survivor of the Conflict Wars. The 313s were hired out to all who could afford them as front line troops. Then when Mr. Slayer wanted to end the Conflict War the Stormers all turned on those they fought for, killing as many as they could before they themselves died. Nowadays it is not a rare site to see a Stormer as part of an Operative Squad; they do not always have the level of concentration for some BPNs, but they can provide violent support if the Investigation leads to conflict. In recent years the gene-code of Intruder has been modified to allow for three new types of Stormers; the 711 Xeno, the 714 Chagrin and the Vevaphon. The Xeno has the added ability of a camouflaged skin and an armored body. It also has seven eyes, which allow it a larger field of vision. The Chagrin has higher potential strength than a normal 313 and is often recognized by its vicious looking tusks. It is one of the few things in the World of Progress that makes even a Shaktar look small and weak. The Vevaphon is a polymorphic bio-genetic which has the ability to change its appearance and structure at will. This fluid gene-code allows it to change it to 'grow' additional limbs, armor and weapons. Recent developments in the understanding of Intruder's gene-code have also allowed for several upgrades to the basic Stormer variants; from enhanced claws and strength to additional limbs and tails.


Necanthropes are seen as the next step in Ebon evolution. Large demonic creatures, Necanthropes are created from Ebons who have reached a high level of understanding of the Ebb. As the Ebon becomes more powerful their every waking moment starts to be haunted by the 'Dream Demons' and the Watchers of the Necanthropes. Finally, when the Ebon has made the decision to travel beyond his current existence, he is guided towards the White, from whence he will return as a Necanthrope or won't return at all. Necanthropes are the most feared beings in the World of Progress due to their appearance and their apparent disregard for most living creatures. To see a Necanthrope is an unforgettable sight, but to be on the receiving end of their anger is a situation that most will be unable to survive.
 GM, 11 posts
Thu 19 Apr 2018
at 19:22
About SLA Industries
Department Heads

Head Office - Mr Slayer
- Black Chapter - Classified
- Internal Affairs - Classified
-- Investigation - Mr Jacob Vade
-- Shiver Unit Organization - Commander Cradle
- Cloak Division - Mrs Alexandra Xavia

- Universities (Application, Orange Crush, Meny)
-- Biogenetics - Dr Ernest Strand
-- Ebb - Preceptor Teeth
-- Racial Employment - Mr Walder Ice
-- Company Militia - Ms M. Paulson
-- Employment - Ms Sally Cottrall

- Observation Centers - Station Analysis
-- Communications - Miss R. Sanders
-- Corporate Sector - Dr Alloycius Kramer
-- Corps Diplomatique - Mr Peter Lanois
-- Delegation - Mr Saul Walken

- Extermination - Mr Danial Travis
-- Contract Sector - Mr Warhaul
-- Extraction - Dr Dean
-- Warrants - Mr Ricardo Moore
-- Data Retrieval - Ms Foster O'Conner
-- Expedition - Mr Joshua Makepeace

- Press and Publicity - Ms S. Litteljohn
-- Advertising - Mr P. Newis
-- Sanitation - Mr Sven Dilgtoe
-- Transport - Mr N'kth T'nch
-- Agriculture - Mr R. Gough
-- Pharmacology - Dr Susan Hannon

- Psychology and Psychosis - Dr Arthur Mellie
-- Health and Safety - Dr Maxwell Stern
-- Environment - Mr B. Prescot
-- Mineralogy - Dr Antoinette Grumbach
-- Archaeology - Dr Phil Simpson

- Misinformation - Mr C. Brucken
-- Subversion - Mrs C. Wetton
-- Re-education - Mr E. Elliot
-- Recreation and Entertainment - Mr J. Marshal
-- Tourism - Mr Michael Eisner
-- Requisitions - Mr John Williamson

- Firearms Regulatory Service - Mr Agmat Pyron
-- Weapons Manufacture and Design - Individual Companies
-- Ministry of War - Taarnish
-- Mobile Artillery - Mr L. Fields
-- Industrial Espionage Division - Mr J. Allcock
-- Inquiries - Mr H. Armstrong

- Stocks, Shares and Bonds - Mr Robert Webb
-- Architecture, Construction and Planning - Mr Keith Fergison
-- Resources - Ms Zoe Reeves
-- Engineering - Mr Howard Barker
-- Demolition - Mrs C. Paulson
-- Forms - Mr J. Dowman

- Accountancy - Sir James Byers
-- Administration - Dr Tom Connolly
-- Funds - Ms R. Phizacklea
-- Salaries - Mrs Patricia Wilson
-- Retirement - Mr Allan Marr
-- Supplies - Mr Brian Kennie