by Eldritch
 
 
 

This section is a listing of possible characters, creatures and entities that can be encountered throughout Mort and in other places in the World of Progress. The list starts with new creatures/NSCs with full stat and Hit Point listing and ends with a Hit Point conversion (for the alternative DNotice rules) for all NSC entries from the Karma Sourcebook.

Anubis 235 Project

The project was developed by Dr. Taro Toyama, based on Dr. Maxon Hagen's research into canine DNA, who was himself at the moment deeply imersed into researching a skin upgrade for the Xeno 711 Stormer project, codenamed "Holtzman". His research turned out to be a complete success as he developed a skin totally resistant to any high velocity impacts. The full specifications of the Holtzman skin are a mystey to most people other than Dr. Hagen, but he went so far as to explain that the skin itself is reactive - the greater the pressure that works upon the skin, the harder the skin gets. This results in the effect that no projectiles can ever penetrate the skin; only slow and soft pressure can penetrate the skin.

However, further research into the Holtzman skin project was cancelled by Dr. Ernest Strand, but this didn't hinder him from coming up with an alternative project to use Dr. Hagen's research. This project, however, was led by Dr. Taro Toyama under personal supervision of Dr. Strand and it was a redevelopment of the Domino Dog project, focusing on implementing the Holtzman skin into the Domino Dog DNA. Dr. Hagen was never notified of his research being used in other projects.

Two years and five different approaches later, the project went into it's final phase. Now under the project name Domino Dog 23 Project E, the first specimen was created that featured the Holtzman skin. Yet somehow during the development phase the code of the ANUBIS virus got inserted into the Project E's DNA. Originally the ANUBIS virus was based on the Chain drug, initially supposed to act as a negative to the drug, thus killing its victim irrevocably (that means no LAD possible), but as it turned out it revived its victim to an existence of delusional catatonia, after - of course - first killing it. That the virus had been included in the genetic setup of the Project E Domino Dog, was not apparent and had no obvious immediate effect; it was only discovered by chance several years in the wake of the first Anubis Incident in DownTown.

In the Project E Domino Dog, the virus primarliy achieves that it's victims are revived some hours (actual time differs, average 9-23 hours) later after being slain be the dog and secondly that the revived victims acquire some of the Project E's DNA themselves, which is activated in the process of resurrection, making them crossbreeds between a Project E Domino Dog and their initial species. Almost all victims inherit the Dog's Holtzman skin and arsenal of natural weapons, but some are transformed as much and gain the Project E's skin tone, enhanced musculature, figure and even head shape, being then a complete crossbreed between their original race and a Project E Domino Dog.

During the first test runs that commenced in Cannibal Sector 1 nobody recognized this, as the resurrection process takes several hours during which the virus completely rewrites the host's DNA, and the bodies of the Project E's victims were processed within a time span of a maximum of four to five hours. Yet one victim escaped from being processed, as it was killed too close to Salvation Tower for the salvage crews to dare approaching, and why should they, if Digger could process this victim himself?

But Digger never got this victim. He woke up, resurrected in pain and madness, in the ruins of CanSec One, Salvation Tower glittering in the short distance, a forbidding icon of perpetuallity, the ruins of an ancient gothic building close by. So he went there to hide from the rain and the from the eyes that watched him from the glittering tower in the short distance. There he killed its first cannibal, who ventured into the cathedral, following a trail of blood, finding death.

Since then the the Domino Dogs Project E, now codenamed "Anubis Dog", and the creature-crossbreeds derived from them have surfaced at several times in DownTown, and Karma has devoted a whole squad of especially equipped BioSlaugher Troops to combat Anubis insurgences within the city proper.

Typical Anubis 235 Stats:

STR: 15
DEX: 20
DIA: 5
CONC: 5
CHA: 0
PHYS: 18
KNOW: 5-7
COOL: 15

These are the stats for a pure-bred Anubis. Anubis victims who get revived as Anubis creatures possess a mixed DNA consisting of pure Anubis DNA and "host" DNA, thus giving the Anubis a wider stat range (use the average of Anubis and victim stats for the final Anubis creature stats).


Actions: 4
Initiative: 39 (29+10)
Damage Bonus: +5 (already included in DAM stats)

Base Move: 6 m/sec
Weight: 180kg
Length: 270cm (nose to tail)


   
HITS  
Head: 18
Arm: 28
Abdomen: 32
Leg: 30
Chest: 40
Incap: 78

The Anubis has the same hyper metabolism as the Domino Dog 23 it derived from and thus has doubled hit points.


Advantage:
Natural Born Killer, Reflexes, Ambidextrous

Skills:
Detect 9, Tracking 7, Sneaking 9, Hide 5, Unarmed Combat 15, Climb 9, Running 5

These are the skills for a pure-bred Anubis creature; Anubis victims who get revived as Anubis creatures possess a mixed DNA consisting of pure Anubis DNA and "host" DNA, thus giving the Anubis a wider possible range of skills.



Natural Weapons
PEN
DAM
AD
HF
Position
Claws (2)
4
10
4
5
Fore Legs
Claws (2)
3
9
3
6
Hind Legs
Quills (7)
2
10
2
5
Back
Teeth (1)
4
7
3
4
Mouth

The Quills are fired from the back (Optimum Range 7m; the use the entry under HF for the standard Hit Spread when firing a quill at a target). They regrow in one day. An Anubis uses his Unarmed Combat skill to fire the quills.

Armour:
The Holzman skin prevents any force from penetrating the skin. This excludes all ranged attacks; the Anubis can only be harmed by close combat melee attacks and only through attacks that are executed slow and with patience. Executing such an attack lowers Initiative; a character using a slow attack on an Anubis starts with the attack on his Full Initiative Total and finishes it at -15 to his Initiative Total (Thus a character with Initiative Total 32 would begin the attack on Initiative Count 32 and finish it on 17). This means that the Anubis can attack the attacker probably during the execution of the attack without the attacker able to defend (unless he wishes to stop his attack).

An Anubis cannot be stunned by Hotline bullets; quite contrary, they have a stimulating effect, making it more aggressive and hyper-active, raising STR to 20 and DEX to 25. Initiative is boosted to +63, while the number of Actions stays at 4. Hits are unaffected, but the Damage Bonus rises to 6.

Threat Rating: Ultra

DownTown Gangs

There are countless gangs in DownTown, but the three biggest are the Johannas, the Kiestas and Krosstown Traffic. While the Johannas and Kiestas are "regular" gangs, Krosstown Traffic is one of the worst biker gangs of Mort. All three gangs have their own turf and protect it fiercely and the Johannas are even said to kill arrogant SLA Operatives should they dare venture into their hangout.

Krosstown Traffic
Krosstown Traffic operates from an area called Heartland, a forbidding 4 residential tower blocks area in Southsector Upper DownTown, a comfortable distance away from the southern gates into Cannibal Sector 4. The gang claims the upper 20 levels of all the southern parts of DownTown up to Beacon Street as their own turf. Althogh a plethora of minor gangs haunt the area, they are all under the control of Krosstown Traffic and follow their commands, though not necessarily out of respect, but out of fear - it is common that a minor gang gets wiped out through KT for failing to yield to their superiority.

Krosstown Traffic Biker

STR: 8
DEX: 9
DIA: 6
CONC: 7
CHA: 6
PHYS: 7
KNOW: 7
COOL: 7

Actions: 2
Initiative: +13
Damage Bonus: +2

HITS  
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13
Incap: 18

Average Advantage: Crack (Drive Motorcycle)
Primary Skills: Pistol 4, Drive Motorcycle 6, Detect 3, Streetwise 6, Unarmed Combat 3

 

The Johannas
The Johannas are more like a Frother clan than a gang; it is difficult to get into the gang and even more difficult to get out again. Once a Johanna member, this membership is for life and termination of the one usually also means termination of the other. Cases of ronin Johannas are known but their life-span thends to be dangerously short as they are shunned (and considered open game) by other gangs and are often head-hunted by the Johannas themselves.

The Johannas are based around the Casino Royalé, a old motel-like complex converted into a cavernous gang HQ that squats on the Strip, one of the major DownTown thoroughfares and important Bullet Train station. The Johannas control all drug trafficking along the strip and the north and western part of Northsector DownTown right up to the factory zones nudged against the northern DownTown Perimeter and they were the ones responsible for providing the public with illegal recreational drugs before the Kiestas decided to get involved into the drug market. Now both gangs are locked in a fierce competition over the control of the DownTown drug market and recently this competition has turned into open hostilities starting an outright gang war.

The Johannas possess a high ratio of feral Ebons, or BoneShakers as they are called within the gang. Most of them are armed with illegal and highly dangerous glyph cards, until they can score their first DeathSuit (usually by killing an SLA Industries operative wearing it).

There are no minor gangs in the Johanna territory, the whole Johanna turf is owned and ruled by micro-gangs that usually serve the function of a family (imitating the sept/clan concept known from Frother clans) for the members. Although they go under different names, all of them consider themselves as a part of the Johanna gang and wear the characteristic face paint and bone-outfit.

Note: Parts of this short description of the gang is based upon the Johanna material written by Morton T. Smith. You can catch his SLA material at FallWorld.

Johanna Soldier

STR: 7
DEX: 9
DIA: 8
CONC: 6
CHA: 6
PHYS: 8
KNOW: 7
COOL: 7

Actions: 2
Initiative: +16
Damage Bonus: +2

HITS  
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13
Incap: 18

Average Advantage: Rapid Fire/Quick Trigger/Resilience/Weapon Master
Primary Skills: Pistol 2 and Rifle 4/Pistol 5 and Rifle 2, Detect 3, Streetwise 6, Blade, 1h 4

 

Johanna BoneShaker

STR: 6
DEX: 8
DIA: 7
CONC: 9
CHA: 6
PHYS: 7
KNOW: 8
COOL: 8

Actions: 2
Initiative: +15
Damage Bonus: +2

HITS  
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13
Incap: 18

Average Advantage: Calculation Resolve
Primary Skills: Blade, 1h 4, Pistol 1, Formulae 4, Detect 4, Ebb: Blast 4 or Ebb: Blue/Red Thermal 3, Ebb: Protect 5, Ebb: Detect 4, Ebb: Communication 4 or Ebb: Enhancement 5 (if no DeathSuit then approx. 10 Glyph Cards)

 

The Kiestas
The Kiestas control no coherent block of turf, but patches of turf along the whole of the Perimeter Wall in the more civilized sectors of DownTown as well as in the Rustbelt and Harbour sections. The prime Kiestsa business is assassination and protection; they used to hire out their hitmen to minor gangs in order to score a hit, although they enforced their turf vehemently. They ignored drug trafficking and prostitution and left it to indipendent criminals but required them to pay a "protection fee" not to get hasseled by Kiesta Commandos. The Kiestas are subdivided into thousands of micro-gangs, commonly called packs. There seems to be no central organization, but there are rumors that the Kiestas are controlled by DarkNight Cells or influential DownTown crime lords.

Recently the Kiestas have changed their activities, and starting with prostitution, the Kiestas have either killed or coerced all street prostitution under their agenda and spread from there into the drug trafficking business. It is believed that they get their drugs from Orienta and their control of the Harbour section strengthens this hypothesis, which opens then the other question from where the Johannas get their drugs if they do not manufacture the stuff themselves. The recent shift of emphasis on drug-trafficking put the Kiestas in direct competition with the Johannas, leading to the current DownTown gang war - although the Johanna drugs are still considered to be of better, natural quality than the seemingly designer-produced Kiesta drugs.

Kiesta Hitman

STR: 7
DEX: 9
DIA: 8
CONC: 6
CHA: 6
PHYS: 8
KNOW: 7
COOL: 9

Actions: 3
Initiative: +22 (17+5)
Damage Bonus: +2

HITS  
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13
Incap: 18

Average Advantage: Natural Born Killer, Dance of Death or Wraith (both only top-notch Hitmen)
Primary Skills: Pistol 6 and Rifle 4/Pistol 3 and Rifle 7, Detect 3, Streetwise 8, Blade, 1h 3

 

Generic Ganger
These are the "foot-soldiers" of every gang; they are a cut above the usual DownTown civilian, but lack the required skills and talent to become one of the gang's important members.

STR: 6
DEX: 6
DIA: 5
CONC: 5
CHA: 5
PHYS: 6
KNOW: 5
COOL: 5

Actions: 2
Initiative: +11
Damage Bonus: +2

HITS  
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13
Incap: 18

Average Advantage: none
Primary Skills: typical Mort Civilian skills, focus on Pistol or Blade (usually rank 3)

 
Karma Conversions

Carnivorous Pig (Min)
Head: 11
Arm: 17
Abdomen: 21
Leg: 18
Chest: 23

Incap: 48

 

Carnivorous Pig (Max)
Head: 13
Arm: 22
Abdomen: 26
Leg: 23
Chest: 28

Incap: 63

 

Shiver (Standard)
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13

Incap: 18

 

Shiver (SCAF)
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13

Incap: 18

 

Manchine (Min, 750kg)
Head: 23
Arm: 42
Abdomen: 46
Leg: 43
Chest: 48

Incap: 123

 

Mort Civilian
Head: 5
Arm: 6
Abdomen: 10
Leg: 7
Chest: 12

Incap: 15

 

DN Espionage Agent
Head: 6
Arm: 8
Abdomen: 12
Leg: 9
Chest: 14

Incap: 21

 

Prop
Head: 6
Arm: 8
Abdomen: 12
Leg: 9
Chest: 14

Incap: 21

 

SLA Operative (Stormer 313)
Head: 10
Arm: 15
Abdomen: 19
Leg: 16
Chest: 21

Incap: 42

 

SLA Operative (Wraith Raider)
Head: 7
Arm: 9
Abdomen: 13
Leg: 10
Chest: 15

Incap: 24

 

SLA Operative (Brain Waster)
Head: 7
Arm: 9
Abdomen: 13
Leg: 10
Chest: 15

Incap: 24

 

SLA Operative (Necanthrope, non-radical transformation)
Head: 11
Arm: 17
Abdomen: 21
Leg: 18
Chest: 23

Incap: 48

Carnivorous Pig (Norm)
Head: 12
Arm: 20
Abdomen: 24
Leg: 21
Chest: 26

Incap: 57

 

Ex-War Criminal
Head: 7
Arm: 10
Abdomen: 14
Leg: 11
Chest: 16

Incap: 27

 

Shiver (Dispersal)
Head: 6
Arm: 8
Abdomen: 12
Leg: 9
Chest: 14

Incap: 21

 

Thresher Pilot
Head: 6
Arm: 8
Abdomen: 12
Leg: 9
Chest: 14

Incap: 21

 

Manchine (Max, 1000kg)
Head: 29
Arm: 54
Abdomen: 58
Leg: 55
Chest: 60

Incap: 159

 

Serial Killer
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13

Incap: 18

 

DN Civilian Convert
Head: 6
Arm: 7
Abdomen: 11
Leg: 8
Chest: 13

Incap: 18

 

SLA Operative (Shaktar)
Head: 10
Arm: 16
Abdomen: 20
Leg: 17
Chest: 22

Incap: 45

 

SLA Operative (Frother)
Head: 7
Arm: 9
Abdomen: 13
Leg: 10
Chest: 15

Incap: 24

 

SLA Operative (Human)
Head: 6
Arm: 8
Abdomen: 12
Leg: 9
Chest: 14

Incap: 21

 

SLA Operative (Ebon)
Head: 6
Arm: 8
Abdomen: 12
Leg: 9
Chest: 14

Incap: 21

 
   
   
   
 
 
 
 
 
 
 
 
 
   
 
 
 
   
 
 
 
 
 
 
   
 
   
 
 
 
 
 
 
 
 
 
 
 
 
   
 
 
 
 
 
 
 
 
 
 
 
 
 
 
   
 
 
 
   
 
 
 
 
   
 
 
 
 
   
 
   
 
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