Hex's Sector 217

Hex's work on Sector 217 started off as one of my little projects that I hadn't had much luck on. I'd been trying to describe a sector of Uptown that had a more alien feel to it, somewhere that even Uptown Humans might feel a little uncomfortable in. My main idea was an Ebon district, where Ebons, wasters and Necanthropes were the predominant species and those humans still there felt threatened by them. However I could never get it to work out right.

One day Hex and I were chatting via email and he had mentioned that he was looking at doing something a bit different from his current SLA projects. I suggested he write up a location for the DoM and he said that he'd like to do one based on Uptown. I handed over my notes for the sector I'd been planning and Hex managed to create just the sector that I had been having problems with.

Sector 217 is an Uptown Sector at heart, but one that has been influenced by the Ebon and Shaktar groups that live their. It is also home to several large groups of humans from Orienta and New Paris, and they have all worked hard into making the sector for own. However, there is a growing group of Mort born humans who dislike the influences encroaching in to their lives. At the moment everything is peaceful, but how longs it lasts is up to those who work there.

Where the wild things are

"To live here in Sector 217 is to live in our own culture, or as close as one can come on Mort. There are more of my people here than on any other part of Mort I often feel blessed to be here."

Apokolypse, Damage Inc, 900SD

"Everywhere you look there's a shinny or some burnt-eyed freak staring back at you, that or one of them lizards. Even a lot of the humans here ain't proper humans. It's like Mort ain't ours no more."

Unidentified MSL member, 900SD

Sector 217 is one of the smaller Uptown Sectors close to Central. Originally part of Sector 24, it was reclassified after the fall of 300SD at the request of Dark Lament and the Tl'kr't Organisation. Since then Sector 217 has become the residential area of choice for members of alien species living on Mort and other immigrants, mainly of New Parisian decent, whose employment has brought them to the capital of the World of Progress. Over the years this has lead to the sector becoming a rich and vibrant place, one of the better areas of Mort in which to live even by the standards of Uptown. The immigrant and alien population tend to work in the more highly paid jobs that SLA provide and most have used the influence and wealth that such jobs bring to enhance their standard of living and bring a little of their own culture to the sector.

Sector 217 has very different demographics to the average Mort sector. The population breaks down as 53% Humans, 22% Ebons, 10% Brain Wasters, 8% Shaktar and 7% others. More than half the human population are however descended from immigrants from New Paris and Orientia. These decedents have mostly retained their links to the cultures from which their families originate, and almost all are fluent in their ancestor's native tongue. It is quite easy to travel for several miles in Sector 217 and never hear a word of Killian spoken. Regrettably this has lead to some tension between the Mort native humans and the sector's alien residents. The situation is exacerbated by the fact that the large New Parisian element of the Human population is far more culturally cosmopolitan than their Mort cousins and the respect between the Orientian inhabitants and the Shaktar. In recent years there have been a number of outbreaks of violence against aliens in the Sector. Most are believed to have originated in the neighbouring sectors, though several recent occurrences have been shown to be the work of residents made bitter by their supposed minority status in their own city.

These events have lead to an increase in the numbers of security personnel deployed into Sector 217, which initially caused some difficulties as the Dark Finders and Shivers drafted into the sector had some difficulties in coping with the multi-cultural nature of Sector 217. This prompted the Tl'kr't organisation to set up a foundation for the education of Shivers, paying bonuses to those who enrolled in language and culture classes. These bonuses are not inconsiderable. A Shiver who is willing to spend three evenings a week in such courses earns a bonus of 60c a month, nearly doubling his salary. These bonuses are the same regardless of rank, making them very popular with the rank and file Shivers. Unfortunately most of the Mort descendant population believes that these payments are simply bribes to treat aliens better than normal people.

Sights to see

The first place most people notice on stepping off the Gauss Station is probably Sector 217's most impressive building. Situated directly opposite the station itself is the largest Dark Lament Chapel on Mort. Known as the Delandæ Chapel for the school and orphanage it houses, it is close in size (if you include the school and dormitory buildings) to the Cathedral in Central itself.

Like all Dark Lament facilities the entire structure is grown from Science Friction materials, and follows the gothic style of architecture that is popular with the Ebon races. The classic buttressed and gargoyle infested design is fashioned closely after the New Parisian Cathedral rather than the one in Mort Central though and the traditional octagonal lantern tower is a particularly splendid example of that style. The other buildings of the complex are not nearly so ornate, but are still impressive in their own way. The school building in particular has a certain elegance, though many Ebons find the structure imposing.

Unlike a typical chapel the Delandæ chapel is home to only a few Necanthropes. A single Union of Eight, as required by protocol, acts as the head of the facility and three other members of the society make their homes within. The rest of the staff are Ebons in the main, with a few Brain Wasters and some Human teachers whose main role is simply to be Human so that the children get experience in interacting with the most populous race in the World of Progress. Most of the local Ebon and Brain Waster population not employed directly by Dark Lament do not visit more often than they must, despite the dearth of Necanthropes.

"This is the most holy place on Mort. Our gods look directly upon it from the stars. How do I know this? Why else would they have caused so many temples to be raised here?"

V'jr'pt Gdth, Priest of Sh'h'nt'n

Temples to all the Shaktar gods are also present within Sector 217, one of the few sectors this is true of as most Shaktar community are of a single clan. The large proportion of Shaktar in Sector 217 however ensures that each clan is represented here, though they do tend to form communities of their own within the wider Shaktar population. This has lead to the growth of a Council of Elders for the sector that closely mirrors those of the Tribe worlds.

The Shaktar temples are not in any centralised location. Like the communities they serve they are spread through the sector. All are on the surface however and positioned based on alignments of the stars that are obscured by the clouds that shroud Mort so completely. This is another reason for tension within the sector as several of the temples occupy prime sites that were once among the most prestigious addresses in the sector. The bitterness felt even hundreds of years later by the descendents of those evicted when the residential towers were demolished to make way for, "some alien cult lair," should not be underestimated.

Under the influence of the Tl'kr't organisation most of the temples in Sector 217 run outreach programs, allowing non-Shaktar to visit the public areas (though not during ceremonies) and visiting local schools to help improve local relations. The traditionalists among the Shaktar community despise this, but for the moment the Tl'kr't have enough influence to over-rule them.

"We have worked hard to make this among the most peaceful places on Mort, and I feel we have succeeded. How nice it is to have somewhere in this busy modern age where you can sit among the roses and take a light picnic."

Chantal Ducos, Media Relations Director of the Grilinda Park Trust

The most famous landmark in Sector 217 is the Grilinda public dome park. One of the largest in Uptown, it is more than simply a protected island of green space in the industrial landscape of Mort. Grilinda is an Ebon word meaning gathering place, and while it is not used entirely appropriately the park is definitely somewhere that almost everyone who lives in the sector visits on a regular basis and a place that draws many visitors from outside the sector.

A profusion of small restaurants, bars and clubs that surround, and in the cases of the most exclusive occupy parts of, Grilinda, making the park the centre of nightlife in Sector 217. It is considered one of the most cosmopolitan places on Mort, with food and entertainment from almost every culture in the World of Progress is available here.

The park's management do their best to ensure a carnival atmosphere permeates at all times. Grilinda is a source of great pride to most of the residents of Sector 217 and brings in a great deal of revenue. For this reason security is surprisingly tight, though very unobtrusive. The park's security detail operates a very low tolerance for any sort of action that might damage the reputation of Grilinda, though their response is always subtle so as not to detract from the atmosphere themselves. The main punishment for minor infractions is to be bared from the park for a short time or permanently in the aces of repeat offenders. The surveillance equipment at the entrances ensures that noone who is bared may enter undetected.

Gathered on the shore

Like most places Sector 217 has a variety of local groups and institutions that, while they are not businesses, exert some influence over the lives of all who live there. These are the most important.

The Tl'kr't Organisation

Mentioned several times already, this is an association of influential Shaktar who are unhappy with the way their race is seen, and indeed acts, within the World of Progress. The Tl'kr't (the word means 'integration' in an old and obscure Shaktar dialect) believe that the blind adherence to tradition of their own people and the racism of humans holds the Shaktar race back, and they are determined to eliminate both. In many cultures this would create a highly destructive and short-lived group of terrorists, but in the Tl'kr't it has created a patient group dedicated to educating their way to their goals.

"If a man sees the Shaktar simply as brooding and violent lackeys," say the Tl'kr't, "then we must convince him that we are educated, artistic leaders." This philosophy has served them well, as through their endowments of educational programs such as the one for Shivers in Sector 217 they have significantly enhanced the reputation of the Shaktar on Mort.

Of course not all the members of the Tl'kr't organisation are as altruistic and farsighted as it's leaders, and even some of those leaders fall short of the ideal. It is widely believed that the Shaktar responsible for the killing of the creator of the Shl'llr character on the Captain Contract show was, at the time at least, a member of the Tl'kr't. Some members of the Tl'kr't council even believe that he was acting on the instructions of one of their number.

The Tl'kr't Organisation also teaches its members a unique style of tying Honour braids so that they can identify each other. The differences are subtle, noticeable only by those who know what to look for. This method of identification has been used by groups within Shaktar society since before the Conflict Wars, making it an oddly traditional method for such a progressive organisation to employ.

The Delandæ School

Like all the facilities created to house and educate Feral and 'orphaned' Ebon and Brain Waster children the Delandæ School was, until recently, not necessarily a place you would wish to spend your youth. Institutionalised brutality by uncaring staff may not be a problem when said staff are sensitive, caring Ebons, but the emotional strait-jacket that such care can impose can be just as frightening and damaging to the street born Feral or the confused Brain Waster and the aggression it creates can easily overflow into vicious bullying of the Ebon children who are often perceived as the favourites of their tutors. Fortunately for the residents of the Delandæ School this is kind of treatment is rapidly becoming a thing of the past under the guidance of Thaneal Damson, one of the few heads of such institutions who is actually a product of them. This does not mean that life at the school is entirely pleasant. There are still bullies, and some of the staff are just as bad as they ever were but things have improved a lot.

Some two thousand Ebon and Brain Waster children, ranging in age from around four to sixteen call the school home, and none have had an easy life by any stretch of the imagination. Their time is highly regulated as many have behavioural difficulties that make it difficult for them to function properly in a social environment. Nonetheless, the Delandæ School has gained a reputation for turning out talented and effective Operatives.

The Mort Superiority League

The darkest product of Sector 217's racial tension, this group is made up of those who believe that aliens and immigrants (though most members consider immigrants to be aliens) have no place on Mort. Many feel that aliens steal the best jobs; the best places to live and in extreme cases even the best women. The MSL appeals to the bitterness that is so easy to engender in humanity. It calls to the jealousy that makes us feel wronged, and the anger that this engenders. They are a cancer eating at the heart of Sector 217.

The MSL is not, unfortunately, simply a collection of rabid alien haters. While many such people form the grass roots support for the group it's leadership consists of smart, careful men and women who have no intention of becoming martyrs for their cause, even as they proclaim the purity of such a goal to their pawns. This is a large part of what makes the MSL such a dangerous group. Another is their access. Many of the high-ranking members of the MSL hold positions of power and responsibility within the bureaucracy of SLA Industries or the major sub-companies, granting tremendous resources to their footsoldiers. In some cases MSL attacks have included the use of restricted technologies such as FEN-24 Warmonger SMGs.

Such dangerous high-profile attacks are few and far between though. The leadership of the MSL do not wish to squander their resources. Instead they hope to create enough ill feeling in alien communities that the leaders of such communities are forced to call on SLA Industries for special protection, or even better take matters into their own hands. The MSL believes that they will be able to create a groundswell of public opinion under those conditions that will lead to devastating riots that, they hope, will force Mr. Slayer to exile all aliens from Mort. A hopeless dream to be sure, but a dream that many fools are willing to die for.

Sector 217 is the home of the MSL, for it is here that aliens are most dominant. The MSL do not make many dramatic moves here, as Uptown is far too risky a place for blatant action, but almost all of their actions are planned here. They also feel safer here than anywhere else as they own whole Shiver precincts completely. Ironically uptake of the courses offered by the Tl'kr't is slightly higher in these precincts than is the norm as the MLS encourages its pawns to take from the enemy for their own gain. While some may consider it odd that the MSL flourishes in the environment of Sector 217 it is worth noting that there are few other places where there is a large enough population of aliens to ensure the sort of daily contact that breeds the resentment that a group like the MSL relies on to propagate itself.

For the love of commerce

"13,000c? I could buy a suit of Shock for less than that!"

Vincent Cleaver, Operative protesting at the cost of a dress for his (now ex) girlfriend from Mysts

Sector 217 relies almost entirely on service industries and commercial offices for its income. The two largest employers are Dark Lament and the Shaktar industrial giant G'vn, who maintain their head office on Mort in the sector for cultural reasons. There is a small manufacturing facility in the lower levels that produces the G'vn T'r motorcycle, but it is mainly automated. G'vn do maintain an extensive dealership close to Grilandar, where almost every type of vehicle they manufacture can be test driven and purchased (with exception of Ion Drive starships of course). The local head of G'vn is a senior member of the Tl'kr't Organisation, so the majority of the vehicles on show are adapted for human use rather than being in the usual Shaktar configurations.

While all the major sub-companies have several retail outlets within the sector it is Indi companies specialising in leisure activities that make up the majority of non-operative employment. The Bars, nightclubs and restaurants are justifiably famous across the whole of Uptown, and it is a rare night when there is not a large contingent of visitors from other sectors swelling the crowds who patronise such establishments. Madam Ling's is probably the most famous of all the restaurants in the sector, as it is regularly patronised by several SLA Industries Department Heads. The building itself is unassuming to look at from the outside, but the interior is a splendid reproduction of a traditional Orientian establishment (or at least, what the Mort vid portrays as such). It is widely believed that Madam Lings offers many pleasures other than simple food, but no Shiver raid has ever been mounted to find out if these roomers are true.

Another famous, or infamous depending on your point of view, nightspot is Down In It, a nightclub owned by a group of Brain Waster operatives who decided they wanted somewhere they could really kick back and relax. Down In It is almost unique as nightclubs in Sector 217 go, in that it is not situated anywhere near the Grilandar. It is also one of the few nightclubs on Mort that has not installed glyph pillars, so non-Brain Wasters enter very much at their own risk. Nevertheless Down In It has a sizable Frother clientele who claim they enjoy the camaraderie, hard-core industrial tunes and occasional random violence that passes for a night Down In It.

For those of a more peaceable nature there is always the Rl'dr'nth Theatre. While few have time for plays and recitals in Mort's TV culture the Shaktar have always held such things above mere television, and the Rl'dr'nth is the expression of that cultural bias. It is also popular with Ebons who find the emotional content of a well performed play far more satisfying than sterile vid images. The theatre also houses a small gallery, and is considered by many to be the cultural heart of the sector.

Two other establishments particularly stand out, especially as neither is in the recreation business. The first is the noted Shaktar weaponsmith V'trl whose presence here draws many Contract Killers who wish to have custom weapons created at the hands of a true master. V'trl is known to charge exorbitant prices for his creations, but as he is one of the only true Shaktar weaponsmiths on Mort he can essentially name his price. He specialises in blades, but can easily turn his hand to any melee weapon if the price is right.

The other notable company is Filneliad (meaning Brilliant Dreamer in Ebon), a subsidiary of Dark Lament. Filneliad specialises in the customisation of DeathSuits, using Science Friction materials to create the major alterations that are impossible with only the use of the Protect abilities. These modifications are expensive, generally starting at around 500c and having no upper limit, but if you'd rather your DeathSuit had the texture of a butterfly's wing as well as the appearance Filneliad is the place to go.

This is of course far from the complete extent of Sector 217's diverse business community. Many New Parisian boutiques have their only Mort outlets here, such as the famous Mysts fashion house. Specialising in women's eveningwear and with most outfits starting at around 5000c the Mysts boutique caters purely for the elite of society, but almost all their designs are licensed to less expensive retailers two seasons after they are released. Many starlets would not dream of attending a premier in anything but a Mysts dress.

The presence of such a large Orientian population ensures there is a steady trade in expensive designer drugs from licensed Karma subsidiaries and 'traditional craft items'. The market itself is far from impressive, a rambling sprawl of traditional stalls under canvas covering nearly two square miles, each one piled with trinkets and craftwork that will attract the eye and the brushed steel canisters that hold drugs at regulated temperatures. There is no plan to the market; it has simply grown around the residential buildings of the sector's Orientian population. Regular Blue BPNs keep the streets passable to those on foot, but SLA has long since given up trying to enforce the regulations on the passage of vehicles.

The market is a riot of sound as stallholders tout their wares to the bustling crowds. While the stalls offer nothing to match the wonders of the Shifting Bazaar the Orientian community in Sector 217 does still maintain contacts 'back home' and perhaps, if you can locate the right person, all sorts of exotic items could be purchased. Nothing actually illegal of course, though if you are known (read: they have enough on you) then for the right price they may be able to put you in touch with someone who could supply you with whatever you desire. Of course a lot of interesting things are not necessarily illegal but are difficult to get hold of or possibly you may not want certain people to know you have acquired certain items. The market is very discrete, and despite regular sweeps by Shivers seemingly never compromised. Many people in the know suspect that the Trangs are heavily involved in the market, but so far no proof has ever been made public.

Life in the city of light - Characters

Victor Daniels

"I love the kids around here. They've got some mad idea that because they've grown up near that ebb school they're some sort of hard-cases. Wouldn't last ten seconds DownTown, but they all think they cold take just about anything. I remember when I felt that immortal."

Victor Daniels, recorded by Internal Affairs, File: ####-#####-#####-##-######

Captain Victor Daniels is seen by many as the coming man in the Sector 217 Shivers. A twelve-year veteran of Downtown policing, his move to Sector 217 two years ago was mainly due to the good relationships he maintained with Operatives while learning his trade. Since arriving in Sector 217 he has learned to speak good New Parisian and passable Shaktar, which was influential in his promotion to Captain six months ago. Daniels is popular with his men and his superiors.

What Daniels is not is entirely stable. Seven years ago when he was just a rookie doing Sleeper duty Daniels was one of three survivors of an attack by what he believes to have been a Necanthrope. All three survivors agreed never to reveal their suspicions to their superiors, fearing that they would be 'retired' if they were to do so. Over the intervening years the other two officers have died, both in unusual circumstances and Daniels fears that an incredibly patient killer is stalking him. This paranoia does not prevent him from functioning as it is well buried, but it does occasionally show itself in his dealings with Ebons and Brain Wasters. This has been noted by several of his superiors who are active members of the MSL, leading them to consider him for induction. Daniels would not take kindly to such an offer.

Appearance: A short, wiry and generally tough-looking man, Daniels looks slightly older than his thirty years. He has kept in good shape over the last two years, but his mousy blonde hair is beginning to recede. Like most Shiver captains Daniels sticks to his PP-464 rather than the regulation administrator's uniform.

Characteristics: STR 8, DEX 9 DIA 7, CONC 8 CHA 6, COOL 10, TOTAL HITS 17, COMPETENCE: 3

Skills: Unarmed Combat 4, Pistol 5, Rifle 4, Club-1H 6, Sneak 3, Hide 3, Running 2, Auto/Support 3, Detect 7, Streetwise 8, Tactics 3, Evaluate Opponent 4, Leadership 6, Persuasion 5, Business Administration 6, Drive-Military 4, Rival Company Info 4, SLA Info 5, Literacy 2, New Parisian 4, Shaktar 2

Equipment: PP-464 Body Armour, GA9443 Mini-Browbeater, Pacifier Baton, FEN 603, 3 clips of 10mm Standard, 5 Hotline rounds

Role-playing hints: Watch, listen and pay attention. Be professional, especially with Operatives. It gets them out of your hair faster.

Colonel Philip Devon (Philippe Du Von)

"You see the key to any effective strategy is efficient supply. Without the services of my corps the armies on Dante, Cross and so forth would be unable to function. We are the most important cog in the military machine."

Philip Devon, Recruitment lecture, 896SD

Angalique Verdun

"Where do I enjoy to go when I do not work ? But if I tell you that I will not be able to go there any more as you will all be coming to see me."

Angalique Verdun, Interview for Morning Live, (c) Third Eye News, 900SD

As one of Third Eye's leading lifestyle correspondents Angalique is a common sight in the restaurants, bars and clubs around Grilinda, and a welcome one. She is seen by millions every day espousing the virtues of various establishments around Mort on Operative Lives, so the owners of such places see her presence as a fantastic endorsement. It is widely rumoured that she has accepted huge bribes from various people to appear at their nigh spot, but no evidence has ever been uncovered to support this accusation.

What is less well known is that Angalique is a qualified Operative. She graduated from Orange Crush in Media before moving to Mort in order to take advantage of its place at the centre of the World of Progress. She got lucky and things worked out for her. It may not be exactly what she wanted to do, but Angalique is a practical woman. Third Eye pay well and investigative work is, she has discovered, far more dangerous than she had believed. She is very satisfied with the way things have turned out for her.

Appearance: While not necessarily beautiful Angalique is certainly startlingly pretty. She takes good advantage of this too, being sure to accent her slim, athletic figure and especially to off set her sparkling deep green eyes, which many consider to be her best feature. Her hair and make-up are changeable depending on fashion, but thanks to Third Eye's stylists Angalique's look is never less than stunning.

Characteristics: STR 5, DEX 7, DIA 7, CONC 9, CHA 10, COOL 7, TOTAL HITS 11

Skills: Unarmed Combat 2, Pistol 5, Gymnastics 3, Communiqué 6, Interview 8, Computer Use 3, Running 4, Martial Arts 3, Streetwise 2, Cinematography 7, Diplomacy 3, Photography 3, Detect 4, SLA Info 4, Literacy 4, New Parisian Native Killian 6, Wardrobe & Style 6, Ride-Motorcycle 3

Equipment: Lots of lovely outfits, BLA Derringer

Role-playing hints: The Media training should come out here. Angalique should be portrayed as approachable and genuine where others in her field are spoilt and effete.

Thaneal Damson

"You can tell a lot about a society by the standard to which it educates its children and the conditions in which it maintains them."

Thaneal Damson, Recorded by Internal Affairs, File: ####-#####-#####-##-######

Growing up a Feral in the depths of Downtown Thaneal Damson never expected to live very long. In the perpetual gloom below the welfare line the few Ebons who do exist are treated with fear and suspicion by those around them. Without Glyph cards and with no chance of ever acquiring a DeathSuit Ferals are bereft of the Ebb and thus their only real tool for survival.

In what he thinks was his eighth year Damson was found by SLA Industries and thrown into the Schools system with little understanding of the situation in which he found himself. Perpetually afraid, he was bullied constantly by the more numerous and aggressive Feral Brain Wasters. The teachers cared very little; as far as they were concerned their job was to toughen their charges up for entrance to Meny.

It was at Meny that Damson finally found his niche. A naturally quick learner he was often assigned by his tutors to assist the less gifted members of his classes. Finally establishing relationships that did not evolve from violence or fear Damson blossomed into a confident and likable young man. His career as an Operative was highly successful, and lead to appointments at Meny as an instructor, and with Dark Lament as the head of the Delandæ School. Damson enjoys both roles, and strives to ensure none of his charges suffer in the same ways that he did.

Appearance: With his neat black hair fading into white and the deep lines on his face Damson has a subtly unworldly look to him. Rail thin, almost ethereal even, few would guess at the strength and impressive fitness he has maintained into his early fifties.

Characteristics: STR 6(8), DEX 7, DIA 8, CONC 12, CHA 9, COOL 9(11), TOTAL HITS 13, FLUX 30, FORMULAE 5

Skills: Unarmed Combat 2, Pistol 3, Rifle 7, Communiqué 5, Interview 4, Computer Use 7, Running 6, Martial Arts 3, Streetwise 6, Sneak 5, Hide 5, Climb 4, Marksman 4, Diplomacy 2, Persuasion 6, Tracking 4, Detect 4, SLA Info 4, Rival Company Info 3, Literacy 4, New Parisian 3

Ebb Abilities: Blast 7, Communication 11, Detect 4, Healing 6, Illumination 8, Protect 13, Reality Fold 10, Senses 13, Telekinesis 7

Equipment: DeathSuit, Flintloque, Distracter, Vector Box, Medkit, Illumination Gem, Jade Probe, Focus, 10 Flux Eternal Gem, Oyster, DataSlugs

Role-playing hints: Say as little as possible. Do your best to bring people out of themselves.

Joshua

"Don't bother; you couldn't get to it in time even if you could cut through the pipes. You my little friend are about to have a nasty industrial accident."

Joshua, Recorded by Internal Affairs, File: ####-#####-#####-##-######

When he was born Joshua's parents were determined that they would love their child even with his charred eyes. They tried hard too, making every effort to nurture and support Joshua and show him that he Ebon way was the right one rather than the way his Brain Waster instincts pulled him. This made Joshua a very repressed child, right up to the point where his parents found him in his room trying to carve away the pattern burned around his eyes just after his 14th birthday.

Joshua was sent to the Delandæ School. Among the Ferals and the other children abandoned or sent to the School he began to carve out a new identity for himself, eventually becoming a dominant force in the dormitories. This brought him to the attention of Thaneal Damson, who was attempting to eliminate such behaviour. Unfortunately Joshua rejected all offers of help and scoffed at attempts to force help upon him. At 16 he left for Meny, sure that fame and fortune awaited him.

Fame did, fortune did not. Joshua's psyche profile suited a certain type of work, and following his graduation in the top 10% of his KMS class he quickly bore this out. These days he works for the Department of Industrial Espionage and is appears happy with his life. In some ways though he is still a very repressed person, especially in terms of relationships.

Appearance: The first thing most people notice about Joshua is the scaring around his eyes. White veins running through the black of the charring that marks him as a Brain Waster. Like most of his race Joshua has a powerful, muscular build and his training has given him a kind of pent up energy that the astute will be sure to notice. Joshua looks physically dangerous.

Characteristics: STR 10(12), DEX 9, DIA 7, CONC 9, CHA 6, COOL 11(13), TOTAL HITS 20, FLUX 22, FORMULAE 7, COMPETENCE 2

Skills: Unarmed Combat 6, Pistol 4, Blade-1H 6, Intimidate 6, Acrobatics 5, Gymnastics 4, Demolitions 3, Running 6, Martial Arts 6, Streetwise 4, Sneak 5, Hide 5, Climb 4, Lockpick 4, Electronic Lockpick 4, Evaluate Opponent 4, Detect 6, SLA Info 4, Rival Company Info 3, Literacy 2, New Parisian 1, Ebon 1

Ebb Abilities: Red Thermal 7, Enhancement 11, Blast 4, Healing 4, Illumination 9, Protect 12, Reality Fold 14, Senses 7, Telekinesis 6, Blue Thermal 9, Communicate 3

Equipment:DeathSuit, Flintloque, Thermal Gauge, Illumination Gem, Vector Box, Focus, 3x 10 Flux Eternal Gem, anything the DoIE feel is necessary for Joshua to achieve their objectives (often includes another 30 Flux worth of Burn Gems)

Role-playing hints: Sit still, too still possible. Speak quickly and never give out personal information.

Hr'l T'mr't

"In realising that the destiny of the Shaktar race lay with SLA Industries our ancestors were wise beyond their ability to realise. Sometimes I wonder if they did not somehow see the wondrous future they bequeathed to us. I thank them daily for their foresight"

Hr'l T'mr't, Lecture to Shaktar youths newly arrived on Mort, 864SD

High priest of Fryt'sh on Mort and member of the Tl'kr't organisation Hr'l was born on Mort and has lived all his life within the confines of Mort City. He has rarely left Sector 217, content with his role as an interface between his people and their gods, or so it would seem to those who do not know him well. To those who do know him well Hr'l is a tireless, sometimes even obsessive, campaigner for the advancement of Shaktar within the World of Progress.

Hr'l is devoted to the ideals of the Tl'kr't, more so in fact than he is devoted to the ideals of the god he serves. He does not see it that way himself of course; to his mind the goals of the Tl'kr't are the goals of the Shaktar gods. This has led him to some memorable conflicts with less devoted members of the organisation, conflicts that he feels increasingly bitter over. He feels that the Shaktar who preach caution are fools who do not have significant dedication to the cause. Hr'l's increasing ire has come to the notice of his superiors within the Tl'kr't but they are unable to risk removing him from the organisation's councils, as he is very popular among the younger, mainly Mort born members.

Hr'l is a zealot, but a patient and intelligent one. He seeks to persuade as many young Shaktar as possible that his views are both right and the will of the gods, a potent combination. Hr'l's beliefs are those of the Tl'kr't, just taken the extreme.

Appearance: A tall, dark skinned Shaktar of middle age, Hr'l has a dominating presence and a superb speaking voice. He always wears his priestly robes in public, but in private he prefers business suits in the human style.

Characteristics: STR 9, DEX 9, DIA 8, CONC 8, CHA 9, COOL 11, TOTAL HITS 18

Skills: Unarmed Combat 4, Detect 3, Evaluate Opponent 7, Rival Company Info 1, Survival 2, Pistol 3, Blade-1H 3, Wrestling 4, Leadership 7, Interview 4, Diplomacy 3, Communiqué 4, Persuasion 6, Computer Use 3, Business Administration 3, Literacy 4, SLA Info 6, Psychology 5, History 8, Archaeology 5, Philosophy 7, Palaeography 4, Shaktar Native, Killian 8

Equipment: Robes, Suits, Ceremonial Items, Cadre of Fanatical Followers

Role-playing hints: It is important to get the charisma across, as well as a slight overtone of something darker behind it.

Ling Ki Shek (Madam Ling)

"Welcome to my restaurant Mr T'nch. You will be pleased to know we have just received a fresh delivery of Ghdr'm, shall I have the cooks prepare it as usual, or do you have another dish in mind?"

Ling Ki Shek, 900SD