TEXT: Threat Analysis : Hominid
  for SLA Industries
  Nightfall Games
  
  “Those things. They were my first real en-
  counter with the Shi’An Blood Cult. There’s 
  just something, I don’t know, ‘different’ 
  about them. I‘ve fought Carrien, Manchines, 
  Sector Mutants. I’ve even had a few run ins 
  with the Dream Entities, but the Hominids? 
  They’re something else. Something … real, 
  I can’t explain.
  The Shiver patrol warned me that there 
  was something down there that had beaten 
  one of their men to death. I was laughing at 
  them. I mean, they’re up to their ears in Car-
  rien in Lower Downtown, what’s one more 
  monster with a club?
  Then I saw it for myself. It was so dark 
  in the apartment block that the torch light 
  was just the cone, y’know? There was no 
  spread, all you pointed at was all you saw. 
  The Hominid was just there, it was eating 
  its way through some entrails and its whole 
  face was coated in blood. It bared its teeth 
  and screeched. I just froze up. I’ve never 
  done that before. I think it was the sound, 
  that animal roar.
  Then I’m on my back and the fucker’s 
  just thumping me with a piece of pipe. You 
  wouldn’t believe how fast it was, or how vi-
  cious. It was just an animal but it had this 
  blood rage on it. I’ve never seen anything 
  like it. Not even in the Greater Carrien. 
  I managed to hit it with the Blitzer before 
  I passed out. The HESH round just split it in 
  two. Threw it back like a rag doll.
  That was all it took, one bullet. 
  Yeah, I can tell you’re not impressed. 
  Look, I’m just a Death Squad Op, I’m not 
  good with words and stuff, and I’m not mak-
  ing much sense.
  But, listen. The creature, whatever the 
  fuck it really was. I was angry with ‘me’. 
  The Carrien, yeah? They want my flesh. 
  That thing, it wanted me dead. I was, I don’t 
  know, personal, I guess…
  That scares me. There’s something deep-
  er, beneath all that fur and teeth.”
  The term ‘Hominid’ was coined by Naga 7 Divi-
  sion who insist that the SLA Operatives refer to 
  them as such, as opposed to their original White 
  Earth title - ‘The First Born.’ Catalogue would like 
  to imply that the Hominids are simply a step in hu-
  man evolutionary path and not some fever night-
  mare of the Walker.
  Earthly Origins
   
  ❚
  Lv45593://62687116736
  There is extensive information on these ani-
  mals in the Naga 7 Catalogue, much of which has 
  been gleaned from Stigmartyr, and in many cases 
  apocryphal revisions have been made as to their 
  frightening origins. The purpose is to lessen the 
  significance and potential threat of the Hominids. 
  The same steps have been taken regarding the 
  Dream Entities, the emerging ‘Derro’ species, and 
  like such creatures, Naga would have Operatives 
  believe they are no more dangerous than the av-
  erage Downtown Carrien, when in actual fact, the 
  Hominids pose a terrible threat to the populace 
  on Mort, for reasons Naga 7 dare not specify.
  Stigmartyr however, are under no illusion con-
  cerning the dangers of Hominid attacks, and will 
  immediately send their specialist Dark Finders to 
  eliminate the apes whenever they’re reported. 
  The files on the ‘First Born’ go as far back as the 
  birth of the Known Universe, the Formation of 
  White Earth, and to the very policies of the fabled 
  Crantham Foundation.
  Stigmartyr have kept back from Naga 7 the file 
  which they call The Crantham File, a paper folder 
  document which originates from Real Time. In 
  this dossier it gives almost complete account of 
  Patient 3, also known as Brent Walker. In this 
  file it explains that Patient 3 suffered from an ex-
  treme, and overriding fear of primates known as 
  Pithikosophobia. Patient 3’s fear of apes was so 
  great that Doctor Crantham used this affliction as 
  a form discipline and punishment. The Founda-
  tion purchased and installed a large, male chim-
  panzee on the premises. The animal suffered 
  from an untreated spinal injury, which kept in a 
  state of constant pain, and unceasing rage. The 
  ape’s original name was changed by Crantham to 
  ‘Takoloshe’, a mispronunciation pertaining to an 
  evil African spirit. Whenever Patient 3 was mis-
  behaving, or under-performing on his tasks, he 
  was locked in a small narrow room with the caged 
  Takoloshe. For upwards of two or three hours, 
  Takoloshe would batter the bars of his cramped 
  cage, roar and spit, and try to reach out and grab 
  the petrified Brent Walker. 
  The room was specially designed to restrict 
  the reach of Takoloshe, and Brent had to press 
  Lv45593://62687116736..d;
  issue coord: 4864318468a8
  2
  
  It was only when characters like Elliot Raik 
  arrived on the scene, that Cult began to solidify 
  and gain the powers it had always craved. Elliot 
  sought out the White Earth Monitors and gath-
  ered as much information as possible on White 
  Earth, and the cult’s namesake - Shi’An herself. 
  He went to considerable lengths appropriate old 
  tomes on Shi’An’s life. He captured and tortured 
  Stigmartyr agents to gain knowledge of SLA’s true 
  fears. In some cases, he made shady deals with 
  past members of the Naga.
  Elliot was eventually granted Shi’An powers by 
  the Prime Ethereals, and in turn he chose those 
  he deemed most gifted to teach the Blood Magic. 
  Over decades a gruesome culture developed, 
  and a hierarchy was shaped. For a long time the 
  Shi’An cult disappeared from sight, sinking into 
  Lower Downtown. Here, they would watch, and 
  wait. They would perfect their craft, they would 
  prostrate themselves at the feet of the Ethereals. 
  They would make Shi’An, the Master of Rituals, 
  proud of their efforts.
  The day finally came when the great prize ar-
  rived, the means to an end that the Shi’An cult 
  himself against the far wall to avoid the ape’s 
  grasping hands. Brent was always receptive to 
  instruction after a few hours in the company of 
  the Takoloshe...
  Even after his death, Brent Walker was plagued 
  by the shadow of his worst fears. The First Born 
  were the only other inhabitants on White Earth 
  upon his rebirth , and what followed was a bloody 
  conflict between the ape population and Walker 
  which lasted for over a decade. 
  The defeat of the First Born marked the dawn 
  of the Adherence, and the emergence of the en-
  tity known commonly as Bitterness. The survivors 
  of their race were raw materials used to dredge 
  up the current human natives on White Earth, and 
  while First Born’s numbers are vastly reduced 
  since the pre-Adherence era, they still exist in 
  small clusters throughout the planet today.             
  Most people on Mort outside of Stigmartyr had 
  no notion of the Hominids until  the Shi’An Blood 
  Cult infiltrated Lower Downtown, and slowly grew 
  in strength and numbers. The power shift began 
  when the portals to White Earth were activated on 
  Mort, and other planets throughout the World of 
  Progress. After that moment, the Shi’An had gone 
  from crazed fanatics with nothing but faith in their 
  favour, to deadly conjurers with barely any control 
  over the powers they’d been granted. Creatures 
  were brought through openings between worlds, 
  summoned by archaic spells and let loose in 
  Downtown.
  Free Power   
   
  ❚
  Lv45593://62687116736
  The Shi’An cult has existed on Mort in some 
  shape or form from the very beginning. In the 
  early days it was seen a means of rebellion, a 
  side to join in opposition of the all-controlling force 
  that SLA Industries was becoming. Before the last 
  forty years, the Shi’An were were no more dan-
  gerous or organised than any other lunatic cult in 
  Downtown. They were drawn by tales of Bitter-
  ness, the leader of White Earth, almost always 
  false and rife with questionable speculations, and 
  what a paradise his domain must have been. 
  In retaliation, the cult would sacrifice Shivers 
  to the bloody eyed god, call forth the nonexis-
  tent Ethereals and smear the walls with made up 
  sigils and power runes. It all lead to nothing but 
  their own demise in most cases. They were not 
  the spiritual extension of Bitterness on Mort, they 
  were dimwitted serial killers who were gunned 
  down by SLA Operatives on a White BPN.
  Threat Analysis: 
  3
  
  had waited centuries for - the gateway to White 
  Earth, their spiritual home. 
  The Shi’An made contact with a high ranking 
  White Earth Monitor, a 6th Moon Shaktar called 
  T’r F’g N’l. She had not long arrived on Mort, and 
  was based in the No-Go Zone, with her crew of 
  Ion Drive Pirates. She had come to Mort in search 
  of the cult, to deliver the Shi’An Scrolls and make 
  weapons of them.
  ‘These are Shi’An Scrolls, Raik. They have 
  been called the Lost Scrolls, but that was 
  never the case. Never lost. They sat hidden 
  though, for nine hundred years, at the Red 
  Court, in the Great Spire. There are many 
  stories about these scrolls, but all that mat-
  ters now is that they be read. You need to 
  make sacrifices, just as usual. To get them 
  living. To get them working. 
  Some will explain the fabric, and how to 
  find the tears. The ways in and out. Others 
  are doors to trickery, to unwanted visitors. 
  Gulf portals that stay open but a time, and 
  promise no purpose. Then there those that 
  open for specific beasts, and usher in the 
  great ones. But be careful of these parch-
  ments, the muddier ones. They come from 
  the Fetid Basin, and a time when the Master 
  of Rituals went mad. These spells can only 
  lead to harm, but they ... might serve you yet, 
  as others who’ve come before. 
  The little scraps here are the ones that 
  will aid you most though. They can be given 
  down freely. They are simple openings. Easy 
  to learn, and best suited for the young, the 
  dull. The unwanted swell that the Cult can af-
  ford to lose.
  Be warned though. These are an invita-
  tion for them that’s there. Not here. Only your 
  finest are welcome at Court, and the choice 
  will be subjective, so hesitate. Journey when 
  called, and not before.
  Now, I leave you. There are other worlds 
  here we must visit. Take comfort in the fact 
  that the very best of the Scrolls will find their 
  home on Tide’s doorstep, yes?’
  T’R F’g N’l addressing Elliot Raik, High 
  Priest of the South Sewers.
  It was these ‘scraps’ that brought the Hom-
  inids into Downtown. They were spells that could 
  be read phonetically, and a just a few droplets 
  of blood could open fleeting portals in the heart 
  of Mort. Hominids arrived, displaced, and con-
  fused.
  The young and the dull were just that. These 
  were barely cultists, just delinquent teens who 
  couldn’t find a haven in gangs or the proper train-
  ing to be Props. Adolescents with mental and 
  emotional problems, desperate seekers, drug ad-
  dicts and fledgling killers who hadn’t chosen an 
  identity. 
  They’d been fed a lie, an intentional lie. They 
  joined the Cult without knowing what it truly 
  meant, what it was, why it existed, and in the end 
  what lay at its base. They were given the scrolls, 
  told they mattered, promised they were important. 
  They were victims who shed the blood, read the 
  incantations and fully expected to be visited by 
  the fabled Shard Angels of White Earth. 
  What they actually got was a repugnant, mat-
  ted furred monstrosity. A primitive thing beyond 
  their comprehension. A creature that truly repre-
  sented what White Earth is, not what had been 
  suggested. The arriving Hominid would be en-
  raged, screeching in pain from the sudden trans-
  ference from one world to another. It would typi-
  cally throw itself on its guests, lashing out sharp 
  filth encrusted claws, and tear away their flesh. 
  Then, steeped in the blood of its own summon-
  ers, the Hominid was free to roam, and blindly 
  serve its true purpose.      
   in The World of Progress
   
  ❚
  Lv45593://62687116736
  Most Hominids do not last more than a few 
  weeks in Downtown, having been shot down by 
  Stigmartyr or assigned SLA Operatives before 
  they can commit any lasting damage. The slightly 
  more advanced members of the species slip fur-
  ther into Lower Downtown to eke out a miserable 
  in the stifling heat or chilling cold, in pitch dark 
  corridors, eating rats, pigs, and unfortunate lone 
  individuals who have lost their way in the tunnels. 
  These particular apes go albino white in a mat-
  ter of months and then grow stronger and more 
  resilient. It is uncertain why exactly this change 
  occurs. It has been suggested Naga 7 that the 
  two conflicting realities merge in unholy alliance 
  within the genetic code of the Hominid, and the 
  physical form attempts to adhere to the principles 
  of both realms. 
  Lv45593://62687116736..d;
  issue coord: 4864318468a8
  4
  
  in between. On White Earth, these creatures ex-
  ist on the furthest reaches, the desolate places, 
  far away from what could be classed as civilisa-
  tion. Occasionally, the more desperate troops will 
  cohabit one of the worst regions of White Earth 
  - The Fetid Basin alongside the flagellants, griev-
  ers and the forlorn. They gather at the water’s 
  edge to drink and feed on the floating corpses. In 
  that region they are deemed divine entities, and 
  are rarely harmed. The Hominids however, are 
  extremely dangerous animals and it’s advised not 
  to steer to close to them. The stagnant water has 
  putrefied their limited minds. 
  The rest of their kind wander out into The Gulf, 
  to starve and desiccate. In the vast deserts the 
  beasts are plagued by the ghost of their past, the 
  creature they fought and were lost to, and so they 
  sit in caves, away from the sky, trying to articulate 
  their thoughts, and their own fears. This anxiety 
  draws in the Ethereals, whom watch over the 
  apes as they sleep, stirring their minds up into a 
  lather of haunting imagery, and imminent threat. 
  They dream of enveloping darkness, of damp 
  cold walls, winding metallic corridors, and the 
  endless droning sound of machinery, the muffled 
  murmur of humans overhead. They see a spectre 
  of a hateful being with no face, just a red skull. 
  He’s dressed in black. He wants to harm the 
  Hominids are by no means as powerful as the 
  more developed races, nor are they as proficient 
  in combat, but their sheer brutality outstrips the 
  savagery of most other races, including Carrien. 
  they generate a unique terror all of their own, and 
  this is evident in the responses to them in Down-
  town. They are as alien in appearance to a Mort 
  civilian as any Manchine, Sector Mutant or Con-
  flict Alien, but their inherent strangeness reaches 
  the deeper level, the most basic fear. Without 
  ever being told, the witness of a passing Hominid 
  recognises that it is an entity from White Earth, a 
  place they understand is the most terrible of all 
  things a person can see in the World of Progress. 
  Worse still, as savage and incomprehensible as 
  they are, the Hominids appear strangely familiar. 
  It is for these reasons most victims of the First 
  Born die with full clips in their rifles and their hand 
  weapons unsheathed. They simply can’t fathom 
  what it is that’s stood before them, and they enter 
  into a state of shock. It’s a horror beyond the deni-
  zens of Downtown, the Cannibal Sectors, it’s a 
  thing that were never meant to face in the flesh. 
  Hominid Behaviour
   
  ❚
  Lv45593://62687116736
  Hominids are primitive creatures, with very 
  little sense of self identity. They feed, they sleep, 
  they procreate, they kill. There is very little else 
  Threat Analysis: 
  5
  
  dreamer, he wants to send more faceless things 
  in armour to brutalise the Hominid.
  Their nightmare, their fixation is the door in the 
  air. A great tear in the landscape, ragged at the 
  edges, that leads to silence, to the cool air. The 
  door leads to an inner space, and an area that 
  concretes the imagery that invades their resting 
  heads. They do not realise that the place of safe-
  ty, is the terrible vision they are trying to escape 
  from.
  Once the curious Hominid has entered through 
  the Gulf Portal, and into Lower Downtown, its ter-
  ror, confusion and anger intensifies. It wanders 
  into the World of Progress and never finds its way 
  back out. The Hominid tries to adapt to its sur-
  roundings but finds it impossible, growing ever 
  more frustrated and disoriented. All the Hominid 
  can do is vent this frustration, by catching and mu-
  tilating any strange being that crosses its path.       
  Hominids will attack any living thing that does 
  not belong to their own species. They typically 
  pummel foes with their fists (with a strength that 
  belies their slim physique), gouge into flesh with 
  their claws, or go straight for the jugular with their 
  teeth. Some will bring with them a sharp piece of 
  rock, or club-like bone. Once on Mort, Hominids 
  may pick up more familiar objects to use as hand 
  weapons, but have zero understanding of com-
  plex weapons, like Chain Axes and Flick Scythes. 
  Such items are little more than cudgels in their 
  hands.  
  Threat Analysis Statistics
   
  ❚
  Lv45593://62687116736
   The Hominids are simple, rudimentary crea-
  tures and have no place in the massive urban 
  sprawl that is Downtown. There are no binding 
  spells or appeasement offerings when it comes to 
  these animals, and controlling them can only be 
  done through harsh physical discipline.
  The Hominids are not ordinary primates in the 
  classic sense, rather they are a nightmarish rep-
  resentation of an ape, and their understanding of 
  the surrounding world has been shaped by vio-
  lence and horror of White Earth. Even on Mort 
  these creatures are still tied to its cruel principles 
  and if they are not subdued or destroyed swiftly 
  they will rampage and slaughter as relentlessly 
  as they do on their home world.
   Base Hominid
   
  ❚
   This is the most common form of Hominid, 
  freshly arrived from White Earth. They typically 
  journey in alone, or in troops of up to 10.
  Stats
  STR  
  11
  DEX  
  10 
  DIA  
  2 
  CONC  
  3 
  CHA  
  1 
  COOL  
  -  (Fearless)
  PHYS  
  11 (Relentless Brutality) 
  KNOW  
  3
  Hit Points  
  21
  Head  
  7 
  Torso  
  21
  Arms  
  10 
  Legs 
  11
  Move Rate 
  Walk  
  1 
  Run  
  2 
  Sprint  
  4
   
  Armour  
  Thick Hide
  P.V. 
  7
  Advantages 
  Ambidextrous, Good Vision/Hearing/Sight 5.
    
  Skills 
  Unarmed Combat  
  8
  Club 1H 
  8
  Torture 
  1
  Intimidation 
  1 
  Evaluate Opponent 
  3 
  Detect 
   6
  Lv45593://62687116736..d;
  issue coord: 4864318468a8
  6
  
  Threat Analysis: 
  7
  The thick hide of a Hominid will 
  turn simple blades. Use powered 
  blades or firearms to take one 
  down.
  A Hominid’s bite is deceptively 
  dangerous as their teeth have un-
  natural tensile strength.
  Troop Leaders typically carry 
  hand weapons. If these are re-
  covered, please do not handle. 
  Contact Stigmartyr immediately.
  After contact with a 
  Hominid, please detox im-
  mediately. Using Flush is 
  recommended if physical 
  contact is made.
  
  Hide 
  4
  Sneak 
   3
  Tracking 
   1
  Climb 
  10
  Throw 
   7
  Attacks
  Bite: PEN 3, DMG 3, A.D. 3
  Claw: PEN: 2, DMG: 2 A.D: 2
  Weapons/Equipment
  None
  White Earth Abilities
  Thick Hide, Fearless, Relentless Brutality, Primal 
  Fear, Dread Stigma, Negate Fortune, Ceaseless 
  Rage. 
  Hominid Troop Leader
   
  ❚
  The Hominid troop leader is marginally larger, 
  and more intelligent than its primate brethren. 
  This ape is instantly recognisable by the numer-
  ous crudely healed scars coursing its body, and 
  the large animal bone it wields as a makeshift 
  club.
  Stats
  STR 
  12 
  DEX 
  11 
  DIA 
  3 
  CONC 
  4 
  CHA 
  1 
  COOL 
  - (Fearless) 
  PHYS 
  12  (Relentless Brutality)
  KNOW 
  4
  HIT POINTS 
  24
  Head 
  8 
  Torso 
  24 
  Arms 
  12 
  Legs 
  12
  Move Rate 
  Walk  
  1 
  Run  
  2 
  Sprint  
  4
   
  Armour  
  Thick Hide
  P.V. 
  8
  Advantages 
  Ambidextrous, Good Vision/Hearing/Sight 7
    
  Skills 
  Unarmed Combat  
  9
  Club 1H 
  10
  Torture 
  1
  Intimidation 
  3 
  Evaluate Opponent 
  4 
  Detect 
   7
  Hide 
  5
  Sneak 
   5
  Tracking 
   4
  Climb 
  10
  Throw 
   8
  Attacks
  Bite: PEN 3, DMG 3, A.D. 3
  Claw: PEN: 2, DMG: 2 A.D: 2
  Weapons/Equipment
  Slaughter Club
  White Earth Abilities
  Thick Hide, Fearless, Relentless Brutality, Primal 
  Fear, Dread Stigma, Negate Fortune, Ceaseless 
  Rage. 
  Subterranean Hominid 
   
  ❚
  Subterranean Hominids are a rare occurrence 
  in Downtown, since the Hominid visitors to Mort 
  usually don’t survive longer than a few week in 
  the unfamiliar tunnels. Those that do last in the 
  new habitant go inexplicably albino, and they be-
  gin to build up a resilience to their conflicting sur-
  roundings. Their foul temperament only amplifies 
  they longer they endure Mort though.
  Stats
  STR 
  14 
  DEX 
  11 
  DIA 
  3 
  CONC 
  4 
  CHA 
  1 
  COOL 
  - (Fearless) 
  PHYS 
  13  (Relentless Brutality)
  KNOW 
  4
  Hit Points 
  27
  Head 
  9 
  Torso 
  27 
  Arms 
  13 
  Legs 
  14
  Move Rate 
  Walk  
  1 
  Run  
  2 
  Sprint  
  4
   
  Armour  
  Thick Hide
  P.V. 
  10
  Advantages 
  Ambidextrous, Good Vision/Hearing/Sight 8
  Lv45593://62687116736..d;
  issue coord: 4864318468a8
  8
  
  Arms 
  18 
  Legs 
  19
  Move Rate 
  Walk 
  1 
  Run 
  3 
  Sprint 
  5
  Armour 
  Thick Hide
  P.V 
  15
  Advantages
  Ambidextrous, Good Vision/Hearing/Sight 8.
  Skills 
  Unarmed Combat  
  12
  Club 1H 
  13
  Torture 
  4
  Intimidation 
  8 
  Evaluate Opponent 
  4 
  Detect 
   6
  Hide 
  4
  Sneak 
   6
  Tracking 
   4
  Climb 
  12
  Throw 
   9
  Attacks
  Bite: PEN: 4 DMG: 6 A.D: 4
  Claw: PEN: 3 DMG: 4 A.D: 3
  Weapons/Equipment
  Weapons: Mauler
  White Earth Abilities
  Thick Hide, *Fearless, *Relentless Brutality, Primal 
  Fear, Dread Stigma, Negate Fortune, Ceaseless 
  Rage. 
  White Earth Weapons
   
  ❚
  Lv45593://62687116736
  The rudimentary clubs and bludgeons brought 
  by the Hominids are tainted by their other-worldly 
  origins, as their extra damage suggests, but any-
  one picking one up immediately gains a temporary 
  five ranks of psychosis that will only decrease at 
  one point per week if the item is discarded. Both 
  Stigmartyr and Naga 7 will take any of these items 
  into their possession, claiming they have the right 
  to hold them, often leading to inter-departmental 
  disputes, and will use force to claim them, if nec-
  essary. If the tool is kept, a permanent rank of 
  psychosis is added for each week it’s kept in its 
  new owner’s possession. 
  Anyone owning a Hominid weapon will start 
  to switch loyalties to White Earth, with their loy-
    
  Skills 
  Unarmed Combat  
  10
  Club 1H 
  10
  Torture 
  3
  Intimidation 
  5 
  Evaluate Opponent 
  4 
  Detect 
   6
  Hide 
  8
  Sneak 
   9
  Tracking 
   3
  Climb 
  10
  Throw 
   7
  Attacks
  Bite: PEN 3, DMG 3, A.D. 3
  Claw: PEN: 2, DMG: 2 A.D: 2
  Weapons/Equipment
  Slaughter Club
  White Earth Abilities
  Thick Hide, Fearless, Relentless Brutality, Primal 
  Fear, Dread Stigma, Negate Fortune, Ceaseless 
  Rage. 
  Spawn of Takoloshe
   
  ❚
  These are most dangerous and powerful 
  strains of Hominid the Operative will encounter. 
  The Spawn of Takoloshe are believed to be the 
  direct descendants of the fabled nightmare - Ta-
  koloshe himself. The Spawn are easily as large as 
  the SLA Chagrin, and with the physique to match, 
  having more in common with a silverback gorilla 
  than the standard ape genus.
  The Spawn of Takoloshe do not appear on Mort 
  via the Gulf Portals, and have to be specific sum-
  moned across by skilled, and prepared, Shi’An 
  Blood Summoners. The Spawn do not charac-
  teristically attack their hosts, but their stay in the 
  World of Progress is fleeting. The Spawn stays for 
  only a quarter lunar cycle.
  Stats
  STR 
  20 
  DEX 
  13 
  DIA 
  4 
  CONC 
  4 
  CHA 
  1 
  COOL 
  -  (Fearless)
  PHYS 
  17  (Relentless Brutality)
  KNOW 
  4
  Hit Points 
  37
  Head 
  12 
  Torso 
  37 
  Threat Analysis: 
  9
  
  alty changing completely when their Psychosis 
  reaches rank 10. Civilians will draw Shi’an cultists 
  to them, as their corruption deepens, until they 
  are taken into their fold.
  Slaughter Club
  Many Hominid bring hand weapons with them 
  into Mort. Typically these are a plinth of heavy 
  rock, or a length of bone extracted from an vic-
  tim or animal. The Hominid wields such weapons 
  with crude but effective skill. Since this raw mate-
  rial originates from the planet White Earth, it car-
  ries increased PEN and DMG.
  PEN  
  6 
  DMG  
  8 
  A.D. 
  5
  Mauler
  The Mauler is a large, cumbersome two hand-
  ed club. Usually this simply a larger version of the 
  Slaughter Club, but occasionally it resembles a 
  stone age form of construction, combining wood, 
  stone and twine, suggesting that such a weapon 
  has been created with human hands and sensi-
  bility, then donated to the Spawn of Takoloshe. 
  PEN 
   7/8 
  DMG 
   10/12 
  A.D. 
   6/7
  White Earth Abilities
   
  ❚
  Lv45593://62687116736
  Thick Hide
  Each location on the Hominid’s body has a P.V. 
  of 7 (see Hominid variants). The Hominid’s ac-
  tual skin is it’s armour, the i.D. of which is the hit 
  points for the location. Both damage and Armour 
  Damage are dealt to the Hominid’s hit points.
  Fearless
  Hominids do not make Cool rolls, and are un-
  affected by Necanthrope/Ebb abilities, such as 
  Psychovirus. These creatures have lived their 
  entire lives on White Earth, and endured its hor-
  rors on a daily basis, and there is nothing in the 
  World of Progress than can exceed what they’ve 
  previously encountered.
  Relentless Brutality
  The sensation of pain and injury only inspires 
  the Hominid to greater acts of violence. Hominids 
  do not make PHYS rolls, and will only relent when 
  its Hit Points reach zero.
  Primal Fear
  This Ability closely resembles the Momic abil-
  ity - Ancestral Chill, except that all denizens from 
  the World of Progress are susceptible to it, not 
  just the Ebb races. All characters born and raised 
  within the World of Progress make an increased 
  Fear Check when they encounter a Hominid. The 
  target of Primal Chill must make a Fear Rating 
  check: 15 in the presence of the Hominid.
  The target instantly acknowledges that the 
  primate is an entity from White Earth by simply 
  looking at it, and the target has an overwhelm-
  ing feeling of dread and anxiety in the encounter. 
  There is no reason for the creature to be lurking 
  in a Downtown alley, and the target’s mind reels 
  with the ramifications. 
  Dread Stigma
  The Hominid, like all entities from White Earth, 
  carries a Dread Stigma. It is a nightmarish crea-
  ture, and its single purpose is to spread fear, 
  violence and extreme horror. This dark influence 
  impacts the environment it inhabits and the en-
  emies it meets. All forms of Ebb Attacks, physical 
  attacks, weapons built in World of Progress, and 
  using its raw materials do half damage on any 
  creature that originates from White Earth. 
  Negate Fortune
  Much like the Dread Stigma ability, the entity 
  from White Earth carries with an ominous pres-
  ence with it to Mort. The Negate Fortune ability 
  reduces the characters entire Good Luck Stat to 
  zero.
  Ceaseless Rage
  The Hominid is a force to be reckoned with in 
  combat. The Ceaseless Rage allows the animal 
  to attack in all 5 phases, regardless of its DEX 
  stat. Ceaseless Rage lasts from as combat lasts, 
  or until the Hominid is killed.
  Lv45593://62687116736..d;
  issue coord: 4864318468a8
  10
  
  tion that one day the Operative may have to take 
  the fight to White Earth itself.  
  The Hominid is frightening in what it represents 
  - change. The creature(s) should be introduced 
  to the players with as much significance and 
  menace as  possible. This stinking, matted furred 
  monstrosity is the prologue, the rise of the Shi’An. 
  It may appear suddenly at the end of an unrelated 
  BPN, launching itself at the unwitting squad, or it 
  is subject of what appears to be a standard White 
  BPN murder investigation. The Operatives arrive 
  in a shabby Lower Downtown apartment block, 
  expecting to blast away a lowly cognate of kill-
  ers, only to discover the killers themselves have 
  been tended limb from limb by a troop of rampag-
  ing Hominids. They may arrive just in time to see 
  the terrible White Earth portal closing right before 
  their very eyes.
  The GM may want to use the first encounter 
  with a Hominid will more pacing and atmosphere. 
  The squad is stranded to a densely confined re-
  gion of Lower Downtown, and find themselves be-
  ing stalked by a Subterranean Hominid, singling 
  out the Operatives one by one.  
  The Hominids should not be just thrown in as 
  a throw away encounter, like a pack of Carrien 
  the Squad can have some fun with. They should 
  present a sinister threat, a bad omen for the dark 
  days to come. 
  GM Section - Running Hominids
   
  ❚
  Lv45593://62687116736
  The Hominids are among the first entities to ar-
  rive on Mort from White Earth. This is a significant 
  and terrible event because it indicates the Shi’An 
  have no managed to bridge the gap between the 
  two opposing forces. Now that the portals have 
  opened up across Downtown, even more deadly 
  creatures will soon follow in the footsteps of the 
  Hominids. 
  Hominids are certainly not the most danger-
  ous entities to challenge the average Operative 
  squad, but they are likely the most foreboding 
  to this date. Yes, they may survive the Fear rat-
  ing, the combat encounter and gun down the 
  beast, but the characters should feel as if some 
  has changed in the short space of the fight. The 
  days of simply fighting Carrien and Dark Night, 
  and cashing the credits are over. The beings who 
  were once little more than a myth bandied around 
  at The Pit, ‘the monsters from White Earth’ have 
  finally arrived, and judging by the hideous visage 
  of the Hominid, the most ludicrous rumours ap-
  pear to be true. 
  The Operatives will go home to their apart-
  ments that night knowing their jobs, their lives 
  and the very world in which they inhabit is going 
  to change, and change for the worse. They will 
  in time have to learn new skills, identify a whole 
  new race of beings, acknowledge the Shi’An as 
  legitimate threat, and the slow, dawning realisa-
  Threat Analysis: 
  11
  
  Credits
   
  ❚
  Writing:  
  Dave Allsop
  Art:  
  Dave Allsop
  Layout:  
  Jared Earle
  Everything else:  
  Dave Allsop, Jared Earle, Merci Reed
  Nightfall Games are:  Dave Allsop, Jared Earle, Merci Reed, Angus Abranson
  Forum:  
  http://nightfall.me
  Website:  
  http://nightfall.co
  Set in Helvetica and Gunship.
  ©2014, Nightfall Games
  
SOURCE: textdata/thevault/SLA Industries (SWADE)/SLA Industries - Threat Analysis/SLA Industries - Threat Analysis - 000 Hominid.pdf