Fascinating and copious background to one of the latest threats to be found in Downtown, the strangely savage Hominids. Their ferocity has an otherworldly edge, there's something about them that stops experienced Operatives in their tracks - and that hesitation is sufficient for the Hominid to charge, biting, clawing and clubbing... and for those Operatives to survive, something has changed.
For the worse.
There is masses of detail here, yet most will never be discovered by the party. Much is not known to anyone in the World of Progress, and of that most is secret, or uniformed rumours. Hints are provided for the GM about how to use Hominids to best effect, and to engender the appropriate fear and foreboding in the Operatives.
Presentation is gorgeous, except... odd words are missing which makes it quite disjointed to read.
Hominids are an intriguing addition to the perils of Downtown, and one with potential to lead the characters into some dark places, especially if they get curious about them rather than merely blasting away.