TEXT: tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  tHE   bIG   pICTURE
  (tHiS  Is  tHE  LiFe  yOu
  HAvE)
  C O N T E N T S
  Introduction - What's all that about then?
  Something wicked - Behind the mask lies
  evil....
  Training 
  packages 
  - 
  New 
  stuff 
  plus
  suggestions for starting Op's
  Never mind the pig - Enokas and Baranath.
  War worlds - Everything you never wanted to
  know....
  Finding a job - A Jade and a Grey, squads only
  need apply.
  Equipment – GSM 2 Waldo, Nortec FlatBike.
  Soft companies - Hard Corps., Pro-Cars and
  Sorrow Inc.
  Meet 'n' greet - Words from Lava, Frother
  with Red Eye.
  The publishers do not always agree with the views
  and opinions contained within their rag. It goes
  without saying that we cannot be held responsible
  for anything, and that's what we'll plead if it goes to
  court. All SLA Industries trademarks and copyrights
  are used without permission, and such use should
  not imply endorsement by SLA Industries (long may
  they prosper).
  The Big Picture is not an official Nightfall /
  Jageeda publication and has no affiliation to either
  of these jolly fine organisations. Like you care.
  Please feel free to write to us regarding anything to
  do 
  with 
  Progress 
  and 
  SLA 
  Industries, 
  all
  correspondence will be answered (send SSAE or
  dream on metal trash).
  Please stop asking for subscription rates. There
  aren't any. Don't subscribe to anything.
  Adios 'borrowed' artwork! Hello text only issues
  from now on! If you are an artist, or know one,
  please help! We desperately need pics.
  Grip Inc. are a damn fine band who deserve your
  support. Music to SLA to.
  The Big Picture is published by:
  Chocolate Frog Enterprises
  7 Jubilee Close
  Byfield
  Northants
  NN11  6UZ    UK.
  Unless specifically credited to an author, all
  material in The Big Picture is written by Max
  Bantleman.
  B a c k   C o v e r
  Progress is evolution.
  A universal idea from a single source.
  driven by the consciousness and will of one
  man.
  Progress sweeps along regardless of us.
  In spite of us.
  We can not stand outside of Progress.
  We can not stand in it’s way either.
  Why try?
  2 0 0 1 – P D F   C o n v e r s i o n
  The sixth issue of tHE bIG pICTURE was
  something of a landmark. No more ‘borrowed’
  artwork from Nightfall products, except for the
  cover, which I figured was fair game. A much
  tighter layout, more content and a great variety
  of subject matter.
  A company called Jageeda were rumoured to
  be involved with getting SLA back on the
  tracks. It turned out to be a long, slow,
  agonising delay in the development of SLA, as
  ultimately Jageeda (as was) did not have either
  the backing or the will to do anything other
  than fuck people about.
  SLA Industries was on the ropes, Nightfall in a
  state of apparent flux, and I was shifting more
  stuff than ever. Strange times really.
  Max Bantleman, 2001.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  I N T R O D U C T I O N
  Hi there! How you doing? Good to see you, get
  comfy and dig in.
  The Big Picture costs three pounds direct from
  us (inc. p&p), all five back issues available at
  the same cool price. Neat.
  Please pay by Postal Order, or cheque if the
  order is more than a tenner, make all stuff
  payable to Max Bantleman. Ta muchly.
  Something I want to bitch about, and as it's my
  ball I will if I want to (grow up idiot), is the
  growing trend to move SLA towards what I
  would call 'tabloid' horror, rather than a deeper,
  more mature and disturbing horror that I will
  call Mabel, er no, that's not right....
  (I think the boy has finally lost it....)
  The media, namely the tabloids, as well as the
  entertainment's industry, thrive on a 'quick fix',
  immediate coverage of an instant, throw away
  cultural product, designed to get in fast and
  then leave no lasting marks on us (the victims).
  Constant change and a striving to bring us new
  delicacies characterise the modern press and
  film industry.
  (I just know all this is leading somewhere, I
  hope....)
  The efforts of the entertainment industry, of
  which so called 'news' papers are but a small
  part, to shock and scare us are getting more and
  more desperate, as we become more and more
  brutalised through their efforts to reach us. We
  are no longer horrified or repulsed by things
  that would turn our grandparents hair white
  over night. We tolerate images and narrative
  that would have been thought unthinkably gross
  maybe a decade ago.
  The less imaginative writers in the horror
  genre, both in games and fiction, fall foul of the
  same old bollox when trying to get our
  attention, and to achieve their aim of
  'frightening' us.
  The most recent 'fad' seems to be the
  exploitation of incidents involving children,
  which any human being would, of course, find
  sickening.
  This is the last straw in a pathetic struggle to
  get the 'oh-my-god' reaction from a jaded and
  tired public.
  I abhor the use of this tool in games. Not
  because I am a prude, or 'immature', or a
  fanatical right wing censorship addict, but
  because it is pointless and serves only to make
  the task of living a decent life all the more
  difficult. If you need to be told of horrific
  incidents and events involving children in order
  to get you 'horrified', it's time to stop playing,
  reading and viewing, and to get your shit
  together. Nobody needs to be told to be
  shocked. It is a cheap, one off shot, that once
  fired can never be retrieved or healed.
  There are many aspects to 'horror', and I feel
  that SLA Industries does not need to grovel
  around the sewer with the rest of the filth in
  order to convey a sense of horrific despair.
  The reason I am spouting all this rubbish, is to
  get the message across that you do not have to
  include the (by now seemingly obligatory)
  section mentioning atrocities involving children
  to get my attention when writing scenarios, or
  designing 
  Soft 
  Companies. 
  Be 
  more
  imaginative or don't bother to write at all.
  In the same way that the use of guns
  desensitises us to violence in the real (and
  game) world, over use of any 'mechanic' blunts
  the edge, it becomes boring and stale; leaving
  us with no desire to investigate or uncover
  deeper, darker truths that may lurk hidden
  behind this limp, desperate facade.
  We simply can't be bothered to be scared.
  So, cut the crap and get to the real horror.
  Arbitrary violence, crumbling social values,
  paranoia, oppression and mayhem wrapped in a
  world of nightmare, darkness and eternal
  struggle. Deception, deceit, betrayal, brutal
  realism, the death of romance in a society
  desperately in need of hope yet devoid of all
  aspiration. SLA Industries created, owns and
  controls it all, you work for them or you are
  nothing, less than nothing. But even if you do
  work for them, you are doomed to a life of
  struggle and superficiality, where you will risk
  your life every day and be rewarded with only
  more danger, insanity, pain, deceit and lies .
  On a pragmatic note, SLA Industries would not
  tolerate the loss of it's future, i.e. it's children.
  Not to any great degree.
  You want horror, go play with a Necanthrope.
  Let the hell of Downtown swallow you up.
  Mess with Cloak. Grow up and play with the
  big boys, try to find the truth behind Progress. I
  dare you.
  Well, that's quite enough of that.
  (Thank goodness. Even I was beginning to feel
  uncomfortable.)
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  Some minor changes in layout, and a fond
  farewell to the facing page, which I wanted to
  keep at all costs, but nobody listens to me....
  (Next we work on the printing and page size....)
  Jageeda: obviously every effort should be made
  to support their purchase of the SLA Industries
  licenses. Hopefully they will be our friends,
  and will look upon us with a degree more
  kindness / pity than did their predecessors.
  (Why should they....)
  Apparently, we have been pissing a lot of
  people off at Nightfall / Wizards, mainly for the
  borrowing of artwork, but also for producing
  stuff such as the Wraith Raider Sourcebook. In
  our defence (as if we needed one) we have sent
  them copies of anything we've produced, and
  written to them, and contacted them via the net,
  and phoned them, asking what they thought of
  what we were doing. Unfortunately they did not
  want to talk to us. Slagging us off behind our
  backs seemed a safer course.
  Hey-Ho.
  We have always stressed our non-involvement
  with Nightfall / Wizards and we have made
  every effort to promote SLA Industries,
  running demos and designing scenarios for
  struggling 
  GM's, 
  quite 
  apart 
  from 
  the
  production of The Big Picture at a time when
  the future of the game was, to say the least,
  uncertain. We have always felt we were playing
  a supporting role. And we certainly do not
  make money from our efforts.
  I could see how the nicking of artwork would
  tick 'em off. But we had no alternative.
  Anyway, from now on, in a sort of effort to piss
  people off slightly less, we will not be using
  any Nightfall / Wizards / Jageeda artwork.
  Makes The Big Picture look a bit bleak, but
  there you go. Never mind eh?
  Still, enough of such tosh. I'm sure you don't
  care as long as we produce it. (?)
  The Internet eh? E-mail address you say?
  Towering technophobe that I pretend to be, it
  all seems rather childish and unnecessary at the
  moment, basically CB radio with a keyboard, a
  chat line with greater anonymity, what's the
  bleedin' point?
  (This man is a true Philistine, it's a wonder he
  can use a phone, thankful for small mercies I
  suppose....)
  Got your copy of the Wraith Raider sourcebook
  yet? Five pounds, a true bargain. Available
  direct from us, or from your local games shop
  (probably).
  The Big Picture seems to have fallen in to a
  kind of regular format, with certain features
  appearing every issue. Is this good? should we
  adopt a more general, free form approach?
  (Just when we get it settled, you want to change
  it?)
  We are shipping more copies of The Big
  Picture than ever before, but the feedback is
  drying up. Work that one out.. And what about
  SLA, Nightfall, Jageeda and the future?
  Anybody know what the fugue is going on?
  (Anybody care....?)
  Front Line Assembly. SLA Music.
  We will publish letters if we get enough of
  them. We will, in fact, publish almost anything
  (if we get it).
  Is this the beginning  of the end? Is there any
  need for The Big Picture? Oh, woah is me, all
  is despair. Much wailing and rending of cloth,
  angst; we need more angst.
  (Oh no we bloody well don't!)
  So. There you have it. On we go with another
  issue. Hope you like it....
  (Hope you like it....  and tell us)
  Remember, it's not (just) about guns. Guns kill
  but so does the truth. If you don't want to know,
  don't ask. If you can't face the truth, don't lift
  the shroud.
  (tHiS  Is  tHE  LiFe  yOu  HAvE)
  S O M E T H I N G
  W I C K E D   T H I S   W A Y
  C O M E S
  This scenario has been designed with the more
  experienced Op's in mind. There is a degree of
  serious investigation, with much slipperiness
  involved. But there is also an apocalyptic
  ending, which will finish off any 'weak'
  Operatives. Read it through. See what you
  think. If you decide to go the whole nine yards
  with it, be aware of the consequences. Make
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  sure you are prepared for the carnage (don't you
  just love it already?).
  From one side of Mort to the other, from the
  heights of Uptown to the lowest, darkest depths
  of Downtown. Citizens get restless. Bored.
  SLA Industries constantly strives to find new
  ways to keep the masses entertained, subdued.
  Crazes and fads come and go. Entertainment
  changes form, bringing ever new delights to the
  citizens' front rooms via the TV.
  SLA Industries owns and controls it all.
  The pathetic incursions of Channel Resistance
  are a small itch, a mere irritation, nothing to
  really worry about. All in all SLA Industries
  has it under control. They know what needs
  doing and they deliver the goods. It is generally
  recognised by the citizens of Mort that SLA TV
  offers them everything they could ever want.
  Born from the ashes of the Soft Company;
  Ringmaster, comes the latest in entertainment,
  the Marquee de Sade; the Circus of Pain.
  Bringing back the showmanship, excitement
  and pageantry of the circus; tents, sawdust and
  all.
  The Soft Company Ringmaster used to stage
  various 'entertainment's' for discrete and
  discerning clients, all live acts involving feats
  of pain endurance and physical skill. During
  many of the larger performances, members of
  the audience would be dragged in to the act and
  frequently maimed or killed. This of course was
  part of the huge appeal of the Ringmaster
  experience, the edge that kept them going in the
  cut throat world of pirate entertainment.
  SLA Industries finally shut them down after a
  fire at one of their shows that destroyed two
  blocks in Upper Downtown. They had gone too
  far, and people were starting to complain,
  namely Shiver Captains. Ringmaster came to a
  brutal and quick end in 901 SD., after an
  operation known as White Dot. Thirty
  Ringmaster employees and performers were
  killed as they 'resisted arrest'. The company
  was finished.
  The head of Ringmaster escaped and decided to
  go 'straight'. He applied for (and got) permits
  and grants from the Dept. of Recreation and
  Entertainment, and in a deal with the Dept. of
  Employment, he gained sponsorship. All he had
  to do was take in and train a quota of citizens,
  either giving them long or short term
  employment. With the high fatality rate of his
  performers, he realised this would not be a
  problem. So Marquee de Sade was born, and
  the Circus of Pain, headed by Ringmaster Zed
  hit the road.
  Their numbers swelled, eventually reaching
  sixty performers and two hundred support staff.
  Transported in thirteen huge 'wagons', painted
  and decked out in flags and banners. This was a
  labour 
  intensive 
  operation, 
  relying 
  on
  manpower rather than technology. Many acts
  harked back to 'old world' rumour and legend,
  with performers recreating feats of manual
  dexterity, 
  endurance 
  and 
  skill. 
  The
  showmanship and 'extras' (such as the Clowns
  of Fate) made the show a success, with citizens
  more than willing to pay the 10u per ticket.
  The Marquee de Sade is a success. It makes
  money, keeps citizens happy, enjoys support
  from two SLA Depts.. and has a long and
  prosperous future ahead of it.
  Something is obviously horribly wrong.
  The BPN that will hook the Op's in to the
  scenario is put out by the Dept. Subversion.
  These boys and girls play for keeps, they are
  furiously loyal and efficient, being afraid of no
  one and trusting no one. The Dept. of
  Subversion are the only SLA Dept. shown
  grudging respect from Cloak, who never the
  less loath and distrust them as much as anyone.
  The Head of Subversion, Mr. Callus Wetton,
  has 
  issued 
  the 
  BPN 
  under 
  his 
  direct
  sponsorship, and it is he that will conduct
  interviews. Use the Human NPC stats, Karma
  143; with the following modifications: SLA
  Info 10, Literacy 9, Interview 10, Diplomacy
  10, Communiqué 12, Business Admin. 9,
  Psychology 10, Intimidation 8. Mr. Wetton
  exudes power and control, he is confident,
  relaxed and utterly ruthless. If he thinks the
  Op's are the ones for the job, he will offer more
  money, blackmail, or just plain threaten in
  order to get them 'on board'.
  SCL : 7 (Discretionary)
  Contact Department Of : Subversion
  Training Package Recommended : Any
  Colour Code : White
  Summary 
  : 
  Complete 
  an 
  undercover
  investigation of target company. Prolonged
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  undercover operation. Squad only. Contact Mr.
  C. Wetton on D/H 3321-462-004.
  Consolidated Bonus Scheme : 30c per day (plus
  Dept. variable bonus)
  Payment : Per Operative
  Mr. Wetton will explain that the Dept. variable
  Bonus is payable upon a 'satisfactory' outcome
  to the BPN. The bonus is 400c and an extra 0.5
  SCL increase.
  Mr. Wetton will make the Op's sign the
  relevant contracts and disclaimers, they must
  go for a physical and a Psyche evaluation.
  These are non-negotiable elements of the BPN.
  If non of the Op's is chipped, Mr. Wetton will
  try to encourage one of the squad to have a chip
  fitted, he will offer an 'incentive' of up to
  1,000c.
  All the Op's have to do on the BPN is to
  infiltrate the Marquee de Sade, either as
  performers or staff, and compile very in depth
  reports on all aspects of the Circus. An open
  ended BPN, the Dept. of Subversion will
  decide when to call it a day.
  The Operatives will be given two days to plan
  their actions, setting up any cover they need
  and acquiring any equipment they want. After
  this two day period of 'grace', they will be
  considered as active, being under the employ of
  the Dept. Subversion. Try to stress the
  importance of this two day period; once on the
  BPN, the Op's will have few chances to leave
  the Circus without arousing suspicion.
  If the Op's decide to go undercover as
  employees, they will find the Marquee de Sade
  currently advertising for the following staff:
  Performers; Always needed, must have an
  interesting and dangerous act of up to eight
  minutes duration. Animal acts welcome, the
  more exotic the better. Ringmaster Zed is
  always willing to take keen amateurs and give
  them that show biz edge. Clowns desperately
  needed ('un-funny' clowns wont last a single
  performance).
  Pay: 100u - 1000u per performance.
  Drivers; Must be able to handle a vehicle as
  large as a tri-axle rig, skill use Drive Civilian
  (at least rank 5), Drive Military, any rank.
  Pay: 400u per week.
  Vendors; Always in short supply, people
  willing to sell food and drink at the shows,
  must have some 'feature' to their looks, the
  freakier the better (or just plain ugly).
  Pay: 300u per week.
  Labourers; Relatively few are needed as there
  are always hundreds of people willing to work
  for the Circus doing the mundane jobs. The
  fitter, and stupider the better. May be called
  upon to act as 'extras' in a particular
  performance.
  Pay: 200u per week.
  Musicians; Hired on a casual basis, they never
  the less end up with the show for months at a
  time. They provide backing music and interval
  tunes. No one takes them seriously, and angst
  ridden musos need not apply.
  Pay: 100u per week.
  Prominent performers in the show at the
  moment include:
  Meko the Mighty. Meko is a small oriental
  gentleman who wrestles a caged Carrien. The
  Carrien is sedated during transport and 'woken'
  up for show time. Meko is a competent wrestler
  who has a high level of Martial Arts, he lets
  himself get wounded to make it look good. He
  used to perform in Downtown, killing the
  Carrien and then getting a 'fresh one' for each
  performance.
  Meko will also wrestle members of the
  audience for a 'purse' of 200 unis.
  Meko is a very quiet, polite little man, who will
  mysteriously disappear at the first sign of
  trouble (investigation).
  Dead Eye. Dead Eye is a 'shootist', he performs
  trick shots with his CAF P50, shooting cards,
  cigarettes and coins from the heads, mouths,
  hands of volunteers, often while blindfolded or
  cycling or juggling, or balancing a razor sharp
  sword on his nose. He averages one miss a
  performance, often non fatal, with the Circus
  paying for the ambulance. Dead Eye is well
  liked by everyone. He is addicted to Slosh (four
  cans a day).
  Slasher. Slasher is the stage name of Petrina
  Sweet, a young girl with an affinity for knives,
  swords 
  and 
  chainsaws. 
  Much 
  juggling,
  throwing and sawing of flying object (often
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  thrown by the audience). Her finale involves
  using the chainsaw to slice six pieces of fruit,
  held in the mouths of audience members who
  stand in a circle around her, while she is (of
  course) blindfolded.
  Slink. A feral Ebon, Slink performs using a
  semi-tame Enokas. Slink can make people see
  things, usually images of breath taking beauty
  or horror. These images appear as pictures in
  the air, flat, yet three dimensional, virtual
  reality on a flat canvas. Disturbing. Slink uses
  natural Communication and Senses. The
  Enokas boosts both abilities, allowing Slink to
  achieve effects of up to rank 14.
  Slink and Myre (his Enokas) are inseparable
  and Slink will fight violently to protect his pet
  and helper.
  The Great Callisto. A true magician and
  illusionist of the grand style. Very, very
  accomplished. Tricks from cards to large scale
  illusions, like making people disappear and re-
  appear. Always uses people from the audience.
  Very reclusive and introvert, speaks to no one
  but Ringmaster Zed. Disliked by all staff except
  Meko.
  Angel. Stage name for Shelly McCormac.
  Shelly is a stunningly beautiful woman with a
  voice that could melt cold steel. She sings and
  plays a curious guitar. Her voice has a hypnotic
  quality enjoyed by all who hear her, she plays
  during breaks in the main acts and always
  finishes the show. She is a stern, proud woman,
  cynical and world weary. She keeps her
  loneliness to herself. Shelly will always help if
  she can, she is generally loved by all at the
  Marquee de Sade. Slink is incurably smitten,
  though he dare say nothing.
  Each show features twelve to fifteen acts, with
  those listed forming the core. Tastes change.
  Sometimes people want flames and engines,
  sometimes soothing music and shows of grace.
  We have left it up to you to fill out the rest of
  the show with whatever suits your taste and
  game world; acrobats, gymnasts, mind readers,
  animal acts, jugglers, comedians, bands,
  whatever....
  The audience always plays a large part in any
  show, with a reward for the best act (as voted
  by the audience). The more bizarre and
  dangerous the better, the winner of the 'talent
  contest' gets 500u.
  Once the Op's have decided upon their course
  of action, which may well (we hope) include
  going undercover to work for the Circus, they
  will find their job relatively easy. All of the
  staff and performers appear to be completely
  legitimate and none have anything to hide.
  Ringmaster Zed is a friendly open person, who
  makes everyone who works for him feel like
  part of the family.
  So. What's it all about.
  S c e n a r i o   O u t l i n e
  Ringmaster Zed is working for Stygmartyr,
  more specifically for the 'dark' company within
  Stygmartyr known as 'Catharsis'. Catharsis are
  hand picked by Intruder, and report directly to
  him. All members of Catharsis are closely
  supported by Intruder, though no other SLA
  department knows of their existence (many
  suspect).
  Ringmaster Zed is looking for something. The
  Circus of Pain roams freely over Mort,
  accessing areas Op's would normally find it
  difficult to get to. The Circus is also designed
  to attract what Ringmaster Zed wants to get
  hold of....
  The Thresher have a problem. One of their
  Pilots has gone 'rogue', setting up as an
  independent. Unfortunately he has also taken
  some equipment with him. Along with his First
  Step (TH. 0004) Heavy PPA, SHEER 0023/B1
  Assault Rifle and his Flay Auto 1701/C6 Auto
  Pistol, he has stolen one of The Threshers most
  prized possessions. An 'experimental' Glyph
  Card that Thresher captured on a raid on a
  Necanthrope base on Dante. The Thresher pilot
  is known as Jack 2, the Glyph card is known by
  the code name 'Horror'.
  Jack 2 is known to have several psychoses and
  well developed phobias, as well as an ingrained
  attraction to the circus, either through his
  twisted 
  mind 
  or 
  from 
  some 
  childhood
  experience. Jack 2 has gone to ground in
  Suburbia, posing as a Mechanic, he currently
  works in a small auto shop on the borders of
  Uptown. His Powersuit and weapons are
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  hidden in the basement of the shop (which he
  lives above).
  Jack 2 just wants out. He is scarred and maimed
  by his experiences on Dante, the only thing that
  keeps him from going over the edge is his job
  and his knowledge that he cannot be found by
  'the enemy' thanks to his possession of the
  Glyph Card (Delusion 7), which he carries with
  him at all times.
  The Glyph Card (for Enhancement) is for the
  raising of an Ebb Demon (Rank 20), drawn
  directly from Ebb sources provided by
  'sleepers' (normal citizens). The Flux needed is
  60, it will be drawn from all Flux 'sources'
  within 50m, the drain is permanent and Flux
  lost 
  through 
  this 
  drain 
  can 
  never 
  be
  regenerated. The demon will take on the
  grotesque form of the Glyph Cards maker (a
  Necanthrope known only as H), boosted as per
  the ability. The user of the Glyph Card will die
  after the duration of the 'summoning' (1 hour),
  but the Demon will try to 'possess' another host,
  and if successful will roam from host to host
  until it has killed all there is to kill or until it
  runs out of hosts. The Demon may try to
  possess any potential host within 50m,
  possession takes place on a successful 'attack'
  roll of skill 8, the user may resist using their
  CONC -5 as a skill. The one that rolls the
  highest success wins. If the victim rolls a
  natural 20, they are immune from possession.
  Jack 2 is not an Ebon. The Glyph Card has
  been feeding on Flux from Jack, as well as
  occasionally drawing it from others near to the
  Thresher rogue. For game purposes, the Glyph
  card is a near sentient being, with an
  overwhelming desire to activate itself. Any
  Ebon looking at the card must make a Formulae
  roll (as a skill), success means they have
  activated the Glyph and nothing can stop the
  effects.
  R u n n i n g   T h e   S c e n a r i o
  So. The Op's will be infiltrating the circus to
  find out if anything is actually going on. You
  may want to run it as a series of smaller
  encounters, both with employees and audience
  members, or you may want to jump straight in
  with the main plot line. Either way, you should
  make sure Jack 2 only attends the Circus after a
  few performances, and that the Op's have time
  to settle in. Pad out the main characters as
  much as you like, they will be the main
  interaction with the Op's. The audiences will
  vary as the Circus moves over Mort, sometimes
  calm and aloof, sometimes down and dirty.
  Hecklers abound, things are thrown 
  at
  performers on a regular basis. The Circus of
  Pain always attracts the media, as well as local
  law enforcement units.
  We have provided four 'mini' encounters for
  you to include in the scenario; build up to the
  cornering of Jack 2. The Op's should only have
  a very small chance of finding out about
  Ringmaster Zed and his mission, they will (for
  the most part) simply fumble around in the
  dark. You must of course not let them know
  this, feed them as much bullshit as you want,
  always wrapped up in the guise of importance.
  Wait 'til you are good and ready before letting
  the real plot unfold.
  E n c o u n t e r   O n e
  DarkNight hit. At one of the performances a
  DarkNight Convert will try to kill one of the
  performers, with a break in link tied to Channel
  Resistance, the assassination is going to be
  'live'.
  Pick a target that the Op's have become
  particular fond of or attached to, or maybe one
  of the Op's themselves.
  Use Civilian Convert (Karma pp 139) and
  boost Sneak to 5 and Hide to 6. Arm the
  Convert with weapons appropriate to the Op's;
  you must ensure he has a chance. We suggest a
  FEN 603, maybe even a grenade or two..
  The Convert will get near the front of the
  audience then use his Pistol (FEN 603). After
  the hit, he will try to escape using the crowd for
  cover. If desperate he may take a hostage. The
  Op's must be careful not to blow their cover
  here, their intervention must seem natural, or
  lucky.
  E n c o u n t e r   T w o
  Shiver shakedown. A unit of corrupt Shivers
  will visit the Circus after hours and try to extort
  'protection' money from Ringmaster Zed and
  his employees. The performers may be
  gathered together, maybe at a party or a pep
  talk, when the Shivers arrive.
  The Shiver squad is comprised of one sergeant
  and nine standard Shivers. They will demand a
  payment of 3,000 unis, or they say they will not
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  be able to 'protect' the Circus from the
  notorious gangs in the area.
  The sergeant is a streetwise vet. who keeps his
  young recruits under control. The Shivers
  themselves will try to provoke a fight. If
  pushed the Shivers will not hesitate to open up
  with their Gauss Rifles. They have brought
  some 'contraband' to plant as evidence if
  needed.
  Ringmaster Zed will simply refuse to pay.
  Some of the other performers will be for
  jumping the Shivers and giving them a
  taste of their own medicine. Remind the Op's
  that unwanted attention could blow their cover,
  or at best put them in a very compromising
  situation.
  Use Standard Troop stats (Karma pp 134) for
  Shivers and Dispersal Shiver stats for sergeant;
  bump Detect to 6 and Streetwise to 8.
  E n c o u n t e r   T h r e e
  Gang Trouble. The local gang has taken
  exception to the Circus visiting their area
  without the usual protocols (bribes). They have
  decided to disrupt proceedings by standing
  outside the entrance to the big top and
  threatening people who want to go in; things
  like "go in and when you come out, we'll be
  waiting."
  Ringmaster Zed will choose one of the Op's
  and one other performer to go out and talk to
  the gang, telling them he will not pay them off
  and that he is prepared to call in whatever help
  is necessary (Shivers, Op's).
  The Op's should be made aware how this may
  blow their cover, maybe they can resolve things
  quietly....(yeah, right)
  E n c o u n t e r   F o u r
  Carrien attack. The Circus of Pain features
  Meko and his Carrien wrestling. At one of the
  stopping points, probably in upper Downtown,
  Carriens will break out of a storm drain and
  attack the Circus. Their main aim is to try and
  grab as much 'food' as they can, retreating
  quickly in to the cover of the sewers. If an
  opportunity presents itself, they will try to free
  the captive Carrien, otherwise they will simply
  attack and flee.
  Obviously, if live 'food' is taken, (in the form of
  audience members) the Op's must be made to
  feel obliged to go after them. Ringmaster Zed
  will encourage this, and will offer a reward for
  each one brought out alive. Meko will lead any
  foray in to the sewers.
  R u n n i n g   I t   A n d   W r a p p i n g   I t
  Up
  Ringmaster Zed will be on the look out for Jack
  2, and when he appears at one of the shows, he
  will keep a close watch on him, trying to
  ascertain whether or not he has the Glyph Card
  with him. Patience is the key here, Ringmaster
  Zed will wait for Jack 2 to come back, maybe
  not making his move until the third or fourth
  visit.
  The Op's may detect this attention, and the
  target, and may do some digging of their own.
  Whatever happens, when Ringmaster Zed
  moves, it will be quick and deadly.
  If  Jack 2 has a chance, he will try to ward off
  Ringmaster Zed by holding up the Glyph Card
  and chanting an incantation (he heard it from a
  Necanthrope of Dante), he will unwittingly
  activate the Glyph Card by staring at it
  (something he is loathed to otherwise do). The
  Ebb Demon will possess him one round after
  his failed CONC roll.
  If Ringmaster Zed manages to close on Jack 2
  and dispatch him (Martial Arts), he will take
  the Glyph Card and conceal it. If the Op's make
  themselves known and try to force Ringmaster
  Zed to reveal what is going on, he will give
  them some bullshit about Jack 2 being a
  terrorist, and tell the Op's that he has been
  asked by Cloak to watch out for him. As soon
  as he is able, Ringmaster Zed will contact
  Catharsis and very soon after this he will
  'disappear'.
  If the Op's overpower Ringmaster Zed, or
  somehow manage to get the Glyph Card from
  him, you must decide whether to let one of the
  Op's activate the Card, or whether you want
  ringmaster Zed to do it in his final struggle.
  Either way, you must unleash the Demon.
  The Op's may even get to Jack 2 and the Glyph
  card before Ringmaster Zed. Jack will use the
  Glyph card to ward off the Op's, and bingo, we
  have the Demon again.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  Ideally the final conflict should take place in
  the packed big top of the centre ring of the
  Circus. The media will soon attend and turn it
  in to a true circus.
  We have supplied stats. for the Demon, bearing
  in mind it is conjured from the tortured spirit of
  a Necanthrope, and that it is faintly tied directly
  to the White;
  STR; 26. DEX; 22. DIA; 13. CONC; 16. CHA;
  4. COOL; 18. PHYS; 21. HITS; 47.
  Movement: W; 2. R; 4. S; 7.
  Rank 11 Ebb Razor Claws; PEN 6. DMG 18
  (inc STR Bonus). AD 4.
  Armoured skin; PV 18.
  The Ebb Demon may only be killed by
  reducing it's Hits to zero and isolating the body
  from other 'hosts', of course, as soon as anyone
  gets within 50m of the body, we have a
  potential host. The demon may lie dormant in a
  body for up to one hour before it is dragged
  back to the white.
  The Ebb Demon is a mindless killing machine,
  with the only instinct being to slay and survive.
  It will rampage indiscriminately through any
  area it finds itself in. The Demon will be
  strangely drawn towards Head Office (by
  Glyph Pillars), and clever Op's may detect this.
  If it actually reaches Head Office it will be met
  by Intruder, who will simply tear it to shreds
  with his bear hands (Fear rating 18).
  All material relating to the sighting of the Ebb
  Demon will be censored and gathered by
  Cloak, reports will be surpressed and the
  incident put down to The Thresher using an
  'experimental' Power Suit.
  So. There you have it. We have left it in a open
  format, letting you dictate the pace and the
  direction of the scenario. The scenario offers
  the chance for great fun and 'frivolity' through
  the activities of the Circus, while at the same
  time 
  allowing 
  you 
  to 
  develop 
  sinister
  undertones 
  through 
  the 
  connection 
  with
  Catharsis. We hope you play and enjoy it, and
  are not afraid to let the full horror of the
  scenario unfold. Let us know how you get on.
  As an afterthought, we decided to include some
  guidelines for prominent NPC's, all taken from
  Karma templates and tweaked in the relevant
  places:
  Ringmaster Zed: Human NPC; Boost CHA 10.
  Streetwise 10, Martial Arts 8, Psychology 7.
  Add Persuasion 8.
  Ringmaster Zed carries no weapons and wears
  no armour.
  Jack 2: Thresher pilot; Detect 8. Mechanics
  Repair 9. Add Streetwise 5.
  Meko: Use Frother NPC: Take out Blade 2H,
  add Wrestling 10. Take out Rifle and Auto
  Support, add Pistol 4, Tracking 8. Add Martial
  Arts 5.
  Meko has a FEN 603 (std ammo).
  Dead Eye: Use Props: Boost DEX 10. Detect 8,
  Pistol 10.
  Dead Eye has a BLA 406 (HEAP) for
  emergency use only, and his CAF Pistols.
  Slasher: Use Props: Boost DEX 10. Close
  combat skill Blade 1H 8. Add Blade 2H 9,
  Chainaxe 5. Boost Acrobatics 8.
  Slink: Use Civilian Convert: Take out; Rifle,
  Auto Support, DarkNight Info. Add Ebb skills
  as listed. Boost Running to 8.
  The Great Callisto: OK, you got us, you're
  gonna have to wing it here.... (Props?)
  Angel: Use Mort Civilian: Boost DEX 10,
  CHA 10. Take out Club 2H. Boost Play Guitar
  9. Add Singing 10.
  You may have to put some more thought in to
  the NPC's, padding them out as the Op's have
  more interaction with them. Some of them will
  prove useful contacts in other games, and Op's
  may develop long term relationships with some
  or all of them.
  T h e   C i r c u s   O f   P a i n
  Nestled in the middle of Downtown, between
  the devastation of a ruined power station and
  the sprawling rubble of an abandoned factory,
  sits the three Big Tops of the Circus. Huge
  domes of riotous colour, decked in multi
  coloured flags and banners; surrounded by the
  drab greyness of Downtown, the Marquee de
  Sade is a bizarre sight. The trailers and wagons
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  of performers and labourers spread out around
  the Circus like piglets from a bloated Sow.
  Crowds gather and buzz around the many side
  shows and stalls, oblivious of the rain and the
  smog, eager customers drawn to the Circus like
  moths to a flame, pockets stuffed with unis they
  can't wait to spend. Even the various gang
  members on whose turf the Circus sits, have
  called a truce for tonight; everyone is
  fascinated and strangely drawn to the Big Top.
  The air is filled with tense expectation. The
  hum and buzz of conversation dies with the
  lights, the darkness brings total silence as
  children hide behind chairs and all eyes are
  drawn to the huge curtain drawn tight around a
  cage in the middle of the ring. Smoke rolls out,
  covering the floor; strobe lights dance and
  blind, the band suddenly starts pumping out a
  relentless bass and drum beat to numb a
  Carriens skull. Red rain pours from the roof,
  drenching everyone in a syrupy liquid, causing
  screams of surprise and delight. The tempo of
  the music picks up, from the middle of the ring
  the curtain drops and there is an impossibly
  loud explosion, sending out shock waves that
  rock the audience.
  From the centre of the explosion, rising from
  the fireball like some tortured Demon comes a
  lonely figure, his rainbow coloured coat
  streams out behind him as he strides in to the
  ring. On his face a manic grin, wide eyes stare
  with madness as with a bow he removes his
  mirrored top hat. Silence returns to the Big Top
  as he surveys his audience, the smoke dies and
  the rain fades. Ringmaster Zed raises his arms
  and a hundred dead bodies, mutilated and
  twisted, broken by some hideous torture fall
  from the roof of the tent, crashing to the floor,
  throwing up clouds of sawdust and smoke.
  The Clowns of Fate burst in to the ring on
  motorcycles and on foot, tumbling and dancing
  to the insane rhythms now being pounded out
  by the band. Ringmaster Zed spreads his arms,
  cruciform, and slowly begins to rise in to the
  air, laughing madly as he climbs above the
  heads of the crowd.
  The music is cut dead, the clowns fall prostrate
  on the floor, Ringmaster Zed holds everyone
  with his wild staring eyes and his impossibly
  wide grin, as he speaks his voice seems to carry
  to every corner of the Big Top, "welcome to the
  Circus of Pain!"
  T R A I N I N G   A N D
  S K I L L S
  When you first open the rules and decide to roll
  up a character, it may all seem a bit confusing.
  The physical layout of the rule book does not
  help much, and the key information is pretty
  well hidden. Then you discover you don't need
  any dice; skills based and points allocation.
  The actual starting base for characteristics
  (stats.) is uniform. This means that a Wraith
  Raider, who has a higher Dexterity (by Racial
  definition) than a Human, has to spend more
  points to reflect this.
  Stormers who are stronger (STR through bio-
  engineering) have to spend more points to
  reflect this.
  We would like to offer a different starting base,
  based on the character descriptions, and some
  of our own bias. You get the idea. Change the
  racial starting base as you see fit.
  At first you may be loathed to mess with the
  generation system, but as long as you are
  consistent, keeping the same system for all
  players, you can pretty well suit yourself. The
  main thrust of the rules is based on skills use
  and game background (atmosphere). You will
  be surprised how simple the actual rules system
  is.
  N e w   S t a t.   R a n g e s
  Character
  STR
  DEX
  DIA
  CONC
  Human
  5-10
  5-10
  5-10
  5-10
  Frother
  7-12
  6-10
  5-8
  5-10
  Ebon
  5-9
  5-10
  6-10
  7-13
  Brain Waster
  6-11
  5-10
  5-10
  6-11
  Wraith Raider
  5-10
  8-15
  7-12
  5-9
  Shaktar
  7-13
  7-13
  5-8
  5-8
  Stormer
  8-15
  6-13
  5-8
  5-8
  Character
  CHA
  COOL PHY
  KNW
  Human
  5-10
  5-10
  5-10
  5-10
  Frother
  5-10
  6-10
  7-11
  5-9
  Ebon
  6-11
  5-10
  5-9
  7-12
  Brain Waster
  5-8
  6-11
  6-11
  5-11
  Wraith Raider
  5-10
  5-10
  7-13
  6-10
  Shaktar
  5-9
  7-12
  7-13
  5-8
  Stormer
  5-8
  8-15
  7-14
  5-8
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  And now on to a slightly stickier area, the skills
  base. We have been dissatisfied with the
  starting skills listed for the various races for
  some time now. Most games we start by
  changing the skills listed, offering players
  access to a greater range of skills for their race,
  and allowing them to mould their own
  character. Well, we thought, might as well
  write it all down and see what other people
  think.
  The 
  logical 
  progression 
  of 
  character
  development would seem to be; choose a race,
  note skills gained for your race. Then spend
  development points, on both stats. and skills,
  then finally choose a Training Package.
  Advantages and Disadvantages should be
  worked out during the choosing skills and
  upgrading  stats. stage. Each race has access to
  a batch of skills from which they may choose,
  they may choose up to eight ranks of skills
  from the list. We suggest you allow no more
  than two, or maybe three ranks in any one skill.
  As a twist, allow characters to choose only one
  rank in each skill, giving them a broad base of
  skills from which to build during training and
  development.
  We have used the skills list from the basic
  rules; the one found on the GM's screen is a bit
  weird (PHYS skills?) and we liked the original
  list (so there).
  S k i l l s   A c c e s s   B y   R a c e
  H u m a n
  STR: Unarmed Combat, Blade 1H, Club 1H,
  Club 2H.
  DEX: Sneaking, Hide, Drive; Motorcycle.
  PHYS: Running, Climb, Swim, Throw.
  CHAR: Seduction, Haggle, Persuasion.
  DIA: Computer Use, Bribery, Lock Picking,
  Intimidation.
  CONC: Drive; Civilian, Detect.
  KNOW: 
  Streetwise, 
  Evaluate 
  Opponent,
  Literacy, SLA Information, Rival Company.
  F r o t h e r
  Unarmed Combat, Blade 1H, Blade 2H, Pole-
  arm.
  DEX: Martial Arts, Gymnastics, Pistol, Drive;
  Motorcycle.
  PHYS: Wrestling, Running, Climb.
  CHAR: Haggle.
  DIA: Tactics, Bribery, Intimidation.
  CONC: Weapons Maintenance, Detect.
  KNOW: Streetwise, Evaluate Opponent, SLA
  Information, Rival Company.
  E b o n
  Unarmed Combat, Flexible Weapons.
  DEX: Martial Arts, Sneaking.
  PHYS: Acrobatics, Running, Swim.
  CHAR: Leadership, Seduction, Interview,
  Diplomacy, Communiqué, Persuasion.
  DIA: Tactics, Tracking, Bribery, Forensics,
  Pathology, Read Lips, Intimidation.
  CONC: Drive; Civilian, Detect, Photography.
  KNOW: Evaluate Opponent, Literacy, SLA
  Information, Rival Company, Psychology,
  Navigation, Space Navigation.
  B r a i n   W a s t e r
  STR: Unarmed Combat, Blade 1H, Club 2H.
  DEX: Sleight, Sneaking, Hide, Pistol, Drive;
  Motorcycle.
  PHYS: Running, Climb, Swim, Throw.
  CHAR: Seduction, Haggle.
  DIA: Tactics, Bribery, Torture, Intimidation.
  CONC: Drive; Civilian, Detect.
  KNOW: 
  Streetwise, 
  Evaluate 
  Opponent,
  Literacy, SLA Information, Rival Company,
  Psychology.
  S t o r m e r
  STR: Unarmed Combat, Blade 2H, Club 2H.
  DEX: 
  Martial 
  Arts, 
  Gymnastics, 
  drive;
  Motorcycle.
  PHYS: Wrestling, Acrobatics, Running, Climb,
  Swim, Throw.
  CHAR: Leadership, Haggle.
  DIA: Tactics, Intimidation.
  CONC: Weapons Maintenance, Drive; Civilian,
  Drive; Military, Detect.
  KNOW: Streetwise, Evaluate Opponent, SLA
  Information, Rival Company, Pilot; Military.
  S h a k t a r
  STR: Unarmed Combat, Blade 1H, Blade 2H.
  DEX: Martial Arts, Gymnastics.
  PHYS: Wrestling, Running, Climb, Swim.
  CHAR: Leadership, Interview, Diplomacy,
  Persuasion.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  DIA: Medical; Paramedic, Tactics, Tracking.
  CONC: Weapons Maintenance, Drive; Civilian,
  Drive; Military, Detect.
  KNOW: Survival, Evaluate Opponent, SLA
  Information, Psychology.
  W r a i t h   R a i d e r
  STR: Unarmed Combat.
  DEX: Martial Arts, Gymnastics, Sleight,
  Sneaking, Hide, Rifle.
  PHYS: Wrestling, Acrobatics, Running, Climb,
  Swim, Throw.
  CHAR: Haggle.
  DIA: Computer Use, Medical; Paramedic,
  Tactics, Tracking, Lock Picking, Electronic
  Locks, Forensics, Pathology, Intimidation.
  CONC: 
  Weapons 
  Maintenance, 
  Detect,
  Marksman.
  KNOW: Computer Subterfuge, Electronics
  Repair, Mechanics Repair, Survival, Evaluate
  Opponent.
  The Chagrin 714, Xeno 711 and the Vevaphon
  are specialised creations, designed to fulfil
  specific roles. Their basic skills as listed should
  be fine.
  T r a i n i n g   P a c k a g e s
  We have supplied details of four of the
  additional packages we use to develop
  characters. Along side these, we also use
  packages that go in to greater detail, giving
  more skills but inflicting disadvantages at the
  same time. For example the War World
  package creates an almost semi-sane War
  Veteran, who has enough psychoses and phobia
  to keep an analyst in full time employment. We
  have left these out, as they are very personal
  choices, most GM's like to give their players
  more freedom when developing characters, or
  are not prepared to start players with such
  powerful characters (wise, very wise).
  Mess with them as you will, change, chop,
  discard and start again if you want. GM's rule.
  S h a d o w   H a n d
  "Keep out of sight, keep things in yours. Be
  ready to choose targets carefully, be aware of
  where your 'friends' are."
  "I never saw him go in. I never saw him come
  out. Only thing we knew for sure was he put
  down the Pack leader with a leg shot. Never
  knew it was coming, would have been dead
  without it. Say what you like about 'em. Wraith
  Raiders, I love 'em! Bless the sarge who trained
  him!"
  Climb (Phys)
  Hide (Dex)
  Rifle (Dex)
  Auto Support (Phys)
  Marksman (Conc)
  Detect (Conc)
  S n a k e   (C o u n t e r   I n s u r g e n c y)
  "Go deep undercover, make friends of your
  enemies, 
  then 
  terminate 
  with 
  clinical
  precision."
  "I knew what I wanted from Meny from the
  minute I got there. I wanted to know how it
  really was. How to make it in the real world. I
  may not look much like an Op, but I know
  where my loyalties lie. The people who matter
  know where to find me."
  Streetwise (Know)
  Rival Company (Know)
  Disguise ( Char)
  Persuasion (Char)
  Psychology (Know)
  Martial Arts (Dex)
  U r b a n   J u n g l e
  "Survival on the streets in predominantly
  confrontational 
  areas. 
  Usually 
  leads 
  to
  Downtown assignments, or Sleeper status.
  Often taken in partnership with a Counter
  Insurgency Op. Often leads to increased
  frequency of Psyche. evaluations. Be warned."
  "Man, BoBo fits in like he was born and bred
  down there. He wears his colours with pride.
  Nobody, but nobody messes with him. You
  gotta respect that."
  Gymnastics
  Unarmed Combat (Str)
  Blade, 1H (Str)
  Pistol (Dex)
  Detect (Conc)
  Streetwise (Know)
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  I n t e r r o g a t i o n
  "A more specialised version of I&I, preferred
  by many Ebons. Also known among Op's as the
  'gung-ho' package, as it's products tend to be
  squad leaders."
  "Wanna get noticed? Wanna move along up the
  Op's ladder? Take Interrogation. Puts you on
  the spot more times than any other package.
  Think you can handle it? yeah, that's what I
  thought too, but look at me now."
  Leadership (Char)
  Interview (Char)
  Persuasion (Char)
  Intimidation (Dia)
  Detect (Conc)
  Forensics (Dia)
  Introducing these new packages will give your
  players greater range and flexibility.
  A seriously (deviant) alternative method of
  character generation can easily be developed
  using the points system as a base.
  We suggest you only use this method with
  experienced players, or with players who have
  a very detailed idea of how they want to
  develop their character.
  Scrap all racial and training skills bases, replace
  with a completely 'free base' system of choice,
  giving the player 360 points to spend where
  they will. You may give them a limit they can
  spend on stat. enhancement, say 100, or you
  may limit the rank at which they may start with
  any skill, say to rank 8.
  Once you start mucking around with character
  generation, it soon becomes apparent that as
  long as a flavour of the race is kept, the actual
  generation becomes easy and obvious. It is
  surprising 
  how 
  'unimportant' 
  in 
  games
  mechanic, and system support terms, the actual
  character generation procedure is in SLA
  Industries.
  Take advantage of this. Experiment. be bold.
  The next obvious step is to stipulate the amount
  of background the player has to develop.
  Awarding each starting character thirty ranks of
  disadvantage, to be spread as they see fit, yields
  fuller characters and gives more points for
  development.
  It is up to each individual GM to decide how
  advanced he wants his characters to be when
  they start gaming. As your players progress in
  experience, you will be more comfortable with
  them 
  starting 
  out 
  with 
  more 
  powerful
  characters.
  Before introducing any drastic changes in to
  your system, it is always worth talking it over
  with your players.
  Also, don't be afraid to incorporate players
  suggestions in to the generations system.
  (yes, they have ideas too....).
  N E V E R   M I N D   T H E
  P I G
  ENOKAS  (G l y p h   C a r r i e r s)
  Enokas were developed by Dark Lament, then
  abandoned after numerous disastrous field
  trials. The Project Master for the Enokas,
  Samia Tralon, released the last batch of
  nineteen breeding pairs in to Mort Central
  rather than committing them to the graves
  assigned them. Since their release in 900 SD
  they have slowly spread to all areas of the city.
  Sightings of Enokas are rare, so their exact
  number can only guessed at.
  Enokas are otherwise known as Glyph Carriers,
  they were designed to be living 'Glyph Pillars',
  capable of storing and channeling a limited
  amount of Flux. Their skin, engineered by
  Karma, is capable of being 'etched' to form
  Glyph shapes, imprinted onto the Enokas'
  memory by Dark Lament technicians. An
  Enokas can 'recall' as many as nine Glyphs (one
  at a time), though most only have one or two
  left in their memory.
  Enokas are small, reptilian humanoid creatures
  with four arms, they have long tails, no eyes or
  ears and three digits on each hand/foot. They
  have elongated necks and small heads, their
  mouths are filled with razor sharp teeth, and
  this is their only form of attack.
  Stats.
  Min.
  Max.
  Norm.
  STR
  1
  4
  2
  DEX
  8
  13
  10
  DIA
  1
  3
  2
  CONC
  1
  2
  1
  Hits
  9
  17
  12
  Weight
  4kg
  14kg
  9kg
  Length
  50cm
  120cm 90cm
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  Weapon
  PEN 
  DMG
  AD
  Bite
  1
  1
  0
  SKILLS
  RANK
  Detect
  10
  Hide
  10
  Run
  5
  Climb
  8
  Swim
  5
  Unarmed (Bite)
  5
  Enokas will only attack and bite if desperate,
  they will try to wrap their arms round a target
  and bite their face.
  E n o k a s   A n d   G l y p h / F l u x   U s e
  Enokas are 'keyed' to one specific group of the
  twelve Ebon abilities. They either disrupt or
  enhance the ability they are keyed to. The range
  of their influence is their DEX x2 in meters.
  Enhancement means they channel Flux equal to
  their DEX in to the Ebb use, disruption means
  they drain an additional amount of Flux equal
  to their DEX and cause a minus modifier to the
  successful formulation of the ability equal to
  their DEX div. 2.
  Usually Enokas use their Hide ability, together
  with the chameleon like quality of their skin to
  simply disappear from view, being generally
  shy and reclusive by nature. When they either
  disrupt or enhance Ebb use, their skin Glyphs
  glow purple. Enokas may use their Glyph
  ability a number of times per day equal to their
  STR x2, after this they are drained and need 24
  hours to recharge their Flux Store.
  Rumour has it that Enokas originate from The
  White, and that they draw their flux from it.
  Some say Enokas are the remains of Ebons who
  failed to emerge from The White. Some say the
  Enokas are a form of Necanthrope, simply
  waiting to be 're-born'.
  B A R A N A T H
  Baranath were brought to Mort by War
  Veterans returning from Cross, where they are
  fast becoming extinct. Baranath begin life as
  eggs, laid by a dying adult. They are a
  hermaphrodite species, there are no mating or
  courtship rituals, and they remain solitary
  animals their whole life. Once hatched
  Baranath look like large, cat sized rats, with a
  pair of crab like pincers beneath their jaw. The
  remain at this stage for two or three years,
  during this time they concern themselves solely
  with feeding and sleeping. They are omnivores
  with an insatiable appetite, they are able to
  sleep in the most inhospitable of surroundings,
  ignoring the loudest of noises.
  Baranath transform during their 'hibernation'.
  After their feeding period ends, they go
  dormant for five or six weeks. During this
  period they form chitinous shells around their
  curled up bodies, they appear to be impervious
  to heat or cold, being seemingly dead.
  Upon emerging from their cocoons, the
  Baranath bear little resemblance to the animal
  they were before. A re-born Baranath appears
  to have no head, and the pincers have become
  enormous, with a minuscule mouth at their
  centre. Their ears become enlarged, their eyes
  have become shrunken and lost in fur. Re-born
  Baranath live only to lay eggs. They need very
  little food and have become carnivores,
  devouring any living thing they can find or kill.
  Stats.
  Min.
  Max.
  Norm.
  STR
  6
  12
  9
  DEX
  6
  10
  8
  DIA
  0
  1
  0
  CONC
  0
  1
  0
  Hits
  12
  23
  16
  Weight
  20kg
  100kg 60kg
  Length
  80cm
  150cm 100cm
  Weapon
  PEN 
  DMG
  AD
  Pincers
  2
  4
  1
  SKILLS
  RANK
  Detect
  10
  Hide
  8
  Dodge
  6
  Swim
  3
  Unarmed (Pincers)
  8
  Once re-born, Baranath have the ability to
  regenerate. They regain one wound and two hit
  points every third round. If there eggs within a
  Baranath when it is killed, it may still
  regenerate, sacrificing the eggs to do so.
  Baranath may only regenerate as long as their
  abdominal sections and their brains are intact.
  
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  Baranath have incredibly sensitive hearing,
  both in the early life and even more so once
  they have been re-born. War Veterans used
  them as guard animals, always being alerted to
  incoming troops or missiles by the whine of the
  Baranath. Once re-born Baranath will react to
  violently loud noises by trying to bury
  themselves for concealment.
  Baranath meat is poisonous to Humans and
  many other animals, though Carriens seem to
  be unaffected. The indigenous rats and
  scavengers of Mort have not yet adapted to the
  Baranath's meat, and for the most part will steer
  clear of these alien creatures.
  BPN's may be run for the capture of an egg
  laying adult and numerous young Baranath may
  be found in the (illegal) possession of War
  Veterans.
  W A R   W O R L D S
  The concept of War Worlds may at first seem a
  difficult one to integrate in to your game world.
  The notion that a whole planet can be
  continually at war seems to be stretching the
  'suspension of disbelief' to breaking point.
  What we need to do is look more closely at the
  circumstances that plunge a civilisation and it's
  planet in to this chaotic state.
  War Worlds can be broadly classified in two
  categories;
  1) Worlds that have refused the Three P's
  contract and have been 'thrown to the wolves',
  where the wolves are most strongly represented
  by DarkNight and the Thresher. Worlds such as
  these are known as Havoc Worlds. Examples
  include 'Cross', 'Hed' and 'Core'.
  2) Worlds that have some strategic or
  psychological 
  significance 
  through 
  their
  physical position in the universe. These worlds
  have been battlegrounds since before SLA
  Industries appeared, their wars began in the
  mostly forgotten period of the Conflict Wars.
  'Dante' is a prime example.
  All following details have been supplied by
  Ministry of War and have been cleared for
  release SCL 5.
  "Hed is a mess. The two power blocks were
  close to annihilating each other at the close of
  the 
  Conflict 
  Wars, 
  primitive 
  nuclear
  obliteration seemed inevitable. Then SLA came
  along and cleared it all up. Both governments
  had to deal with SLA, both rejected the Three
  P's contract, suppose they thought they could
  cope with SLA. The war came the next year,
  seems they couldn't resist the temptation to just
  blow each other up. SLA came back, took one
  look and said 'no thanks'. DarkNight came
  along and said 'yes please'. The remnants of
  both peoples welcomed them with open arms.
  DarkNight moved in, brought their 'advisers'
  and their equipment and started to strip out any
  remaining resources. The people of Hed knew
  they had fucked up. Civil war broke out with
  DarkNight supporting any faction that suited
  them at the time.
  Seems SLA got wise to the size of the
  DarkNight operation, started shipping in troops
  to take out DarkNight. All the while the
  peoples of Hed were trying to regain control of
  their own planet. Hundreds of civil wars
  escalated in to nation-wide conflict. DarkNight
  pulled all support and concentrated on wiping
  out the SLA forces. SLA Industries began to
  take Hed seriously, sending in ship loads of
  troops, along with sealing off the system.
  DarkNight were in a hole. Then things got
  downright complicated. The Thresher starts
  appearing on the scene, troops moving in to
  areas of high industrial production, not that
  there were that many of them left.
  And there you have it. SLA Industries can't
  leave 'cos the bad guys are there. DarkNight
  can't leave 'cos SLA are there. The Thresher
  wont leave, for whatever reason. And the
  peoples of Hed are stuck in the middle, fighting
  everyone, including themselves. Yeah, Hed is a
  mess."
  Sergeant 'Mule' Logan, off the record briefing
  to cadets, Meny 700 SD.
  The remnants of governments try to reform
  armies and gain the support of the local
  population, while trying to negotiate with other
  factions and the off world companies. Cities
  and towns are reduced to rubble and waste,
  many are still highly radioactive, while others
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  are mined or so heavily shelled, that nothing
  can really live there.
  The atmosphere is becoming more and more
  polluted, the temperature rises by a whole
  degree every four years, wildlife is all but
  extinct.
  There are no 'front lines', no friendly territories,
  everyone is out to kill everyone else. SLA
  personnel are just as fair game as DarkNight,
  though DarkNight do enjoy a greater degree of
  support from the average citizen.
  Hed has become a restricted area, with only
  serving personnel being allowed to gain access.
  BPN's that take Op's to Hed are always closely
  monitored by the Dept. War.
  Core has deteriorated in to the same state as
  Hed, though the route was somewhat more
  tortuous. The peoples of Core had been united
  for many centuries and had remained largely
  unaffected by the Conflict wars, their system
  was isolated and no-one seemed interested in
  them. The Planetary Government of Core were
  not stupid enough to believe this could last;
  they made contingency plans to cover most
  eventualities. The standing army of Core was
  well equipped, well trained and highly
  motivated. They stood ready and waiting for
  the call to duty.
  As SLA Industries brought an end to the
  Conflict Wars, they began bringing the Three
  P's contract to all worlds within their reach.
  Eventually they reached Core.
  The Government received them, listened to
  them, were very polite, then told them to go
  away. Core simply did not believe it needed
  SLA Industries. The Government allowed SLA
  to set up an 'advisory' unit, consisting of some
  thirty staff and two hundred troops.
  Mr. Slayer sat back and waited for the
  inevitable.
  Within two years of Core rejecting the Three
  P's contract the first signs of DarkNight
  incursion appeared.
  'Resistance' movements sprang up all over the
  planet, previously happy peoples suddenly
  became ferociously nationalistic. A year after
  the first faction appeared, their were nine 'civil'
  wars raging over Core. DarkNight supplied
  arms and advice, and in return took control of
  production 
  facilities 
  and 
  extracted 
  raw
  materials for export to other production worlds.
  After eight years of civil wars and turmoil, the
  remnants of the Planetary Government turned
  to SLA Industries.
  A year later most of the planets surface was a
  war zone.
  As SLA Industries moved in in force, mainly to
  crush DarkNight, Thresher reared their ugly
  head. It soon became apparent that they had
  been on Core for many years, they had
  established production facilities as well as lines
  of supply and movement. SLA Industries
  sanctioned 'War World' status for Core in 102
  SD.
  Where Core differs from Hed is in the nature of
  the peoples unity. After SLA, DarkNight and
  the Thresher began their war, the peoples of
  Core soon realised they had been set up. The
  Government regained control and the full
  support of all the peoples of Core. The standing
  army was re-instated and strengthened, SLA
  Industries was approached for the granting of
  the Three P's contract. Mr. Slayer refused. Core
  would become an example for other worlds.
  Today Core is a shattered world, with vast
  tracts of waste land and lifeless oceans. The
  citizens of Core are wary veterans, being born
  in to a culture of total war, with SLA
  Industries, DarkNight and Thresher all being
  targeted as the enemy.
  SLA Industries sees Core as a strategic
  location, using the chance to draw DarkNight
  resources in to a central point. DarkNight fight
  on in the hope that they can still turn the
  Government to their way of thinking. The
  Thresher 
  plunder 
  at 
  will, 
  looking 
  for
  technology and resources they can add to their
  arsenal.
  "Core is kind of strange because it is kind of
  organised. Their are cities, towns and industrial
  complexes still intact, because all sides need
  them intact. Sure there is terrorism, and full
  scale war. In fact the 'front line' extends to all
  corners of the planet. But there are people here.
  Organised and well equipped. The people of
  Core are the most stubborn bunch of civilians it
  has ever been my fortune to meet."
  Captain Dorrell, Shadow company, Core 700
  SD.
  "We will fight to the last man, woman and
  child. We will reclaim our planet for our
  people. DarkNight will be destroyed. With SLA
  Industries behind us, the future could be a
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  bright one. If only we could get SLA Industries
  behind us."
  Ghurni Hahl, Minister for Information, Core
  Central Government, 701 SD.
  "Core is dead. It committed suicide a long time
  ago. All we need to do is stop DarkNight
  feeding on the corpse."
  Dread, Necanthrope Op, SCL 3, Core 700 SD.
  Dante, and worlds like it, are a nightmare.
  Their population has been at war for hundreds
  of years, constantly teetering on the edge of
  complete self destruction. At the end of the
  Conflict wars, many of these planets took up
  self destruction in earnest. With nothing to
  distract them, they concentrated on full scale
  global war.
  SLA Industries moved in to worlds where it
  thought DarkNight could prosper. They came
  as an invading force, offering no terms of
  peace, and expecting no co-operation. Both
  DarkNight and Thresher move in following
  SLA, using the warring worlds as cover for
  their theft of resources.
  As it is in no one's interest to destroy the whole
  planet, a sort of balance is struck. Total,
  constant war rages over the planet, with all
  sides seeing only enemies around them. The
  longest periods of relative 'peace' are localised,
  with no truce lasting for more than two days.
  Usually the lulls in the fighting are to allow one
  side to regain position or bring up further
  resources.
  SLA sees worlds such as Dante as places for
  training, experimentation and observation. It is
  obvious to all that such worlds exist only at the
  whim of Mr. Slayer. These are the sanctioned
  worlds which are most commonly referred to as
  War Worlds.
  The average life expectancy on Havoc Worlds
  is 72 hours, on War Worlds such as Dante it is
  28 hours. The main causes of immediate death
  (within the average time) are either dropping in
  to a full on war zone, or through 'terrorist'
  activity, such as bombing of holding areas, or a
  Thresher strike. They say if you're going to get
  in, you'll get it within the first week. After that,
  you'll wish you had.
  "Dante? Yeah I served a term. One was
  enough. Go back? (manic laughter) You aint
  got access to enough money to even get me
  back in the same system. Mr. Slayer? Well
  now, that's different. If he wants me back....
  (manic laughter)"
  'Loop' Higson, War Veteran turned Prop, 900
  SD. Mort.
  S e r v i n g   O n   W a r   W o r l d s
  There has been some discussion as to what
  constitutes a 'term' or 'tour' on a War World.
  Suggestions have varied from ten years to a
  month. Our suggestions are; a Term is three
  hundred consecutive days, a Tour is twelve
  hundred consecutive days.
  Those serving must gain five ranks in phobia
  and psychoses (ten ranks in all) for each Term
  served.
  The standard form of service for a War World
  is via a contract with the Dept. War. The pay is
  pretty good, but of course you probably wont
  live long enough to spend it. The salary is
  payable upon completion of each Term,
  nothing is paid during the Term, and if the
  employee dies, the pay is totally withheld.
  There is a 'flat' wage structure, with the higher
  ranks making up their wages through bonuses.
  Basic Pay: 10,000c per Term.
  So, what else can get the Op's on to a War
  World? Here are some BPN ideas;
  Blue: Inappropriate.
  White: A murderer has taken refuge on a War
  World, reasoning that SLA will not try to track
  him down here. The prey must have killed
  someone pretty damn important for a BPN to
  be set up on a War World.
  Yellow: Either Thresher or DarkNight could
  have stolen something, taking it to a War
  World to use / test it. This is best if the Op's
  start out close to the thief and then get dragged
  along.
  Green: Expeditionary. Either scouting type
  missions or exploration or confirmation of
  reports. May either be directly or indirectly tied
  to War World. Good example is a confirmation
  survey on the discovery of some resource or
  artefact. Often run in conjunction with other
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  departments, may involve contact with the
  military.
  Red: inappropriate.
  Grey: Follow a trail of one or more traitors to a
  War World, natural progression of a BPN
  starting on Mort. As Grey are the most tricksy
  of the BPN's (apart from Platinum), you can
  easily justify off world assignments.
  Black: Possibly tied in to a major assault on
  one of the War Worlds, maybe a final frontal
  push designed to terminate one of the Soft
  Companies present. Recruits can be drawn
  from the Black BPN pool, often assigned to
  single department or the military via Dept.
  War.
  Silver: Most often assignment to a crew doing a
  piece on a War World as guards, though may
  include duties such as speaking or lecturing.
  Sought after assignments.
  Platinum: You can set these up to suit your own
  players and campaign. Always  obscure, always
  confusing, always involves uncovering of
  compromising 
  secrets. 
  Operatives 
  should
  always leave Platinum BPN's with scars that
  never heal, and with a healthy sense of
  hopelessness and paranoia.
  Although War Worlds are insanely dangerous,
  scary places, this should not stop you from
  introducing them in to your campaign. Once the
  Op's have been to Dante, they will look more
  kindly on such places as Downtown, a Carrien
  will never seem quite as frightening again.
  F I N D I N G   A   J O B :
  B P N ’ S
  Something for the more experienced and maybe
  better equipped Op's; a Jade, as well as a bog
  standard Grey.
  (A 'standard' Grey, geddit, it's a joke.... oh
  never mind.)
  SCL : 7
  Contact Department Of : Ebb
  Training Package Recommended : Any
  Colour Code : Jade
  Summary : Investigate sightings of rogue feral
  Ebon in Downtown. Capture alive. Retrieve
  any and all Glyph Cards associated with rogue.
  Possible 
  'sleeper' 
  assignment, 
  requires
  undercover work. Squad only. No Ebon, no
  BPN. Contact Miree at dept. Ebb on 320-211
  709402.
  Coverage : Station Analysis
  Consolidated Bonus Scheme : 50c per day
  Payment : Per Operative
  The Department of Ebb has recently received
  reports from Shivers that a feral Ebon has been
  sighted in Downtown, apparently dealing in
  Glyph Cards. The Ebon has not been connected
  to any of the major subversive factions
  (DarkNight, Black Order, Purge, etc.) and is,
  apparently, acting alone.
  The Dept. of Ebb would like to speak to this
  individual, to find out where they got the Glyph
  Cards, and to ascertain exactly how much the
  feral knows about the cards (not to mention
  how he could have gone so long without
  detection).
  The contact at the dept. of Ebb is one Miree
  Maze, an Ebon herself, Miree will only talk to
  squads with at least one Ebon among them.
  The interview with Miree will be conducted
  away from the Dept. of Ebb buildings, at a spot
  of the squads' choosing. Suspicious, no?
  Miree will claim the BPN requires additional
  security as they suspect someone within the
  Dept. has been leaking Glyph Cards on to the
  Black Market. She explains that the Op's
  should only deal with her directly, and that the
  Dept. will deny any knowledge of their
  involvement with the BPN, which they will
  claim is an internal matter.
  The BPN will take the squad deep in to
  Downtown, to levels 28 and 29, well out of
  Monarch's range and where only the most
  daring of Shiver units will venture.
  In sector 104 a market has been established,
  based in the burnt out remains of an old power
  terminal, this is where the feral, known only as
  Kel, can be found. Twice a week he visits the
  market, seeking buyers for his wares.
  Miree gives the Op's a slim dossier of hand
  written notes, precious to the Dept. They must
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  be read while she is present and then handed
  back to her, no copies may be taken and the
  notes may not leave her sight. The notes detail
  the various sightings of Kel, with some
  descriptions of the Glyph Cards. No discernible
  pattern may be found and the information is
  pretty much useless, good background but
  nothing else.
  The key to the BPN and the Dept. Ebb's driving
  force behind using the Op's is buried in the
  notes. There is an oblique, obscure, reference to
  "advancement Glyph Beta", which seems to be
  in Kel's possession.
  Miree will make no direct reference to the
  advancement Glyph and, if directly questioned,
  will assume an air of genuine ignorance as to
  what 'advancement Glyphs actually are. She
  will stress the objective of the BPN to recover
  as many cards as possible, as well as to bring in
  Kel.
  One course of action open to the Op's, perhaps
  their best chance, would be to set up in sector
  104, observe Kel, then move in to 'buy' the
  Glyph cards. They will obviously have to have
  a good cover story, as Kel will not have any
  cards on him. Kel will only sell to Ebons, and
  will immediately become suspicious of any
  Ebon in the wrong company.
  Gaining the trust of Kel will be the make or
  break point of the BPN.
  Kel is a feral Ebon, that is an Ebon who is self
  taught, whose abilities have been mastered
  through punishing lessons of growth and
  torment. Kel, like all Ferals, lives day to day,
  learning more about themselves with every
  passing hour. He is a bundle of emotional
  turmoil, wrapped tight in a razor sharp intellect,
  trapped and frustrated at not being able to
  master the constant emotional outpourings of
  his soul.
  Kel however, is a feral with an edge. He has
  had some training from a DarkNight Ebon, a
  tutor who has long since abandoned his charge,
  but not before Kel learned his most valuable
  lesson.
  Kel has a Death Suit, and knows how to use it.
  The DarkNight tutor was an infamous agent
  known as 'Coil', SLA Industries will pay
  bonuses for information leading to his capture.
  The Op's will not be told this via the BPN,
  though they may find it out in the course of the
  adventure.
  Coil now has nothing to do with Kel, and does
  not even know if he is still alive. Coil is
  unaware 
  that 
  Kel 
  has 
  access 
  to 
  the
  advancement Glyph. If he found out, he would
  come and get it.
  Kel has the following characteristics and skills:
  STATS
  RANK
  Strength
  8
  Dexterity
  10
  Diagnose
  7
  Concentration
  9
  Charisma
  4
  Cool
  10
  Flux
  20
  Hits
  18
  EBB SKILLS
  RANK
  Formulae
  5
  Blast
  8
  Enhancement
  8
  Healing
  4
  Protect
  8
  Reality Folding
  6
  SKILLS
  RANK
  Unarmed combat
  8
  Streetwise
  8
  Club, 1H / 2H
  6
  Detect
  8
  Pistol
  5
  Acrobatics
  5
  Climb / Swim
  5
  Kel has the following equipment which he
  carries with him at all times:
  Deathsuit
  GA47 (flash suppresser, stock)
  4 clips 10mm ammo for GA 47 (Std)
  Baseball bat
  Kel has access to a 'lock up' which he rents
  from the Static gang. Static protect the lock up,
  along with their other rooms in the derelict
  factory that is their base, with the help of a
  Prop called Fingal.
  Use 'Prop' from Karma (p139) with the
  following modifications; Dex 10, Cool 9, Close
  Combat Skill; Blade 2H 7, Pistol 8. Fingal has
  a Power Claymore and a GA50, he is a wary
  veteran, well established in the Prop world.
  Along with Fingal, there will be 3-8 other gang
  members at the factory, use 'Mort Civilian'
  
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  from Karma (p137) but boost Unarmed to 4,
  Club 2H to 3 and Pistol to  5.
  It is in the lock up that Kel keeps his Glyph
  Cards, hidden in a secret compartment in a
  kevlar case. Kel never takes anyone to the lock
  up, besides which Static will not permit anyone
  else to enter their turf.
  The Op's may try to follow Kel to his source
  after offering to buy Glyph Cards, or they
  might try to get close enough to Kel so that he
  cuts them in to his operation, whatever they do,
  they will have to gain his trust and go deep
  undercover, proving themselves to Kel in some
  demonstrable way.
  Kel has a steady supply of Glyph Cards, which
  he is being fed from a contact inside the
  Department of Ebb. Uncovering this connection
  will prove the most difficult task of all.
  We have left the rest for you to fill out,
  remember Kel is a very wary, streetwise Ebon
  operating from the toughest place in Mort;
  Downtown. The Op's will have to use all of
  their collective skills and resources just to
  survive day to day in this forsaken place, let
  alone carry out their BPN.
  Pour 
  it 
  on 
  with 
  the 
  atmosphere 
  and
  environmental nightmare of this subterranean
  world. Constant yellow mist swirls through the
  area, acidic pollutants dragged through every
  corner of the sector. The air smells and tastes
  bad, respirators are the order of the day. Rain
  seldom falls, and when it does it is grimy and
  oily, having passed through numerous sectors
  above. The citizens of the 104 are their own
  police, Shivers rarely come here (except the
  really tough ones) and Monarch are never seen.
  Everyone is a suspicious neurotic, looking for
  enemies in every shadow, every face. No one in
  these sectors has any love for SLA or those that
  work for them. Open opposition to SLA is
  frequently demonstrated, via posters, vids,
  vandalism and constant verbal abuse.
  Make the Op's feel and live the low life of
  those around them.
  The Dept. of Ebb contact is a DarkNight agent,
  who is filtering confiscated Glyph Cards back
  in to the system via Kel. You may want to
  make the DarkNight agent a high up official
  within the Dept., or you may decide it is a
  lowly clerk from some obscure sub-department.
  As a twist, try making Miree the DarkNight
  agent, nasty but works a treat, especially if one
  of the Op's try's to strike up a relationship with
  her, maybe another Ebon. Betrayal is the spice
  of life, doubly so for Ebons. Can't you just
  picture the hours of angst ridden self analysis
  and morbid self pitying....
  SCL : 8
  Contact Department Of : Internal Affairs
  Training Package Recommended :
  Investigation / Any
  Colour Code : Grey
  Summary : Covert operation involving the
  uncovering of one or more subversive agents.
  Contact Dept. of Internal Affairs for further
  information, quoting reference IA/G 00234-
  23A.
  Coverage : Station Analysis
  Consolidated Bonus Scheme : 2000c.
  Payment : Per Squad
  Once the Op's have contacted the Dept. Internal
  Affairs, and have been briefed, they will be told
  of the complex inter-departmental nature of the
  BPN. Once they have this explained to them
  there is no going back, they are in too deep and
  must come out the other end if they want out.
  The BPN concerns an investigation in to Shiver
  behaviour, it is being run with the knowledge
  and co-operation of Cloak Division, who must
  be kept up to speed on the investigation. They
  (Cloak) and only they will take any action to
  terminate any Shivers, this is made quite plain
  to the Op's.
  Cloak have an obligation to keep the Dept.
  Investigation informed, a matter of protocol
  and owed favours at a very high level. The Op's
  may be asked to report to offices and members
  of Dept. Investigation at any time, to brief them
  and make sure they are not stepping on any
  toes.
  Internal Affairs has chosen to inform the Dept.
  of Shiver Organisation, in a hope that any
  cleaning up can be kept 'in-house' and in a bid
  to build better relations between themselves
  and the DSO. The Op's must be fully aware of
  the delicate nature of their operation, and the
  potential political nightmare it's bad handling
  could cause.
  Cloak are unaware of Internal's co-operation
  with Dept. Shiver Organisation, and if the Op's
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  let the cat out of the bag, they will have made
  enemies within Internal Affairs, never a good
  thing....
  As if all this wasn't enough, it is rumoured
  Head Office has taken an interest....
  The BPN itself involves the Op's going
  undercover on a fictitious Yellow and working
  the Suburban sector 388, where the suspect
  Shivers are currently based.
  F i c t i t i o u s   Y e l l o w
  SCL : 9
  Contact Department Of : Investigation
  Training Package Recommended :
  Investigation / Any
  Colour Code : Yellow
  Summary :  Conduct a survey of sector;
  ascertain level of Black Market activity.
  Recovery of 'stolen' SLA equipment. Contact
  Shiver Virish at Dept. Investigation of 221-
  0936-2242, quote ref.; Ys388/BMR.
  Coverage : Station Analysis
  Consolidated Bonus Scheme : 50c per day.
  Bonus schemes operate for recovery of
  equipment.
  Payment : Per Operative.
  Internal suspects that as well as receiving the
  usual (acceptable) bribes, certain Shivers have
  become 
  'contract 
  killers'. 
  Carrying 
  out
  assassinations as part of their so called duty.
  The Op's are to keep an eye on Shiver activity
  and to investigate the allegations by setting up a
  fake hit on a selected target.
  Internal Affairs will select a target due for
  termination by Cloak, so that the hit will be
  totally 
  convincing 
  and 
  the 
  Op's 
  cover
  maintained. The Op's will be told it is a fake hit
  that will be stopped at the last minute (it's not,
  it wont).
  Target; Mathew Guna, SCL 8, Operative with
  Spindle squad, lives in sector 388 in single
  room apartment. Warrant for termination
  regarding confirmed DarkNight sympathy.
  The termination of Mathew will piss off the rest
  of Spindle, who will hold a grudge against the
  Op's, doing whatever they can to make the
  players lives a misery.
  The truth behind the BPN is quite straight
  forward. The whole of the section house in
  sector 388 are in on the deal. Contracts are
  undertaken and handed out on a rota basis,
  targets are either shot during 'legitimate'
  activities, such as riot control, or they are taken
  in to custody and killed while' trying to escape'.
  Targets vary from Gang Leaders to Props, from
  civilians to SLA employees SCL 11 or 10,
  never higher). The Shivers will hit anyone for
  the right price. The large scale of the operation
  is not even suspected by Internal Affairs, who
  believe it may be at Shiver squad level.
  The Shivers will be wary of any new Op's on
  their patch, and may well quiet things down for
  a while, but it is clear that the Op's cannot be
  everywhere at once, and soon after they have
  arrived, the hits will start up again.
  Shiver Headquarters for the sector, as well as
  the Section Houses, will all find out about the
  Op's Yellow BPN, news travels fast, and the
  communication between all squads of the sector
  is excellent; something to make any sensible
  Op suspicious from the start.
  The community at large will support their
  Shivers, as this is one of the most orderly areas
  in the whole of Mort. All Joe public knows is
  that the streets are relatively safe and that the
  Shivers show the citizens a great deal of
  respect. The high reputation of the Shivers
  should make the Op's even more suspicious
  from the start, as should the general fear shown
  by all 'street' types such as gangs and vigilantes.
  People on the street are loathed to speak about
  the Shivers, very few will commit themselves,
  either in praise or condemnation, though if
  pushed they will all vouch for the shivers
  diligence and dedication. It may be hinted that
  Shivers are on the take, but no more so than is
  'normal'.
  The 388 are known throughout the service for
  their pioneering use of DAC's. There will
  always be a highly visible presence on the
  streets, with the DAC's being allowed free
  roam while their handlers are with them. The
  388 has a 'shadow' unit of twelve Domino
  Dogs, which it uses in emergencies, or in
  incidents involving 'beasts'. The Domino's are
  each controlled from Headquarters.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  The hits are mostly carried out by on duty
  Shivers, each of whom receives a cut of the
  money, though sometimes it has been done by
  off duty Shivers, covered by their comrades on
  the shift.
  The service offered by the shivers of 388 is
  surprisingly cheap, with an average hit costing
  around 10,000 Unis. In strange contrast, bribing
  the Shivers of the 388 is a costly business, with
  bribes 
  being 
  approximately 
  100% 
  more
  expensive than listed (Mort p67). Most of the
  sections Shivers will not accept bribes from
  Operatives and will tend to turn a blind eye to
  any indiscretions Op's may commit; this may
  be one of the reasons it has proved so hard to
  nail the Shivers of the 388, who have at least
  some blackmail material on almost everyone
  who passes through their patch.
  If the Shivers are having a problem with a
  particular Op, they may well frame the
  unfortunate souls, and then offer to 'forget' it if
  the Op agrees to leave their investigation.
  This BPN gives you a chance to play up to all
  the Op's fears of conspiracy, without ever
  giving away the true scale of the problem.
  Bare in mind that the 388th has at least three
  thousand serving officers, 80% of whom are in
  on the gig. The Op's may uncover some of the
  lower levels, but the closing of ranks and the
  hindrance from above will prevent them from
  doing any real damage. They could dig deep,
  but they will pay a heavy price.
  The rewards for completing this BPN should be
  great, both in financial and SCL terms, with a
  bonus and maybe a whole level increase.
  Timewise, it could last anything up to three
  months, depending on what the Op's turn over,
  and how far Internal Affairs want to go.
  Possibilities include mass arrests or undercover
  'hits' of some of the key figures in the 388th,
  forcing the disbanding of the conspiracy. If the
  full extent of the involvement becomes known,
  there may be mass transfers to Downtown
  postings.
  A grand way to end the BPN is through the
  uncovering of the whole conspiracy, and the
  decision by those involved, to try to hold out
  against Internal Affairs. This will ultimately
  lead to the siege of the 388th headquarters, with
  a final assault being made by both Operatives
  and agents from Cloak. There will be a high
  media presence (ensured by the conspirators)
  and many chances to make or break for an up
  and coming Operative.
  The atmosphere should be one of cold silence
  and resentment from the Shivers, who will be
  polite but spectacularly unhelpful to the Op's.
  The street will soon detect this pattern and may
  decide to take advantage by having a pop at the
  Op's.
  DarkNight involvement must be kept to a
  minimum to maximise the shock and horror of
  the conspiracy being solely about greed and
  corruption within the ranks of SLA.
  It may turn out that the Op's see nothing wrong
  with the shivers activities, especially as they
  seem to suit the local community, in this case
  they may decide to cover for the Shivers,
  maybe even consult them in their BPN to
  'minimise' the damage. Dangerous ground to
  walk, Internal Affairs to the left, Cloak to the
  right.
  A spin off from the activities of the 388, is the
  high profile presence of many Soft Companies,
  who can afford to pay their way out of trouble.
  Soft Company goods and services are quite
  freely available, and the employees of these
  companies may be quite open about their
  involvement.
  Shiver response times to Operatives calls for
  help is slow, they do not really care if the Op's
  make it or not. This can either be made plain to
  the Op's, via sergeants at the station houses, or
  it can become clear through some incidents.
  If the basic idea appeals to you, but the scale
  revolts you, try it at a smaller level, with maybe
  one or two high ranking Shiver Officers being
  in sole control.
  Any remnants from the 388 that the Op's meet
  at a later date, will be extremely hostile, as will
  all members from Spindle.
  Internal Affairs may reward the Op's, which
  will increase the level of suspicion from other
  Op's. Once Cloak have you in their sites, they
  never let go, and the Op's may be made to feel
  they are being watched for a long time after the
  BPN is over.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  E Q U I P M E N T
  G S M  2   G Y R O   S T A B I L I S E R
  M O D U L E
  "Kind of weird at first, bit heavier than your
  standard Waldo. Like being hugged by a huge
  spider, took a lot of practice to keep everything
  where it was supposed to be. The 30-30 felt like
  nothing in my hands and I found I could leave
  it suspended on the arm, very strange. I had the
  other two arms fitted with gyro-sensors to fire
  my climbing gear. As the time passed I got
  comfortable and let the GSM 2 take the strain.
  Oh yeah, I got my shot, no worry. Criticism?
  Well the motors need a bit of silencing, but on
  the upside you lose all the recoil. Cool."
  Marko 
  Hunt, 
  SCL 
  8 
  Operative 
  with
  DarkGlasses, 901 SD, Mort.
  Hot on the heels of their hugely successful
  Shield range, this vibrant new company has
  launched another potential blockbuster to rival
  the best efforts of their 'parent' company FEN.
  Defense Systems Inc. have recently marketed a
  superior quality Gyroscopic Stabiliser aimed at
  the sniper end of the market. The GSM 2 can
  also be fitted with a small Defense System
  Shield to protect the 'blind' side of the wearer.
  Each system has to be fitted to the individual
  customer, which takes about two hours. The
  GSM 2 harness can be worn 'solo' or in
  conjunction with any armour type, though it
  will not of course be needed if the user intends
  to wear PP Armour.
  The base GSM 2 unit is a useful and valuable
  addition to the Op's wardrobe. However, the
  real 
  innovations 
  have 
  been 
  made 
  in
  modifications marketed as 'specialist' units.
  G a m e   S y s t e m   S t u f f
  The GSM 2 weighs in at 4.5kg and costs 580c.
  It negates 30% of the weapons weight and may
  be fitted with up to six ranks of recoil baffling
  (in addition to any on the weapon fitted to it).
  The GSM 2 may be fitted with two weapons,
  which may be fired simultaneously (recoil
  allowing). It may also have one weapon fitted
  in reserve, which may be brought in to use in a
  single round, or without an action if a
  successful DEX roll is made.
  The small shield is incorporated in the weight,
  and when deployed measures 90cm in diameter
  (while closed it remains hidden in the harness).
  The shield takes an action to deploy or take
  down.
  Shield: PV; 3  ID;10.
  The GSM 2 can be 'locked' in place, being
  programmed to remember up to thirty pre-set
  positions. This can be useful for snipers, who
  once they have found the ideal position and set
  up their shot, may then be free to relax their
  posture, maybe even catch a few zeds.
  Particularly 
  enterprising 
  snipers 
  have
  discovered that they can actually set the unit up
  to take the shot, by taking it off and using the
  links in either their scout or Silverback helmets.
  This effectively gives them two shots for the
  price of one.
  Both FEN and CMC offer a site fitting service
  to the GSM 2, with links to all major brands of
  audio visual equipment.
  M o d i f i c a t i o n s
  The GSM 2 can be used to mount accessories
  such as lights, scanners, vid. cams. or even
  climbing equipment. As it has a Gyro Stabiliser
  that controls the movements of the frame, and
  the chip may be pre-set with positions, the
  GSM 2 can also be adapted to 'cut in' when
  certain criteria occur. Climbing equipment,
  such as motor launched grappling hooks, or
  wire retrieval lines, may be mounted on the
  GSM 2, set to automatically deploy if the
  harness achieves certain angles or velocities.
  These climbing aids can be activated by muscle
  movement, or voice command, leaving the
  user's hands free for other things.
  The modified GSM 2 may require the
  development of a separate skill, or the
  Climbing or Acrobatics skill may be used.
  The fitting of lights, controlled by sensors in
  the helmet of the user, gives excellent
  illumination, and as the GSM 2 has a power
  pack, these lights can be very powerful indeed
  (stealth goes out the window here....)
  K I L – T E C H   V 4   ‘G U A R D I A N’
  "Getting in was the easy part. Getting out was a
  nightmare. The slimy buggers had Guardians
  placed in the floor, sprang up like mad puppets
  all over the friggin' place. I don't know how
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  they knew we was coming, but they knew. And
  them discs go through armour like it weren't
  there. Clean cut though, so I suppose it wasn't
  too bad. Weak spots? Dunno. We just kept
  away from 'em."
  Jake Emerson, SCL 9 Operative with The
  Royals, 901 SD. Mort.
  The Guardian is the third release from Kil-Tech
  and should prove to be their most popular yet.
  Kil-Tech are a wholly owned subsidiary of
  SLA Industries, being a member of the Multi-
  Job Lacerates group.
  The V4 Guardian was designed in answer to a
  request from the Dept. of Shivers, who wanted
  a drone 'guard dog' that could be relied upon to
  bring down intruders but keep them alive.
  The Guardian stands 1.5m high, being 1.3m in
  diameter. The domed, cylindrical design makes
  them look slightly comical.
  The sensory equipment is situated in the top
  and consists of; motion trackers, IR/UV vid.
  sensors, audio sensors (keyed to vibration),
  temperature and pressure sensors as well as air
  filters with detection systems for toxins.
  Scanners can be fitted to read 'smart' passes,
  and there is a growing demand for 'aura'
  sensors, such as Ebb detectors.
  Guardians are becoming very popular with
  Shiver HQ's, as well as finding homes with a
  lot of the top SLA execs.. Third Eye have
  started to fit them as standard to all of their
  Downtown Reportage vehicles, deploying them
  at the scene once the crew have disembarked.
  G a m e   S y s t e m   S t u f f
  The Guardian weighs 22kg, it has an internal
  power supply, which is good for 5000 hours..
  The armour of the Guardian is; PV 8, ID 30.
  Movement; Walk 2, 'Burst' 4. Guardians never
  'burst' for more than two rounds at a time.
  The on board sensory systems give the
  Guardian a Detect Skill ranging from 5 to 15.
  The Weapons Skills are; Disc Thrower 5, Flail
  5.
  Around the centre of the Guardian are two
  revolving sections, each mounting one of the
  weapon systems. The upper band fires the
  Power Discs, the lower deploys the Flail.
  Weapon
  DMG
  PEN
  AD
  Power Discs
  2
  6
  2
  Flail
  3
  5
  2
  The Power Disc carries a store of a hundred
  discs, each measuring 10cm in diameter. The
  eight firing ports of the Power Disc thrower
  may all fire simultaneously, or they may select
  targets individually.
  The Flail consists of eight individual whips,
  each made up of six strands of carbon filament,
  driven by a motor at the flail's base which
  rotates the weapon. Each Flail has a length of
  up 
  to 
  2m, 
  varying 
  according 
  to 
  the
  surroundings (walls and such) as detected by
  the sensors. Each Flail whips out and then
  retracts back in to the body of the Guardian. In
  extreme cases all eight Flails may be constantly
  deployed, creating a circular 'wall of pain'
  around the Guardian.
  The room for expansion of the Guardian is
  obvious. Sensory systems may be extended,
  and the weapons systems may be upgraded; the
  most common modification being the addition
  of a 5mm SMG in place of the Flail.
  But what does it all cost?
  Guardians start at 600c and go as high as taste
  and finance allow. The whole point of the V4
  was to design a solid core chassis and sensory
  array, to which anything could be added. Most
  Guardians remain as standard, though some
  have been seen sporting 12mm 'Blitzoids'.
  N O R T E C   F L A T B I K E
  "Jet black with a yellow 'tiger stripe'
  camouflage, looked low and mean, like a sleek
  torpedo. Pulls away like a bullet from a gun.
  Moves like a blade through soft flesh, steers
  like a bead of sweat down a tanned back. Turns
  like a barge. Oh yeah, it's fast. Top speed in a
  straight line can give the SCAF boys a run for
  their money. I heard they’re going to release a
  custom version with a firm point. Can't see it
  myself, negates the whole point of going that
  fast in the first place."
  Almon Kerr, SCL 8 Operative with Yo'Yo, 901
  SD. Mort.
  Nortec have just finished field trials of their
  most adventurous design to date, the concept of
  the FlatBike. The basic design of the FlatBike
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  was inspired by the sidecar from the Nortec
  Combination Motorcycle (T.A.F.).
  The FlatBike puts the rider in a laying, or
  'prone' position, with the back wheel being
  between his legs and feet. This gives the
  FlatBike a very low profile and allows it to
  reach insane speeds.
  The body of the FlatBike is made from a 'poly-
  ceramic', incredibly tough, light and fire
  resistant. The shaping of the cover (cowling) of
  the FlatBike has been designed to make it
  'invisible' to motion trackers and the bike
  carries ECM jamming equipment in the 'nose',
  with a range of 20m.
  For some reason the FlatBike is proving very
  popular with Ebons and Brain Wasters.
  G a m e   S y s t e m   S t u f f
  Type: Motorcycle / FlatBike
  Max. Speed: 400km/hour; 64m/phase.
  Movement: Wheeled.
  Dimensions: 2.5m length, 1.5m wide, 1m
  height.
  Weight: 0.5 tone.
  Crew: 1 Driver.
  Skill: Drive, Motorcycle.
  Armament: None
  Cost: 1,800c.
  P.V. 15, I.D. 180.
  Acceleration rate: 5.
  Turning circle: 4.
  The FlatBike is powered by a reactor with a
  user life of 30,000 hours. A link may be fitted
  to allow the rider to 'fly blind' using HUD and
  external sensory systems only. Links to the
  Silverback helmet cost an additional 100c to fit.
  At present the FlatBike has no firm points.
  S O F T   C O M P A N I E S
  H A R D   C O R P S.
  Corporate slogan: "Get the job done."
  Hard Corps. are a major Soft Company that
  have only recently come to the attention of the
  public at large. They have been in existence for
  over two years, and can be classed as a strictly
  'underground' operation.
  Hard Corps. do not advertise, they do not
  sponsor. You will never hear one of their
  employees mention them. Discretion and
  professionalism are hall marks of their trade.
  Hard Corps. recently supplied two Props for
  Rat Rage, a Downtown gang who had their turf
  invaded by Gorezone and half their members
  killed or maimed. The high profile operation
  finally broke Hard Corps. in to the eye of the
  public. The two Props they supplied (Tornado
  and Fly Boy) took down two contract killers
  and four other Props before they were spiked
  by a squad of Op's.
  In the Underworld, especially in Suburbia and
  the fringes of Downtown, Hard Corps. have an
  excellent reputation. They are known to be
  expensive, but to offer a first class service.
  The agents of Hard Corps. are as elusive as
  those for DarkNight, you either know how to
  contact them or you don't. If you put the word
  out you need their services, chances are they
  will contact you (after they have done a credit
  and reputation check).
  Third Eye are trying to put a piece together
  concerning Hard Corps., though they have
  failed to talk to anyone from the company
  itself. Rumours in the Prop world are rife as to
  who actually works for them, and who they are
  looking to recruit.
  G a m e   S y s t e m   S t u f f
  Hard Corps. have two hundred and seventy
  employees, all of whom work undercover. Most
  have jobs within SLA Subsidiaries, a few have
  positions of some importance within a
  Department.
  Hard Corps. is unusual in the world of Soft
  Companies, in that it is dominated by one
  person.
  Only eight people within the company know
  who the Head is, and they want to live.
  Sandy Wirril is a Deputy Head of Department
  at the Department of Warrants. She is a
  wealthy, powerful woman, who runs Hard
  Corps. as a business. She has nothing against
  any one company, and will supply Props on a
  highest bidder basis to anyone who can afford
  them.
  90% of Hard Corps. employees are contact
  middle men, known as 'switchers', they channel
  information within the company, making
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  contact with at least three other people before
  they can close any deal.
  All potential customers are checked by Sandy
  herself, using the SLA information available to
  her. She will not supply Props to customers that
  are liable to damage her long term business
  plans.
  Props supplied by Hard Corps. are high quality
  professionals. Use the Props stats. in Karma but
  boost stats. by 4 points and skills by 8 ranks
  (spread as you see fit).
  Hard Corps. hire out at a daily rate, charging
  between 200u and 500u per day.
  Currently top of the Hard Corps. list are; Red,
  Monkey Man, Cool Blue, Steam, Piglet, Kil-
  Whip and Sly.
  P R O – C A R S
  Company Slogan: “It’s just a ride.”
  Pro-Cars are a growing 'cab' company that run
  hundreds of vehicles in Downtown, many
  under the guise of 'legitimate' trade vehicles or
  'seconded' public service vehicles.
  In the areas where they operate, they are
  recognised as a useful service, and well liked
  by your average citizen. Their fares range from
  1 to 10 unis, and they frequently move through
  areas otherwise inaccessible to 'authorised'
  transport.
  Pro-Cars drivers are knowledgeable, streetwise
  citizens, who mostly enjoy their work, and are
  proud of the reputation they are gathering.
  Behind Pro-Cars lies a dark and dangerous
  secret.
  G a m e   S y s t e m   S t u f f
  Pro-Cars run vans, lorries, cars, bikes and
  'runabouts' (essentially rickshaws). Often these
  vehicles are owned by other 'legitimate'
  companies, and the drivers use their vehicles to
  moonlight for Pro-Cars, either during or outside
  of their normal working hours.
  Pro-Cars are linked via a network of street
  corner operators who radio in to drivers where
  their next fare is and where they will be going.
  On the face of it, a fairly harmless business
  providing a much needed service.
  Pro-Cars have sixty street corner contacts, three
  'executives' and employ over two hundred
  drivers on a casual basis. The company is
  headed by Matt Wheely, Sreen Narrim and
  Fitch Tarrn. All three of these 'executives' are
  DarkNight Espionage Agents.
  Pro-Cars is used by DarkNight to assess
  potential recruits, who can be sold the
  DarkNight philosophy during their ride, and to
  sell drugs, vids, discs and services unique to
  them. A Pro-Car can take you to a venue where
  services can be found to suit most tastes.
  The DarkNight products and services will only
  be offered to clients after they have taken at
  least three rides, when one of the core of
  'specialist' drivers (nine in all) will be used for
  the ride. These nine are all Civilian Converts,
  and all loyal to DarkNight.
  The deeper, darker side to Pro-Cars is known
  only by the three exec.
  Pro-Cars is used to take Op's to their deaths.
  Anyone selected as a suitable target by
  DarkNight; usually undercover Op's, off duty
  Shivers or prominent figures in the SLA
  community, may be carried in to an ambush.
  DarkNight will either wipe out the vehicle,
  driver and passengers, or they will select the
  SLA personnel, staging a fake hijack for the hit.
  Drivers for Pro-Cars can earn up to 70% of the
  fare charged, which will range from 10 to 100
  unis. The remainder goes to the company.
  At present SLA has no idea that Pro-Cars is a
  DarkNight front, they have not connected the
  various deaths of Op's to the company, as there
  appears to be no uniting factor in the ambushes.
  If Pro-Cars is uncovered, SLA will move to
  shut them down in a 'storm' operation; secrecy
  and tact abandoned in a full on assault of
  company property and personnel.
  Matt Wheely, Sreen Narrim and Fitch Tarrn,
  the three execs. all run a legitimate bakery
  business in Downtown called Let Them Eat
  Cake, 
  part 
  of 
  the 
  Bread 
  Fan 
  bakery
  conglomerate, which is a wholly owned SLA
  subsidiary. It will be easy for the three
  executives to get wind of any major SLA
  operation against them, and they will probably
  vanish in to the maze of Downtown, maybe
  leaving clues to lure Op's after them.
  S O R R O W   I N C.
  Sorrow Inc. are a new Soft Company providing
  products for the 'alien' market. Magazines,
  disks and vids aimed at Ebons and Brain
  Wasters dominate their product line, though
  they do provide some material for Shaktar and
  Wraith Raider consumption.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  Sorrow Inc. have a particularly pessimistic
  outlook, giving their material a feel of doom
  and despondency.
  Factual articles, discussions, revelations and
  gossip relating to the Ebon world of emotional
  turmoil, pain and anguish are the main content
  of Sorrow Inc. material. SLA Industries is
  presented in a fairly good light, though there
  are many hints that all is not what it seems with
  the Ebons' Lord and Master.
  Shaktar are offered discs and vids on such
  things as how to 'mould' the Honour Code to fit
  in to the World of Progress, discussions of
  Shaktar beliefs as relevant to 'new world'
  discoveries.
  Wraith Raiders can purchase lists of equipment
  and reviews of products aimed at them, as well
  as what have become known as 'hit lists';
  complete details of all contracts currently out to
  tender in the Underworld, together with their
  value, contact and target study.
  Sorrow Inc. can be found with representatives
  in most of the lower Downtown markets, with
  some of their more exclusive Ebon material
  filtering in to Suburbia and even Uptown, via
  more discrete agents.
  Sorrow Inc. are being quite well received on
  the street, and most peoples attitude seems to
  be one of indifference; aliens are beyond their
  understanding, so companies that cater for them
  must be too. SLA Industries have just started to
  take notice of Sorrow Inc., with briefings going
  out to Shivers, and a few BPN's starting to
  appear.
  G a m e   S y s t e m   S t u f f
  Sorrow Inc. have seventy employees, all of
  them are involved in the writing, production
  and distribution of their products.
  They are headed by a 'council' of six elected
  employees, who take charge of company
  strategy and planning for a four week period,
  after which they are either re-elected or
  replaced.
  There are at least five feral Ebons among the
  employees, as well as two 'rogue' Ebons.
  Sorrow Inc. has two Wraith Raider contract
  agents who work for them on a casual basis.
  Sorrow Inc. seem only too willing to engage
  SLA Industries employees at any opportunity;
  Shivers who get too close are either warned off
  or killed, even Op's have been attacked.
  The company has a monthly turnover of
  between 30,000 and 100,000 unis, and ploughs
  most of it's income in to production costs.
  Generate all company employees as Civilian
  Converts, 
  with 
  aliens 
  having 
  their
  characteristics and skills 'tweaked' accordingly.
  Throw in one or more Espionage Agents (as
  Ebons) and a couple of Props, and you should
  have a good breakdown of the company.
  Sorrow Inc. are desperately trying to find the
  remnants of Integration Twenty, the Downtown
  Phoenix publication that could bring down SLA
  Industries.
  If SLA find out about the search for Integration
  Twenty, they may over react; shutting the
  company down, or they may take or more
  subtle approach. If they let Sorrow Inc. survive,
  they may be able to follow the companies trail,
  leading them to the legendary remnants of the
  damning article. Such a move would be made
  by Stygmartyr or the inner circle of Cloak.
  M E E T   N   G R E E T
  Frank Weiss caught up with Lava after his
  squad, Red Eye, had just completed a Yellow
  BPN deep in Downtown. All material licensed
  to Inter-Com, ©  901 SD. Eye 4 Inter-Com
  (under license from Third Eye).
  FW: "Thank you for giving us this interview, I
  will try to be brief as you obviously have other
  things to do."
  L: "No shit. First off is a nice long shower.
  Two weeks in shit-central! Makes you wonder
  if this crap'll ever wash off."
  FW: "What can you tell us about the BPN? If
  anything?"
  L: "You know. Same old stuff. Set up recon. on
  a flea market, wait for the bad guys to show up,
  then shut 'em down."
  FW: "Sounds easy. How come it took two
  weeks?"
  L: "Well why don't you ask the tactical genius
  of our squad, I'm sure there were reasons, even
  if I don't know what the fuck they were."
  FW: "Do I detect a note of disagreement?"
  L: "Yeah, very perceptive. Something about the
  stuff we were supposed to recover. Anyway,
  we got it all. So, shit loads of brownie points
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  for us, and body bags for the bad guys. The
  perfect end to a perfect day."
  FW: "Some of the footage from the Stirling
  showed you using a Ripper, any comment on
  that...."
  L: "Purely back up, I had no choice. Them boys
  with the CAF shit just kept pouring rounds out
  in my direction, kind of cramps your style after
  a while."
  FW: "Anything you can tell me about the
  sponsorship deal Red Eye have just nailed with
  Deth Jam?"
  L: "Hey Frank. Deth Jam are a 'softie', no way
  me or my compadres would have anything to
  do with them, know what I mean?"
  FW: "Ok. Any truth in the rumour that you
  recently got yourself thrown out of the Pit for
  trying to take out a lighting rig?"
  L: "You really do get around don't you?"
  FW: "It's kind of my job...."
  L: "Yeah well, accidents happen, especially
  after three cans of Slosh, know what I mean?
  But things are cool now, the Clan sorted it out."
  FW: "Anything you can tell me about the deal
  Pharm Corp just 
  made 
  with 
  the 
  clan
  McCulloch?"
  L: "What's to tell? Just corporate shits dealing
  with each other. I don't even rate the
  McCullochs as a clan, they are ashamed of their
  heritage, bunch of pussy whipped drum heads."
  FW: "So. What lays on the horizon for Red
  Eye? Any exclusives?"
  L: (laughs) "Oh yeah! We need a quick break,
  maybe three days, then we plan to go out with a
  bang, maybe try off-world, maybe take up the
  offer of a certain Department to go contract,
  who knows."
  FW: "So you will be splitting after the next
  BPN together...."
  L: "Yeah, just too many differences between us
  you know? Too much conflict within, fucks us
  up every time, time to move on."
  FW: "Can we talk specifics?"
  L: (laughs) "Why not! Weaver and Rufus want
  to set up on their own, what is it with Ebons
  and Stormers? Me and Rq'th plan to reform
  Red Eye."
  FW: "What about Casper?"
  L: "Casper needs some time to get his head
  together. He will be back, when he is ready.
  Shit, we'd take him back anytime."
  FW: "Thanks for your time."
  L: "Sure, whatever."
  Lava
  Name
  William McLarn
  Classification
  Frother
  Package
  Kick Murder
  Squad
  Red Eye
  Strength
  10 (11)
  Dexterity
  9 (10)
  Diagnose
  6
  Concentration
  7
  Charisma
  6
  Physique
  9
  Knowledge
  7
  Cool
  9
  Walk
  1
  Run
  2
  Sprint
  (3)
  Movement
  (33) 37
  Half Movement
  (66) 74
  No Movement
  (99) 111
  Lava has Shock Tendons, Sinewshock, Brace
  Tendons and Sinew Brace implants from Nuke
  Tendons.
  SKILL
  RANK
  Detect
  5
  SLA Information
  3
  Rival Company
  3
  Streetwise
  7
  Unarmed combat
  6
  Blade, 2H
  12
  Hide
  5
  Sneaking
  4
  Martial Arts
  10
  Climb
  6
  Acrobatics
  7
  Blade, 1H
  9
  Rifle
  5
  Pistol
  6
  Running
  6
  Auto Support
  5
  Medical Paramedic
  9
  Tactics
  8
  Intimidation
  7
  Evaluate Opponent
  8
  Drive, Civilian
  4
  Lava wears PP10 Hard Armour, he carries a
  fixed Ripper (shoulder mount) and a GA50. His
  favoured weapon is his Power Claymore, after
  this he prefers his GASH Fists and his SLA
  Blade.
  Lava carries a medi-kit at all times, equipped
  with 10 doses of Kickstart Solo. He has a
  forearm mounted syringe (Boopa) which is
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  loaded with Blaze UV to which Lava is
  addicted, he also carries a manual syringe
  loaded with Bass.
  Lava is essentially a combat orientated Frother
  who likes to know the plan so he can chip in his
  bit. He likes Shaktar and thinks of himself as
  'honourable'. 
  Amazingly, 
  Lava 
  has 
  no
  psychoses or phobias. His addiction to Blaze,
  is, he believes, under control.
  O P E R A T I V E   V I E W S
  All views expressed by Operatives should not
  be associated with the publisher / broadcaster,
  neither of whom can be held responsible for
  actions taken as a result of these interviews. All
  interviews conducted by Frank Weiss for Inter-
  Com, a licensed subsidiary of Third Eye. All
  material © 901 SD. Eye 4 Inter-Com.
  "Nobody knows what is going on. One minute
  you're dealing with SLA Industries as a
  legitimate 
  business, 
  then, 
  boom! 
  You're
  declared a Soft Company. Business and
  politics, the same fucking thing if you ask me."
  "More and more of the citizens are joining
  these 'racial purity' groups. It sucks. SLA
  Industries should be doing more to promote our
  alien cousins. Just like it says on Captain
  Contract; 'where would we be without 'em."
  Marty Frien, Unemployed citizen, Downtown.
  "We did our level best to shut those bastards
  down. They just melted away in to the
  blackness, citizens covering their tracks. What
  can you do when Joe public don't want to help
  you?"
  Dotty, 
  Stormer 
  with 
  ‘Judas 
  Escargot’,
  Downtown.
  "I love it all! The Pit, the Crib, Downtown, the
  Sectors, yeah! What a life, getting paid to do
  what I do best, yeah. Can't beat it. Being an
  Operative is all there is."
  Jam, Frother with Termite-8, interviewed in the
  Pit.
  FW: "You stand accused of use of unnecessary
  force. Got anything to say before Internal get
  here?"
  K: "I don't care about Internal anymore. Fuck
  'em all. We did the job, we got 'em all. No more
  Skin Trade in sector 318."
  FW: "And the incendiary grenades...."
  K: "Had to use 'em. Buggers hold up in a solid
  hole. Killing ground and everything. We were
  lucky N'Tkrq got the grenades in when he did."
  FW: "I've been told N'Tkrq has died on his way
  to Sector General...."
  K: "Good! I was hoping he would. The shame
  of the investigation would have been worse
  than death for him...."
  FW: "You knew the grenades were a mistake?"
  K: (laughs) "Yeah, well I had a good idea.
  Burning down large sections of Downtown is
  never going to be very popular, right?"
  FW : "I can see the Internal wagon has arrived.
  Thank you for your time, and good luck!"
  K: "If it weren't for bad luck, I'd have no luck at
  all...."
  Krypton, the Operative interviewed, has
  recently been released by Internal, he is
  currently on Dante.
  FW: "Excuse me miss, did you see what
  happened here?"
  S: "yeah, I saw it! Those poor boys never stood
  a chance...."
  FW: "You mean the squad of Operatives?"
  S: "They were cut down like...., like... well I
  don't know what. It was all over so fast."
  FW: "Did you see any of the terrorists?"
  S: "Oh no! All I saw was a lot of shooting and
  those poor boys getting blown up in their nice
  car."
  FW: "Thank you miss."
  S: "Will I be on TV?"
  FW: "Frank Weiss bringing you pictures as it
  happens. Another Black Order strike? How
  long can this go un-avenged?"
  "All we saw was a muzzle flash and one of the
  Clowns went down. Heurian was up and
  running before I had a chance to stop her, Jelly
  pulled his Blitzer and I just knew it was down
  hill from there. Oh yeah, we got him.
  DarkNight conscript. Jelly took two rounds,
  CAF shit, Heurian snapped his neck like a twig.
  Me? I was too busy watching the show!"
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 6 -  © 2001 Max Bantleman
  Luke 
  Lurrin, 
  Operative 
  with 
  Hi-Lite,
  interviewed at Circus of Pain, Downtown.
  "I aint got no friends, and that's the way I like
  it. I been around long enough to know you
  don't need anyone but your self, and nothing is
  going to help you as much as you can help
  yourself. I been solo for a year now, mainly
  Yellows and Whites. My advice? If you don't
  need to know, don't."
  Malcolm Reed, SCL 6 Operative, Mort.
  "It's not about guns? Oh yeah? Would you go
  in to Downtown without a piece? Exactly. Now
  piss off and leave me alone."
  Anonymous undercover Op, on assignment in
  the Volcano, Downtown.
  I’d forgotten how much issue 6 rocked!
  It started the pattern for much weightier issues,
  and the lack of pictures didn’t really affect it in
  any way.
  Issue 6 shifted bucket loads of copies, it was
  also a turning point in the decision to keep
  supporting SLA regardless of what was
  happening with Jageeda and Nightfall.
  A lot of people commented on Sarah Harris and
  her role with TBP…. but that was coming to an
  end, and she managed to retain her anonymity
  !
  Max Bantleman, 2001.
  
SOURCE: textdata/thevault/SLA Industries (SWADE)/SLA Industries - tHE bIG pICTURE 06.pdf