TEXT: tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  the big picture
  (sHaRE aND eNjOY)
  C O N T E N T S
  Introduction - Waffling about the fanzine
  Manchinettes 
  - 
  The 
  collapse 
  of 
  the
  Manchine Project
  Frothers - Background, new skills and
  abilities
  Street drugs - What the backroom boys are
  coming up with
  Frother clans - Some clans in detail
  Never mind the pig - Spike Bats, Cannibal
  Sector Gators
  Finding a job - A Yellow and a Red BPN
  Equipment - Breathing aid, grenades,
  beacons and bikes
  Soft companies - Pod Pharmaceuticals,
  Black Order, Deth Jam
  Meet 'n' greet - Interview Juce, a contract
  killer
  The views, opinions, ideas (and otherwise)
  expressed within this fanzine are not
  necessarily those of the editor, writer, or any
  sane minded person.
  All SLA Industries trademarks, copyrights,
  and those of their subsidiary companies are
  used without permission, and such use should
  not imply endorsement by SLA Industries.
  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 not good.
  Progress is not evil.
  Progress is here. It’s now.
  It governs every aspect of all our lives.
  Progress is part of the Big Picture.
  We do not need to understand.
  Mr. Slayer understands.
  His is the vision of the Big Picture.
  2 0 0 1 – P D F   C o n v e r s i o n
  The second issue of tHE bIG pICTURE,
  produced in 1994, had a tighter look to it,
  with some pictures taken from the MRB.
  It has a cover of the ‘Spooky Prop.’ (MRB
  pp7) which I still think is one of the coolest
  illustrations.
  A bit of a ‘Frother special’, it was getting a
  bit more focused and down to business.
  It still looked a bit sparse, light, but it was
  produced within a couple of months of issue
  1, and enjoyed greater success in sales.
  I hope you enjoy the second issue of TBP, it
  still has the flavour of an avid fan trying to
  get involved, and the use of artwork from
  Nightfall was still thought of very much as
  ‘flattery’. As if TBP was working for
  Nightfall by getting more SLA material out
  there. Naïve perhaps, but a learning process
  I  needed to go through.
  Max Bantleman, 2001.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  I N T R O D U C T I O N
  Welcome to issue two of  The Big Picture,
  the fanzine dedicated to the universe of
  Nightfall Games' SLA Industries.
  None of the contents of this fanzine will
  make any sense to you unless you play or
  GM SLA Industries.
  (And even then we reserve the right to
  confuse.)
  The response to the first issue was
  encouraging, although we desperately need
  material for inclusion in The Big Picture.
  Anything 
  like 
  scenario 
  ideas, 
  BPN's,
  creatures, skills, background, equipment,
  even weapon types. Send it in.
  What do you think is important to the SLA
  Industries universe? What things are at the
  centre of your game worlds and game
  sessions?
  Are there any aspects of the game that you
  have changed, ignored or do not like /
  understand? What do you think is missing?
  What areas should be expanded upon?
  Gamesmasters usually only have one arena to
  experiment in, the games they run.
  Wouldn't it be nice to have someone to
  discuss things with, compare notes with, to
  share new ideas.
  Well, now you have.
  (Try to contain yourselves.)
  If only people would buy it. Read it.
  Anything.
  The Big Picture is meant to be a forum for
  the expansion of SLA Industries and the
  universe of the Big Picture.
  Everyone who plays and runs games expands
  the universe every time they do so.
  I know you think you were just having fun,
  but trust us on this one.
  Apparently in the first introduction (issue
  one) we gave the impression of being too
  serious, too concerned with purely functional
  material for addition to the rules.
  We will publish (almost) anything.
  There is nothing to stop us printing articles
  and pictures from anybody, about anything.
  Including stuff like letters, poetry, opinions,
  prominent NPC's or descriptive passages,
  based on Mort or off-world.
  The Big Picture costs two pounds. There are
  no subscription rates as we don't particularly
  want you to subscribe to anything.
  The policy of Chocolate Frog Enterprises
  (the 'publishers' of this rag) is not to accept
  any correspondence we cannot read eat
  (drink) or spend.
  Please do not ask us for credit.
  If you want us to reply to anything you send
  us, please include a stamped, self addressed
  envelope.
  The Big Picture does not advocate the use of
  any of the narcotic agents mentioned in this
  issue and cannot be held responsible for the
  actions of people who take such drugs.
  The article on Frothers brought up some
  interesting points in our gaming group. Is it
  ok for players to become drug addicts? Are
  we being irresponsible for allowing people to
  act out the lives of hopelessly addicted
  psychopaths, whose goals in life seem to
  getting high and getting into fights?
  Morals are a dangerous thing, especially in
  role playing games. But where do you draw
  the 
  line? 
  At 
  what 
  point 
  does 
  the
  Gamesmaster have to say "sorry, that is
  unacceptable to me, and therefore to the
  people in the universe I control."
  Thankfully I have never had to ask a player
  to drop any aspect of their character, but I
  think I would if I found it offended my sense
  of 'right'. Is this being too dictatorial?
  Unreasonable?
  How far do you let players go in their efforts
  at role playing? If someone seems incapable
  of self censorship in their actions, is it up to
  the Gamesmaster to 'shut them down'?
  I don't think I have used this many question
  marks since the 'Who Killed Kennedy' essay.
  What are the moral rules, the do's and don'ts
  in your universe?
  Let us know.
  And remember, "guns kill but so does Flux."
  (sHaRE aND eNjOY)
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  M A N C H I N E T T E S
  Manchinettes 
  are 
  the 
  forerunners 
  to
  Manchines.
  Made in the aftermath of the Chrome Warrior
  fashion fad of 885 SD, Manchinettes were an
  attempt by the outgoing director of the (now
  defunct) Department of Cybernetics to justify
  massive overrun costs in the early Manchine
  projects.
  Essentially Manchinettes are cyborgs. To be
  accurately classed as a Manchinette, the
  agent must have at least 60% of his body
  parts replaced with cybernetic implants or
  enhancements.
  Immediately prior to the aborting of the
  Manchine Project, all existing Manchinettes
  were 'liberated' in the Cannibal sectors.
  Manchinettes were trained as operatives,
  their implants were a reflection of their
  training package and the skills they had
  acquired. The most common form of
  surviving Manchinette is from the Death
  Squad package, though there has been at least
  one massacre attributed to a Manchinette
  from an Investigation package.
  Only humans were used as the basis for
  Manchinettes, something to do with alien
  tissue rejecting the implants and robotics.
  Their brains were also said to be unsuitable
  for programming with the neural tracers
  needed to operate the cybernetics.
  Once a Manchinette has been identified or
  tracked, SLA Industries will issue an
  immediate Yellow or Green BPN to deal
  with the abomination, Manchinettes rearing
  their ugly heads in Mort warrant the issue of
  a Red BPN.
  As Manchinettes were once Operatives, they
  have a high level of intelligence and
  intuition. 
  Their 
  minds 
  however, 
  are
  completely snapped, they have phobias and
  psychosis that make a War Criminal look
  sane.
  The driving, motivating force behind all
  Manchinettes is to protect and to serve SLA
  Industries. They do this by carrying out a
  program of extermination of all things not
  Manchinette. They are very, very thorough
  and obsessive in this. If a particular
  Manchinette decides rats are the problem (or
  Carrien, 
  or 
  Pigs, 
  or 
  Manchines, 
  or
  Operatives, or....) they will dedicate every
  waking minute of every day to the solution to
  their problem.
  What little rational intelligence that remains
  in the Manchinettes head will be dedicated to
  finding power sources for his implants, and
  to the repair and maintenance of these
  implants.
  M a n c h i n e t t e s
  A typical Manchinette stands 2 meters tall,
  weighing anything up to 150 kilos. Their
  appearance is that of a 'normal' human that is
  suffering from some hideous and fatal skin
  condition. Manchinette skin is 
  always
  discoloured and flaking off. Manchinettes
  will have several chrome or rusting steel
  implants visible, either arms, legs, sections of
  torso, bits of their cranium, or a combination
  of all of these.
  Manchinettes have 'dead' eyes, usually with
  no discernible pupil, most wear masks to hide
  their facial features.
  Manchinettes will have the following range
  in their characteristics, modified by whatever
  cyberware they have.
  Stats.
  Strength
  6 – 12
  Dexterity
  5 – 10
  Diagnose
  3 – 8
  Concentration
  4 – 8
  Charisma
  2 – 6
  Cool
  6 – 12
  Hits
  11 – 22*
  *+ 3 – 18 for cybernetics
  Walk: 1.  Run: 3.  Sprint: (5) 7.4
  A Manchinettes skills and equipment would
  depend on their training package. We have
  listed those of Pravin Schkosich, now known
  as Razorman, who was originally from the
  Death Squad training package.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  R a z o r m a n
  SKILLS
  RANK
  Unarmed Combat
  9
  Cyberblade
  12
  Blade 2-H
  6
  Detect
  8
  SLA Information
  5
  Streetwise
  4
  Rifle
  6
  Running
  8
  Climb
  4
  Swim
  3
  Auto Support
  4
  Medical Paramedic
  3
  Tactics
  4
  Intimidation
  6
  Evaluate Opponent
  5
  Navigation
  3
  D i s a d v a n t a g e s
  Phobias; 
  Altophobia 
  (Rank 
  3),
  Asthenophobia (Rank 3), Doraphobia (Rank
  3), Lyssophobia (Rank 5).
  Psychoses; 
  Psychopathy 
  (Rank 
  6),
  Sociopathy (Rank 9), Delusions (Rank 6),
  Compulsions (Rank 8), Schizophrenia (Rank
  9).
  E q u i p m e n t
  Power Claymore, FEN AR Assault Rifle.
  Razorman's cybernetics are in the armour and
  blade department, his cyber armour counts as
  HARD Armour. His left arm is fixed with a
  cyber fitting (counts as Cyberblade) that is
  the rough equivalent to a Chainaxe.
  Razorman also has cyber implants in both
  legs, which means that his movement
  includes his running skill of 8.
  Due to Razormans psychoses and his mood
  at the moment, he is currently engaged in a
  program of genocide against the Carriens of
  Downtown, who he believes are all trying to
  drive him insane with their plotting and
  scheming. He also believes that Carriens are
  another form of experiment from the same
  labs that produced him and the Manchines, so
  these are sort of mercy killings.
  The Gamesmaster should obviously take
  great care when placing Manchinettes in his
  campaign, they can be very powerful,
  controlling whole sections of a Cannibal
  Sector, giving the Manchines a good run for
  their money.
  Gamesmasters should also explore the
  possibilities of a Manchinette as a contact for
  one of the players, though obviously not one
  as unhinged as Razorman.
  (Unless of course the players are as unhinged
  as Razorman!)
  F R O T H E R S
  B A C K G R O U N D
  Frothers are humans that have become, or
  were born, addicted to the various narcotics
  produced and supplied by SLA Industries.
  The term 'Frother' is derived from the way
  these drug addicts tend to foam at the mouth
  once they are in the grip of their 'fix'.
  Frothers can be split into two very separate
  and distinct categories; those who through
  their lifestyle and upbringing have acquired
  the need for narcotics, and those who were
  born with it (the so called 'UV babies').
  The vast majority of Frothers started out as
  'normal' citizens of the Downtown districts.
  Their early lives were spent roaming the
  walkways looking for trouble, more often
  than not they would be loners, scornful of
  those around them. In their latter teen years
  they may join a gang. All Frothers share the
  same 'realisation' that the only real way to
  escape Downtown is through the release from
  reality brought about by the use of drugs.
  Frothers are not however, common 'drug
  addicts'. They think of themselves as
  connoisseurs, their knowledge allowing them
  to select only the best, the most suitable
  drugs for their specific needs.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  As they grow older, and their habits become
  more exclusive or exotic, they soon find that
  they need to turn to crime to finance their
  habit.
  The Frothers soon turn to robbery, burglary,
  extortion, anything to get the money to buy
  the drugs they need. The Downtown police
  will eventually catch up to them.
  This is when their life with SLA Industries
  really begins.
  SLA Industries actively 'headhunt' Frothers,
  keeping an eye out for promising candidates
  coming into police custody.
  The offer is one the Frother can't turn down.
  Once in custody they are given the choice of
  the death penalty, life imprisonment, or a
  contract with SLA Industries, where they will
  have legal access to the best drugs money can
  buy.
  Once within SLA Industries, these Frothers
  become combat drug junkies, needing their
  fix of RushTM or UVTM before they go into
  combat. Once they have their fix, they fight
  with a berserk ferocity that strikes fear in the
  hearts of their opponents. Frothers use Power
  Claymores and other close combat weapons,
  they shun the use of rifles and such. They
  want to get down and dirty, mixing it with
  their bare hands if they have to.
  As soon as Frothers are recruited by SLA
  Industries, they adopt an identity different
  from their past life. They will always change
  their name, and sometimes have their records
  altered to hide their past history. They see
  their employment in SLA Industries as a
  'rebirth'. 
  Most 
  Frothers 
  draw 
  on 
  the
  inspiration of ancient clans and tribes for
  their new appearance and identity.
  The 'old world' traditions of the Highland
  clans are a favourite source from which they
  draw, adopting the clan tartans and names of
  the period. All Frothers leave their hair to
  grow long and wild, often they dye it many
  colours and weave beads or cloth into it.
  Frothers are not concerned with camouflage
  or stealth. They want to make a massive
  impact both physically and visually on their
  surrounding environment.
  Third Eye loves Frothers and will go out of
  their way to help them with sponsorship and
  management of their careers.
  So it is for the Frother snatched from the
  jaws of Justice by SLA Industries.
  But their are other Frothers, those born with
  the addiction, those that come from a long
  line, often of seven or eight generations, of
  drug addicts. These Frothers have entirely
  different mental and spiritual make ups from
  their brethren from the streets.
  Frothers born to the tradition of drugs have
  enhanced physical attributes and their bodies
  already have the craving for narcotics, in
  extreme cases babies have been born already
  addicted to UVTM, the ultimate combat drug.
  Frothers with a family history of addiction
  tend to be very withdrawn, most become
  sociopaths, all have great difficulty forming
  relationships with any but their family. Such
  Frothers have become known as 'Old
  Frothers'.
  Old Frothers tend to shun the use of
  recreational drugs, concentrating on combat
  drugs, they are prepared to shoot up with
  combat enhancers even if there is no apparent
  need. Old Frothers have a very warped
  outlook on life, accepting that their lives are
  going to be cut short by their addictions, they
  lead hectic, violent lives, trying to cram in as
  much experience as they can before they
  burn out.
  Old Frothers often seek the social company
  of Wraith Raiders, though they find it
  impossible to work together.
  Old Frothers will not accept White, Grey or
  Yellow BPN's, they simply do not have the
  patience for these assignments.
  In 'quiet' moments of their lives, Old Frothers
  will often disappear into the Cannibal
  Sectors, sometimes for days at a time. No one
  is quite sure what they do there, maybe they
  just need to unleash their violence on
  something, and they find the Cannibal
  Sectors full of appropriate targets.
  Old Frothers have a loathing for DarkNight
  that far surpasses other Operatives hatred of
  these arch enemies.
  Thresher hold a special place within the heart
  of all Old Frothers, and they will go out of
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  their way to get assignments that will bring
  them into conflict with them.
  While Frothers in general will gladly enter
  into combat with anything that moves, Old
  Frothers will not willingly attack anyone they
  see as grossly inferior to them.
  Old Frothers will also learn to use some
  pistols, as well as their close combat
  weapons, their favourite is the KK30
  'Ripper'. Old Frothers have an affinity for the
  GASH 021070 Chain Axe.
  N E W   A B I L I T I E S
  A N D   S K I L L S
  K n o w / D e t e c t   P o i s o n
  This is an ability acquired by all Frothers,
  though Old Frothers are born with it.
  Frothers become sensitised to what they put
  into their bodies, they seem to instinctively
  know when something would do them harm,
  or if a drug is 'unclean', that is, laced with
  impurities or poison.
  G a m e   S y s t e m   S t u f f
  This ability requires a Diagnose roll (D20 vs
  Diagnose, equal to or less than means
  success). Frothers that have progressed to the
  regular use of UVTM gain a -3 modifier to the
  roll, they seem more sensitised to poisons.
  The Frother may only roll for substances that
  are meant to be ingested into the body, such
  as food, drink or drug capsules, etc. They
  may not use this skill to determine if a
  creature has a poisonous bite for example.
  O t h e r   A w a r e n e s s
  This is a skill based on the Diagnose
  characteristic, and must be bought the same
  as any other skill, it is thought to be unique to
  Frothers, though some say Shaktar have
  access to it as well.
  This is a type of combat sense, based on the
  use of forces known as Sa-chi (pronounced
  'ssarchy').
  The Frother has become saturated with
  combat drugs to the point where his body
  reads signals of threat on a subconscious
  level.
  Minute 
  changes 
  in 
  air 
  pressure 
  and
  temperature betray the presence of enemies,
  slight muscle twitches or subtle changes in
  body stance allow
  the Frother to read when a person is about to
  launch an attack.
  G a m e   S y s t e m   S t u f f
  To use this skill, a normal skill roll is made.
  If successful, the Frother has the skill
  'switched on' for a number of minutes equal
  to his Concentration. During this time he will
  be able to 'sense' hidden enemies or people in
  his company that intend violent actions
  towards him.
  For instance, a Frother using this skill while
  walking down a dark corridor would be
  aware of anyone hiding in a doorway, or
  sneaking along behind them. The range of the
  detection is again moderated by the Frothers
  Concentration. Concentration is equal to
  meters for detection purposes.
  After the state of Other Awareness has
  passed, the Frother receives a penalty of -3 to
  all Concentration rolls a number of turns
  equal to 20 minus their Diagnose.
  V i s i o n   T r u t h
  This is a skill and may be 'bought' as any
  other.
  Vision Truth is a twisted interpretation of the
  'soft drug' Personal InterestTM.
  The Frother must saturate himself with the
  drug, taking at least four doses within an
  hour. This leads to the Frother becoming an
  insatiable sexual machine for the first hour of
  the drugs affect. The affected Frother will
  seek to have sexual intercourse with
  everyone and anyone they come into contact
  with. After this period of hectic activity, the
  Frother lapses into a coma like state, wherein
  they dream 'true' dreams.
  These dreams have often been called truth
  visions as they seem to reveal some elements
  of the future to the dreaming Frother.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  Such things as the whereabouts of a
  particular person or item, the outcome of a
  battle, the winner of a race or the arrival of a
  being or event are all often revealed to the
  Frother.
  There is, however, a high price for these
  visions.
  Firstly the dreams cannot be controlled. The
  Frother may have visions that are of use to
  them or they may not, sometimes the dreams
  become terrible nightmares.
  Secondly, upon awakening, the Frother
  suffers a -2 Phy, -2 Cool and -1 Conc penalty
  for a whole four hours.
  If after taking the massive dose of Personal
  Interest, the Frother does not manage to
  satisfy their sexual appetites, they will
  immediately suffer the Detox. Effects of the
  drug (-1 Cool, -1 Conc permanent). They will
  also have dreadful nightmares for the next
  seven days, during which time they will not
  benefit from any soft or medical drugs.
  S h a t t e r   U s e
  This is a skill unique to Old Frothers, and can
  only be bought by them.
  Shatter is a very dangerous pharmaceutical
  produced by Dark Night. It is an imperfect
  copy of the SLA Industries drug Ultra
  ViolenceTM. Shatter  has a mutant  strain of
  DNA alteration code laced through it.
  This DNA mutation alters the 'victims' body.
  Old Frothers have the effects of years of drug
  addiction passed down to them through their
  ancestors. They have learned a far greater
  degree of control over both their bodies and
  the drugs they pump into them than their
  Frother brethren.
  Old Frothers use Shatter to replace UVTM and
  to permanently alter one or more aspects of
  their bodies.
  G a m e   S y s t e m   S t u f f
  Shatter Use is a Physique governed skill.
  Old Frothers using Shatter in conjunction
  with this skill do so by sacrificing their use of
  UVTM. Once a Frother has used this skill, he
  may never again benefit from the effects of
  UVTM, indeed the drug is now a poison to
  him, causing him to suffer the Detox. Effects
  immediately upon taking.
  The Game Effects of Shatter are as follows:
  1 free phase per round, 6 hours duration, no
  Phys or Cool rolls for 12 hours, damage cut
  by 50% duration 6 hours.
  Addiction: -1 Phys per dose, +3 Ranks
  Psychosis.
  Detox. Effects: -1 Str, -1 Phys, -1 Hits
  permanent. -2 Concentration permanent.
  Addiction:  Continuous.
  Cost: 30cr per dose.
  Old Frothers must exercise their Shatter Use
  skill every time they use the drug.
  After a number of uses equal to the Old
  Frothers Physique, the user is said to be
  'saturated' with the drug. The Old Frother
  may then try to control the effects of the
  mutant DNA strain on their body.
  The Frother may try to 'use' the DNA to
  enhance one of the following characteristics
  by +1 permanently; Str, Dex or Cool. Every
  time the Frother uses enough Shatter to
  'saturate' his body he may attempt to increase
  one of the attributes listed.
  For example, an Old Frother with a Strength
  of 10 and a Dexterity of 9 has a Physique of
  10.
  Once he has taken 10 doses of Shatter, he
  may attempt to increase one of the attributes
  listed. When he has taken twenty doses, he
  may try again, and so on.
  An increase in the attribute is achieved
  through the successful use of the skill. Racial
  maximums are ignored.
  Failure at an attempt means that the mutant
  DNA strain has altered the Frothers body in
  an uncontrolled way. The Gamesmaster will
  impose a change on the Frother.
  The change may be in such things as an extra
  limb, either stunted and useless or tiny and
  perfectly 
  formed, 
  blindness, 
  deafness,
  heightened sense of smell or taste, gross
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  deformity in a limb or facial feature, sudden
  spurt of growth (or shrinking).
  Failure does not mean the Frother may not
  try again at his next saturation point, he may
  even try to reverse the effects of his previous
  failure.
  S T R E E T   D R U G S
  Everybody knows that Karma produce the
  highest quality drugs available in the world
  of Progress. Whether you want soft drugs,
  combat drugs or medical drugs, Karma is the
  name you look for on the packet (or tube).
  But what if you want something a little bit
  more specialised, a little bit more immediate,
  if a little bit more dangerous?
  This is when you have to look to the street
  vendors, the back street chemists and the
  trainee rocket scientists.
  All of the narcotics listed are illegal.
  Possession 
  carries 
  a 
  hefty 
  fine 
  or
  imprisonment, Operatives face an immediate
  decrease in SCL.
  B u b b l e s
  Bubbles is currently being produced by
  Neeto Pharm, though it has been 'boot
  legged' by various street chemists, with
  varying degrees of success.
  Bubbles is a 'Hallucinogenic Inhibitor', with
  certain 'mind application' properties.
  The user of Bubbles is unable to suffer any of
  the effects of AliceTM, DrumTM or FlipTM. Use
  of Personal InterestTM is cancelled, and if
  large enough doses of Personal InterestTM and
  Bubbles are mixed, the user dies.
  Bubbles directly affects the users ability to
  concentrate. It produces the effect of an
  extremely narrow train of thought. Whatever
  the user is thinking of when they take
  Bubbles becomes an obsessive thought
  driving out all others.
  The user on Bubbles will put his deductive
  powers into overdrive, concentrating to the
  point where he will not take any other actions
  apart from those associated with solving his
  current 'problem'.
  Bubbles comes in ready to use, one shot
  syringes. It is dark blue in colour, it breaks
  down into a harmless acid on contact with the
  air.
  B o z e r k e r
  You want that feeling of invulnerability?
  That feeling of power, of limitless strength?
  Don't care about the come down? Then
  Bozerker is the drug for you.
  Forget Blaze UVTM, forget BassTM, get into
  Bozerker.
  Bozerker is a very dangerous drug.
  Rumours abound about it being a refined
  version 
  of 
  Shatter, 
  the 
  Dark 
  Night
  pharmaceutical.
  Bozerker is a powerful adrenaline based
  muscle enhancer, with traces of tissue
  bonding chemicals.
  The affects of Bozerker are very immediate,
  the user MUST burn up a massive amount of
  energy immediately after taking Bozerker.
  The drug affects adrenaline output, boosting
  it by up to 300%, then it 'locks' the stimulants
  in muscle bundles.
  Users of Bozerker have been likened to fit
  victims, going into violent spasm for several
  minutes.
  If Bozerker is taken by someone already
  using Blaze UVTM  or BassTM, the user will
  go into 'overdrive'. They will have the
  benefits of Blaze UVTM for 24 hours, after
  which time they will die. Possession of
  Bozerker results in an immediate custodial
  sentence for all those caught.
  G e l l y
  Gelly is a direct pirate copy of FlipTM, with
  some extras thrown in for good measure.
  Like FlipTM it is designed to be an
  antidepressant, but it goes one step further,
  making the user actively interested in
  cheering everyone else up. It makes you feel
  great and you just want to share this with
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  those around you. Users of Gelly cannot be
  provoked into violent action, unless their life
  is threatened, when they will 'flip out'.
  Gelly cannot be used in conjunction with any
  other drug, if mixed, the user will suffer
  stomach cramps and vomiting for 24 hours.
  Gelly is available in small green capsules or
  as a liquid for injection.
  P u s h
  Push is a clean out drug much like FlushTM.
  The main difference being in the speed of the
  affects, and their violent nature.
  Push can be fatal to certain users, mainly
  those whose body has been 'saturated' with a
  drug, or those mixing drugs.
  The user of Push has his natural immune
  system boosted to aid in the 'burn off' of
  unwanted substances within the bodies
  chemistry. Unfortunately, one of the side
  affects is severe vomiting and diarrhea,
  which can last for 2 days.
  Push is available as an injected fluid. It is
  produced 
  and 
  distributed 
  by 
  Pod
  Pharmaceuticals, a small soft company
  operating from Downtown.
  S T R E E T   D R U G S
  B u b b l e s
  Game 
  Effects: 
  Focuses 
  users 
  mind,
  accelerates concentration and shuts out
  'distractions'. +2 to Concentration for 1 hour.
  Addiction: -2 Phys / 10 doses
  Detox. Effects: -2 Concentration (instant
  effect after coming down, lasts for 2 hours).
  Addiction: 2 doses per day.
  Cost: 700u
  B o z e r k e r
  Game Effects: 1 free phase per round,
  duration 10 rounds. No Phys or Cool rolls for
  1 hour. +2 to Str, +1 to Dex for 1 hour.
  Addiction: -3 Phys per 5 doses.
  Detox. Effects: -2 to Str, -1 to Dex,
  permanent.
  Addiction: 1 per day.
  Cost: 400u
  * Special: If the user of Bozerker does not
  enter into frantic activity, preferably combat,
  for a number of turns equal to their Physique
  immediately after taking Bozerker, they
  suffer the Addiction penalty straight away.
  Being addicted they will need to take at least
  one fix per day, or suffer the Detox. Effects.
  G e l l y
  Game Effects: +2 to Cool for 2 hours
  Addiction: -1 Phys, -1 Char per 20 doses.
  Detox. Effects: -3 Cool, -1 Dia.
  Addiction: 2 doses per day.
  Cost: 150u
  * Special: The user of Gelly must try to
  'cheer up' those in his immediate vicinity. If
  he does not, or he fails to manage this, he
  will immediately suffer from the effects of a
  Rank 7 Paranoia Psychoses. The Psychoses
  may (or may not) have lingering effects, at
  the Gamesmasters discretion (is there really
  any doubt?).
  P u s h
  Game Effects: Prevents Detox. Effects from
  any other drug, -1 to Phys, -2 to Str for 2
  days after taking.
  Addiction: -1 Str per 30 doses.
  Detox. Effects: -1 Str Permanent.
  Addiction: 1 per day.
  Cost: 200u
  *Special: Push acts within 2-12 hours, after
  this period any other drugs will have been
  flushed from the body. Using Push to flush
  out a body that has been 'saturated' with any
  drug is a dangerous business. The user must
  make a Physique roll (D20 vs Physique,
  lower or equal to for success), if they succeed
  the drug works, if they fail, they die.
  F R O T H E R   C L A N S
  Once the cream of the street junkies of
  Downtown have been busted by the Monarch
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  Police, they are given the stark choice; life
  imprisonment, the death penalty or a contract
  with SLA Industries.
  Once they become Operatives, these new
  recruits embark upon their lives as Frothers.
  As Frothers they completely change their
  identity, associating themselves with the 'old
  world' clans.
  We have gathered details of four of the most
  prominent clans, some actively recruit young
  Frothers, others are joined through birth.
  Listed here are three Frother clans and one
  'Old Frother' clan / family.
  T H E   C L A N   M C L E O D
  The clan Mcleod can trace it's roots back to
  the end of the Conflict Wars, it is one of the
  oldest, most respected and feared clan
  organisations in the world of Progress.
  Clan members are recruited from the young
  Frothers while they are training in Meny.
  Once approached by the clan Mcleod, you
  are not approached again, if you do not join
  at the first invitation you are an outsider
  forever.
  The clan Mcleod is a tribal based clan, with
  the emphasis on respect and honour being
  shown to your elders. The clan will offer
  many benefits to the new Frother, including
  training, counseling, legal representation and
  of course a supply of drugs.
  There is a strict 'code' enforced by the clan
  Mcleod. The code is honour based and
  stresses the need for the Frother to show
  loyalty to the clan above all else (apart from
  SLA Industries of course).
  The clan Mcleod follow the tradition of being
  clean shaven, some members place scars on
  their cheeks. All of the clan members wear
  their hair long, either in 'dreads', plats or
  spiked. Weaving beads and cloth strips into
  the hair is a common practice. The clan
  colours are red, green, blue and purple. All
  members of the clan are forbidden to wear
  yellow. The tartan is worn in the kilt and in
  as many other items of clothing as the
  Frother wishes. If a clan Mcleod Frother
  wears armour, they are expected to 'dignify' it
  with the clans tartan, either through wearing
  cloth over it, or by tying strips of the tartan to
  the armour in as many places as possible.
  The clan Mcleod are tried and proven
  warriors. They show scorn and contempt for
  stealth, wanting only to strike fear into the
  hearts of their enemies.
  The battle cry of the clan Mcleod is; "Mcleod
  to blood and honour".
  T H E   C O N N A U C H T   C L A N
  The Connaucht clan is the youngest of the
  Frother clans. They are the most violent of
  the 'new' Frother clans, believing that there is
  only one way to live life; hard and fast. Most
  members of the Connaucht clan are over the
  edge on UV, never really coming down from
  the effects of the combat drug.
  The Connaucht clan are the most prolific
  drug users. They will try anything and
  everything that will enhance their combat
  capability. Many members of the clan are
  also addicted to one or more 'soft' drugs, such
  as FlipTM or SloshTM.
  Connaucht clan members are the least
  disciplined of all the clans, they are highly
  individual, using the clan to gain better drugs
  and to support them in legal battles with the
  authorities.
  Rank within the clan is governed strictly by
  combat 
  experience. 
  The 
  better 
  your
  reputation, the higher your standing.
  The Connaucht clan has no 'colours', it has no
  recognised tartan or any form of 'uniform'.
  Members of the clan are expected to dress in
  the most outrageous manner possible, using
  as many clashing colours as possible. The
  Connaucht clan supplies LumoTM to it's
  members at a 50% discounted rate.
  Members of the clan are notorious for their
  neglect of personal hygiene.
  The Connaucht clan shows no respect to any
  of the other clans, for this reason it is often in
  conflict with one or more of the other clans
  on Mort.
  The battle cry of the Connaucht clan is;
  "Aaaaaaarrrrrrrrggggghhhhh!!!!"
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  T H E   M c C U L L O C H   C L A N
  The McCulloch clan is not really a clan at all,
  it is more like a business organisation. The
  McCulloch clan is also known as the 'Frother
  Firm'.
  Members of the clan are those Frothers that
  are only Frothers in the 'loosest' sense, they
  have nothing to do with kilts, tartans, and do
  not really like the label of 'clan' either.
  The McCulloch clan was forced into
  existence by the other Frother clans, in an
  attempt to keep the peace between the
  Frothers.
  Members of the McCulloch clan are simply
  Operative drug pushers and users.
  All members of the clan are addicted to at
  least two drugs, they turn to the clan to feed
  their habit and to finance their lifestyle.
  Members 
  of 
  the 
  clan 
  are 
  often
  indistinguishable from other Operatives, they
  only reveal themselves in their use of
  narcotics.
  The McCulloch clan has often been likened
  to a criminal style operation, with members
  constantly 'bending' the law. It is rumoured
  that the clan has it's fingers in many pies,
  including prostitution and the notorious 'Skin
  Trade'.
  Members of the clan are encouraged to keep
  the secrecy of the clan, to never reveal
  another clan member and to always hold the
  clan above all others (some say members are
  sworn to place the clan above SLA Industries
  itself).
  McCulloch clan members wear 'normal'
  operative clothing, they are usually well
  groomed, 
  even 
  meticulous 
  in 
  their
  appearance. There is no preference within the
  clan for any sort of weapon, though a
  members drug addiction may limit their
  choice of weapon.
  The clan has no battle cry or motto, members
  are taught to be discreet at all times.
  The McCulloch clan is universally despised
  by all other Frother clans.
  T H E   C L A N   M c K I L L I P
  The clan McKillip is a ninth generation 'Old
  Frother' clan. It can trace it's direct line of
  descent back to 615 SD. All Frothers in the
  clan are family members, at the moment the
  clan numbers some 135 members.
  Tradition is the key to the clan McKillip,
  they have their own tartan and all clan
  members must wear kilts at all times.
  All members show respect to their elders and
  to their brethren, if a clan member needs help
  your are honour bound to aid them. In the
  whole history of the clan there has only ever
  been one 'expulsion' for lack of honour.
  The McKillip clan has often been likened to a
  Shaktar family unit, so strong are the bonds
  of family and loyalty.
  Due to the long line of the clan, they are
  masters of control over the drugs they are
  born addicted to.
  The children are quickly educated in the
  ways of the drugs, being shown the many
  uses and applications of all pharmaceutical
  products available in the world of Progress.
  The McKillip clan pioneered the technique of
  Shatter Use.
  Occasionally a 'new' Frother will be brought
  to the attention of the clan elders, either
  through their deeds in battle or their
  particular skill in drug use. Such Frothers are
  invited to be 'friends' of the McKillip clan.
  This bond is as strong as normal citizens
  family ties, it guarantees aid from the clan,
  and they in return, expect to be answered
  when they call.
  As the McKillip clan is a family, they are the
  only Frother clan to help the older members
  of the clan. Most other clans expect their
  members to die off before they reach 30, the
  McKillip clan recognises that there is a need
  for older, wiser members of the clan.
  Once a Frother of the McKillip clan reaches
  30, they are 'retired' to the Council. On the
  Council they use their knowledge to help
  younger members grow.
  Council 
  members 
  are 
  also 
  frequently
  consulted on matters of tradition and history,
  some work as 'advisors' for Third Eye. The
  training school at Meny recruits instructors
  from the ranks of the elders of the McKillip
  clan.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  All clan members specialise in the use of
  close combat weapons, favouring either the
  Chainaxe or the Power Claymore. All clan
  members are also taught the benefits of
  unarmed combat, often specialising in
  Martial Arts. Gymnastics, Wrestling and
  Acrobatics are also actively taught.
  The McKillip clan has a large number of
  rituals and initiation rites that mark each
  stage of the Frothers development. Certain
  items of dress and colours are forbidden to
  the younger members of the clan, the Black
  Glove being the most notable. Black Glove is
  a term used to describe the clans own version
  of the ITB Mutilator. It is worn as a sign of
  rank, being exclusive to Frothers of SCL 6 or
  higher, the glove has the following stats;
  'M c K i l l i p '   M u t i l a t o r
  DMG
  PEN
  AD
  COST Weight
  6
  2
  2
  150c
  1kg
  The Frothers of the McKillip clan are
  expected to dress outrageously, to be proud
  of their heritage and tradition, and to seek
  every opportunity to advance their honour
  and the honour of the clan.
  The clan McKillip battle cry is; "Death and
  Honour!"
  Frothers of the clan McKillip are shown the
  greatest respect by Frothers of all other clans
  (except the Connaucht clan, who respect no
  one).
  N E V E R   M I N D   T H E
  P I G
  S P I K E   B A T S
  From deep within the sewers of Downtown,
  from the darkest chemical filled pit, from out
  of the blackness of hundreds of years of
  genetic dumping, come the Spike Bats.
  Hideous mutations, maybe spawned from the
  labs 
  of 
  some 
  secret 
  SLA 
  Industries
  department, perhaps they are evolution's
  answer to the harsh world of the now defiled
  Underground.
  Spike Bats are huge, bat like creatures with
  the tail of a lizard and two extra spider like
  limbs sticking out from just under their
  wings. The demented ravings of many
  Operatives are testimony to the affect of the
  Spike Bat's 'bite'.
  Stats.
  Min.
  Max.
  Norm.
  STR
  3
  5
  4
  DEX
  6
  11
  8
  DIA
  3
  6
  4
  CONC
  1
  3
  2
  COOL
  7
  10
  8
  HITS
  6
  10
  Weight
  5kg
  20kg
  12kg
  Height
  30cm
  60cm
  45cm
  Wingspan
  40cm
  80cm
  60cm
  SKILLS
  RANK
  Detect
  9
  Unarmed (Bite)
  5
  Unarmed (Tail)
  7
  Tracking
  8
  Dodge
  12
  Weapons
  PEN
  DMG
  AD
  Teeth
  0
  1
  0
  Tail
  1
  2*
  1
  *The tail of the Spike Bat delivers a sting
  which is very, very poisonous. The poison
  causes hallucinations and delusions, usually
  based around the confidence of the victim.
  Those with high self esteem feel invulnerable
  and think they are blessed with 'powers' such
  as flight or water breathing, those of a more
  insecure nature feel paranoid and begin to
  doubt all of their abilities. The poison of the
  Spike Bat contains one of the main
  ingredients found in the drug AliceTM. Game
  effects; Victim suffers -1 Phys, -4 Dia, -2
  Conc for (20 minus Concentration) in turns.
  During this time they will hallucinate as
  described above.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  C A N N I B A L   S E C T O R
  G A T O R S
  The Cannibal Sector Gators are universally
  known as "T.E.A.'s" (teeth, eyes and
  assholes). They sneak through holes in the
  Perimeter to terrorise Suburbia. They will eat
  almost anything they find, including children,
  other animals, garbage, corpses, etc..
  The Cannibal Sector Gators have enormous
  teeth, similar to those of a Stormer, they do
  not look natural, they can tear through most
  armour 
  types. 
  The 
  Gators 
  also 
  have
  luminescent eyes, they glow like lights in the
  dark, an eerie green tinged with purple.
  Rumour has it that the Gators are genetically
  engineered, originally to clear up the
  Cannibal 
  Sectors, 
  giving 
  the 
  Carriens
  something to worry about.
  The spoor of the Gators is the most
  disgusting substance many people will come
  across in their whole lives. The smell is
  overpowering, forcing the 'victim' to hold
  their breath, the feces always contains half
  digested remains of meals.
  Stats.
  Min.
  Max.
  Norm.
  STR
  8
  15
  10
  DEX
  4
  8
  6
  DIA
  1
  3
  2
  CONC
  1
  3
  2
  COOL
  10
  18
  14
  HITS
  14
  30
  Weight
  300kg 1000kg 600kg
  Height
  30cm
  60cm
  45cm
  Length
  1.5M
  4M
  2.5M
  SKILLS
  RANK
  Detect
  6
  Unarmed (Bite)
  9
  Unarmed (Tail)
  3
  Swim
  8
  Dodge
  4
  Weapons
  PEN
  DMG
  AD
  Teeth
  3
  4
  2
  Tail
  0
  4
  1
  Once a Gator has bitten it's target it will
  choose to do one of two things; bite it again
  or lock it's jaws and thrash around. Biting
  again counts as a new attack and is rolled for
  as usual. Locking up and thrashing is a
  continuation of the first attack. The victim
  may (in his phase, in lieu of an attack)
  attempt to break free. The victim may use
  any skill they feel (and can convince the
  Gamesmaster) 
  is 
  appropriate 
  such 
  as
  Wrestling, Unarmed, Martial Art, etc. or they
  may use brute strength. An opposed Strength
  roll is made, where the Gator and his victim
  count their Strength as a skill. Rolls are made
  in the normal way.
  A thrashing Gator does an automatic 4 points
  of damage to a random location (ignore
  armour for PEN and AD).
  F I N D I N G   A   J O B :
  B P N ’ S
  So, you're an Operative, working for the only
  company that really counts; SLA Industries.
  SLA Industries take care of their own. You
  do a good job for them, they will keep you
  safe and well. You can be happy in the
  knowledge that you are part of the greatest
  corporation that has ever, and will ever, exist.
  Being part of SLA Industries means working
  for them. And work comes in the form of
  Blueprint News Files (BPN's).
  We have listed two BPN's that might interest
  your Operatives. How they acquire them is,
  of course, left to your discretion.
  SCL : 10
  Contact Department Of : Retrieval
  Training Package Recommended : Any
  Colour Code : Yellow
  Summary : SLA Industries vehicle to be
  reclaimed. Contact Retrieval Department for
  full details of vehicle and operation brief.
  Bonus for successful retrieval dependant
  upon quick resolution.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  Coverage : Station Analysis
  Consolidated Bonus Scheme : 150 c
  Payment : Per Operative
  This Yellow BPN is an interesting one in that
  the Operatives have to retrieve a company
  vehicle from an ex-employee. The employee,
  one Solomon Windrush, is an Ebon, SCL 8.
  Windrush recently went missing in the
  Downtown district, his vehicle, a BLA
  'Pandora' Multi-Task Trike (Unarmoured),
  has been sending it's tracking signal for two
  days now.
  The disappearance of Windrush is being
  handled under a Jade BPN. All the
  Operatives of the Yellow BPN are required
  to do is find the Trike and bring it back.
  There is a two day time limit on the BPN,
  after which the Operatives will be liable to an
  SCL decrease if they have not completed the
  BPN.
  Windrush is dead. He was ambushed in
  Downtown by DarkNight Conscripts. They
  have taken his body and personal equipment
  but left the trike (they were in a bit of a
  hurry).
  A Shiver unit was sent to retrieve the trike
  but could find no sign of it at the location
  indicated by the trikes tracer.
  The trike has in fact been recovered by a
  group of Carrien , they have stripped it and
  scattered the bits over a large area of sewers.
  The tracer is lodged in one of the tunnel
  walls. The sewer is two hundred feet down
  from where the trike sent it's last signal.
  The Operatives should either recover the
  tracer unit (which also acts as a 'black box'),
  or they should bring back at least 70% of the
  trike in bits.
  Another twist may be that the trike has been
  stolen and stripped by a Manchinette on the
  hunt for new spare parts. Maybe the tracer is
  lodged in a part of the Manchinettes body.
  The trike may of course be just sitting there
  waiting for pickup. (bait)
  SCL : 10
  Contact Department Of :
  Third Eye News
  Training Package Recommended :
  Investigation / Death / Kick Murder
  Colour Code : Red
  Summary : Rogue Operative turned Serial.
  Operatives to attend immediately. Heavy
  media coverage
  Coverage : Third Eye News
  Consolidated Bonus Scheme : 400 c
  Payment : Per Operative
  This Red BPN represents one of SLA
  Industries worst nightmares; an Operative
  gone bad.
  This particular Operative is Sharon Twistle
  (known as Twister), she is a Frother trained
  in the Kick Murder package. She was
  formerly with the Bomber Squad, working
  exclusively 
  for 
  the 
  Department 
  of
  Extermination.
  Sharon was a good Operative, reaching SCL
  8 in only two years. A darling of the media,
  she has twice featured in a Gore Zone slot
  called Cannibal Chaos.
  Sharon's specialty was the Cannibal sectors,
  particularly Cannibal sector four.
  Sharon has totally emersed herself in the
  'Twister' persona of her alter-ego.
  Sharon / Twister is now prowling the
  Suburbs, where she believes all the evils of
  the Cannibal sectors come from. She is
  convinced that the Carrien and beasts of the
  sectors start their lives as 'normal' citizens in
  the suburbs. She is cleansing them at an
  alarming rate, the body count is eight and
  rising.
  This is just the sort of story Third Eye love.
  Third Eye want Sharon confronted hand to
  hand, preferably by another Frother. They are
  prepared to pay a bonus of 300 c to the right
  Operative.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  Sharon will not be too hard to find, even if
  the Operatives have a Third Eye crew in tow.
  She is beyond reason and will fight to the
  bitter end.
  Sharon is not adverse to using her FEN 603,
  though 
  she 
  much 
  prefers 
  her 
  Power
  Claymore and Mutilator Fist.
  Sharon is addicted to Blaze UVTM, she has
  also recently discovered the delights of
  Bozerker. As a final fling Sharon will shoot
  up with Bozerker as well as Blaze UVTM. In
  this state she is almost unstoppable, but will
  die from the effects of the drugs in 24 hours.
  S h a r o n   T w i s t l e
  Classification:
  Frother
  Package:
  Kick Murder
  Squad:
  Bomber
  Department:
  Extermination
  Strength
  12
  Dexterity
  9
  Diagnose
  7
  Concentration
  7
  Charisma
  9
  Physique
  (10) 8
  Knowledge
  7
  Cool
  10
  Walk
  1
  Run
  2
  Sprint
  4
  Movement
  42
  Half Movement
  84
  No Movement
  168
  Sharon is 21 years old, she is 6' tall and
  weighs roughly 150 lbs. She has dark brown
  eyes, black hair and a tanned complexion. In
  normal 
  circumstances 
  she 
  would 
  be
  considered quite beautiful.
  Sharon is a Frother of the Connaucht Clan,
  though she has let her appearance deteriorate
  to the level of a 'normal' Operative, the only
  clue to her clan membership are her DNA
  tattoo (on both forearms) and her luminous
  Striker suit.
  There is a very, very slim chance that Sharon
  may be saved by a massive injection of Push.
  If Push is pumped in to her before she can
  shoot up with Bozerker, she may be cleaned
  out. Third Eye will discourage this.
  Sharon 
  has 
  the 
  following 
  skills 
  and
  equipment:
  SKILL
  RANK
  STAT
  Detect
  7
  Conc
  SLA Information
  4
  Know
  Rival Company
  4
  Know
  Streetwise
  6
  Know
  Unarmed Combat
  8
  Str
  Blade, 2-H
  10
  Str
  Hide
  6
  Dex
  Sneak
  7
  Dex
  Martial Arts
  6
  Dex
  Climb
  6
  Phys
  Acrobatics
  5
  Phys
  Blade, 1-H
  7
  Str
  Pistol
  5
  Dex
  Rifle
  4
  Dex
  Drive Motorcycle
  5
  Dex
  Seduction
  7
  Char
  Persuasion
  5
  Char
  Evaluate Oppo.
  8
  Know
  Sign Language
  7
  Know
  A d v a n t a g e s  /  D i s a d v a n t a g e s
  Ambidextrous, Compulsion
  (Nymphomaniac) 5, Psychopathy 5,
  Delusions 9.
  W e a p o n s   A n d   A r m o u r
  FEN 603 10mm Auto Pistol
  Power Claymore
  MAC Knife
  ITB Mutilator Fist
  Striker Motorcycle Protection
  Flak Jacket
  Armour
  PV
  ID
  Striker
  2
  8
  Flak Jacket
  4
  10
  D r u g s  /  U s a g e  /  D o s e s
  Personal Interest. Addicted. 4.
  Blaze UVTM. Addicted. 3.
  Bozerker. Casual. 2.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  E Q U I P M E N T
  K a r m a   B i o   B r e a t h i n g
  A i d
  Karma have recently released a biogenetic
  breathing aid, believed to be a spin off from
  their AnimattireTM fashion range.
  The breathing aid consists of a "lung tissue"
  roughly 12cm x 7cm which is encased in it's
  own AnimattireTM carry pouch. Two tubes
  connect to the nasal passage allowing the
  user to breath as normal, even when
  completely submerged.
  The breathing aid works by recycling oxygen
  from whatever passes through the lung tissue.
  It has differing efficiencies from different
  source materials, essentially the purer the
  source material the more efficient it is.
  So, water from the sewers of Downtown for
  example, would only allow the lung to
  recycle at, say, 60% efficiency. This
  obviously places limits on the user, the less
  efficient the lung, the less energy they have
  to expend. Activities such as wading,
  swimming or light work present no problems
  up to 50% efficiency.
  Stormers and Shaktar have found that they
  need two breathing aids.
  Nuke 
  Tendon 
  are 
  experimenting 
  with
  implanting the lung tissue within an
  Operatives body, their main stumbling block
  is tissue rejection.
  Their work is further hampered by the fact
  that Phantom Pregnancy, the first people to
  discover the DNA code for the lung tissue,
  have not been totally forthcoming with
  information as to how (or where) they
  discovered the lung in the first place.
  The breathing aid has also proved successful
  at recycling 'dirty air', being able to cope with
  an amazingly high toxin rate.
  It is hoped that the Karma Bio Breathing Aid
  will become standard issue to all SLA
  Industries 
  Operatives 
  working 
  in 
  the
  Cannibal Sectors.
  Name: Karma Bio Breathing Aid
  Size: 12cm x 7cm x 3cm (tubes extend up to
  90cm)
  Max. Weight: 0.3kg
  Skill: None. Moderate activity recommended
  for duration of use. Strenuous activity means
  Phys roll vs asphyxiation required.
  Cost: 300 c.
  Game Use: +2 to Phys roll vs Poison, allows
  user to 'breath' under water.
  Black Market: 6000 u
  User Life: 5000hrs
  T e k   T r e x   "R u n n i n g"
  G r e n a d e s
  After the Tek Trex Corporation had fully
  exploited the possibilities of their drone
  range, a few of the technicians turned their
  attention to other areas. Their 'running'
  grenades are a product from the walking
  boots division of the corporation.
  The grenades are roughly 9cm in diameter,
  they have metallic shells that are pierced by
  eight holes. From each of these holes sticks a
  'leg', the leg ends in a five pronged claw like
  foot.
  When the grenade is activated it has a five to
  twenty five second fuse, activation is
  achieved through twisting the grenade along
  it's central shell casing.
  Once activated the eight legs spin at an
  incredible rate, flailing around like copter
  blades.
  The multi-clawed feet allow the grenade to
  'climb' walls, the grenades will even make
  some progress through water.
  All Tek Trex products are illegal, as the
  corporation has been labelled as a soft
  company, possession of any of their
  equipment brings a fine.
  The 'running' grenades are available in
  Concussion, 
  Fragmentation 
  and 
  Smoke
  versions.
  Running Grenades move at the following
  rates (ps = per second);
  Horizontal (clear): 2m ps.
  Horizontal (obstructed): 1m ps.
  Vertical (clear/easy grip): 1.5m ps.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  Vertical (obstructed/slippery): 0.5m ps.
  Through liquid: 0.3m ps.
  So a running grenade set with a five second
  fuse, let loose over rough, obstructive terrain,
  will travel 5 meters before it explodes.
  Running grenades may also be turned into
  'contact' explosives, or mines.
  Once the fuse is set and the legs spring out,
  the user must twist the central casing back
  round to it's starting position, this locks the
  legs so they do not move. The fuse then acts
  as a timer, after which the legs become
  detectors, detonating the grenade when
  anything puts any pressure on them.
  During the initial fuse setting, the grenade is
  very robust and may even be thrown with
  some force to trick in a wall before the
  sensors in the legs kick in to make it a mine.
  Running Grenades may only be bought on
  the black market. Roughly one in five is a
  dud, with no explosive capacity at all.
  Grenade
  Type
  Blast
  Rating
  PEN Cost Weight
  Concus.
  0
  -5
  350u 0.8kg
  Frag
  12
  5
  400u 0.8kg
  Smoke
  n/a
  n/a
  120u 0.8kg
  Smoke grenades produce a cloud of dense
  black smoke which covers an area of 12m.
  The smoke will disperse from an enclosed
  space in 15 minutes, and from an open space
  in about 8.
  S L A   S c r e a m e r   B e a c o n
  The SLA Screamer Beacon is manufactured
  by Stik, a fully licensed subsidiary of SLA
  Industries.
  The Screamer Beacon is an advance of the
  Thumper Beacon, it has the same basic
  functioning abilities as the Thumper, but it
  may also be 'charged' to perform the roll of
  Screamer.
  A simple switch on the side of the beacon
  moves it from Thumper to Screamer.
  Once in Screamer mode, the beacon has a
  choice of two settings; automatic or sensor.
  When in automatic, the beacon will emit a
  constant stream of audio signals, ranging
  from one end of the frequency to the other,
  pitch and length of the 'scream' is randomly
  set to cause maximum confusion.
  In sensor mode the Screamer reacts to
  movement within either a 10m, 30m or 50m
  radius, the range is set when setting function.
  Any one listening to the Screamer will be
  effectively deafened, possibly stunned. The
  victim must make a Phys roll to avoid being
  stunned, if they fail, they suffer a -3 modifier
  to all activities while in the presence of the
  Screamer.
  Anyone with audio sensory equipment that is
  blasted by the Screamer, will take 2 points of
  concusisve damage to the head. They will
  recover this if they spend two turns in a silent
  environment.
  The Screamer, once activated, may not be
  turned off. It will run for the full 24 hours
  duration of it's power cell, the only way to
  shut it off is to destroy it.
  Screamers are becoming increasingly popular
  with Operatives who need to enter the
  Cannibal Sectors, or any other place they are
  likely to encounter 'beasts'.
  The Screamer is identical to the Thumper
  beacon in all respects, except;
  Screamer is 85cm long and is 30mm in
  diameter. The Screamer weighs 2kg. The
  Screamer costs 10c.
  N i g h t f i r e   H o v e r   B i k e
  The Nightfire Hover Bike is produced
  exclusively by Darkwing, a wholly owned
  subsidiary of SLA Industries.
  The Nightfire is essentially a 'street' version
  of the SCAF multi-prop turbine hover bike.
  The Nightfire has had the ball mounted FEN
  Power Reaper removed, as well as the firm
  point it was mounted on. The Nightfire can
  take no on board armament.
  In addition the Nightfire has no vertical take
  off and landing ability.
  The VTOL ability has been sacrificed in
  order to allow the Nightfire to carry a
  Motorcycle reactor similar to that of the
  Calaharvey Urbaniser, this gives much
  improved ground performance.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  N i g h t f i r e
  Type: Helicopter / Motorcycle
  Max. Speed: 400kmh; 64m / phase 280kmh;
  44.8m / phase
  Movement: Multi-prop turbine. Wheeled.
  Dimensions: 2.2m length, 1.5m width,
  1.5m height
  Weight: 1 tone
  Crew: 1
  Passengers: 1
  Skill: Pilot, Military, Drive, Motorcycle
  Armament: None
  Cost: 75,000c
  P.V.: 15, I.D. 200
  Acceleration Rate: 6 / 3
  Turning Circle: 1 on ground, 50 in flight.
  The Nightfire has no capacity to hover. It
  requires a clear run of 50m to take off or
  land.
  The main feature of the Nightfire is it's
  ability to 'fly' almost at ground level.
  It may be flown one or two meters above
  ground level and essentially 'driven' like a
  motorcycle.
  The Nightfire has an imposed ceiling of
  300m, this is a built in factor which cannot be
  overridden 
  without 
  messing 
  up 
  the
  electronics of the Nightfire.
  While piloting the Nightfire the driver must
  use the on board computers, either through
  the screen display or through the helmet link.
  Failure to use these means the pilot must
  make a Concentration roll every turn spent in
  the air.
  Ground travel may be conducted using the
  Motorcycle drive skill as 'normal'.
  The Nightfire is becoming a firm favourite
  for gang theft.
  Buttons, 
  the 
  Contract 
  Killer, 
  rides 
  a
  Nightfire, the exposure on Third Eye is
  pushing sales: there is a two week waiting list
  for the Nightfire.
  S O F T   C O M P A N I E S
  P O D   P H A R M A C E U T I C A L S
  Company slogan: "Chemicals are your
  friend. Let Pod make you happy."
  Pod are a relatively large company, having
  around 80 members. They operate from a
  warehouse in Downtown, under cover of
  Panyos Pizza Pie Emporium.
  Pod Pharmaceuticals are an independent
  company that owe allegiance to no one. They
  have resisted all efforts of DarkNight to
  supply them with exclusive 'experimental'
  drugs. DarkNight hate Pod almost as much as
  SLA Industries.
  The strength of the company lies in it's
  amazingly talented chemists and workers.
  They have managed to copy nearly all of the
  most popular SLA Industries drugs, even
  managing to refine and improve (?) one or
  two.
  The big problem with all Pod products is
  their tendency to kill people.
  Impurities and ultra cheap ingredients mean
  that many people suffer poisoning from Pod's
  drugs. Even when the drug has the desired
  effect, there is no guaranteeing that the next
  fix from the same batch is safe.
  Pod will sell their wares to any and all that
  can afford them, including street gangs and
  even Carriens.
  Pod regularly employ Props to hit SLA
  Operatives to steal drugs, sometimes they
  supply the Props with 'experimental' drugs to
  'help' them.
  The two most noted Props currently under
  employ to Pod are Nitro and Pop-Tooth, both
  are Bozerk addicts.
  Although Pod manufacture a couple of
  combat drugs, notably Vio-Let and the Kil-
  Pil, they specialise in recreational, or 'soft'
  drugs.
  Pod strongly deny any connection to the
  combat drug Bozerker.
  It is rumoured that Karma has a secret vested
  interest in Pod, either through developing the
  talent of it's chemists or using them as a
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  testing ground for some of their more
  'specialised' products.
  At the moment, Pod's biggest seller is Push,
  the system flush drug.
  G a m e   S y s t e m   S t u f f
  Pod are currently under investigation from
  the Department of Pharmacology, which may
  issue a Yellow BPN to gather information on
  the soft company.
  Pod prices are roughly 10% cheaper than
  other soft companies. They can also supply
  SLA Industries drugs, such as BassTM or
  FlipTM at 10% below the current black market
  price.
  Pod may be closely linked to the McCulloch
  Frother 'clan', which would explain their
  longevity and their access to Karma products.
  If this link is proven the Department of
  Internal Affairs may decide to initiate an
  inquiry, placing Grey BPN's in the process.
  Pod have access (in extreme emergencies) to
  both DarkNight and Thresher contacts.
  DarkNight will only help Pod if they think
  they are 'buying in' to the company, either
  through product supply or loyalty.
  B L A C K   O R D E R
  Company Slogan: "SLA Industries destroyed
  the truth. Progress is a lie."
  Black Order are a soft company in the same
  vein as 'Fire', and 'Bloodlore'. They believe
  they are fighting for the survival of
  civilisation as they know it, their tactics are
  terrorism and their enemy is SLA Industries.
  All members of Black order have at least one
  psychoses, some have many, most share the
  driving company vision of the apocalyptic
  destruction of Mr. Slayer.
  Black Order see everyone as a potential
  enemy, if you are not with them, you are
  against them, if you are against them, you
  must be destroyed.
  Their favourite tactics are incendiary bombs
  and what has become known as the 'beacon
  approach'.
  Fire bombs attract the attention of not just the
  Fire Service. Shivers and Operatives will
  often respond to the call of a fire, especially
  one started with a bomb. Black Order
  ambush anyone who responds to the fire call,
  aiming to steal as much equipment as
  possible before they are either outnumbered
  or 
  outgunned 
  (by 
  SCAF 
  Shivers for
  example).
  As the fire bombings are mainly to allow
  ambush and theft, they are frequent and
  indiscriminate. Rarely do Black Order plant
  bombs in Uptown or Central, preferring to
  wage their campaigns in the Suburbs, or even
  on occasion in Downtown.
  The 'beacon approach' is the name given to
  the other main Black Order tactic. One of the
  Order places himself in a position dominating
  the surrounding terrain, then proceeds to kill
  people using a sniper rifle. The targets are
  not important, the object of the exercise is to
  attract the maximum attention from SLA
  Industries in the shortest time. Third Eye are
  also quick to respond to a beacon in progress.
  When the forces of SLA Industries respond
  to the call, they are attacked by the main
  Black Order force, which lies in wait along
  the response route.
  The beauty of this approach is it draws the
  public's attention away from the main aim of
  Black Order. They are thought of as insane
  killers, rather than calculating terrorists.
  SLA Industries always respond to 'beacons'
  with Red BPN's.
  D E T H   J A M
  Company slogans: "Tune in to Deth."
  "The beat on the street is Deth."
  Deth Jam are an entertainment soft company,
  that have various interests in many SLA
  Industries activities.
  The bulk of product produced by Deth Jam is
  visual or audio discs, mainly music, but some
  'features' such as interviews with serial killers
  and stolen 'cutting room floor' footage from
  Third Eye.
  Deth Jam have been making stars of both
  Operatives and Gangers for some time now.
  They have a solid foothold in the music
  market, mainly through their outlawed
  broadcast station; Wire.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  Wire broadcasts artists on the Deth Jam label,
  as well as main stream 'company' artists.
  Most of what Deth Jam refer to as 'their own
  unique sound' has been labelled as "Deth
  Rack Muzak". All sounds are sampled from
  combat, mostly hand to hand, with some
  firefight sounds, these are placed over
  insanely heavy bass beats. The 'vocal' can
  consist of anything from spoken words to
  screaming Frother speak.
  Once an Operative or a serial has been
  brought to the public's attention, you can be
  sure Deth jam will be offering them a 'deal' in
  the near future.
  Their last major success was a release called
  "Ded Witness", a project involving the Prop
  Scat-Man and the notorious Serial Cognates;
  Uncle Sam's Slaughterhouse.
  Many of the sounds on Ded Witness were
  sampled from actual killings made by Scat
  Man and the Uncle Sams, including some
  dying words spoken by two Operatives
  ambushed in Downtown.
  Needless to say Ded Witness drew the wrong
  sort of attention from SLA Industries, who
  want to shut down Deth Jam real bad.
  Deth Jam have managed to draw a lot of
  support from the 'ordinary' citizen of Mort,
  this makes them a sensitive target for SLA
  Industries, who are waging a war of
  'information' to win back the support of the
  masses before they move in to destroy Deth
  Jam.
  G a m e   S y s t e m   S t u f f
  Deth Jam has seventy members in it's
  employ, many of these are Props and
  Gangers, there are only actually a handful of
  'creative' types in the firm.
  The distribution network for Deth Jam
  products is widespread, from Mort Central to
  Downtown, if you know the right person you
  can get hold of the latest release.
  Typically, Deth Jam have little or nothing to
  do with SLA Industries or Operatives. This
  does not stop them killing anyone who gets
  in their way at a 'recording session', whether
  this is in the gang sectors of Downtown, or
  the Malls of the Suburbs.
  Recently Deth Jam have become involved in
  sponsorship. They have also started 'working'
  for 
  other 
  people, 
  mainly 
  other 
  soft
  companies, producing theme tunes and
  advertising tracks.
  It will cost you 300 u to have Deth Jam
  produce a 'track' for you.
  Last month Deth Jam's turnover was
  estimated at 340,000 u by the Department of
  Corporate Sector.
  Possession of any Deth Jam material is
  punishable by a fine, 'working' for them (i.e.
  letting them sample sounds from your
  combat, either knowingly or unknowingly)
  brings an immediate SCL decrease.
  M E E T   N   G R E E T
  This interview was conducted by Frank
  Weiss, for Inter-Com, a licensed station from
  Third Eye. All material is © 901 Eye 4 Inter-
  Com.
  At the end of last year one name was on
  everyone's lips, the Contract Killer Lucy
  Craznek, otherwise known as Juce.
  After the new years first Gore Zone, she was
  firmly established as the number one killer
  on the block.
  Frank Weiss met up with her after the
  Butthead / Clawtooth confrontation.
  FW : "Thank you for giving us this interview.
  How does it feel to be the number one draw
  for Gore Zone?"
  J : "Now we both know that wont last, don't
  we? But, yeah, at the moment it feels good.
  Real good."
  FW : Many people were surprised when you
  left the Red Mist Squad to go solo, was this
  an easy decision?"
  J : "My time with Red Mist was a blast. But I
  think I had gone as far as I could go you
  know, SCL 6, the only way was down."
  FW : "The Cloak Division investigation had
  nothing to do with your decision?"
  J : "Do ya think?"
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  FW : "What about sponsorship? I hear you
  have recently signed with Charlie-Shak."
  J : "Well, you know. I use their stuff. It's
  pretty hot. So my agent says 'might as well
  make some money from it', what can I say.
  FW : "This wont affect your relationship with
  Green Zoo or Parlawrap?:
  J: "Nah. Stuff 'em. I do the work, I'm worth
  more than they pay me. They don't like it,
  they can get some other gal to push their
  shit."
  FW : "Is it true that you recently declined a
  match up with Rocky?"
  J : "Uh-huh. Rocky and me go back a long
  way. I got a lot of respect for him. There aint
  enough money on Mort would get me to go
  toe to toe with that monster."
  FW : "Affection? Surely not?"
  J : "(laughs) So sue me."
  FW : "Have you had any come back from
  SLA, I hear Red Mist were disbanded after
  you left.:
  J : "You will have to talk to my lawyer about
  that."
  FW : "So, what's in the future? When are we
  going to see you on our screens again."
  J : "Well first off, I gotta sort out some
  business with C4 Carnage. They should'na
  hid that cam in my blade. Some one is going
  to pay for that.
  FW : "I can imagine."
  J : "Yeah, well, next up should be the
  Downtown 'Death 'til Dawn' Gorezone slot,
  three days time I think"
  FW : "I wont keep you, I know you are a
  busy girl."
  J : "Just a working girl, trying to earn an
  honest buc, you know?"
  FW : "Thank you for your time.:
  J : "Thank you."
  FW : "This interview was brought to you
  courtesy of Green Zoo, Parlawrap, Charlie-
  Shak and Skuldugry. All material under
  license to Third Eye News."
  L u c y   C r a z n e k   ‘A K A’   J u c e
  Classification
  Human
  Package
  Kick Murder
  Squad
  Contract Killer
  Strength
  (9) 11
  Dexterity
  (10) 12
  Diagnose
  8
  Concentration
  8
  Charisma
  8
  Physique
  (10) 12
  Knowledge
  8
  Cool
  10
  Walk
  1
  Run
  2
  Sprint
  (3) 4.8
  Movement
  (33)37
  Half Movement
  (66)74
  No Movement
  (99)111
  Juce has Shock Tendons, Sinewshock, Brace
  Tendons and Sinewbrace implants from
  Nuke Tendons, all to level 2.
  Juce wears PP 70 Powercell armour, which is
  almost hidden under leather sections bearing
  the names of her sponsors.
  In lieu of the PP 70's helmet, Juce has a FEN
  270671 Scout Helmet. The Scout Helmet has
  a P.V. of 12 and an I.D. of 20.
  Strapped to her waist band is a Karma
  Breathing Aid, which is used as a back-up for
  the Scout Helmet.
  All of the Juce's equipment is held in place
  by MagHold.
  Juce wears an ECM suit beneath her PP 70
  armour.
  She 
  constantly 
  rides 
  a 
  Charlie-Shak
  Powerboard.
  SKILL
  RANK
  STAT
  Literacy
  3
  Know
  Detect
  9
  Conc
  SLA Info
  5
  Know
  Rival Company
  4
  Know
  Streetwise
  7
  Know
  Unarmed Combat
  8
  Str
  Blade, 1-H
  13
  Str
  Blade, 2-H
  9
  Str
  Chainaxe
  6
  Str
  Flexible Weapon
  5
  Str
  Hide
  7
  Dex
  Sneaking
  9
  Dex
  Martial Arts
  6
  Dex
  Climb
  5
  Phys
  Acrobatics
  8
  Phys
  Pistol
  7
  Dex
  Rifle
  7
  Dex
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 2 -  © 2001 Max Bantleman
  Drive, Motorcycle
  6
  Dex
  Running
  5
  Phys
  Throw
  7
  Phys
  Persuasion
  8
  Char
  Tactics
  6
  Dia
  Weapons Maintain
  5
  Conc
  Evaluate Oppo
  7
  Conc
  A d v a n t a g e s  /  D i s a d v a n t a g e s
  Ambidextrous, Good Vision 5, Good Hearing
  5, Sterile, Allergy; paper 10, Drug Addict;
  caffeine 10.
  W e a p o n s   A n d   A r m o u r
  PP 70 Powercell Armour
  FEN 270671 Scout Helmet
  KK30 'Ripper' (back up weapon)
  DPB Gash Fist
  ITB Mutilator
  MJL Power Disc
  MJL Power Claymore 300
  BLA 046M 'Blitzer' (back up only)
  So there you have it, TBP 2. It’s got all the
  basics of the future format, with each section
  pretty much laid out.
  It kind of nailed the zine as a ‘hardware’
  tool, something that was first and foremost a
  GamesMasters aid.
  Issue 2 feels a bit light, again it’s easy to
  blame this on the desire to put in pictures to
  get the SLA feel across.
  The three Soft Companies were to become
  firmly established and used in many of my
  pieces for SLA.
  Much of the background of the WoP used in
  my stuff has it’s roots in TBP, whether it’s a
  SLA campaign, a demo game for a
  convention or a snippet for something more
  ‘official’….
  Max Bantleman, 2001.
  
SOURCE: textdata/thevault/SLA Industries (SWADE)/The Big Picture/Sla Industries - The Big Picture 02.pdf