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tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

The Big Picture is published by:


the big picture Chocolate Frog Enterprises
7 Jubilee Close
Byfield
(sHaRE aND eNjOY) Northants
NN11 6UZ UK.

CONTENTS Unless specifically credited to an author, all


material in The Big Picture is written by Max
Introduction - Waffling about the fanzine Bantleman.

Manchinettes - The collapse of the Back Cover


Manchine Project
Progress is not good.
Frothers - Background, new skills and Progress is not evil.
abilities Progress is here. It’s now.
It governs every aspect of all our lives.
Street drugs - What the backroom boys are Progress is part of the Big Picture.
coming up with We do not need to understand.
Mr. Slayer understands.
Frother clans - Some clans in detail His is the vision of the Big Picture.

Never mind the pig - Spike Bats, Cannibal 2001–PDF Conversion


Sector Gators
The second issue of tHE bIG pICTURE,
Finding a job - A Yellow and a Red BPN produced in 1994, had a tighter look to it,
with some pictures taken from the MRB.
Equipment - Breathing aid, grenades, It has a cover of the ‘Spooky Prop.’ (MRB
beacons and bikes pp7) which I still think is one of the coolest
illustrations.
Soft companies - Pod Pharmaceuticals, A bit of a ‘Frother special’, it was getting a
Black Order, Deth Jam bit more focused and down to business.
It still looked a bit sparse, light, but it was
Meet 'n' greet - Interview Juce, a contract produced within a couple of months of issue
killer 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
The views, opinions, ideas (and otherwise) get involved, and the use of artwork from
expressed within this fanzine are not Nightfall was still thought of very much as
necessarily those of the editor, writer, or any ‘flattery’. As if TBP was working for
sane minded person. Nightfall by getting more SLA material out
there. Naïve perhaps, but a learning process
I needed to go through.
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. Max Bantleman, 2001.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

INTRODUCTION The Big Picture costs two pounds. There are


no subscription rates as we don't particularly
want you to subscribe to anything.
Welcome to issue two of The Big Picture,
The policy of Chocolate Frog Enterprises
the fanzine dedicated to the universe of
(the 'publishers' of this rag) is not to accept
Nightfall Games' SLA Industries.
any correspondence we cannot read eat
None of the contents of this fanzine will
(drink) or spend.
make any sense to you unless you play or
Please do not ask us for credit.
GM SLA Industries.
If you want us to reply to anything you send
(And even then we reserve the right to
us, please include a stamped, self addressed
confuse.)
envelope.
The response to the first issue was
The Big Picture does not advocate the use of
encouraging, although we desperately need
any of the narcotic agents mentioned in this
material for inclusion in The Big Picture.
issue and cannot be held responsible for the
Anything like scenario ideas, BPN's,
actions of people who take such drugs.
creatures, skills, background, equipment,
The article on Frothers brought up some
even weapon types. Send it in.
interesting points in our gaming group. Is it
What do you think is important to the SLA
ok for players to become drug addicts? Are
Industries universe? What things are at the
we being irresponsible for allowing people to
centre of your game worlds and game
act out the lives of hopelessly addicted
sessions?
psychopaths, whose goals in life seem to
Are there any aspects of the game that you
getting high and getting into fights?
have changed, ignored or do not like /
understand? What do you think is missing?
Morals are a dangerous thing, especially in
What areas should be expanded upon?
role playing games. But where do you draw
Gamesmasters usually only have one arena to
the line? At what point does the
experiment in, the games they run.
Gamesmaster have to say "sorry, that is
Wouldn't it be nice to have someone to
unacceptable to me, and therefore to the
discuss things with, compare notes with, to
people in the universe I control."
share new ideas.
Thankfully I have never had to ask a player
Well, now you have.
to drop any aspect of their character, but I
(Try to contain yourselves.)
think I would if I found it offended my sense
If only people would buy it. Read it.
of 'right'. Is this being too dictatorial?
Anything.
Unreasonable?
The Big Picture is meant to be a forum for
the expansion of SLA Industries and the
How far do you let players go in their efforts
universe of the Big Picture.
at role playing? If someone seems incapable
Everyone who plays and runs games expands
of self censorship in their actions, is it up to
the universe every time they do so.
the Gamesmaster to 'shut them down'?
I know you think you were just having fun,
but trust us on this one.
I don't think I have used this many question
Apparently in the first introduction (issue
marks since the 'Who Killed Kennedy' essay.
one) we gave the impression of being too
serious, too concerned with purely functional
What are the moral rules, the do's and don'ts
material for addition to the rules.
in your universe?
We will publish (almost) anything.
There is nothing to stop us printing articles
Let us know.
and pictures from anybody, about anything.
Including stuff like letters, poetry, opinions,
And remember, "guns kill but so does Flux."
prominent NPC's or descriptive passages,
based on Mort or off-world.
(sHaRE aND eNjOY)
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

program of extermination of all things not


MANCHINETTES Manchinette. They are very, very thorough
and obsessive in this. If a particular
Manchinette decides rats are the problem (or
Manchinettes are the forerunners to
Carrien, or Pigs, or Manchines, or
Manchines.
Operatives, or....) they will dedicate every
Made in the aftermath of the Chrome Warrior
waking minute of every day to the solution to
fashion fad of 885 SD, Manchinettes were an
their problem.
attempt by the outgoing director of the (now
What little rational intelligence that remains
defunct) Department of Cybernetics to justify
in the Manchinettes head will be dedicated to
massive overrun costs in the early Manchine
finding power sources for his implants, and
projects.
to the repair and maintenance of these
Essentially Manchinettes are cyborgs. To be
implants.
accurately classed as a Manchinette, the
agent must have at least 60% of his body
Manchinettes
parts replaced with cybernetic implants or
enhancements.
A typical Manchinette stands 2 meters tall,
Immediately prior to the aborting of the
weighing anything up to 150 kilos. Their
Manchine Project, all existing Manchinettes
appearance is that of a 'normal' human that is
were 'liberated' in the Cannibal sectors.
suffering from some hideous and fatal skin
Manchinettes were trained as operatives,
condition. Manchinette skin is always
their implants were a reflection of their
discoloured and flaking off. Manchinettes
training package and the skills they had
will have several chrome or rusting steel
acquired. The most common form of
implants visible, either arms, legs, sections of
surviving Manchinette is from the Death
torso, bits of their cranium, or a combination
Squad package, though there has been at least
of all of these.
one massacre attributed to a Manchinette
Manchinettes have 'dead' eyes, usually with
from an Investigation package.
no discernible pupil, most wear masks to hide
Only humans were used as the basis for
their facial features.
Manchinettes, something to do with alien
Manchinettes will have the following range
tissue rejecting the implants and robotics.
in their characteristics, modified by whatever
Their brains were also said to be unsuitable
cyberware they have.
for programming with the neural tracers
needed to operate the cybernetics.
Stats.
Once a Manchinette has been identified or
Strength 6 – 12
tracked, SLA Industries will issue an
Dexterity 5 – 10
immediate Yellow or Green BPN to deal
Diagnose 3–8
with the abomination, Manchinettes rearing
Concentration 4–8
their ugly heads in Mort warrant the issue of
Charisma 2–6
a Red BPN.
Cool 6 – 12
Hits 11 – 22*
As Manchinettes were once Operatives, they
*+ 3 – 18 for cybernetics
have a high level of intelligence and
intuition. Their minds however, are
Walk: 1. Run: 3. Sprint: (5) 7.4
completely snapped, they have phobias and
psychosis that make a War Criminal look
A Manchinettes skills and equipment would
sane.
depend on their training package. We have
listed those of Pravin Schkosich, now known
The driving, motivating force behind all
as Razorman, who was originally from the
Manchinettes is to protect and to serve SLA
Death Squad training package.
Industries. They do this by carrying out a
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

Razorman labs that produced him and the Manchines, so


these are sort of mercy killings.
SKILLS RANK
The Gamesmaster should obviously take
Unarmed Combat 9 great care when placing Manchinettes in his
Cyberblade 12 campaign, they can be very powerful,
Blade 2-H 6 controlling whole sections of a Cannibal
Detect 8 Sector, giving the Manchines a good run for
SLA Information 5 their money.
Streetwise 4 Gamesmasters should also explore the
Rifle 6 possibilities of a Manchinette as a contact for
Running 8 one of the players, though obviously not one
Climb 4 as unhinged as Razorman.
Swim 3 (Unless of course the players are as unhinged
Auto Support 4 as Razorman!)
Medical Paramedic 3
Tactics 4
Intimidation 6
Evaluate Opponent 5
Navigation 3
FROTHERS
Disadvantages
BACKGROUND
Phobias; Altophobia (Rank 3),
Asthenophobia (Rank 3), Doraphobia (Rank Frothers are humans that have become, or
3), Lyssophobia (Rank 5). were born, addicted to the various narcotics
Psychoses; Psychopathy (Rank 6), produced and supplied by SLA Industries.
Sociopathy (Rank 9), Delusions (Rank 6), The term 'Frother' is derived from the way
Compulsions (Rank 8), Schizophrenia (Rank these drug addicts tend to foam at the mouth
9). once they are in the grip of their 'fix'.
Frothers can be split into two very separate
Equipment and distinct categories; those who through
their lifestyle and upbringing have acquired
Power Claymore, FEN AR Assault Rifle. the need for narcotics, and those who were
Razorman's cybernetics are in the armour and born with it (the so called 'UV babies').
blade department, his cyber armour counts as
HARD Armour. His left arm is fixed with a The vast majority of Frothers started out as
cyber fitting (counts as Cyberblade) that is 'normal' citizens of the Downtown districts.
the rough equivalent to a Chainaxe. Their early lives were spent roaming the
Razorman also has cyber implants in both walkways looking for trouble, more often
legs, which means that his movement than not they would be loners, scornful of
includes his running skill of 8. those around them. In their latter teen years
they may join a gang. All Frothers share the
Due to Razormans psychoses and his mood same 'realisation' that the only real way to
at the moment, he is currently engaged in a escape Downtown is through the release from
program of genocide against the Carriens of reality brought about by the use of drugs.
Downtown, who he believes are all trying to Frothers are not however, common 'drug
drive him insane with their plotting and addicts'. They think of themselves as
scheming. He also believes that Carriens are connoisseurs, their knowledge allowing them
another form of experiment from the same 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 Third Eye loves Frothers and will go out of
more exclusive or exotic, they soon find that their way to help them with sponsorship and
they need to turn to crime to finance their management of their careers.
habit. So it is for the Frother snatched from the
jaws of Justice by SLA Industries.
The Frothers soon turn to robbery, burglary, But their are other Frothers, those born with
extortion, anything to get the money to buy the addiction, those that come from a long
the drugs they need. The Downtown police line, often of seven or eight generations, of
will eventually catch up to them. drug addicts. These Frothers have entirely
This is when their life with SLA Industries different mental and spiritual make ups from
really begins. their brethren from the streets.
SLA Industries actively 'headhunt' Frothers, Frothers born to the tradition of drugs have
keeping an eye out for promising candidates enhanced physical attributes and their bodies
coming into police custody. already have the craving for narcotics, in
The offer is one the Frother can't turn down. extreme cases babies have been born already
Once in custody they are given the choice of addicted to UVTM, the ultimate combat drug.
the death penalty, life imprisonment, or a Frothers with a family history of addiction
contract with SLA Industries, where they will tend to be very withdrawn, most become
have legal access to the best drugs money can sociopaths, all have great difficulty forming
buy. relationships with any but their family. Such
Once within SLA Industries, these Frothers Frothers have become known as 'Old
become combat drug junkies, needing their Frothers'.
fix of RushTM or UVTM before they go into Old Frothers tend to shun the use of
combat. Once they have their fix, they fight recreational drugs, concentrating on combat
with a berserk ferocity that strikes fear in the drugs, they are prepared to shoot up with
hearts of their opponents. Frothers use Power combat enhancers even if there is no apparent
Claymores and other close combat weapons, need. Old Frothers have a very warped
they shun the use of rifles and such. They outlook on life, accepting that their lives are
want to get down and dirty, mixing it with going to be cut short by their addictions, they
their bare hands if they have to. lead hectic, violent lives, trying to cram in as
As soon as Frothers are recruited by SLA much experience as they can before they
Industries, they adopt an identity different burn out.
from their past life. They will always change Old Frothers often seek the social company
their name, and sometimes have their records of Wraith Raiders, though they find it
altered to hide their past history. They see impossible to work together.
their employment in SLA Industries as a Old Frothers will not accept White, Grey or
'rebirth'. Most Frothers draw on the Yellow BPN's, they simply do not have the
inspiration of ancient clans and tribes for patience for these assignments.
their new appearance and identity.
In 'quiet' moments of their lives, Old Frothers
The 'old world' traditions of the Highland will often disappear into the Cannibal
clans are a favourite source from which they Sectors, sometimes for days at a time. No one
draw, adopting the clan tartans and names of is quite sure what they do there, maybe they
the period. All Frothers leave their hair to just need to unleash their violence on
grow long and wild, often they dye it many something, and they find the Cannibal
colours and weave beads or cloth into it. Sectors full of appropriate targets.
Frothers are not concerned with camouflage Old Frothers have a loathing for DarkNight
or stealth. They want to make a massive that far surpasses other Operatives hatred of
impact both physically and visually on their these arch enemies.
surrounding environment. 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 reads signals of threat on a subconscious
them into conflict with them. level.
Minute changes in air pressure and
While Frothers in general will gladly enter temperature betray the presence of enemies,
into combat with anything that moves, Old slight muscle twitches or subtle changes in
Frothers will not willingly attack anyone they body stance allow
see as grossly inferior to them.
Old Frothers will also learn to use some the Frother to read when a person is about to
pistols, as well as their close combat launch an attack.
weapons, their favourite is the KK30
'Ripper'. Old Frothers have an affinity for the Game System Stuff
GASH 021070 Chain Axe.
To use this skill, a normal skill roll is made.
NEW ABILITIES If successful, the Frother has the skill
AND SKILLS 'switched on' for a number of minutes equal
to his Concentration. During this time he will
Know/Detect Poison be able to 'sense' hidden enemies or people in
his company that intend violent actions
This is an ability acquired by all Frothers, towards him.
though Old Frothers are born with it. For instance, a Frother using this skill while
Frothers become sensitised to what they put walking down a dark corridor would be
into their bodies, they seem to instinctively aware of anyone hiding in a doorway, or
know when something would do them harm, sneaking along behind them. The range of the
or if a drug is 'unclean', that is, laced with detection is again moderated by the Frothers
impurities or poison. Concentration. Concentration is equal to
meters for detection purposes.
Game System Stuff After the state of Other Awareness has
passed, the Frother receives a penalty of -3 to
This ability requires a Diagnose roll (D20 vs all Concentration rolls a number of turns
Diagnose, equal to or less than means equal to 20 minus their Diagnose.
success). Frothers that have progressed to the
regular use of UVTM gain a -3 modifier to the Vision Truth
roll, they seem more sensitised to poisons.
The Frother may only roll for substances that This is a skill and may be 'bought' as any
are meant to be ingested into the body, such other.
as food, drink or drug capsules, etc. They Vision Truth is a twisted interpretation of the
may not use this skill to determine if a 'soft drug' Personal InterestTM.
creature has a poisonous bite for example. The Frother must saturate himself with the
drug, taking at least four doses within an
Other Awareness hour. This leads to the Frother becoming an
insatiable sexual machine for the first hour of
This is a skill based on the Diagnose the drugs affect. The affected Frother will
characteristic, and must be bought the same seek to have sexual intercourse with
as any other skill, it is thought to be unique to everyone and anyone they come into contact
Frothers, though some say Shaktar have with. After this period of hectic activity, the
access to it as well. Frother lapses into a coma like state, wherein
This is a type of combat sense, based on the they dream 'true' dreams.
use of forces known as Sa-chi (pronounced These dreams have often been called truth
'ssarchy'). visions as they seem to reveal some elements
The Frother has become saturated with of the future to the dreaming Frother.
combat drugs to the point where his body
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

Such things as the whereabouts of a him, causing him to suffer the Detox. Effects
particular person or item, the outcome of a immediately upon taking.
battle, the winner of a race or the arrival of a
being or event are all often revealed to the The Game Effects of Shatter are as follows:
Frother. 1 free phase per round, 6 hours duration, no
There is, however, a high price for these Phys or Cool rolls for 12 hours, damage cut
visions. by 50% duration 6 hours.
Firstly the dreams cannot be controlled. The Addiction: -1 Phys per dose, +3 Ranks
Frother may have visions that are of use to Psychosis.
them or they may not, sometimes the dreams Detox. Effects: -1 Str, -1 Phys, -1 Hits
become terrible nightmares. permanent. -2 Concentration permanent.
Secondly, upon awakening, the Frother Addiction: Continuous.
suffers a -2 Phy, -2 Cool and -1 Conc penalty Cost: 30cr per dose.
for a whole four hours.
If after taking the massive dose of Personal Old Frothers must exercise their Shatter Use
Interest, the Frother does not manage to skill every time they use the drug.
satisfy their sexual appetites, they will
immediately suffer the Detox. Effects of the After a number of uses equal to the Old
drug (-1 Cool, -1 Conc permanent). They will Frothers Physique, the user is said to be
also have dreadful nightmares for the next 'saturated' with the drug. The Old Frother
seven days, during which time they will not may then try to control the effects of the
benefit from any soft or medical drugs. mutant DNA strain on their body.

Shatter Use The Frother may try to 'use' the DNA to


enhance one of the following characteristics
This is a skill unique to Old Frothers, and can by +1 permanently; Str, Dex or Cool. Every
only be bought by them. time the Frother uses enough Shatter to
Shatter is a very dangerous pharmaceutical 'saturate' his body he may attempt to increase
produced by Dark Night. It is an imperfect one of the attributes listed.
copy of the SLA Industries drug Ultra
ViolenceTM. Shatter has a mutant strain of For example, an Old Frother with a Strength
DNA alteration code laced through it. of 10 and a Dexterity of 9 has a Physique of
This DNA mutation alters the 'victims' body. 10.
Old Frothers have the effects of years of drug
addiction passed down to them through their Once he has taken 10 doses of Shatter, he
ancestors. They have learned a far greater may attempt to increase one of the attributes
degree of control over both their bodies and listed. When he has taken twenty doses, he
the drugs they pump into them than their may try again, and so on.
Frother brethren. An increase in the attribute is achieved
Old Frothers use Shatter to replace UVTM and through the successful use of the skill. Racial
to permanently alter one or more aspects of maximums are ignored.
their bodies.
Failure at an attempt means that the mutant
Game System Stuff DNA strain has altered the Frothers body in
an uncontrolled way. The Gamesmaster will
Shatter Use is a Physique governed skill. impose a change on the Frother.
Old Frothers using Shatter in conjunction
with this skill do so by sacrificing their use of The change may be in such things as an extra
UVTM. Once a Frother has used this skill, he limb, either stunted and useless or tiny and
may never again benefit from the effects of perfectly formed, blindness, deafness,
UVTM, indeed the drug is now a poison to 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 point where he will not take any other actions
spurt of growth (or shrinking). apart from those associated with solving his
current 'problem'.
Failure does not mean the Frother may not Bubbles comes in ready to use, one shot
try again at his next saturation point, he may syringes. It is dark blue in colour, it breaks
even try to reverse the effects of his previous down into a harmless acid on contact with the
failure. air.

STREET DRUGS Bozerker

You want that feeling of invulnerability?


Everybody knows that Karma produce the
That feeling of power, of limitless strength?
highest quality drugs available in the world
Don't care about the come down? Then
of Progress. Whether you want soft drugs,
Bozerker is the drug for you.
combat drugs or medical drugs, Karma is the
Forget Blaze UVTM, forget BassTM, get into
name you look for on the packet (or tube).
Bozerker.
But what if you want something a little bit
Bozerker is a very dangerous drug.
more specialised, a little bit more immediate,
if a little bit more dangerous?
Rumours abound about it being a refined
version of Shatter, the Dark Night
This is when you have to look to the street
pharmaceutical.
vendors, the back street chemists and the
Bozerker is a powerful adrenaline based
trainee rocket scientists.
muscle enhancer, with traces of tissue
bonding chemicals.
All of the narcotics listed are illegal.
The affects of Bozerker are very immediate,
Possession carries a hefty fine or
the user MUST burn up a massive amount of
imprisonment, Operatives face an immediate
energy immediately after taking Bozerker.
decrease in SCL.
The drug affects adrenaline output, boosting
it by up to 300%, then it 'locks' the stimulants
Bubbles
in muscle bundles.
Users of Bozerker have been likened to fit
Bubbles is currently being produced by
victims, going into violent spasm for several
Neeto Pharm, though it has been 'boot
minutes.
legged' by various street chemists, with
If Bozerker is taken by someone already
varying degrees of success.
using Blaze UVTM or BassTM, the user will
Bubbles is a 'Hallucinogenic Inhibitor', with
go into 'overdrive'. They will have the
certain 'mind application' properties.
benefits of Blaze UVTM for 24 hours, after
The user of Bubbles is unable to suffer any of
which time they will die. Possession of
the effects of AliceTM, DrumTM or FlipTM. Use
Bozerker results in an immediate custodial
of Personal InterestTM is cancelled, and if
sentence for all those caught.
large enough doses of Personal InterestTM and
Bubbles are mixed, the user dies.
Gelly
Bubbles directly affects the users ability to
concentrate. It produces the effect of an
Gelly is a direct pirate copy of FlipTM, with
extremely narrow train of thought. Whatever
some extras thrown in for good measure.
the user is thinking of when they take
Like FlipTM it is designed to be an
Bubbles becomes an obsessive thought
antidepressant, but it goes one step further,
driving out all others.
making the user actively interested in
The user on Bubbles will put his deductive
cheering everyone else up. It makes you feel
powers into overdrive, concentrating to the
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 * Special: If the user of Bozerker does not
provoked into violent action, unless their life enter into frantic activity, preferably combat,
is threatened, when they will 'flip out'. for a number of turns equal to their Physique
Gelly cannot be used in conjunction with any immediately after taking Bozerker, they
other drug, if mixed, the user will suffer suffer the Addiction penalty straight away.
stomach cramps and vomiting for 24 hours. Being addicted they will need to take at least
Gelly is available in small green capsules or one fix per day, or suffer the Detox. Effects.
as a liquid for injection.
Gelly
Push
Game Effects: +2 to Cool for 2 hours
Push is a clean out drug much like FlushTM. Addiction: -1 Phys, -1 Char per 20 doses.
The main difference being in the speed of the Detox. Effects: -3 Cool, -1 Dia.
affects, and their violent nature. Addiction: 2 doses per day.
Push can be fatal to certain users, mainly Cost: 150u
those whose body has been 'saturated' with a
drug, or those mixing drugs. * Special: The user of Gelly must try to
The user of Push has his natural immune 'cheer up' those in his immediate vicinity. If
system boosted to aid in the 'burn off' of he does not, or he fails to manage this, he
unwanted substances within the bodies will immediately suffer from the effects of a
chemistry. Unfortunately, one of the side Rank 7 Paranoia Psychoses. The Psychoses
affects is severe vomiting and diarrhea, may (or may not) have lingering effects, at
which can last for 2 days. the Gamesmasters discretion (is there really
Push is available as an injected fluid. It is any doubt?).
produced and distributed by Pod
Pharmaceuticals, a small soft company Push
operating from Downtown.
Game Effects: Prevents Detox. Effects from
STREET DRUGS any other drug, -1 to Phys, -2 to Str for 2
days after taking.
Bubbles Addiction: -1 Str per 30 doses.
Detox. Effects: -1 Str Permanent.
Game Effects: Focuses users mind, Addiction: 1 per day.
accelerates concentration and shuts out Cost: 200u
'distractions'. +2 to Concentration for 1 hour. *Special: Push acts within 2-12 hours, after
Addiction: -2 Phys / 10 doses this period any other drugs will have been
Detox. Effects: -2 Concentration (instant flushed from the body. Using Push to flush
effect after coming down, lasts for 2 hours). out a body that has been 'saturated' with any
Addiction: 2 doses per day. drug is a dangerous business. The user must
Cost: 700u make a Physique roll (D20 vs Physique,
lower or equal to for success), if they succeed
Bozerker the drug works, if they fail, they die.

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. FROTHER CLANS
Detox. Effects: -2 to Str, -1 to Dex,
permanent.
Once the cream of the street junkies of
Addiction: 1 per day.
Downtown have been busted by the Monarch
Cost: 400u
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

Police, they are given the stark choice; life cloth over it, or by tying strips of the tartan to
imprisonment, the death penalty or a contract the armour in as many places as possible.
with SLA Industries. The clan Mcleod are tried and proven
Once they become Operatives, these new warriors. They show scorn and contempt for
recruits embark upon their lives as Frothers. stealth, wanting only to strike fear into the
As Frothers they completely change their hearts of their enemies.
identity, associating themselves with the 'old The battle cry of the clan Mcleod is; "Mcleod
world' clans. to blood and honour".
We have gathered details of four of the most
prominent clans, some actively recruit young THE CONNAUCHT CLAN
Frothers, others are joined through birth.
Listed here are three Frother clans and one The Connaucht clan is the youngest of the
'Old Frother' clan / family. Frother clans. They are the most violent of
the 'new' Frother clans, believing that there is
THE CLAN MCLEOD only one way to live life; hard and fast. Most
members of the Connaucht clan are over the
The clan Mcleod can trace it's roots back to edge on UV, never really coming down from
the end of the Conflict Wars, it is one of the the effects of the combat drug.
oldest, most respected and feared clan The Connaucht clan are the most prolific
organisations in the world of Progress. drug users. They will try anything and
Clan members are recruited from the young everything that will enhance their combat
Frothers while they are training in Meny. capability. Many members of the clan are
Once approached by the clan Mcleod, you also addicted to one or more 'soft' drugs, such
are not approached again, if you do not join as FlipTM or SloshTM.
at the first invitation you are an outsider Connaucht clan members are the least
forever. disciplined of all the clans, they are highly
The clan Mcleod is a tribal based clan, with individual, using the clan to gain better drugs
the emphasis on respect and honour being and to support them in legal battles with the
shown to your elders. The clan will offer authorities.
many benefits to the new Frother, including Rank within the clan is governed strictly by
training, counseling, legal representation and combat experience. The better your
of course a supply of drugs. reputation, the higher your standing.
There is a strict 'code' enforced by the clan The Connaucht clan has no 'colours', it has no
Mcleod. The code is honour based and recognised tartan or any form of 'uniform'.
stresses the need for the Frother to show Members of the clan are expected to dress in
loyalty to the clan above all else (apart from the most outrageous manner possible, using
SLA Industries of course). as many clashing colours as possible. The
The clan Mcleod follow the tradition of being Connaucht clan supplies LumoTM to it's
clean shaven, some members place scars on members at a 50% discounted rate.
their cheeks. All of the clan members wear
their hair long, either in 'dreads', plats or Members of the clan are notorious for their
spiked. Weaving beads and cloth strips into neglect of personal hygiene.
the hair is a common practice. The clan
colours are red, green, blue and purple. All The Connaucht clan shows no respect to any
members of the clan are forbidden to wear of the other clans, for this reason it is often in
yellow. The tartan is worn in the kilt and in conflict with one or more of the other clans
as many other items of clothing as the on Mort.
Frother wishes. If a clan Mcleod Frother
wears armour, they are expected to 'dignify' it The battle cry of the Connaucht clan is;
with the clans tartan, either through wearing "Aaaaaaarrrrrrrrggggghhhhh!!!!"
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

THE McCULLOCH CLAN descent back to 615 SD. All Frothers in the
clan are family members, at the moment the
The McCulloch clan is not really a clan at all, clan numbers some 135 members.
it is more like a business organisation. The
McCulloch clan is also known as the 'Frother Tradition is the key to the clan McKillip,
Firm'. they have their own tartan and all clan
Members of the clan are those Frothers that members must wear kilts at all times.
are only Frothers in the 'loosest' sense, they All members show respect to their elders and
have nothing to do with kilts, tartans, and do to their brethren, if a clan member needs help
not really like the label of 'clan' either. your are honour bound to aid them. In the
The McCulloch clan was forced into whole history of the clan there has only ever
existence by the other Frother clans, in an been one 'expulsion' for lack of honour.
attempt to keep the peace between the The McKillip clan has often been likened to a
Frothers. Shaktar family unit, so strong are the bonds
Members of the McCulloch clan are simply of family and loyalty.
Operative drug pushers and users. Due to the long line of the clan, they are
All members of the clan are addicted to at masters of control over the drugs they are
least two drugs, they turn to the clan to feed born addicted to.
their habit and to finance their lifestyle. The children are quickly educated in the
Members of the clan are often ways of the drugs, being shown the many
indistinguishable from other Operatives, they uses and applications of all pharmaceutical
only reveal themselves in their use of products available in the world of Progress.
narcotics. The McKillip clan pioneered the technique of
The McCulloch clan has often been likened Shatter Use.
to a criminal style operation, with members Occasionally a 'new' Frother will be brought
constantly 'bending' the law. It is rumoured to the attention of the clan elders, either
that the clan has it's fingers in many pies, through their deeds in battle or their
including prostitution and the notorious 'Skin particular skill in drug use. Such Frothers are
Trade'. invited to be 'friends' of the McKillip clan.
Members of the clan are encouraged to keep This bond is as strong as normal citizens
the secrecy of the clan, to never reveal family ties, it guarantees aid from the clan,
another clan member and to always hold the and they in return, expect to be answered
clan above all others (some say members are when they call.
sworn to place the clan above SLA Industries
itself). As the McKillip clan is a family, they are the
McCulloch clan members wear 'normal' only Frother clan to help the older members
operative clothing, they are usually well of the clan. Most other clans expect their
groomed, even meticulous in their members to die off before they reach 30, the
appearance. There is no preference within the McKillip clan recognises that there is a need
clan for any sort of weapon, though a for older, wiser members of the clan.
members drug addiction may limit their Once a Frother of the McKillip clan reaches
choice of weapon. 30, they are 'retired' to the Council. On the
The clan has no battle cry or motto, members Council they use their knowledge to help
are taught to be discreet at all times. younger members grow.
The McCulloch clan is universally despised
by all other Frother clans. Council members are also frequently
consulted on matters of tradition and history,
THE CLAN McKILLIP some work as 'advisors' for Third Eye. The
training school at Meny recruits instructors
The clan McKillip is a ninth generation 'Old from the ranks of the elders of the McKillip
Frother' clan. It can trace it's direct line of clan.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

All clan members specialise in the use of answer to the harsh world of the now defiled
close combat weapons, favouring either the Underground.
Chainaxe or the Power Claymore. All clan Spike Bats are huge, bat like creatures with
members are also taught the benefits of the tail of a lizard and two extra spider like
unarmed combat, often specialising in limbs sticking out from just under their
Martial Arts. Gymnastics, Wrestling and wings. The demented ravings of many
Acrobatics are also actively taught. Operatives are testimony to the affect of the
The McKillip clan has a large number of Spike Bat's 'bite'.
rituals and initiation rites that mark each
stage of the Frothers development. Certain Stats. Min. Max. Norm.
items of dress and colours are forbidden to
the younger members of the clan, the Black STR 3 5 4
Glove being the most notable. Black Glove is DEX 6 11 8
a term used to describe the clans own version DIA 3 6 4
of the ITB Mutilator. It is worn as a sign of CONC 1 3 2
rank, being exclusive to Frothers of SCL 6 or COOL 7 10 8
higher, the glove has the following stats; HITS 6 10
Weight 5kg 20kg 12kg
'M c K i l l i p ' M u t i l a t o r Height 30cm 60cm 45cm
Wingspan 40cm 80cm 60cm
DMG PEN AD COST Weight
6 2 2 150c 1kg SKILLS RANK

The Frothers of the McKillip clan are Detect 9


expected to dress outrageously, to be proud Unarmed (Bite) 5
of their heritage and tradition, and to seek Unarmed (Tail) 7
every opportunity to advance their honour Tracking 8
and the honour of the clan. Dodge 12
The clan McKillip battle cry is; "Death and
Honour!"
Frothers of the clan McKillip are shown the Weapons PEN DMG AD
greatest respect by Frothers of all other clans
(except the Connaucht clan, who respect no Teeth 0 1 0
one). 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.
NEVER MIND THE Those with high self esteem feel invulnerable
PIG and think they are blessed with 'powers' such
as flight or water breathing, those of a more
SPIKE BATS insecure nature feel paranoid and begin to
doubt all of their abilities. The poison of the
From deep within the sewers of Downtown, Spike Bat contains one of the main
from the darkest chemical filled pit, from out ingredients found in the drug AliceTM. Game
of the blackness of hundreds of years of effects; Victim suffers -1 Phys, -4 Dia, -2
genetic dumping, come the Spike Bats. Conc for (20 minus Concentration) in turns.
Hideous mutations, maybe spawned from the During this time they will hallucinate as
labs of some secret SLA Industries described above.
department, perhaps they are evolution's
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

CANNIBAL SECTOR Once a Gator has bitten it's target it will


GATORS choose to do one of two things; bite it again
or lock it's jaws and thrash around. Biting
The Cannibal Sector Gators are universally again counts as a new attack and is rolled for
known as "T.E.A.'s" (teeth, eyes and as usual. Locking up and thrashing is a
assholes). They sneak through holes in the continuation of the first attack. The victim
Perimeter to terrorise Suburbia. They will eat may (in his phase, in lieu of an attack)
almost anything they find, including children, attempt to break free. The victim may use
other animals, garbage, corpses, etc.. any skill they feel (and can convince the
The Cannibal Sector Gators have enormous Gamesmaster) is appropriate such as
teeth, similar to those of a Stormer, they do Wrestling, Unarmed, Martial Art, etc. or they
not look natural, they can tear through most may use brute strength. An opposed Strength
armour types. The Gators also have roll is made, where the Gator and his victim
luminescent eyes, they glow like lights in the count their Strength as a skill. Rolls are made
dark, an eerie green tinged with purple. in the normal way.
Rumour has it that the Gators are genetically A thrashing Gator does an automatic 4 points
engineered, originally to clear up the of damage to a random location (ignore
Cannibal Sectors, giving the Carriens armour for PEN and AD).
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 FINDING A JOB:
their breath, the feces always contains half
digested remains of meals. BPN’S
Stats. Min. Max. Norm. So, you're an Operative, working for the only
company that really counts; SLA Industries.
STR 8 15 10 SLA Industries take care of their own. You
DEX 4 8 6 do a good job for them, they will keep you
DIA 1 3 2 safe and well. You can be happy in the
CONC 1 3 2 knowledge that you are part of the greatest
COOL 10 18 14 corporation that has ever, and will ever, exist.
HITS 14 30
Weight 300kg 1000kg 600kg Being part of SLA Industries means working
Height 30cm 60cm 45cm for them. And work comes in the form of
Length 1.5M 4M 2.5M Blueprint News Files (BPN's).

SKILLS RANK We have listed two BPN's that might interest


your Operatives. How they acquire them is,
Detect 6 of course, left to your discretion.
Unarmed (Bite) 9
Unarmed (Tail) 3 SCL : 10
Swim 8 Contact Department Of : Retrieval
Dodge 4 Training Package Recommended : Any
Colour Code : Yellow
Weapons PEN DMG AD Summary : SLA Industries vehicle to be
reclaimed. Contact Retrieval Department for
Teeth 3 4 2 full details of vehicle and operation brief.
Tail 0 4 1 Bonus for successful retrieval dependant
upon quick resolution.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

Coverage : Station Analysis SCL : 10


Consolidated Bonus Scheme : 150 c Contact Department Of :
Payment : Per Operative Third Eye News
Training Package Recommended :
This Yellow BPN is an interesting one in that Investigation / Death / Kick Murder
the Operatives have to retrieve a company Colour Code : Red
vehicle from an ex-employee. The employee, Summary : Rogue Operative turned Serial.
one Solomon Windrush, is an Ebon, SCL 8. Operatives to attend immediately. Heavy
Windrush recently went missing in the media coverage
Downtown district, his vehicle, a BLA Coverage : Third Eye News
'Pandora' Multi-Task Trike (Unarmoured), Consolidated Bonus Scheme : 400 c
has been sending it's tracking signal for two Payment : Per Operative
days now.
The disappearance of Windrush is being This Red BPN represents one of SLA
handled under a Jade BPN. All the Industries worst nightmares; an Operative
Operatives of the Yellow BPN are required gone bad.
to do is find the Trike and bring it back.
There is a two day time limit on the BPN, This particular Operative is Sharon Twistle
after which the Operatives will be liable to an (known as Twister), she is a Frother trained
SCL decrease if they have not completed the in the Kick Murder package. She was
BPN. formerly with the Bomber Squad, working
exclusively for the Department of
Windrush is dead. He was ambushed in Extermination.
Downtown by DarkNight Conscripts. They
have taken his body and personal equipment Sharon was a good Operative, reaching SCL
but left the trike (they were in a bit of a 8 in only two years. A darling of the media,
hurry). she has twice featured in a Gore Zone slot
A Shiver unit was sent to retrieve the trike called Cannibal Chaos.
but could find no sign of it at the location
indicated by the trikes tracer. Sharon's specialty was the Cannibal sectors,
particularly Cannibal sector four.
The trike has in fact been recovered by a
group of Carrien , they have stripped it and Sharon has totally emersed herself in the
scattered the bits over a large area of sewers. 'Twister' persona of her alter-ego.
The tracer is lodged in one of the tunnel
walls. The sewer is two hundred feet down Sharon / Twister is now prowling the
from where the trike sent it's last signal. Suburbs, where she believes all the evils of
the Cannibal sectors come from. She is
The Operatives should either recover the convinced that the Carrien and beasts of the
tracer unit (which also acts as a 'black box'), sectors start their lives as 'normal' citizens in
or they should bring back at least 70% of the the suburbs. She is cleansing them at an
trike in bits. alarming rate, the body count is eight and
rising.
Another twist may be that the trike has been
stolen and stripped by a Manchinette on the This is just the sort of story Third Eye love.
hunt for new spare parts. Maybe the tracer is
lodged in a part of the Manchinettes body. Third Eye want Sharon confronted hand to
hand, preferably by another Frother. They are
The trike may of course be just sitting there prepared to pay a bonus of 300 c to the right
waiting for pickup. (bait) Operative.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

Sharon will not be too hard to find, even if shoot up with Bozerker, she may be cleaned
the Operatives have a Third Eye crew in tow. out. Third Eye will discourage this.
She is beyond reason and will fight to the Sharon has the following skills and
bitter end. equipment:
Sharon is not adverse to using her FEN 603,
though she much prefers her Power SKILL RANK STAT
Claymore and Mutilator Fist.
Detect 7 Conc
Sharon is addicted to Blaze UVTM, she has SLA Information 4 Know
also recently discovered the delights of Rival Company 4 Know
Bozerker. As a final fling Sharon will shoot Streetwise 6 Know
up with Bozerker as well as Blaze UVTM. In Unarmed Combat 8 Str
this state she is almost unstoppable, but will Blade, 2-H 10 Str
die from the effects of the drugs in 24 hours. Hide 6 Dex
Sneak 7 Dex
Sharon Twistle Martial Arts 6 Dex
Climb 6 Phys
Classification: Frother Acrobatics 5 Phys
Package: Kick Murder Blade, 1-H 7 Str
Squad: Bomber Pistol 5 Dex
Department: Extermination Rifle 4 Dex
Strength 12 Drive Motorcycle 5 Dex
Dexterity 9 Seduction 7 Char
Diagnose 7 Persuasion 5 Char
Concentration 7 Evaluate Oppo. 8 Know
Charisma 9 Sign Language 7 Know
Physique (10) 8
Knowledge 7 Advantages / Disadvantages
Cool 10
Walk 1 Ambidextrous, Compulsion
Run 2 (Nymphomaniac) 5, Psychopathy 5,
Sprint 4 Delusions 9.
Movement 42
Half Movement 84 Weapons And Armour
No Movement 168
FEN 603 10mm Auto Pistol
Sharon is 21 years old, she is 6' tall and Power Claymore
weighs roughly 150 lbs. She has dark brown MAC Knife
eyes, black hair and a tanned complexion. In ITB Mutilator Fist
normal circumstances she would be Striker Motorcycle Protection
considered quite beautiful. Flak Jacket

Sharon is a Frother of the Connaucht Clan, Armour PV ID


though she has let her appearance deteriorate Striker 2 8
to the level of a 'normal' Operative, the only Flak Jacket 4 10
clue to her clan membership are her DNA
tattoo (on both forearms) and her luminous Drugs / Usage / Doses
Striker suit.
There is a very, very slim chance that Sharon Personal Interest. Addicted. 4.
may be saved by a massive injection of Push. Blaze UVTM. Addicted. 3.
If Push is pumped in to her before she can Bozerker. Casual. 2.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

Industries Operatives working in the


EQUIPMENT Cannibal Sectors.
Name: Karma Bio Breathing Aid
Size: 12cm x 7cm x 3cm (tubes extend up to
Karma Bio Breathing
90cm)
Aid
Max. Weight: 0.3kg
Skill: None. Moderate activity recommended
Karma have recently released a biogenetic
for duration of use. Strenuous activity means
breathing aid, believed to be a spin off from
Phys roll vs asphyxiation required.
their AnimattireTM fashion range.
Cost: 300 c.
Game Use: +2 to Phys roll vs Poison, allows
The breathing aid consists of a "lung tissue"
user to 'breath' under water.
roughly 12cm x 7cm which is encased in it's
Black Market: 6000 u
own AnimattireTM carry pouch. Two tubes
User Life: 5000hrs
connect to the nasal passage allowing the
user to breath as normal, even when
T e k T r e x "R u n n i n g"
completely submerged.
Grenades
The breathing aid works by recycling oxygen
After the Tek Trex Corporation had fully
from whatever passes through the lung tissue.
exploited the possibilities of their drone
It has differing efficiencies from different
range, a few of the technicians turned their
source materials, essentially the purer the
attention to other areas. Their 'running'
source material the more efficient it is.
grenades are a product from the walking
So, water from the sewers of Downtown for
boots division of the corporation.
example, would only allow the lung to
The grenades are roughly 9cm in diameter,
recycle at, say, 60% efficiency. This
they have metallic shells that are pierced by
obviously places limits on the user, the less
eight holes. From each of these holes sticks a
efficient the lung, the less energy they have
'leg', the leg ends in a five pronged claw like
to expend. Activities such as wading,
foot.
swimming or light work present no problems
When the grenade is activated it has a five to
up to 50% efficiency.
twenty five second fuse, activation is
Stormers and Shaktar have found that they
achieved through twisting the grenade along
need two breathing aids.
it's central shell casing.
Nuke Tendon are experimenting with
Once activated the eight legs spin at an
implanting the lung tissue within an
incredible rate, flailing around like copter
Operatives body, their main stumbling block
blades.
is tissue rejection.
The multi-clawed feet allow the grenade to
Their work is further hampered by the fact
'climb' walls, the grenades will even make
that Phantom Pregnancy, the first people to
some progress through water.
discover the DNA code for the lung tissue,
All Tek Trex products are illegal, as the
have not been totally forthcoming with
corporation has been labelled as a soft
information as to how (or where) they
company, possession of any of their
discovered the lung in the first place.
equipment brings a fine.
The 'running' grenades are available in
The breathing aid has also proved successful
Concussion, Fragmentation and Smoke
at recycling 'dirty air', being able to cope with
versions.
an amazingly high toxin rate.
Running Grenades move at the following
rates (ps = per second);
It is hoped that the Karma Bio Breathing Aid
Horizontal (clear): 2m ps.
will become standard issue to all SLA
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. from one end of the frequency to the other,
Through liquid: 0.3m ps. pitch and length of the 'scream' is randomly
So a running grenade set with a five second set to cause maximum confusion.
fuse, let loose over rough, obstructive terrain, In sensor mode the Screamer reacts to
will travel 5 meters before it explodes. movement within either a 10m, 30m or 50m
radius, the range is set when setting function.
Running grenades may also be turned into Any one listening to the Screamer will be
'contact' explosives, or mines. effectively deafened, possibly stunned. The
Once the fuse is set and the legs spring out, victim must make a Phys roll to avoid being
the user must twist the central casing back stunned, if they fail, they suffer a -3 modifier
round to it's starting position, this locks the to all activities while in the presence of the
legs so they do not move. The fuse then acts Screamer.
as a timer, after which the legs become Anyone with audio sensory equipment that is
detectors, detonating the grenade when blasted by the Screamer, will take 2 points of
anything puts any pressure on them. concusisve damage to the head. They will
During the initial fuse setting, the grenade is recover this if they spend two turns in a silent
very robust and may even be thrown with environment.
some force to trick in a wall before the The Screamer, once activated, may not be
sensors in the legs kick in to make it a mine. turned off. It will run for the full 24 hours
Running Grenades may only be bought on duration of it's power cell, the only way to
the black market. Roughly one in five is a shut it off is to destroy it.
dud, with no explosive capacity at all. Screamers are becoming increasingly popular
with Operatives who need to enter the
Grenade Blast PEN Cost Weight Cannibal Sectors, or any other place they are
Type Rating likely to encounter 'beasts'.
Concus. 0 -5 350u 0.8kg The Screamer is identical to the Thumper
Frag 12 5 400u 0.8kg beacon in all respects, except;
Smoke n/a n/a 120u 0.8kg Screamer is 85cm long and is 30mm in
diameter. The Screamer weighs 2kg. The
Smoke grenades produce a cloud of dense Screamer costs 10c.
black smoke which covers an area of 12m.
The smoke will disperse from an enclosed Nightfire Hover Bike
space in 15 minutes, and from an open space
in about 8. The Nightfire Hover Bike is produced
exclusively by Darkwing, a wholly owned
SLA Screamer Beacon subsidiary of SLA Industries.

The SLA Screamer Beacon is manufactured The Nightfire is essentially a 'street' version
by Stik, a fully licensed subsidiary of SLA of the SCAF multi-prop turbine hover bike.
Industries. The Nightfire has had the ball mounted FEN
The Screamer Beacon is an advance of the Power Reaper removed, as well as the firm
Thumper Beacon, it has the same basic point it was mounted on. The Nightfire can
functioning abilities as the Thumper, but it take no on board armament.
may also be 'charged' to perform the roll of
Screamer. In addition the Nightfire has no vertical take
A simple switch on the side of the beacon off and landing ability.
moves it from Thumper to Screamer. The VTOL ability has been sacrificed in
Once in Screamer mode, the beacon has a order to allow the Nightfire to carry a
choice of two settings; automatic or sensor. Motorcycle reactor similar to that of the
When in automatic, the beacon will emit a Calaharvey Urbaniser, this gives much
constant stream of audio signals, ranging improved ground performance.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

Nightfire SOFT COMPANIES


Type: Helicopter / Motorcycle
POD PHARMACEUTICALS
Max. Speed: 400kmh; 64m / phase 280kmh;
44.8m / phase
Company slogan: "Chemicals are your
Movement: Multi-prop turbine. Wheeled.
friend. Let Pod make you happy."
Dimensions: 2.2m length, 1.5m width,
1.5m height
Pod are a relatively large company, having
Weight: 1 tone
around 80 members. They operate from a
Crew: 1
warehouse in Downtown, under cover of
Passengers: 1
Panyos Pizza Pie Emporium.
Skill: Pilot, Military, Drive, Motorcycle
Pod Pharmaceuticals are an independent
Armament: None
company that owe allegiance to no one. They
Cost: 75,000c
have resisted all efforts of DarkNight to
P.V.: 15, I.D. 200
supply them with exclusive 'experimental'
Acceleration Rate: 6 / 3
drugs. DarkNight hate Pod almost as much as
Turning Circle: 1 on ground, 50 in flight.
SLA Industries.
The strength of the company lies in it's
The Nightfire has no capacity to hover. It
amazingly talented chemists and workers.
requires a clear run of 50m to take off or
They have managed to copy nearly all of the
land.
most popular SLA Industries drugs, even
managing to refine and improve (?) one or
The main feature of the Nightfire is it's
two.
ability to 'fly' almost at ground level.
The big problem with all Pod products is
It may be flown one or two meters above
their tendency to kill people.
ground level and essentially 'driven' like a
Impurities and ultra cheap ingredients mean
motorcycle.
that many people suffer poisoning from Pod's
drugs. Even when the drug has the desired
The Nightfire has an imposed ceiling of
effect, there is no guaranteeing that the next
300m, this is a built in factor which cannot be
fix from the same batch is safe.
overridden without messing up the
Pod will sell their wares to any and all that
electronics of the Nightfire.
can afford them, including street gangs and
even Carriens.
While piloting the Nightfire the driver must
Pod regularly employ Props to hit SLA
use the on board computers, either through
Operatives to steal drugs, sometimes they
the screen display or through the helmet link.
supply the Props with 'experimental' drugs to
Failure to use these means the pilot must
'help' them.
make a Concentration roll every turn spent in
The two most noted Props currently under
the air.
employ to Pod are Nitro and Pop-Tooth, both
are Bozerk addicts.
Ground travel may be conducted using the
Although Pod manufacture a couple of
Motorcycle drive skill as 'normal'.
combat drugs, notably Vio-Let and the Kil-
Pil, they specialise in recreational, or 'soft'
The Nightfire is becoming a firm favourite
drugs.
for gang theft.
Pod strongly deny any connection to the
combat drug Bozerker.
Buttons, the Contract Killer, rides a
It is rumoured that Karma has a secret vested
Nightfire, the exposure on Third Eye is
interest in Pod, either through developing the
pushing sales: there is a two week waiting list
talent of it's chemists or using them as a
for the Nightfire.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

testing ground for some of their more often respond to the call of a fire, especially
'specialised' products. one started with a bomb. Black Order
At the moment, Pod's biggest seller is Push, ambush anyone who responds to the fire call,
the system flush drug. aiming to steal as much equipment as
possible before they are either outnumbered
Game System Stuff or outgunned (by SCAF Shivers for
example).
Pod are currently under investigation from As the fire bombings are mainly to allow
the Department of Pharmacology, which may ambush and theft, they are frequent and
issue a Yellow BPN to gather information on indiscriminate. Rarely do Black Order plant
the soft company. bombs in Uptown or Central, preferring to
Pod prices are roughly 10% cheaper than wage their campaigns in the Suburbs, or even
other soft companies. They can also supply on occasion in Downtown.
SLA Industries drugs, such as BassTM or The 'beacon approach' is the name given to
FlipTM at 10% below the current black market the other main Black Order tactic. One of the
price. Order places himself in a position dominating
Pod may be closely linked to the McCulloch the surrounding terrain, then proceeds to kill
Frother 'clan', which would explain their people using a sniper rifle. The targets are
longevity and their access to Karma products. not important, the object of the exercise is to
If this link is proven the Department of attract the maximum attention from SLA
Internal Affairs may decide to initiate an Industries in the shortest time. Third Eye are
inquiry, placing Grey BPN's in the process. also quick to respond to a beacon in progress.
Pod have access (in extreme emergencies) to When the forces of SLA Industries respond
both DarkNight and Thresher contacts. to the call, they are attacked by the main
DarkNight will only help Pod if they think Black Order force, which lies in wait along
they are 'buying in' to the company, either the response route.
through product supply or loyalty. The beauty of this approach is it draws the
public's attention away from the main aim of
BLACK ORDER Black Order. They are thought of as insane
killers, rather than calculating terrorists.
Company Slogan: "SLA Industries destroyed SLA Industries always respond to 'beacons'
the truth. Progress is a lie." with Red BPN's.

Black Order are a soft company in the same DETH JAM


vein as 'Fire', and 'Bloodlore'. They believe
they are fighting for the survival of Company slogans: "Tune in to Deth."
civilisation as they know it, their tactics are "The beat on the street is Deth."
terrorism and their enemy is SLA Industries.
All members of Black order have at least one Deth Jam are an entertainment soft company,
psychoses, some have many, most share the that have various interests in many SLA
driving company vision of the apocalyptic Industries activities.
destruction of Mr. Slayer. The bulk of product produced by Deth Jam is
Black Order see everyone as a potential visual or audio discs, mainly music, but some
enemy, if you are not with them, you are 'features' such as interviews with serial killers
against them, if you are against them, you and stolen 'cutting room floor' footage from
must be destroyed. Third Eye.
Their favourite tactics are incendiary bombs Deth Jam have been making stars of both
and what has become known as the 'beacon Operatives and Gangers for some time now.
approach'. They have a solid foothold in the music
Fire bombs attract the attention of not just the market, mainly through their outlawed
Fire Service. Shivers and Operatives will broadcast station; Wire.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 2 - © 2001 Max Bantleman

Wire broadcasts artists on the Deth Jam label, Recently Deth Jam have become involved in
as well as main stream 'company' artists. sponsorship. They have also started 'working'
Most of what Deth Jam refer to as 'their own for other people, mainly other soft
unique sound' has been labelled as "Deth companies, producing theme tunes and
Rack Muzak". All sounds are sampled from advertising tracks.
combat, mostly hand to hand, with some It will cost you 300 u to have Deth Jam
firefight sounds, these are placed over produce a 'track' for you.
insanely heavy bass beats. The 'vocal' can Last month Deth Jam's turnover was
consist of anything from spoken words to estimated at 340,000 u by the Department of
screaming Frother speak. Corporate Sector.
Once an Operative or a serial has been Possession of any Deth Jam material is
brought to the public's attention, you can be punishable by a fine, 'working' for them (i.e.
sure Deth jam will be offering them a 'deal' in letting them sample sounds from your
the near future. combat, either knowingly or unknowingly)
Their last major success was a release called brings an immediate SCL decrease.
"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
MEET N GREET
dying words spoken by two Operatives
ambushed in Downtown. This interview was conducted by Frank
Needless to say Ded Witness drew the wrong Weiss, for Inter-Com, a licensed station from
sort of attention from SLA Industries, who Third Eye. All material is © 901 Eye 4 Inter-
want to shut down Deth Jam real bad. Com.
Deth Jam have managed to draw a lot of
support from the 'ordinary' citizen of Mort, At the end of last year one name was on
this makes them a sensitive target for SLA everyone's lips, the Contract Killer Lucy
Industries, who are waging a war of Craznek, otherwise known as Juce.
'information' to win back the support of the After the new years first Gore Zone, she was
masses before they move in to destroy Deth firmly established as the number one killer
Jam. on the block.
Frank Weiss met up with her after the
Game System Stuff Butthead / Clawtooth confrontation.

Deth Jam has seventy members in it's FW : "Thank you for giving us this interview.
employ, many of these are Props and How does it feel to be the number one draw
Gangers, there are only actually a handful of for Gore Zone?"
'creative' types in the firm. J : "Now we both know that wont last, don't
The distribution network for Deth Jam we? But, yeah, at the moment it feels good.
products is widespread, from Mort Central to Real good."
Downtown, if you know the right person you FW : Many people were surprised when you
can get hold of the latest release. left the Red Mist Squad to go solo, was this
Typically, Deth Jam have little or nothing to an easy decision?"
do with SLA Industries or Operatives. This J : "My time with Red Mist was a blast. But I
does not stop them killing anyone who gets think I had gone as far as I could go you
in their way at a 'recording session', whether know, SCL 6, the only way was down."
this is in the gang sectors of Downtown, or FW : "The Cloak Division investigation had
the Malls of the Suburbs. 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 Dexterity (10) 12


have recently signed with Charlie-Shak." Diagnose 8
J : "Well, you know. I use their stuff. It's Concentration 8
pretty hot. So my agent says 'might as well Charisma 8
make some money from it', what can I say. Physique (10) 12
FW : "This wont affect your relationship with Knowledge 8
Green Zoo or Parlawrap?: Cool 10
J: "Nah. Stuff 'em. I do the work, I'm worth Walk 1
more than they pay me. They don't like it, Run 2
they can get some other gal to push their Sprint (3) 4.8
shit." Movement (33)37
FW : "Is it true that you recently declined a Half Movement (66)74
match up with Rocky?" No Movement (99)111
J : "Uh-huh. Rocky and me go back a long
way. I got a lot of respect for him. There aint Juce has Shock Tendons, Sinewshock, Brace
enough money on Mort would get me to go Tendons and Sinewbrace implants from
toe to toe with that monster." Nuke Tendons, all to level 2.
FW : "Affection? Surely not?" Juce wears PP 70 Powercell armour, which is
J : "(laughs) So sue me." almost hidden under leather sections bearing
FW : "Have you had any come back from the names of her sponsors.
SLA, I hear Red Mist were disbanded after In lieu of the PP 70's helmet, Juce has a FEN
you left.: 270671 Scout Helmet. The Scout Helmet has
J : "You will have to talk to my lawyer about a P.V. of 12 and an I.D. of 20.
that." Strapped to her waist band is a Karma
FW : "So, what's in the future? When are we Breathing Aid, which is used as a back-up for
going to see you on our screens again." the Scout Helmet.
J : "Well first off, I gotta sort out some All of the Juce's equipment is held in place
business with C4 Carnage. They should'na by MagHold.
hid that cam in my blade. Some one is going Juce wears an ECM suit beneath her PP 70
to pay for that. armour.
FW : "I can imagine." She constantly rides a Charlie-Shak
J : "Yeah, well, next up should be the Powerboard.
Downtown 'Death 'til Dawn' Gorezone slot,
three days time I think" SKILL RANK STAT
FW : "I wont keep you, I know you are a Literacy 3 Know
busy girl." Detect 9 Conc
J : "Just a working girl, trying to earn an SLA Info 5 Know
honest buc, you know?" Rival Company 4 Know
FW : "Thank you for your time.: Streetwise 7 Know
J : "Thank you." Unarmed Combat 8 Str
FW : "This interview was brought to you Blade, 1-H 13 Str
courtesy of Green Zoo, Parlawrap, Charlie- Blade, 2-H 9 Str
Shak and Skuldugry. All material under Chainaxe 6 Str
license to Third Eye News." Flexible Weapon 5 Str
Hide 7 Dex
L u c y C r a z n e k ‘A K A’ J u c e Sneaking 9 Dex
Martial Arts 6 Dex
Classification Human Climb 5 Phys
Package Kick Murder Acrobatics 8 Phys
Squad Contract Killer Pistol 7 Dex
Strength (9) 11 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

Advantages / Disadvantages

Ambidextrous, Good Vision 5, Good Hearing


5, Sterile, Allergy; paper 10, Drug Addict;
caffeine 10.

Weapons And Armour

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.

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