TEXT: tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  tHE   bIG   pICTURE
  (sWOrDfiSh)
  C O N T E N T S
  Introduction - Blah, blah, blah.... yada,
  yada yada.
  Sleeper Awake – Scenario, er, yeah, a
  scenario!
  Eclipse – Prison Planetoid
  Never mind the pig – Sewer Worms and
  Telich
  Faceless masses? - Bringing NPC's to life
  Finding a job – A Blue and a Silver
  Equipment – Tek Trex bots, Restraint
  Collars and KAFKA….
  Soft companies - White Lodge and
  ShadowFire
  Not at all fuzzy.... - Running SLA
  Industries
  Operatives 
  views 
  - 
  Talkbites 
  from
  experienced Op's
  The editors and publishers do not always
  share the views, opinions and rules changes
  reflected by the writers. Even when we
  write it ourselves.  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.
  It must be stressed that The Big Picture is
  NOT an 'official' WOTC fanzine, we have
  no connection to WOTC / Nightfall and we
  steal (sorry, 'borrow') their stuff without
  permission or prior knowledge. If anyone
  wants to send stuff to Nightfall they should
  bare in mind that they might get it
  published, and they might get paid for it.
  Surely not as much fun as sending it to us
  (and not getting a penny)?
  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 truth.
  The big picture is everything.
  SLA Industries is the heart of Progress.
  Mr. Slayer knows.
  You are part of the big picture.
  What more could you want.
  2 0 0 1 – P D F   C o n v e r s i o n
  The fifth issue of tHE bIG pICTURE, was
  produced at exactly the same time that
  WoTC announced their dropping of all rpg
  product, including SLA Industries.
  A very confusing time ensued, trying to
  figure out if it was worth keeping on
  keeping on. I was not on the SLA-l then,
  and did not have much contact with anyone
  to do with SLA, it seemed a very lonely time
  indeed.
  A record for TBP was the three other
  contributors: 
  Chris 
  Cotgrove, 
  Tony
  Maguire and Adam Beckett.
  Perfect timing, as I was feeling a bit down
  about it all, thanks again to them.
  Issue five could well have been the last
  issue, killing it of before it really got
  started. But I had an attack of mega-
  arrogance and decided that TBP could be
  important in keeping SLA alive in the
  interim of it finding a new publishing home.
  And, obviously being me, I ploughed on
  regardless….
  Max Bantleman, 2001.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  I N T R O D U C T I O N
  Issue five. So much for bi-monthly
  deadlines. Never mind.
  The Big Picture seems to have settled
  down nicely, though we still need more
  material, especially artwork. Hopefully
  Nightfall will be producing some more
  stuff soon, so we don't run out of
  illustrations. (feeble attempt at humour)
  The Big Picture now costs £3.00 direct
  from us, and this includes p&p. Back issues
  cost the same (1, 2, 3, & 4).
  There are no subscription rates and we
  would appreciate payment by Postal Order,
  or cheque if the amount is over £10.00.
  Please make all cheques and PO's payable
  to Max Bantleman, and not Chocolate Frog
  Enterprises.
  Well, that's all the technical stuff out the
  way. So what's to tell?
  Although we are selling more of The Big
  Picture we are actually getting less
  feedback. Now Max says it's because you
  are all satisfied customers, but I say it is
  something much more sinister.
  If you have bought The Big Picture you
  have gone out of your way to purchase
  something you think can be of some use to
  you. It is not produced by WOTC and you
  will not find it in their product list. So
  presumably you bought it from a shop or
  on the recommendation of a friend.
  So, having gone to all this trouble, why
  haven't you taken the next logical step and
  actually written to us?
  Tell us what you want, or share what you
  have on Progress and we can make The
  Big Picture even better.
  Or have you bought it and then wished you
  hadn't? The same thing applies, tell us what
  you do not like and we can make some
  efforts to change it.
  It has just occurred to me that I only get to
  write intro.'s when we need to have a bit of
  a moan. I really am quite a cheerful person,
  honest.
  (Better be careful what I say here, she is
  obviously feeling fragile....)
  Our own SLA campaign lurches forward,
  throwing up more questions than answers,
  especially about the style of the game. The
  claustrophobic atmosphere of darkness and
  suspicion 
  does 
  produce 
  it's 
  lighter
  moments, but on the whole our games are
  becoming more and more 'serious' as the
  Operatives gain in SCL and insight.
  Founding my campaign world has forced
  me to forge my own truths about SLA
  Industries, and these are suitably layered in
  deceit and horror. The core secrets are
  known by only me, and although the
  players have their suspicions, none of them
  has so far shown any inclination to dig too
  deeply. (Can you blame us!)
  The old 'guns kill but so does the truth' line
  has worn a bit thin, the implication has
  become 'seeking the truth will get you
  killed', maybe not quite the same thing.
  What is 'the truth' behind your world of
  Progress. I would love to know.
  We feel that SLA Industries is here to stay,
  and that the environment, i.e.. the world of
  Progress, is well worth developing. The
  atmosphere of the games may be changed
  from session to session depending upon the
  BPN or the campaign. A few 'light weight'
  games of pure exploration and expansion of
  the 'trivial' help to break up the monotony
  of the oppression.
  This issue we have written an article on the
  mechanics of running games, dangerous
  ground I know.
  You will doubtless find the article
  stimulating, even if you do not agree with
  it. And wasn't the idea to encourage the
  growth of SLA Industries with The Big
  Picture?
  So, get writing. Let us know what you
  think of our efforts, send us your ideas for
  BPN's, equipment, storylines, atmosphere,
  NPC's, off-world. If you have taken the
  time and trouble to run or play SLA
  Industries, why not take it further, spread
  the disease. Share your ideas.
  If you send us stuff and we use it, we send
  you three issues of the issue it appears in,
  not a lot I know, but the best we can do.
  Special thanks to; Carnage : The Role
  Playing Society for helping us demo and
  test the stuff we use in The Big Picture,
  they know who they are, and yes, we don't
  give you enough credit.
  Contact has been made with a few of our
  friends over seas, namely the U.S. of A.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  and this got us thinking about how SLA
  Industries is perceived by gamers from
  different cultures.
  Then we actually spoke to these people and
  discovered that the old cliché that people
  are basically the same, is true.
  A mention must be made of Max's most
  recent obsession; Wraith Raiders.
  He has produced a supplement, basically a
  sourcebook, detailing Wraith Raider culture
  and Homeworlds, as well as developing a
  new sub-species, skills and equipment (I'm
  not sure exactly what a Whyte Raider is,
  but the last one we met kicked our butts big
  time).
  The sourcebook is called Fire and Ice, and
  costs a fiver (£5.00). It may be worth
  mentioning that it violates none of the
  'official' Wraith Raider background or
  development.
  (Then again, it may not....)
  If you are reading this and thinking "should
  I give them a bucket load of money and
  better production facilities so they can do it
  properly?", let me assure you your money
  and trust would not be wasted.
  Honest.
  What about the Internet? How's it going on
  that old subversive superhighway? Anyone
  care to let us know what's being used, and
  where, and are we getting the volumes of
  free advertising we deserve? Tell me, not
  Max, as he still has his head in the
  fourteenth century....
  (oh yeah, there was something about the
  net, but I've forgotten exactly what, and I'm
  a bit of a technophobe anyway, so sorry,
  maybe next time. :))
  This issue of The Big Picture has been
  brought to you by the letter "3" and by the
  number "s".
  (sWOrDfiSh)
  A   C U N N I N G   PLAN
  U n b e l i e v a b l e   B u t   T r u e   o r
  T h e   E n t r o p y   A n d   T h e   I r o n y
  I wrote the introduction. Max sat down,
  read it, added his bits, then we left it. I went
  back to it, re-read it, changed it and Max
  re-read it. We put it down and forgot about
  it. Then I tinkered with it a bit before it was
  finally tucked up all snug in it's bed, story
  read and last drink had.
  Then the phone rang.
  Max 
  speaks 
  to 
  'a-nony-mouse' 
  from
  Nightfall and a little piece of our world
  falls apart.
  WOTC have decided to shelve all of their
  role playing products, including SLA
  Industries.
  Max sits down, I sit down. I feel a
  headache coming on. How could they do
  this! I begin to get very angry and need
  someone to take it out on. Max laughs, he
  seems to be able to see the funny side, to
  exactly what, I'm not quite sure, but by now
  there is no stopping him.
  Well, tomorrow is another day, and here it
  is.
  I've thought long and hard about the
  situation with WOTC and Nightfall and
  have decided to go with my first instinct,
  which was to get thoroughly confused and
  angry.
  Bastards!
  How could they do this!
  Anyway. If anyone out there knows what
  the hell is actually really going on, please
  drop us a line and let me know. I have to go
  now, time to bash Max around the head
  with something blunt. It's all his fault of
  course, if he wasn't such an idiot we would
  have access to the Internet, and we might
  have some consolation through contact
  with people who are obviously as stunned
  and annoyed as us.
  Sarah is really pissed off, but somehow, to
  me, it all makes sense.
  Along comes a game I can really get my
  head around, and some smug business
  bozos come along and screw it up. Yep, all
  sounds a bit too familiar.
  We all know how great Magic is doing. We
  all know WOTC are raking in pots of cash
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  from it, and we all know what money
  (power) does don't we? Them in this
  business have proven themselves to be no
  different from them in any business. Why
  make 50,000,000 when you can make
  50,100,000.
  Unfortunately, by the time you read this it
  will probably all be over. Nightfall will or
  will not have been bought out by the people
  who care about it, and SLA will or will not
  be a viable games system.
  I have decided to carry on producing The
  Big Picture, as well as various supplements
  (Wraith Raider ready and waiting for the
  orders to flood in).
  I hope it doesn't sound too pretentious or
  stupid to say that SLA Industries is bigger
  than all of this. Mr. Slayer will take it all in
  his stride, his is the vision of The Big
  Picture, and who am I, a lowly SCL 6
  Operative, to try and stop him.
  I know it doesn't need saying, but please try
  to support SLA in an active sense whenever
  you can. I would like to think there are
  enough people who care about Progress to
  ensure it's success.
  Don't listen to rumours, dig for the truth,
  don't live a lie. SLA Industries is Progress,
  don't be a loser, be part of Mr. Slayer's Big
  Picture.
  I'm off to get me crash helmet (and
  modem) before Sarah beats me up (again).
  T H E   S L E E P E R
  A W A K E S
  The Sleeper Awakes is a scenario designed
  for play with four to six beginning or
  moderately (SCL 10 - 8) experienced
  Operatives, it is written and laid out to
  allow ease of use by a Gamesmaster, and as
  such has all relevant information readily
  available, if you want to play the scenario,
  don't read it.
  Most sections of the scenario are detailed in
  'scenes', much like those of a play or film.
  It is up to the individual Gamesmaster to
  'stage' each scene by supplying atmosphere
  and backdrops, as well as being prepared to
  supply numerous 'extras' in the form of
  NPC's.
  As a GM do not be afraid to tinker with the
  scenario, adding or taking out whatever you
  want. You must be comfortable with it,
  fitting it into your campaign world.
  We have left out specific experience and
  credit awards, you will want to tailor these
  to met your own needs and those of your
  players.
  The stuff in italics is written to be read
  straight to the players. For reasons of space,
  and personal style, we have kept these
  sections short. You should add whatever
  you want, concentrating on atmosphere and
  laying the foundations of your own World
  of Progress.
  The list of Skill Rolls is by no means
  definitive, it is just a list of those skills
  which seemed most obvious to us at the
  time of writing. Different GM's place
  varying importance on the actual use of the
  rules, some prefer their players to role play
  their way in and out of all situations, while
  others like to use the rules to settle things at
  every turn. Change the skill rolls to suit
  your own style.
  Beat Mask Recordings and Black Order
  have both been detailed in back issues of
  The Big Picture. Black Order are classed as
  a Soft Company, so are enemies of SLA
  Industries, while BMR are a wholly owned
  subsidiary (not common knowledge). These
  companies will give you a chance to set the
  tone for others in your world, it is worth
  developing them beyond the scenario.
  Remember, guns kill but so does falling
  from tall buildings, taking poison, stepping
  on landmines, insulting Chagrins, the Ebb,
  pointy sticks, incurable disease, lack of
  oxygen, 
  too 
  much 
  alcohol, 
  knives,
  electricity, Cannibal Sector One, stapling
  your eyes shut.....
  S c e n a r i o   O u t l i n e   A n d
  O b j e c t i v e s
  Scene One: Interview by Cloak Division.
  One of the Players is taken aside and
  chipped, as well as being given an
  additional briefing. The rest of the party are
  briefed. Sow seeds of suspicion and
  distrust, make them all feel uneasy.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  Scene Two: Visit BPN Hall and pick up
  Red BPN to deal with Black Order
  terrorist.
  Go to Mall and deal with terrorists, they
  may or may not find out about the 'beacon'
  running in reverse (sniper). Players must be
  made to work together, to start to trust each
  other.
  Scene 
  Three: 
  Interview 
  by 
  Station
  Analysis on the Third Eye coverage and the
  part the players played in the BPN. Asked
  to go to Crib to pick up Orange BPN,
  which will be covered by Station Analysis.
  Begin to make them feel like a team,
  address them as a squad.
  Scene Four: Crib, pick up Orange BPN.
  One days grace to research the BPN, do a
  little digging. Visit the Pit in the evening
  for a little partying. Explore Mort, move
  around, experience the Pit, let their hair
  down, explore their characters.
  Scene Five: Meet with CEO of BMR, get
  briefing 
  on 
  schedule. 
  DarkNight
  assassination of one of the BMR lower
  executives. Act as a squad to gain CEO's
  confidence, meet BMR head of security.
  Make the Operatives feel like outsiders,
  make them stick together. Immediate threat
  of DarkNight made real by assassination,
  encourage distrust of BMR security.
  Scene Six: Narrative of two engagements
  with the CEO. Allow planning and a leader
  to emerge from the group. Take the squad
  through the stages of planning a security
  operation, let each Operative contribute
  their 'bit'.
  Scene Seven: The awards ceremony where
  one of the players will be revealed to be a
  DarkNight insurgent operative (sleeper).
  Assassination attempt on the CEO. Spring
  surprise on players that one of them is the
  sleeper, do their best to assassinate the
  CEO, if get a chance, take out some of the
  other Operatives.
  Scene 
  Eight: 
  Debriefing 
  by 
  Cloak
  Division. Get the Operatives to take a quick
  look at how they think they did, let
  Darkfinders fill in some of the gaps. reward
  Operatives with experience and credits.
  I n t r o d u c t i o n
  Cloak Division. Internal Affairs. The two
  most feared departments within SLA
  Industries.
  Internal Affairs, ultra secret, undercover,
  subtle, ever vigilant and everywhere. Cloak
  Division, brutal and direct, afraid of no
  one, they never let go.
  The very mention of either of these two
  departments is enough to strike fear into
  any Operative.
  And Cloak Division wants to see you.
  Your whole squad has been summoned to
  the Security building in Uptown. Talk about
  a bad start to a career
  Still, no need to panic, just tell them
  everything they want to know and you will
  be alright. What have you got to hide?
  Give the players time to talk, to conjure up
  things from their past that they may be
  'wanted' 
  for. 
  Just 
  sit 
  their 
  looking
  inscrutable (pretend you need a good
  dump), their imaginations and your silence
  will do all the work.
  S c e n e   O n e
  You 
  travel 
  into 
  Uptown 
  for 
  your
  appointment with Cloak Division, although
  you are used to the cleanliness and order of
  Uptown, 
  you 
  still 
  feel 
  slightly
  uncomfortable 
  with 
  the 
  high 
  Shiver
  presence on the streets.
  The Security building stands tall among the
  offices of Uptown, towering six hundred
  feet above the parks that surround it. Dark
  grey walls, stained black be the rain
  studded with thousands of glittering mirror
  windows, capped off with a golden roof like
  a pyramid. The upper floors have statues at
  the corners and small stone figures
  mounted over each window, they look like
  huge bats, hunched over, watching, so life
  like.
  As you approach and enter you feel you are
  being watched, eyes are everywhere,
  cameras, monitors, detectors, all around
  you. Huge glass and steel doors are opened
  by two security guards, Darkfinders in
  corporate suits. They carry no weapons,
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  and for some reason this disturbs you more
  than if they were armed with Reapers.
  You are allowed to keep your weapons with
  you, though you are told by the receptionist
  that "discharge of weapons within the
  Security building is frowned upon." You
  are issued with a pass card which clips like
  a MagHold just above your left breast, you
  are warned to wear the pass at all times
  while within the building.
  Sitting in a designated reception area, you
  are surrounded by TV screens, showing all
  of what's on in Mort. After a short while a
  Vito A69 Tek Trex Drone rolls up to collect
  you, it leads you through the building,
  through many corridors and up in an
  elevator, you don't know exactly where you
  are in the building. You don't need to know.
  The Vito stops at a plain metal door which
  slides silently to one side. The room inside
  is dimly lit, sitting at a table in the centre of
  the room are two Darkfinders, both stand
  as you enter. A large screen on the far wall
  flickers in to life, an image of Mr. Slayer
  looms large, covering the whole wall.
  One of the Darkfinders, a woman, motions
  to the chairs surrounding the table, you get
  the message, sit down and shut up.
  Scene One: The briefing
  Cloak Division believe that one (or
  possibly more) of the Operatives are
  DarkNight 'sleepers'. That is, DarkNight
  insurgents who have been psychologically
  altered to respond to a 'wake up call', some
  signal that will set them on a predetermined
  course of action. Cloak want to 'chip' one
  of the party to allow them to monitor the
  actions of the group.
  The Operative they choose to 'chip' will be
  taken aside for the operation, which will
  last an hour. While he/she is away, Cloak
  will tell the remaining Operatives that they
  suspect the person being chipped is in fact
  the DarkNight plant.
  This is where you set the scene for the
  climax of the scenario, you must choose
  now, which (if any) of the players you want
  to make the plant. Remember, that the
  player you choose is probably going to die.
  The idea is to get the Sleeper next to Sylvia
  Britte at the awards ceremony (read on
  mcduff....), then give them their 'wake up
  call' so they can assassinate her.
  If for some strange reason you don't want
  to kill one of your players, you can make
  Matt Dilaney the Sleeper, though this may
  seem a bit predictable, and you will have to
  'tweak' him.
  Cloak will tell the Operative being chipped
  that they know he/she is the only one from
  the squad that is definitely not the
  DarkNight insurgent, and that they are the
  only one to be trusted, the chosen
  Operative must keep a close watch on the
  squad.
  Cloak Division may reveal that the
  Operative who has been indoctrinated by
  DarkNight may not be aware of their
  condition, which makes vigilance all the
  more necessary.
  If the DarkNight agent reveals themselves,
  they are to be terminated by the squad
  immediately. 
  If 
  the 
  squad 
  terminate
  someone who turns out to be innocent, they
  are in deep, deep shit (Operatives cost a lot
  to train and equip).
  S u g g e s t e d   S k i l l   R o l l s
  Scene One: Briefing by Cloak, manage to
  avoid incriminating themselves, even if
  they are completely innocent of everything
  (including the things they think they might
  be guilty of).
  Primary
  Interview (Charisma)
  Diplomacy (Charisma)
  Secondary
  Leadership  (Charisma) (attempt the 'grand
  clearance' of the whole party by nominated
  leader)
  Psychology (Knowledge)
  Bottom of the Barrel
  Seduction (Charisma)
  Bribery (Diagnose)
  S c e n e   T w o
  Now you have been told you may go about
  your business, you need to get some
  business. This means a visit to the Crib to
  pick up a BPN.
  As usual, traffic around the Crib is at a
  standstill, with Shivers trying to get
  everything moving. The streets are filled
  with operatives, discussion BPN's or
  making plans. Shiver copters pass by
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  overhead, their sirens drowning out any
  conversation.
  You move up the vast expanse of steps
  outside the Crib, pushing your way past the
  sea of people coming down, making your
  way into the huge main hall, you wait in
  line at one of the windows, waiting to
  register your arrival. An hour later you are
  sitting in the waiting area.
  The seated waiting area is a vast expanse
  of benches and TV screens, with Operatives
  everywhere. Many are restless, impatient.
  The atmosphere is tense, tempers fray,
  words (and punches) are exchanged.
  Through the dim light of the hall, you can
  see hundreds of doors around the perimeter
  of the waiting area, each has a small green
  number above it. After three hours a door
  flashes your number.
  Moving through in to the small cubicle the
  other side of the door, you are confronted
  by a huge glass panel, behind which sits
  your designated clerk. On his desk is a
  small keyboard, behind him a large screen.
  He takes your pass card and scans it, the
  screen behind him flickers, then details of
  your squad and training begin to scroll
  across the screen. The woman at the desk
  looks up and smiles, "now then, let's see
  what we can get you."
  Scene Two: Getting a BPN
  The 
  clerk, 
  Chalice, 
  will 
  offer 
  the
  Operatives two very menial BPN's, which
  they will be made to feel are beneath their
  dignity 
  and 
  capabilities. 
  A 
  Blue,
  accompanying a squad of sweepers in the
  sewers of Suburbia, and a Yellow,
  searching the stalls of one of the markets in
  Downtown, looking for illegal goods.
  While she is explaining the second of the
  two BPN's to the Operatives, a red light
  will flash on her terminal. She will look at
  the Operatives, then shaking her head she
  will mutter to herself, pushing a small
  button on her keyboard which stops the red
  light from flashing.
  The Operatives should be drawn into
  inquiring about the red light (the red BPN),
  if they do not, the screen will flash red and
  Chalice will issue the BPN in a hurry,
  hustling the Operatives out to deal with it.
  S u g g e s t e d   S k i l l   R o l l s
  Scene Two: The BPN Hall, dealing with
  the Clerk and spotting the allocation of the
  Red BPN to his terminal, drawing out
  information.
  Primary
  Interview (Charisma)
  Diplomacy (Charisma)
  Secondary
  Persuasion (Charisma)
  Intimidation (Diagnose)
  SLA Information (Knowledge)
  Bottom of the Barrel
  Seduction (Charisma)
  Bribery (Diagnose)
  Try to get the Operatives to rush to the
  shopping mall, maybe finding out a bit
  about Black Order on the way, you must
  decide how much to tell them.
  The terrorist holding the hostages (five of
  them) is being covered by a sniper, who
  will try to take out as many Operatives as
  he can before he disappears.
  Combat segment of scenario will be dealt
  with under combat skills. Finding out about
  the 'beacon' running in reverse and other
  Black Order traits:
  Primary
  Rival 
  Company 
  (Black 
  Order)
  (Knowledge)
  Secondary
  Streetwise (Knowledge)
  Tactics (Diagnose)
  Bottom of the Barrel
  Architecture (Knowledge) and Evaluate
  Opponent Knowledge)
  BPN : Colour; Red
  SCL : 10
  Training Package recommended : Any
  Summary : A Block Order terrorist has
  taken five hostages in the main plaza of the
  Karmalite Shopping Mall. Operatives to
  respond immediately. High media profile
  operation.
  Coverage : Third Eye
  Consolidated Bonus Scheme : 500c
  Payment : Per Operative
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  S c e n e   T h r e e
  After the carnage and chaos of the
  Shopping Mall and the coverage by 3rd
  Eye, you find yourselves in demand. Station
  Analysis want to see you. Now.
  You arrive at the small, squat building
  which is the Station Analysis Headquarters
  for this sector, the armed guard on the door
  seems to be expecting you and you are
  hurried inside.
  A Station Analysis rep. is waiting to see
  you. He is in a hurry, motioning you to
  follow him. You find yourselves in a small
  room with a mirror across one wall. He
  tells you that the interview is being
  recorded.
  "Now then, what can you tell me about 3rd
  Eye?"
  Scene Three: Station Analysis interview
  Jed, the Station Analysis rep, wants to
  know everything the 3rd eye news team
  said and did.
  If he is pushed (or gets careless) he may let
  slip that the broadcast from the chipped
  Operative was jammed and that Station
  have no record of the events, having to rely
  on 3rd Eye for second hand info.
  The Operatives will each be asked to go
  over the events they witnessed in the
  greatest of detail.
  Jed will then ask the Operatives to go to the
  Crib, where they will be assigned a new
  type of BPN. Their actions will be closely
  monitored, they are under the microscope.
  They are also warned that Station Analysis
  are covering the BPN, and that they should
  not try to get 3rd Eye involved.
  After the Interview, it is back to the Crib to
  pick up the 'experimental' Orange BPN....
  S u g g e s t e d   S k i l l   R o l l s
  Scene Three: Station Analysis interview,
  giving them what they want to hear.
  Primary
  Interview (Charisma)
  Diplomacy (Charisma)
  Secondary
  Leadership (Charisma) roll made to set up
  the whole party
  SLA Information (Knowledge)
  Bottom of the Barrel
  Intimidation (Diagnose)
  Dealing with the clerk in the Crib for the
  Orange BPN.
  Primary
  Interview (Charisma)
  Diplomacy (Charisma)
  Secondary
  Persuasion (Charisma)
  Intimidation (Diagnose)
  SLA Information (Knowledge)
  Bottom of the Barrel
  Seduction (Charisma)
  Bribery (Diagnose)
  BPN : Colour; Orange
  SCL : 10
  Training 
  Package 
  recommended 
  :
  Investigation & Interrogation / Any
  Summary : Operatives are needed to act as
  security agents for the CEO of BMR, to
  guard the person against threats made by
  DarkNight.
  Coverage : Station Analysis
  Consolidated Bonus Scheme : 1,500c
  Payment : Per Operative
  The Orange BPN is a new category, it
  entails 
  the 
  Operatives 
  being 
  'sub-
  contracted' to a private sector company for
  the duration of the BPN.
  S c e n e   F o u r
  So, you have the BPN, and some time to
  kill. Time to do a little digging, and tonight
  you can relax, maybe hit the Pit.
  Scene Four: Beat Mask Recordings
  Beat Mask Recordings are universally
  known as BMR, they are a large company
  which controls a large sector of the
  recording industry, specifically the music
  business. They are a large company, having
  over a thousand employees and owning
  three subsidiary companies. Their head
  office is a large building in Uptown, from
  where they run their operation. BMR are a
  fast turn around, aggressive company, they
  make money by exploiting artists, they are
  very clued up on what's going on on the
  street and they are not above bending the
  law to sign or sell artists work.
  Over the last year three of their top
  executives have been attacked, two have
  been killed and one put has had both his
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  legs blown off. As well as this, two of the
  subsidiary companies have had their
  headquarters bombed, killing no one but
  causing a massive amount of collateral
  damage.
  SLA 
  Industries 
  suspect 
  DarkNight
  involvement, and they want to extend
  protection to BMR. BMR are in fact a
  wholly owned subsidiary of SLA Industries
  (though this is a secret).
  S u g g e s t e d   S k i l l   R o l l s
  Scene Four: Research into the BPN,
  particularly into BMR and their history of
  troubles. Let the players suggest both
  contacts and skills to be used, let them be
  creative.
  The visit to the Pit in the evening must be a
  little risky, if a lot of fun/mayhem.
  Introduce a couple of Operatives (Ghost &
  Newt?) as potential friends and contacts.
  S c e n e   F i v e
  It's time to meet your new 'employer', the
  person you will be subcontracted out to for
  the duration of this Orange BPN. The Chief
  Executive Officer of BMR is Ms. Sylvia
  Britte, it is her you have to protect.
  Ms. Britte's office is on the top floor of
  BMR Tower, you are shown in by two
  corporate security guards, both of whom
  make their feelings towards you known,
  they do not like you and they do not trust
  you. They see no point in having you
  around. Nice people.
  The office looks out over Mort, the Uptown
  district sprawls before you, majestic towers
  and glistening Malls, all covered with the
  sheen of the rain. people small as insects
  hurry round below you, copters fly past
  below your line of sight. ms Brittes office is
  at least as big as all of your apartments put
  together, it is luxurious and spacious,
  decorated with style, everywhere you look
  speaks of the wealth of the CEO. You are
  all seated at a large, wooden conference
  table, the bodyguards bring in trays of food
  and drink. After a short wait, Ms Britte
  herself enters the room.
  The meeting goes as well as can be
  expected, Ms Britte is pleasant enough,
  although you de get the feeling she has
  little confidence in you. Suddenly your body
  guard friends run for the door, their
  headsets bleed over into yours, "code
  green, executive downed, ground floor, all
  teams assist."
  Scene Five: Meeting Ms Britte
  The Operatives must be made aware of the
  importance of their client, and the fact that
  they are (technically) working for her for
  the duration of the BPN. The BMR
  bodyguards seem to be well trained,
  professionals, the Operatives may be made
  to feel they are slightly out of their depth. It
  is up to them to convince Ms Britte that
  they are not. Introduce Ms Britte's chief of
  security, Matt Dillaney. Use ex-War
  Criminal stats, though you may want to
  tone down the arms and armour (you may
  not....). It is clear to all of the Operatives
  that Matt needs them like he needs another
  psychoses, maybe Ms Britte just wants
  someone a little more stable around.
  As the meeting with Ms Britte is drawing
  to a natural close, have the DarkNight
  assassin pop one of the lower executives as
  they 
  are 
  entering 
  the 
  building, 
  the
  Operatives (along with Matt) get a chance
  to respond.
  S u g g e s t e d   S k i l l   R o l l s
  Scene Five: Meeting with CEO to gain
  confidence, trust and information as well as
  co-operation in the bodyguards roll.
  Primary
  Leadership (Charisma)
  Seduction (Charisma)
  Secondary
  Diplomacy (Charisma)
  Persuasion (Charisma)
  Bottom of the Barrel
  Intimidation (Diagnose)
  SLA Information (Knowledge)
  Streetwise (Knowledge)
  Possible 
  encounter 
  with 
  DarkNight
  Assassin (after he has struck and killed a
  BMR executive)
  Primary
  Running (Physique)
  Secondary
  Streetwise (Knowledge)
  Bottom of the Barrel
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  Tactics (Diagnose)
  Evaluate Opponent (Knowledge)
  S c e n e   S i x
  After the assassination of the BMR
  executive, you are extremely tense, not
  looking forward to the two engagements for
  Ms Britte over the next two days.
  The first appearance poses few problems,
  or so her bodyguards seem to think. She is
  to meet the board from one of BMR's
  subsidiary companies. The meeting is to
  vote on selling 49% of the shares in the
  company direct to BMR, who currently own
  3% shares, though they effectively run the
  administration of the company.
  The second meeting is more worrying. Ms
  Britte is to present a special service award
  to one of the major outlets for BMR
  products in Mort, Pinnacle Sight and
  Sound (known as PSS). The award is to
  take place in PSS's main store in Mort
  Central, a massive mega store with
  seventeen floors. This seems to be the main
  area for concern.
  You need to plan and co-ordinate with the
  BMR staff, better get on with it, it is going
  to be a long couple of days.
  Scene Six: Public engagements
  The Operatives are made to feel that either
  of the two engagements poses a threat.
  They must plan the security for each
  meeting, taking into account the BMR
  bodyguards, especially the chief of BMR
  security, Matt Dillaney.
  The threat of an attack must seem real,
  paranoia must set in. You may actually
  want to bring the DarkNight attack on
  Sylvia forward to the first meeting, though
  it is more fun to build the suspense for the
  grand finale.
  S u g g e s t e d   S k i l l   R o l l s
  Scene Six: Mainly narrative. Allow only a
  couple of rolls, suggested by the players to
  increase the quality of the information they
  get hold of through the experience. Allow
  them to make plans and to 'elect' a leader
  (one should have emerged naturally by
  now).
  S c e n e   S e v e n
  The biggest awards ceremony of the year
  for the entertainment's industry, all the big
  people are there, with their bodyguards.
  Ms Britte has decided to take a chance and
  has allowed you to be hers.
  The Hall of Fame is a vast stadium, seating
  some five thousand people in luxurious
  comfort. The hall itself is legendary for it's
  opulence and decadent styling, gold and
  velvet hang with other exotic fabrics, a
  throw back to the 'old world' style of pre
  conflict war society. Karma have helped
  bring the hall, literally to life, with many
  bio-materials, for seats, curtains, stages
  and alcoves.
  The hall is broken up into hundreds of
  booths, each with it's own view of the main
  stage, as well as three TV screens.
  Smart passes are issued and must be worn
  at all times, the outer corridors and halls
  are patrolled by Tek Trex Buzzards, who
  shoot first and don't bother to ask questions
  afterwards. Somehow you don't trust them.
  In security terms, the hall is a nightmare.
  Dimly lit, with thousands of shadowy nooks
  and crannies. All of the security chiefs look
  exhausted, their staff nervous. It is going to
  be a very long night.
  Scene Seven : The awards ceremony
  Many of the stars of Mort are present,
  security is high profile, smart passes
  abound. Tek Trex robots abound in the
  corridors around the hall, they will open
  fire on anyone who does not have a smart
  pass. All robots are Buzzards, F2 Drones
  (Security).
  The player who is the DarkNight sleeper
  must not be revealed until Ms Britte takes
  the stage to hand over the BMR award for
  best newcomer. Then they will act. All of
  the Operatives must be made acutely aware
  that tonight is the night. Suspicion is rife,
  paranoia rules.
  Once activated it must be made clear that
  the Sleeper is going to kill Sylvia, unless
  the Operatives intervene....
  S u g g e s t e d   S k i l l   R o l l s
  Scene Seven: The uncovering of the
  DarkNight 'sleeper' just prior to his/her
  revealing themselves.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  Primary
  Ebon Skills. Such as Mind Read 3
  (Communication).
  Secondary
  Psychology (Knowledge)
  Evaluate Opponent (Knowledge)
  Bottom of the Barrel
  Rival Company (DarkNight) (Knowledge)
  Tactics (Diagnose)
  Leadership (Charisma)
  Pistol (Dexterity)
  S c e n e   E i g h t
  You are recalled by Cloak Division for a
  complete debriefing, the BPN is effectively
  over. You get the feeling they are satisfied
  with your performance. You hope they are.
  Scene Eight: Debriefing
  Cloak Division want all the details of the
  operation, and especially reports on the
  actions of the DarkNight sleeper. They will
  be lenient over any minor indiscretions,
  though if they feel it is warranted, they will
  not only withhold the reward for the
  completion of the BPN, they will also
  impose a punishment in the form of a fine
  or SCL decrease.
  S u g g e s t e d   S k i l l   R o l l s
  Scene Eight: The players are on their own,
  suggest skills, but their own words will
  clear  /incriminate / endear them more than
  any skill rolls.
  R E F L E C T I O N
  So, your players either hate you for making
  one of them the Sleeper (we find making
  the Sleeper the one that was taken aside
  and chipped works best), or they have
  become heroes in the eyes of Mort, saving
  Sylvia from certain death, and they love
  you (steady). Either way, they will get the
  message that the World of Progress is full
  of deadly surprises.
  A variation on the theme has been to bring
  in an outside Contract killer to assassinate
  Ms 
  Britte, 
  leaving 
  the 
  DarkNight
  connection for another time.
  Remember, guns are tools.... so are torque
  wrenches.
  N P C ' S   U S E D   I N
  S C E N A R I O
  Scene One
  2 DarkFinder Cloak Division Operatives.
  Scene Two
  BPN Hall clerk. Possibly NPC Operatives
  in Crib. 2 Black Order terrorists. 5
  Hostages. 3rd Eye news team, Anchorman,
  soundwoman, 
  camerawoman, 
  Stormer
  guard/driver.
  Scene Three
  Station Analysis clerk. BPN Hall clerk.
  Scene Four
  Operative contacts, NPC Operatives at Pit.
  Scene Five
  CEO of BMR. Head of Security at BMR.
  BMR security 'goons', DarkNight assassin.
  Scene Six
  Narrative, may mention some names for
  possible development as contacts etc.
  Scene Seven
  Tek Trex robots (Buzzards). Possibly
  uncover one of the NPC Operatives as
  DarkNight sleeper.
  Scene Eight
  2 DarkFinder Cloak Division Operatives.
  E C L I P S E
  W r i t e r:   C h r i s   C o t g r o v e
  A r t i s t:   A d a m   B e c k e t t
  The barren planetoid known as Eclipse is
  used by SLA Industries as one of it's many
  sources of mineral ore used in industrial
  metallurgy, and as a convenient place to
  store some of the World of Progress'
  criminals.
  Roughly 60% of the workforce is made up
  of convicts, and the largest single structure
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  on the surface of Eclipse, a towering city-
  complex known as 'The Hold', is itself a
  converted prison colony.
  Passage to and from the system is made
  difficult by an encircling asteroid belt
  known among SLA pilots as the Abyss.
  FoldShips usually arrive outside, and
  visitors and new 
  workers 
  (including
  convicts) are transported through the belt
  by freighter.
  This dangerous and harrowing trip can take
  over four hours. As such, Eclipse receives
  supplies rarely, in bulk shipments every
  three months. Freighters ferry stockpiles of
  ore back through the Abyss to waiting
  FoldShips, and then on to Industrial Worlds
  all across the known universe.
  What awaits on the other side of the Abyss
  is hardly worth risking life and limb for.
  Eclipse is regarded as a backwater hellhole,
  the destination for those employees and
  Operatives who screw up. Even the civilian
  mining colonists hate the world to which
  they have been assigned, but special ten
  year contracts condemn them to a decade of
  claustrophobic existence.
  To many, Eclipse symbolises what the
  World of Progress has become; a vision of
  wealth and prosperity that has gradually
  lead to depression, decay and stagnation,
  under the distant, watchful eye of SLA
  Industries.
  Eclipse itself is a barren, rocky wasteland,
  dotted 
  with 
  isolated 
  colonies 
  and
  processing plants.
  SLA has no intention of wasting time and
  resources on terraforming the planetoid,
  and so it remains without any breathable
  atmosphere. The surface temperature is
  scorching during the time eclipse is
  exposed to the light of the systems star; it
  plummets far below freezing in the hours
  when Eclipse is obscured.
  A 'day' on Eclipse only lasts for eight
  standard hours at best, enveloping the
  planetoid in frozen pitch darkness for up to
  sixteen hours at a time, and producing the
  spectacular daily solar eclipses for which
  the planetoid is named - it's only redeeming
  natural feature.
  Travel across the surface is achieved using
  SLA 'land-trak' vehicles, which operate on
  guidance systems locked on to beacons in
  several of the mining sub-stations. Without
  environment suits and sealed habitats,
  Eclipse would be completely uninhabitable.
  Even so, the workers have to deal with
  constant problems of daily survival, mostly
  with power; blackouts occur frequently in
  some habitats; numerous back up systems
  have been re-installed after a malfunction
  shut down the life support in habitat for
  twenty four hours, resulting in the death of
  over forty colonists.
  The overall state of the facility is run down
  and outdated; the most recent shipment of
  'new' equipment included several 'Low
  Wave' 114 Stormers and their handlers to
  assist with heavy lifting work. However,
  most of the labour is still accomplished by
  miners with the use of out dated (in some
  cases antique) machinery, only kept in
  working order with semi-regular shipments
  of spare parts.
  Recent surveys have shown that after
  centuries of mining, Eclipse is finally being
  stripped of it's mineral resources. In another
  fifty to hundred years it will be just a mined
  out rock floating in space. SLA already
  have plans to designate Eclipse as a large
  scale weapons testing site, or a military
  training world.
  T h e   H o l d
  The Hold is the central control facility of
  all mining operations on Eclipse; it is a
  vast, converted prison colony, reaching up
  from the rock like a monstrous needle. It is
  run by The Board, a group of executives
  headed by Director Keller, a coldly
  efficient man believed by many to have
  been transferred to Eclipse for some past
  indiscretion.
  The upper levels are reserved for control
  and administration, and for the luxurious
  personal quarters of The Board. They are
  off limits to all but the administrative staff.
  Miners are usually only called to the Upper
  levels to be reprimanded, and reminded of
  where they are in the overall scheme of
  things.
  Its middle levels serve to house the civilian
  workforce of eclipse, the colonists who
  came to Eclipse hoping to make a new
  start. The middle levels also include
  recreational areas (bars, clubs and brothels)
  for civilian miners, who are rotated to The
  Hold every three months from the various
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  sub-stations in a half hearted attempt to
  improve morale among the workforce.
  The use of drugs, including alcohol, among
  the miners is prohibited for safety reasons.
  However, there is a flourishing Black
  Market presence on Eclipse, catering
  exclusively to the tastes of the bored and
  depressed miners.
  There is also a DarkNight presence, as the
  Soft 
  Company 
  sees 
  Eclipse 
  as 
  an
  opportunity 
  for 
  extensive 
  anti-SLA
  operations, and as a site for recruitment.
  The lower levels of The Hold consist of
  fusion generators, waste recycling plants,
  atmospheric processors and storage vaults.
  There are also numerous connections to
  rapid transit tubes to and from the landing
  fields and two of the closer mining sub
  stations.
  T h e   W a r r e n s
  Beneath the surface of Eclipse lies the
  Warrens; mile upon mile of artificial tunnel
  networks, created by centuries of miners in
  search of mineral ore. They are reached by
  elevator from the surface, and remain the
  foremost method of mining on Eclipse.
  Some of the Warrens have been converted
  into rapid transit tubes, taking ore to
  landing fields, from which they are
  stockpiled to be taken out of the system
  when the tri-monthly supply ships arrive.
  Other tunnels are avoided by miners,
  following unexplained disappearances. To
  date the disappearances have not been
  frequent enough to warrant investigation by
  SLA Industries. It is widely believed
  amongst the miners that the artificial
  tunnels connect in places to natural caverns
  and tunnels that have existed since long
  before any SLA personnel arrived on
  Eclipse. Wilder tales speak of 'creatures';
  inhabiting the deeper tunnel networks.
  However, no scan of the planetoid has ever
  detected life forms, and the stories are
  passed off as mining superstition.
  Whole areas of the Warrens have not been
  explored in centuries, and act as places for
  the Black Market to store it's goods, or as
  boltholes for DarkNight operatives.
  The main function of the Warrens is to
  accommodate the convict workforce. The
  convicts still work ores from the tunnels,
  branching out when a network dries up.
  This system ahs lead to a series of unstable
  and unmarked tunnels, in which accidents
  and cave-ins are frequent.
  Lighting is best described as sporadic in the
  Warrens, entire networks remain unlit, and
  blackouts due to power loss are common,
  leaving miners in pitch darkness for hours
  on 
  end. 
  many 
  of 
  the 
  mysterious
  disappearances take place during these
  blackouts, they have been attributed to
  miners going insane, DarkNight activity,
  convicts attempting to escape, and the
  creatures from the lower tunnels.
  Since no one has ever been found, it is
  assumed they have simply become lost in
  the Warrens, and have died when their air
  supply ran out.
  The convicts are held in bare metal cells,
  filled with stale recycled air. The corridors
  are not pressurised and environment suits
  have to be worn at all times. The convicts
  are also held by the fact that their suits
  oxygen supply can only be re-filled from
  coded points in the Warrens by a Warden.
  In the event of a breakout, the Warrens
  would be sealed off, and the convicts left to
  die of oxygen starvation.
  The present prison supervisor is an
  employee of SLA Industries, by the name
  of Phillip Stark. He treats the convicts
  fairly, as many of them have become
  friends with the civilian miners.
  R u n n i n g   G a m e s   O n   E c l i p s e
  The main themes for Eclipse are decay,
  stagnation and isolation. A feeling of
  claustrophobia is ideal, especially for trips
  into the Warrens.
  The planetoid is far away from any major
  help from SLA, a thousand disasters just
  waiting to happen, this should also be
  emphasised.
  Please note that a lot of the material has
  been left deliberately open ended, and up to
  the individual GM's discretion.
  Sources of inspiration for Eclipse: Outland,
  Alien 
  3 
  and 
  Total 
  Recall. 
  Each
  demonstrates aspects of Eclipse worth
  exploring; mining colony, work force and
  corporate influence.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  N E V E R   M I N D   T H E
  P I G
  B y : C h r i s   C o t g r o v e   &
  A d a m   B e c k e t t
  S E W E R   W O R M
  Over the 900 years that SLA Industries has
  occupied Mort, mutation has become
  common place among the indigenous
  'wildlife'. A prime example of this is the
  Sewer Worm.
  Recently, following a number of Blue
  BPN's in the deeper sewer sections, Ops
  and Shivers began to report the appearance
  of these 'new' species.
  Sewer Worms are pale white worms that
  grow up to two meters in length. They are
  covered in segmented, overlapping rings of
  natural armour, and possess a valve like
  mouth up to 25cm across, which contains
  rows of powerful retractable mandibles.
  The worms are hermaphroditic, fertilising
  eggs internally, and laying them in clusters
  in the sewers. The currents carry the eggs
  to other sections, and enable the worm to
  spread.
  Sewer 
  Worms 
  are 
  naturally 
  blind,
  possessing no visual sense organs, a
  dissected specimen showed that the worms
  instead possess a form of motion detection,
  picking up vibrations through their skin.
  Stats.
  Min.
  Max.
  Norm.
  STR
  2
  8
  5
  DEX
  4
  7
  5
  DIA
  0
  1
  0
  CONC
  0
  0
  0
  HITS
  5
  16
  10
  Weight
  60kg
  130kg 90kg
  Length
  50cm
  2M
  1M
  SKILLS
  RANK
  Unarmed (Bite)
  5
  Unarmed (Grapple)
  5
  Swim
  10
  Dodge
  5
  Detect
  8
  Weapons
  PEN
  DMG
  AD
  Bite
  4
  2
  1
  Grapple
  0
  3
  2
  Sewer Worms usually attack by staying
  under water, wrapping themselves around
  their target (grapple), dragging them under
  and then delivering the bite.
  The Department of Health and Safety have
  posted a BPN to capture a live Sewer
  Worm, and another to gather their eggs.
  T E L I C H
  There was another beastie, the Telich,
  which was basically a highly toxic fly,
  who’s lava emitted all kinds of oozing,
  pussy nastiness.
  The Telich was the originator of a terrible
  plague called the Black Deth.
  Unfortunately the Telich file has gone bye-
  byes.
  Sorry about that.
  F A C E L E S S
  M A S S E S ?
  I know this is getting a bit tedious, and
  believe me, much more for me than you….
  But 
  the 
  files 
  for 
  this 
  piece 
  have
  disappeared, but of irony there with the title
  and all.
  It was a cool piece on NPC’s, how to bring
  them to life, and how they function within a
  plot or story arc.
  Bugger eh?
  Maybe there was some kind of collusion
  with the Telich? They were all killed by the
  Black Deth?
  Another good reason for you to have
  bought the originals at the time, you wont
  be going through all this, you can quite
  happily flick through your copies, lauding
  it over those who are only now coming to
  realise the brilliance of TBP….
  !
  Or something like that….
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  F I N D I N G   A   J O B :
  B P N ’ S
  Right about now, you’re probably thinking,
  “is this bloke taking the piss? Has he got
  any frikkin’ files from number five still
  around?”
  Well, yeah, I think so….
  This is a good indication of the problems I
  was having producing TBP, both at the
  time and now.
  The only PC I had access to at the time,
  worked in Ami-Pro, a version of Word Pro,
  both of which are pants. The files corrupt
  and they are a bugger to de-bug. As a
  consequence it’s taken me a bloody life
  time to get these pdf’s together for TBP.
  Realistically I was expecting to lose a few
  files, it'’ just sods law they’ve all (so far)
  disappeared from the same issue.
  So. Sorry again, and let’s move on to the
  next bit….
  Oh, yeah, the original BPN’s in issue five,
  were a very annoying Blue (as it should be)
  and a very tricky Silver…. in case you were
  wondering.
  E Q U I P M E N T
  T E K   T R E X   B B 9
  ‘H A Y W I R E’
  B y : C h r i s   C o t g r o v e   &
  A d a m   B e c k e t t
  Originally designed as a technical repair
  unit, the BB9 (popularly known among
  Operatives as the 'Bomber Bug') now
  functions as a sabotage drone. The BB9 has
  an impressive array of tools and an
  advanced CPU, rumoured to incorporate
  Tek Trex's 'hive' technology.
  The BB9 Haywire is based on a Scarab
  chassis, utilising Tek Trex most successful
  unit, though with the modifications it is
  barley recognisable.
  The Haywire is usually released in built up
  areas or in Downtown, where it can more
  easily fulfil it's sabotage program. The
  BB9's strategy is to 'strike and hide'.
  The 
  Haywire 
  can 
  install 
  miniature
  explosives, plant computer viruses or
  damage cable, weld shut panels, etc..
  The BB9 is fitted with a 10,000 hour power
  supply and rumour has it that it is being
  fitted with a re-charge ability.
  The BB9 carries tools for electronic
  sabotage and small scale demolition, as
  well as the more mundane tools such as arc
  welder, screwdrivers, pliers and the like.
  The Haywire is fitted with a 5mm SMG
  and carries 10 clips of standard ammo.
  BB9's have been known to self destruct if
  cornered or tampered with, setting off all of
  their on board explosives.
  The explosive charges carried by the
  Haywire are each equivalent to two DA90
  frag grenades.
  The exact number of BB9's in operation is
  not known, though they are proving to be a
  huge thorn in the side of SLA and their
  discovery and destruction are high on the
  BPN list.
  G a m e   S y s t e m   S t u f f
  Walk
  Run
  Sprint
  1
  2
  3
  DEX  8
  STR  5
  Height: 1m
  Weight: 40kg
  PV   5
  ID   30
  SKILLS
  Rank
  Lockpicking
  4
  Electronic Lockpicking
  5
  Sneak
  5
  Hide
  4
  Climb
  6
  Demolitions
  4
  Electronics repair
  4
  Mechanics repair
  4
  Computer use
  6
  Computer subterfuge
  6
  Auto support
  7
  N o t e
  Placing the BB9 in your campaign will
  obviously depend upon how you play Tek
  Trex. If you have them as a 'sell to the
  highest bidder' Soft Company, the BB9 will
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  obviously find uses with such organisations
  as DarkNight and Black Order.
  K A R M A   R E S T R A I N T
  C O L L A R
  B y : C h r i s   C o t g r o v e
  The Karma Restraint Collar (KRC) was
  produced to fill a demand from Shivers and
  Monarch, both of whom need to capture
  dangerous criminals alive.
  The KRC is a biogenetically engineered
  organism, 
  a 
  parasitic 
  creature 
  that
  resembles a thick coil of muscular intestine.
  The KRC is kept at a 'laval' stage by
  storage in a nutrient fluid when not in use.
  No KRC's are allowed to reach maturity,
  though it is rumoured they turn into
  something akin to Sewer Worms if allowed
  to grow.
  When removed from it's fluid and placed
  around the neck of it's new host, the
  parasite 
  inserts 
  hollow, 
  tooth-like
  protrusions into the hosts skin. Then, a mild
  painkiller is injected, after which it secretes
  a viscous fluid. The fluid rapidly hardens
  into a chitinous protective carapace, which
  forms a solid skin, both for the KRC, and
  for the 'collar'.
  The KRC sustains itself by feeding on
  small amounts of blood and spinal fluid
  from its host. This causes some discomfort,
  but does not harm the host.
  The collar has a number of specialised
  chemical production glands which it uses
  upon receiving signals from it's 'handler'.
  Signals are electrical, and sent through a
  small transmitter throat mike from the
  handler to the collar.
  The KRC can release three chemicals into
  the 
  hosts 
  bloodstream; 
  a 
  powerful
  hallucinogenic, a lethal poison or a mild
  pain killer.
  If the KRC is cut or assaulted, it will
  release it's full amount of all chemicals into
  it's hosts bloodstream, killing them within
  one minute.
  The KRC is essentially muscle tissue, and
  it may be made to constrict, strangling the
  host.
  The collar is removed by injecting a
  harmless drug into the hosts bloodstream,
  which the KRC is allergic to, the collar can
  then be removed without pain to be placed
  back into it's storage fluid.
  G a m e   S y s t e m   S t u f f
  The potency of the collars venom will
  usually result in the painful death of the
  host in under a minute. The collar can
  quickly manufacture an antidote to it's own
  poison, which can act faster than the
  poison.
  The hallucinogens manufactured are used
  to provoke a pleasurable response in the
  host, used as a reward for the wearer. Treat
  as Beat, with no psychosis and no Detox.
  The collar cannot be used on Ebons,
  BrainWasters or Stormers. The flow of the
  Ebb through a body seems to disrupt the
  KRC, causing it to die within two minutes
  of being attached. Stormers muscle tissue
  rejects the probing KRC's 'teeth' due to
  similar tissue design.
  When the collar constricts, the host must
  make a PHYS roll to stay conscious, with a
  -1 for each phase that the collar has
  constricted.
  The KRC may be supplied to Operatives or
  Shivers who are involved in a BPN where
  the live capture of a dangerous individual is
  imperative. A special dispensation is
  required to obtain one.
  Rumours of larval collars appearing on the
  Black Market are as yet unfounded, though
  it can't be long before the Skin Trade gets
  hold of them.
  Karma will issue a White BPN to
  investigate such misuse of the KRC, and
  Cloak or Internal may issue a Grey to
  investigate the Black Market source of
  KRC's.
  KRC:  PV  Hits   Cost     B/MCost
              4     12     30u         900c
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  K A F K A
  K o n s o l i d a t e d   A r m s
  F a b r i c a t i o n   K a l i b e r
  A p p l i c a t i o n
  B y : T o n y   M a g u i r e
  This was really, really good. Excellent stuff
  from Tony.
  Basically an extension of the CAF 5mm
  ammo use, exploiting simple, cheap,
  efficient designs, but with greater force and
  multiple uses.
  It’s gone the way of some of the issue five
  files.
  But you’re getting tired of hearing by
  now….
  -o0o-
  So.
  I’ve stuck in a piece on customising the old
  PP644 Blocker Body Armour as a
  consolation. so far, this piece hasn’t
  appeared anywhere else….
  P P 6 4 4 +   B l o c k e r   B o d y
  A r m o u r
  P h a s e   I n c.   P r e s s   R e l e a s e
  “Blocker Body Armour can now be more
  than a billboard for sponsorship logos,
  worth more than the paper it’s used as to
  write on. Want to know more? Contact
  your local Phase Inc. dealer”
  Phase Inc. Graffiti campaign street release,
  Mort 903 SD.
  Interview with R&D Technician Robert
  ‘Waldo’ Harrison, Phase Inc. Field research
  Dept., 
  taken 
  from 
  the 
  independent
  magazine ‘Hardware Guide’, Autumn 903
  SD. edition (5cr.):
  HG: “Mr Harrison, what was the main
  thrust behind the development of the
  Blocker Body custom project?”
  RH: “We were aware of the limitations of
  the PP644, but were also aware of some
  opportunities.”
  HG: “(laughs)…. Opportunities….  For the
  PP644….? You guys must really be
  visionaries!”
  RH: “Well not really, it was prompted by
  reports and comments from numerous
  Operatives 
  working 
  the 
  Downtown
  Sectors.”
  HG: “Operatives came out of Downtown
  alive…. wearing PP644!?”
  RH: “Yes. Exactly.”
  HG: “I’m sorry. I must be missing
  something….”
  RH: “Operatives in PP644 are not usually
  thought of as much of a threat by most
  Downtown denizens, especially the more
  heavily armed ones. They figure Op’s in
  PP644 can be taken out at leisure, and so
  treat them with a kind of dismissive
  contempt….”
  HG: “Ahh…. I think I see where this is
  going….”
  RH: “Exactly. Keep the look of PP644,
  keep up the illusion of weakness, but give it
  the strength to withstand a first strike.”
  HG: “Right. Clever.”
  RH: “Easy in theory. Not so in practice.”
  HG: “Why was that?”
  RH: “The PP644 is only lightly powered,
  the motors are primarily used to disperse
  the weight of the armour, not to move it.
  Increase the weight, with extra thickness,
  and you increase the weight, but you can’t
  really increase the motors without moving
  to either a power chassis or destroying the
  illusion of PP644.”
  HG: “So the solution was?”
  RH: “Lateral thinking.”
  HG: “Right.”
  RH: “We utilised the basis of the suit, the
  flak fibre jump suit is was based on. It is
  easy to get material to resemble flak-fibre,
  and we developed the hydraulic webbing
  network pioneered by Defence Systems
  Inc. in their ‘Hurcules’ unit (TBP 12), to
  support the extra weight of the thicker
  plates, which turned out to be not very
  much extra weight due to the ceramic/steel
  lattice construction of the under plates….”
  HG: “Sorry, lost me there…. ‘under
  plates’?….”
  RH: “We have kept the original outer plates
  of the PP644, just added layering beneath
  each one…. under plates…. means the
  PP644 still reacts the same to all light
  sources, all liquids… you know rain…. all
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  visuals and even smells…. important if you
  want the complete illusion.”
  HG: “Ingenious.”
  RH: Pragmatic. Common sense really.”
  HG: “The suite has undergone field trials?”
  RH: “Yes and no really. Yes, because it’s
  been put out on Operatives in the field, but
  no, because it’s generally done it’s job and
  avoided being shot at…. on the few
  occasions it’s been needed it’s come
  through with flying colours. All reports are
  extremely favourable. One thing we have to
  combat is the relatively low I.D. per
  location, but it’s the best we can do, and the
  stopping power is definitely there….”
  HG: “That’s a very frank admission, and
  covers another question I had. Is it a case of
  Phase Inc. marketing an after sales repair
  service rather than a solid suite of ballistic
  protection.”
  RH: “Of course not. you’ll have to speak to
  marketing….”
  HG: 
  “But 
  the 
  price? 
  It 
  is 
  very
  expensive….”
  RH: “It’s as much about style as function.
  It’s good value for money. It performs
  admirably under fire and often prevents the
  firefight, maintaining the illusion required.”
  HG: “Thank you for your time.”
  RH: “Always a pleasure. Please feel free to
  take whatever visual images you require of
  our model.”
  HG: “Thank you, but I don’t think scruffy
  pictures of PP644 are exactly front cover
  material….”
  RH: (smiling) “Well there you are then.”
  Official Phase Inc. catalogue summary:
  “We can take your Blocker Body Armour
  and reinforce it to give you that stopping
  power you need. Give us your armour and
  24 hours, and we’ll give you back an exact
  look alike, but with the power to keep you
  alive in a fire fight. Keep the edge, keep the
  illusion.”
  “This stuff is a bitch to work on. We are
  way undercharging. I just hope them Slops
  appreciate it, like they could even care.
  Makes you wonder how many of them
  would be draining LAD accounts if it
  weren’t for this mod. Sure I use it. People
  just look right through your wearing
  PP644…. when was the last time you took
  anyone seriously who wore body toilet
  paper?”
  Unofficial quote from Marcus ‘Booty’
  Blythe, Phase Inc. technician and street
  engineer, Mort 903 SD.
  G a m e   S y s t e m   S t u f f
  A r m o u r   T y p e
  Modified 
  Body 
  Blocker 
  (Phase 
  Inc.
  catalogue reference PP644+).
  C o s t
  1,600 credits.
  B l a c k   M a r k e t   C o s t
  33,000 unis.
  C h a r a c t e r i s t i c s
  I.D. / Location
  P.V.
  Head
  Torso
  Arms
  Legs
  9
  12
  30
  20
  25
  M o d i f i e r s
  None.
  S O F T   C O M P A N I E S
  So….
  There’s this guy, he walks in to a bar and
  says, “have you got a stiff drink?”
  The barman says, “where do you think you
  are? A pub!?”
  The guy says, “yeah, stupid of me really, to
  expect something to do what it’s supposed
  to.”
  At this point it’s worth mentioning that
  Ami-Pro and Word Pro may be fine,
  upstanding, useful pieces of kit. But not for
  me. Not today. And never again.
  Originally 
  we 
  had 
  White 
  Lodge,
  ShadowFire and Bounce in here…. and
  great they were too.
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  N O T   A T   A L L
  F U Z Z Y
  Being a Gamesmaster is never easy. Most
  times it is a frustrating, slightly depressing
  experience whose only redeeming feature is
  the enjoyment your players get from your
  games. Sometimes though it can be
  rewarding beyond belief.
  People get in to running games for various
  reason, the most common being that their
  friends push them in to it. For whatever
  reason, once you find yourself being the
  designated GM for SLA Industries, you
  need to sort out a number of things.
  Firstly, what exactly is SLA Industries, and
  where is the universe of Progress? This
  may sound a bit dumb, but think about it.
  Once you have read the rule book (at least
  fifteen times is recommended) you will
  either have the impression that progress is
  in fact our own universe in the far future, or
  that it is a new environment, parallel but
  not 
  mirroring 
  our 
  own. 
  This 
  first
  impression will affect the way you look at
  developing Progress, from what references
  you use, to what is 'current' and what is to
  come.
  Next comes SLA Industries. The rule book
  will give you a feel for the company, and
  nearly all GM's develop a different picture.
  Ideas range from a cross between the CIA
  and the Third Reich, to an amalgamation of
  the Catholic Church and Big Brother. All
  sorts of ideas and influences will come
  flooding in, and it will be tempting to just
  let them all swim around together, forming
  a pool you can draw on later. You must not
  let the enormity of the task depress you. Do
  not succumb to the temptation of leaving
  your ideas in a state of flux. You cannot
  start playing SLA Industries without a
  fixed idea firmly placed behind all of your
  games. Decide now what form SLA
  Industries will take, and work out where
  the various key characters fit within this
  picture.
  To all intents and purposes, Mr. Slayer and
  his merry gang will be God like beings to
  one and all, whether this is close to the
  truth will be up to you to decide, but to all
  citizens, and most starting Op's, Slayer will
  be so powerful that he might as well be a
  God, regardless of his actual physicality or
  spiritual state. And never forget that Mr.
  Slayer controls it all. SLA Industries is Mr.
  Slayer.
  Now you have sketched out the rough
  outline for the universe, and hopefully SLA
  Industries, it is time to decide what you
  want to change. I know it may seem a bit
  presumptuous to start tinkering with the
  rules at this basic stage, but you will need
  to make some fundamental decisions about
  things you want to change before you
  actually start playing. The most obvious
  deviation from other 'dark future' games is
  the lack of rules and background dedicated
  to computers and cyber technology. The
  world of Progress appears to be run by
  people, not machines, and computers are
  given scant mention in the rules. They are
  nowhere near being the all powerful, all
  influential entities they are in other
  projections of the future. Do you agree with
  this? Do you want to have more contact
  with computers and with the virtual world
  they hint at?
  Cyber technology has been toyed with and
  abandoned in favour of genetic engineering
  and bio-technology. New life forms are
  created and existing ones can be augmented
  with 'natural' implants. Do you want more
  interaction between man and machine, is
  there going to be a cyber-punk element to
  your games?
  You need to decide, to make your choices
  now, before you introduce players in to
  your world.
  The last major decision you need to make
  before forging ahead with actual games
  concerns the 'truth' and the use of guns.
  One of the cornerstones of the SLA
  universe is the adage 'guns kill but so does
  the truth'. This hints at a terrible, dark, all
  consuming secret lying behind the whole of
  Progress. A secret so vast and hideous that
  it's very investigation will lead to your
  death, it's uncovering does not bear
  thinking about. You will have to decide
  what this could be, how it affects the
  universe and how horrific it actually is. It is
  impossible to advise someone how to
  construct and GM a deception so great and
  all pervading that it threatens to destroy the
  whole universe if it is discovered, you will
  have to figure this out for yourselves. But
  this is one area where you, as a
  Gamesmaster can quite happily remain a
  
  tHE  bIG  pICTURE – SLA Industries Fanzine – Issue 5 -  © 2001 Max Bantleman
  little vague. Hints and whispered half truths
  will encourage the players to imagine their
  own secrets. Let them do some of the work
  for you. And of course they must never
  actually discover the real deception, though
  you may want to let them think they are
  getting close.
  Then there are the guns (heavy sigh).
  There is absolutely no point in pretending
  that guns are not going to play a large part
  in most of your games. They are. You may
  want to steer clear of them altogether, you
  may hate them, you may control them with
  a ferocity that is frightening in itself, but
  they will figure heavily in the SLA
  universe. You must come to terms with this
  and develop an alternative strategy to
  controlling guns in Progress.
  Use the general population, the citizens of
  Mort, they will not want firefights every
  five minutes, their protests and riots will
  ensure 
  that 
  SLA acts 
  to 
  stop 
  the
  irresponsible use of firearms. Use the
  media, Third Eye want good close up
  action, with blades and fists. Use the
  'baddies', fight the Op's with tooth and claw
  as much as with bullets, combat them with
  frustration and paperwork, bureaucracy and
  small minded corporate in fighting as much
  as with automatic weapons. Arms races are
  rarely won by the GM, and players soon get
  fed up with being taken out by bigger guns.
  Then there's the Ebb.
  Let's be honest and candid here, it's just
  'magic' by another name, right? Well, yes.
  And no. This is up to you. Once you start to
  mess with the Ebb, you will soon realise
  that Ebons, Brain Wasters and (of course)
  Necanthropes, pose the greatest threat to
  both you as a GM and the players. Playing
  an Ebb user demands a thirst for
  knowledge, a driven curiosity and a
  determination to develop the character
  through investigation, a commitment not all
  are willing to make. Many players will
  want to play Ebb users like Wizards, gain
  in experience to learn more powerful
  'spells', all the better to blast the bad guys
  and on it goes.
  As a GM you will have to guide the players
  in the Ebb, leading by example with NPC's
  and help with the rules as well as with
  changing them to suite your style of play.
  The Ebb is the most vital part of the game
  for both players and GM's to agree upon.
  Altercations in other areas can quite easily
  be settled by the 'it's my ball' method,
  where as the Ebb is the fabric of the
  universe surrounding the players.
  Well that seems to have covered most of
  the immediate basics, though I have
  obviously missed out most of what you
  actually wanted me to cover.
  So, on to running games.
  One of the blessings of the game is the
  concept of the BPN. This allows the
  beginning GM to keep things nice and
  straight forward, with straightforward goals
  and objectives, clearly defined rewards and
  well outlined time frames. This 'modular'
  approach is perfect to begin with.
  You should use BPN's to channel the
  players in to areas you want to explore,
  especially in the early games when forming
  the foundation is just as important as the
  actual subjects of the BPN. Don't worry too
  much about messing up at this stage, both
  you and the players will make mistakes,
  and you will both learn from them. So one
  adventure it's a Silver, the next it's a
  Yellow. Lighten up.
  We have found the best way forward for a
  beginning GM is to eliminate the elements
  he does not want in each scenario, then
  focus the BPN on those that he wants to
  highlight.
  The first few scenarios should break in the
  rules bit by bit, firefights, unarmed combat,
  the Ebb and skill use (and reward). Stick to
  simple, 
  uncomplicated 
  plot 
  lines,
  emphasise style and atmosphere. Don't let
  the players side track you, keep things that
  should be out of their reach, er, well, out of
  their reach. Information is rationed, your
  starting Op’s are at the back of the queue.
  Throw them scraps, tit-bits, morsels to
  whet their appetite, keep the real meat for
  later.
  The last part of this article has been eaten
  by the Goat that is Word Pro.
  I’m going to bail on issue 5.
  Enough is enough.
  Some really good stuff has disappeared,
  you’ll just have to get a look at an original
  hard copy.
  Max Bantleman, 2001.
  
SOURCE: textdata/thevault/SLA Industries (SWADE)/The Big Picture/Sla Industries - The Big Picture 05.pdf