Professional Documents
Culture Documents
only rewards for the living, and these are very Let's have a look at where SLA Industries
materialistic. Can the citizens gain any meaning stands, and how Mr. Slayer can afford to view
from their lives through SLA? Doubtful, except any religion and it's followers.
for Ebons, SLA offers no 'afterlife care' for it's Firstly we must accept that the WoP, although
followers. Presumably SLA encourages the 'get similar to our own universe in some ways,
what you can while you're here' mentality, there differs drastically in others. We may find it
is no indication that it does otherwise. Maybe hard to accept the concept of a single
this is why there is a lingering discontent within dominating force, believing that such an
the WoP and why DarkNight and other Soft organisation as SLA would be impossible in
Companies do so well, perhaps they offer our world. But this is not our world. And SLA
beliefs SLA do not. does exist.
SLA Industries controls progress, there are no
This is of course from the 'human' perspective. real contenders to SLA's throne. SLA rule
Shaktars have their own belief systems, which supreme. So where can religion fit in.
feature heavily within their lives. Wraith
Raiders appear to be driven by instinct as much Religions would be consigned to the status of
as by spirituality, and their religious beliefs (if 'cults', with the millions of differing beliefs
any) are well buried beneath the drive to fracturing the populations ability to unify
survive. beneath any single belief. The concept of a
religion such as Christianity, would be
We'll come on to Ebons after we've looked at converted in to terms that could apply in the
the first question. SLA ruled WoP. The notions of messianic
prophets leading the oppressed to freedom
People are spiritual creatures. They seek to find through their teachings of love, compassion and
the 'meaning' behind things, they see things obedience to an omnipotent god, would fall on
through their soul as well as through their eyes. the same ears that received the teachings
Nearly all humans, and most sentient races, according to SLA; nothing is more powerful
choose to believe they have a soul; that is, than SLA Industries and Mr. Slayer, nothing
something that sets them above the animals. will outlast SLA Industries (or Mr. Slayer),
Most races connect intellect with the soul, only SLA Industries offers any form of
though some religions insist every living thing salvation.
has a soul.
And this leads to the question; what happens to Concepts of an afterlife would be stained with
the soul when the body dies? the knowledge that immortals walk among the
Cue religion. general population, taking the gift of
If we believe SLA Industries, if we go with immortality from the realm of the gods, and
their history of the Universe, there were placing it firmly within the 'real' world that
millions of societies before SLA Industries, surrounds the citizens of progress.
these fell foul of the self destruct curse and the Mr. Slayer, Intruder, Senti and most
Conflict Wars were born. SLA Industries, Necanthropes, while appearing to be god like in
through the cunning of Mr. Slayer, moved in to their rejection of death, constantly deny their
sweep the Conflict Societies from existence. veneration as gods, both in words and actions.
SLA Industries replaced all governments, all The immortals of Progress don't want to be
political persuasions, they became the considered as gods, and their existence would
governing body on each world that accepted the seem to exclude the existence of other deities.
three P's contract. SLA Industries rules over the
world of Progress to the exclusion of all others. There is no reason why any of our 'real world'
But nothing is said of these societies religions religions shouldn't be represented in Progress.
being replaced. There is no mention of Mr. Whether they take on the same importance is,
Slayer banning, outlawing or even discouraging of course, up to the individual GM.
existing religions. So, there are still countless Consigning real world religions to cult status
religious beliefs floating around the WoP. Can may seem an extreme step to take.
SLA Industries allow this? Can Mr. Slayer Citizens of progress are offered numerous
dominate the WoP in the way he needs to if outlets for their worship, some sanctioned by
their are religions in his way? SLA, others firmly opposed by them.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
tunnel, get to decide whether to turn towards, or separated from the other Ebons, who were
away from it. being taught using Glyph Cards.
SLA Industries is all embracing. If it needs to The Ferals were no longer present in any
take religions under it's wing, it does so. training school by 12SD., though there are
Followers of all religions come and go but Mr. rumours that Mandrake was in fact a Feral.
Slayer is immortal. A living demonstration that Gradually the Ferals were hired by Dark
SLA Industries is an eternal power whose rule Lament, or sent to Mort or to War Worlds,
over Progress is complete. where their ability to formulate quickly was
It is a game of 'horror', right? most needed. The Ferals began to realise that
SLA had no place for them, and that, if
anything, other Ebons and those within SLA
actually feared them.
In 101SD. the first Feral revolt took place, lead
by Faeron, a Feral who had returned from
FERAL EBONS Cross to unite the Ferals on Mort. Faeron took
the Ferals away from SLA, leading them in to
Mention has been made of Feral Ebons, though Cannibal Sector Five, from where they would
not much has been said about them. It is clear strike out at SLA, stealing what they could of
that they operate without a Deathsuit, using equipment and supplies.
either Glyph Cards or some sort of 'natural' By 110SD. Ferals were being hunted on Mort
ability to formulate. But how can this be? Why as enemies of SLA, with the rest of the Ebon
aren't SLA out to recruit these Ebons and keep race reluctantly accepting the outlaw status of
them 'feral', exploiting their ability to do their brethren. Intruder has never, and (it is
without a Deathsuit? said) will never take part in the hunting down
of Ferals.
This article looks in to some of the possible In 113SD. Necanthropes had cleared the last of
background and reasons why Feral Ebons will the Ferals from Mort. Or so they thought. But
always remain outside of the control of SLA. they were wrong.
Background Feral Ebons live mainly in Lower Downtown
or in the Cannibal Sectors, occasionally a Feral
At the close of the Conflict Wars Intruder had can disguise himself and live in suburbia, for a
brought the Ebon race within the SLA while....
Industries fold. They were spared by Slayer Ferals are hunted by SLA and so they tend to
from the destruction that faced the other races, be always on the move. They rarely stay in one
Intruder became a messiah figure for them, place for longer than a year, and never really
someone who they loved and respected, make friends, trusting no one completely.
someone who knew them for what they were It has been noted that Scavs have been seen in
and taught them all they needed to know about the company of Ferals, though whether this is
understanding and using the Ebb. purely a trading agreement no one is sure.
Intruder saw the Ebons great potential and Feral Ebons are extremely rare. Within the
could not let them die. He knew Slayer did not Ebon race itself, one child in a million is born
understand what he saw in them, but he also Feral, that is with the ability to manipulate the
knew Slayer would respect his decision to save Ebb naturally from birth. These offspring are
them if he, Intruder, remained loyal to Slayer. sent to a special training school on Static,
So Intruder was bound even tighter to Slayer. where they are taught to use Deathsuits, even
Once the Ebons were officially recognised by though they don't need them. These Ferals live
SLA Industries, their indoctrination and without knowing their Feral nature, if they ever
training began. Intruder went to Static, where find themselves aware of it, the curse that it
he set up many training schools, using the best also brings begins to destroy them.
from the Ebon race to teach others what he had
taught them. Among these original teachers Feral Ebons that produce offspring outside of
were several 'Feral' Ebons, who seemed to be Ebon society, produce 'Ebb Mules' 99% of the
able to somehow use the Ebb without the usual time and a Feral Ebon the other 01%. Mules
use of formulae. These Ferals were gradually have no Ebb ability and rarely live past
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
"They gotta be workin' for either DarkNight or Company saying: "Riddle me that!"
one of the majors. How could they move their
stolen shit otherwise? And where does it go? RiddleTwist are more of a corporation than a
Takes a big organisation to disappear that company, incorporating many elements from
amount of stash." other Soft Companies, all with one thing in
common.
Scav's are well armed and some well armoured, They have all had tantalising glimpses of the
many more carry less efficient weapons and truth. Their realisation and conviction that SLA
wear scraps of armour. Where do they get it all only exists to bury the truth drives them with
from, and where do they get rid of the vast religious fever.
amount of the stuff they scavenge?
Some say the only answer to these questions is The core of RiddleTwist consists of thirty
a Soft Company. But if so, who? members, each of whom is responsible for the
DarkNight would seem favourite. The Scav's company's contact with their own, host, soft
move and attack with purpose, not only in company. Each representative has a degree of
stealing, but in general. Their movements seem control on a par with their own companies
to indicate a sweep pattern as if they are standing in the WoP. The chief contributors are
looking for something. But what? from DarkNight and the Thresher. No member
Could the Scav's be searching for whatever of RiddleTwist will rely on their outside
remnants of Integration 20 that still exist? Are companies loyalty, and the existence of
they driven by DN to seek out evidence of the RiddleTwist is not known to most of the
lie they believe SLA is maintaining? Do the companies whose members make it up.
Scav's represent an 'out of control' element of DarkNight believe their is a force behind the
DN, an independent movement beyond the Scav's but it does not know what it is. The
control of the masters of DN? Thresher do not really believe the Scav's offer
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
any significant threat to them or their plans for The sisters were forced to work a Platinum,
the downfall of SLA. with the aim of taking over the DN cell they
All of the other soft companies simply haven't belonged to.
the time or resources to investigate the Scav's, They escaped in 898 SD. They had nowhere to
they simply keep out of their way and hope go, nowhere they could hide, they had betrayed
they kill as many Op's as possible before they both DarkNight and SLA. In desperation they
are shut down by SLA. joined forces with anyone who could use their
services, building a valuable bank of allies,
RiddleTwist are secretly headed by two sisters, each of whom thought they were the sisters
both of whom used to work for SLA, then only contact.
DarkNight, and now head RiddleTwist.
They are known only as 'the sisters' to all In 900 SD. the sisters moved in to the Sectors,
members of RiddleTwist, they rule through where they now live. Rumours abound as to
veiled use of power via the Scav's and through their appearance, some say they have injected
the use of their knowledge of SLA. themselves with mutant strains that have made
them indistinguishable from other Scav's,
Both sisters worked for Karma, each on the others say they are Ferals who have only now
same project, a variant of breeding stock discovered their latent abilities.
Carrien that could eventually bring the 'wild'
Carriens within the reach of Karma's DNA Whatever the truth behind the sisters physical
altering capability. These new breeds of forms and make up, their drive and single
Carrien would then be rounded up and mutated, minded obsession in driving the Scav's is
until there would exist a strain of Carrien with unquestionable.
the loyalty, if not the intelligence and spirit, of
the 313's. What do they want.
These warriors would be unsuited for mixing Simple. Integration 20. The sisters know it still
with the general population, but would be ideal exists, though it is in pieces, and they know
for 'policing' the sectors and the lower reaches those pieces will eventually come to those who
of Downtown. seek them.
So the Scav's steal what they can from
The sisters became horrified at SLA's apparent Operatives, softies and Props, in a hope to
willingness to condone the creation of finding clues to the whereabouts of I20.
'monsters'. They became disillusioned and were Anything can be considered a clue: vid slugs,
easy fodder for DarkNight. Through their data discs, books, tapes, pictures, whatever.
betrayal of SLA to DarkNight, they realised the
futility of fighting SLA at their own game. RiddleTwist exist to serve the Scav force that
Eventually they began to form the basis of seeks I20. The various members supply support
RiddleTwist, a grand design that would be in whatever form they can, though this usually
beyond the clutches of SLA, DarkNight and takes the form of information, it can be
any other corporate menace. demonstrated by 'gifts' of equipment and
The sisters stayed with the program. Seeding resources.
Carriens and altering the DNA of 'wild'
captives. Eventually they began to 'plant' their RiddleTwist know about Jack. They revere him
own codes, making the new breed of Carriens as a God and see the Scav's as an extension of
more and more aware of their role as 'pawns' of Jack's will, which they believe is being bent in
SLA. the search for I20.
At first the sisters filtered equipment to the 2) They are residents of the
Scav's via DarkNight, and then through Props sectors who have banded
who they hired and set up. Soon there were t o g e t h e r.
bands of Scav's roaming the sectors as well
equipped as most of the major soft companies. "We got out because J'Ktr sacrificed himself. I
am alive to testify to the nature of the Scav's. I
Then came Cloak. saw Carriens, mutants, cannibals and definitely
a Feral. Well armed? The biggest was a Power
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
above it. When your number is flashed at one Op's are checking licenses for pets held in both
of these doors, you have two minutes to get blocks.
inside and apply for the BPN, after this, your Lewis Gunn, from the Dept. Admin. will give
chance has gone and you must re-register at the the Op's a detailed list of the three hundred and
main desk. eight citizens with registered licenses. The Op's
are to check that the licenses match the pet
Once the Op's have spotted their number and description, noting any discrepancies.
have managed to get inside the cubicle (this The squad is also to undertake ten 'spot'
may take two or three attempts) they will be inspections. They must use their discretion, to
seen by their designated BPN clerk. BPN clerks inspect ten random apartments, checking for
can be as helpful or as obnoxious as you like, unlicensed pets.
their only concern is to relay the information
about the BPN to the Op's and to get them to Lewis will give the Op's three 'blank'
sign for it's undertaking. termination warrants for unlicensed pets, to be
BPN clerks care nothing for the squads completed at their discretion. A bonus of 50c
themselves, and they will enforce the ten per warrant used is offered. The apartment
minute limit on each squad while in the cubicle. blocks must be checked the day after the BPN
The clerks will show the Op's a number of is issued.
BPN's until they select one, or they may offer
them one, based on their records of the squad The SLA beaurocracy machine comes in to
and the allocation system. play when the Op's try to either check for
Suggested stats for a BPN clerk are: licenses applied for, or check up on any citizens
who have pets they say they have licenses for.
STATS Range Skill Rank There are nine different departments that any
Str 5-8 Detect 6 citizen could apply for a license from. The
Dex 6-9 Rival Company 5 Dept. Admin. is just one. Just because a citizen
Dia 5-9 SLA Info 8 is not on their list, does not mean they are not
Conc 6-10 Literacy 7 on someone's list as having a license.
Cha 5-8 Streetwise 5
Cool 6-10 Interview 7 You may want to give the Op's a chance to find
Hits 11-17 Communiqué 7 this out, maybe through SLA Info, or a 'friend'.
Computer use 6 Either way, they have now got to make a
Psychology 6 decision. Either go with the BPN as is, ignoring
the other depts. and the fact that some of the
You can either play BPN clerks as SLA pets they find will have licenses with other
personnel of SCL 11 (nominal employees) or as depts., or they can try to obtain lists from all of
fully fledged Operatives, maybe who have been the other eight depts., doing a completely
forced in to the job through injury or thorough job.
disciplinary.
All BPN clerks will be armed, the choice of What's Really Going On
weapon is yours, a minimum of a FEN 603 is
suggested. The BPN is in fact a cover operation.
Each BPN booth contains a desk with a vid Station Analysis have been commissioned by
terminal and computer as well as a drinks Internal Affairs to uncover a suspected Black
machine. Some may be partitioned by bullet Order operative hidden in one of the blocks.
proof glass, some have surveillance cameras It is hoped that by having a squad of Op's
and a few have static site weapons mounted poking around, asking questions and searching
along side the camera. the place, the Black Order suspect will break
cover.
The BPN
The Dept. of Admin. are blissfully unaware of
The BPN is for a squad to sweep through two the cover operation, as far as they are
apartment blocks, both in Suburbia (bordering concerned, the BPN is legitimate.
slums of Upper Downtown), sectors 318. The As the Op's sweep through the apartment
blocks, they will encounter hundreds of
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
citizens, most of them harmless and benign. pair of huge Dobermans. Harry and Martha
Some of course will resent the intrusion, but have a livestock license, naming the dogs as
will still be innocent bystanders. A small breeding stock for a farm. They have no idea
minority may have unlicensed pets, and then where they got the license or where they should
there is the Black Order operative. Just to get the right one from. Harry is a Gauss Train
confuse things even more, there is an driver, Martha has a cleaning job, both are just
undercover Operative, working a White, normal working 'Joe's' who happen to love their
resident in one of the apartments, and he has (of dogs. Martha will get hysterical at the slightest
course) an unlicensed pet. suggestion of anything happening to her
'babies'.
We have listed ten encounters, including the
Black Order Op and the undercover Op, play 5) Mark Derryl. Right license, right pet. Mark
them out in any order you want. remember to has the appropriate license for his pet monkey,
fill the scenario with innocent, trivial, annoying but doesn't know it. He will act most
happenings, just to grind the squad down even suspiciously, denying the Op's access to his
more. apartment, and claiming he has no pet. It will
become obvious to the Op's that Mark is hiding
1) Mrs. Jones. Right license for correct pet. something, but he isn't. All he has is an
Mrs. Jones has a license that is in good order, incredibly paranoid nature. If pushed to reveal
and her pet, a small Poodle, is completely legal. his monkey (called Sam), Mark will claim it
However, Mrs. Jones has a guilty conscience. moved in yesterday, don't know where it came
She acts suspiciously, being most from or whose it is. If Sam is removed or
uncooperative, maybe even being abusive. She killed, Mark will threaten legal action, suing for
is a small, wiry woman, with a pale complexion breach of contract regarding the ignoring of his
and a loud voice. She insists she knows her license.
rights and will not be frightened or bullied in to
anything. Very provocative woman. 6) Dead Occupant. Pet Crow. The occupant of
this apartment, one Mr. Hinkley, has been dead
2) Mr. Beel. Right license, right pet, wrong for several days now. There is a faint smell of
address. Mr. Beel has moved from his old place decay coming from his apartment and the odd
in Upper Downtown, but has failed to register crawing. If the Op's break in they find Mr.
the new details on his license. Mr. Beel has six Hinckley sprawled out in the kitchen,
pet snakes, each well over twelve feet long, apparently having died from a heart attack (he
none poisonous. Mr. Beel will try to bribe the is in his late forties). Hinckley's face and eyes
Op's, offering them 10c each to look the other have been pecked out by the crow, who has
way until he gets a chance to go down to Dept. started to claw in to his stomach. There is a
Admin and change the details. Mr. Beel is an permit for the crow in among Mr. Hinckley's
agreeable man, who just wants an even break. personal effects, as well as insurance
He has a nice apartment and a clean record. documents stating that all property reverts to
the Dept. Environment upon his death (who he
3) Ms. Hurly. Ms. Hurly has a completely worked for).
unlicensed pet. She has not got any permit,
from any SLA dept. Her pet cat is large and 7) Capriano Family. The Capriano's consist of
friendly, and has been with Ms. Hurly for some Leon, Mary and their eight kids. Each kid has a
years now. Ms. Hurly is in her late thirties, she pet rat, none of whom is licensed. The rats are
is a professional woman with a promising clean and appear friendly, they run free through
career with Third Eye. She will do almost the apartment, and their is little or no sign of
anything to keep this from going on her record, their droppings. If pushed, Leon will offer to
and she promises to get a license first thing buy a license from the Op's, if this is not
tomorrow. Ms. Hurly may hint that she could possible, Mary will offer to release the rats in to
be a good friend to any squad that helped her in the wild rather than have them killed. The kids,
her developmental years at Third Eye. aged between four and nine (you work it out),
will be badgering the Op's the whole time they
4) Harry and Martha Klows. Completely are in the apartment, going from maniacally
inappropriate license for their two pet dogs, a happy to screaming in tears.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
The squad are told that the smuggler, Nutias The notice to secure for Fold will be flashed
(pronounced Noo-ee-shass), was running drugs, briefly, the squad may pick up on everyone else
guns and vid-discs, between Mort and the Stone preparing.
Rim Colonies. He was captured by Once in Fold, all of the squad will experience a
HireGround, a squad of mainly Wraiths, and sensation like being underwater with gallons of
brought back to Mort, where he awaits trial. For paint flowing all around them. In the middle of
legal (and contractual reasons) HireGround this experience, a Necanthrope will calmly
cannot leave Mort to retrieve the contraband walk down the main gangway, scanning the
that will be needed as proof in Nutias trial, rows of Op's, seemingly looking for someone
hence the BPN. in particular.
The squad are told that the stash is on Mining
Station Rool, in the East Sector of the Colonies. Once out of fold, the Necanthrope will return
The mining operation on Rool is small, being and begin ordering the Op's to disembark.
run by Deep C, a subsidiary of SLA. Any of the squad wearing head sets will
The executives of Deep C will be expecting the immediately start picking up various channels
squad, and will assist them in any way they and command signals. This together with the
can. horrendous noise from outside the Aeon, will
give away the squads location.
What Actually Happens They have arrived on Cross.
The squad are free to make whatever The Necanthrope, Maze, will make sure the
arrangements they see fit for their journey, and squad disembarks with the rest of the troops.
are free to gather whatever equipment they They will be unable to reason with him. if he
think they will need. has to make a show of strength to get the squad
Providing they pass their off world psyche off the ship, he will use his Intimidate and
tests, they will be issued with the relevant ready his Gore Cannon.
travelling permits and given their boarding The squad will have no choice but to 'go
passes. ashore'.
The Foldship Aeon is to be their transport. Once off the Foldship, the squad will have a
number of choices:
Once aboard the shuttle the squad may start to
notice some irregularities. They are shown to a 1) Find someone to talk to.
small cabin that seats eight. As well as them, 2) Join a detachment of troops and move in to
there will be two Shaktar warriors, each solemn position.
and silent, and each wearing the Contract badge 3) Hide.
of the Ministry of war. The Shaktar, who are 4) Try to sneak back on to the Aeon.
SCL 5, will be polite but will refuse to answer
any questions put to them, saying that as they They will (of course) find other choices, but
are under contract, and on active duty, they are these are the ones we shall tackle.
forbidden to divulge details of their missions.
The Shaktar will go so far as to decline If they try to find someone to talk to, they will
answering the obvious. eventually bump in to the Muster Sergeant,
Strict checks are made on all paperwork before who is an SCL 6 human Operative, working for
they are allowed to enter the Foldship. Once the Ministry of War. Whether you play him as a
aboard the Aeon, things just don't seem right. gruff, unhelpful veteran or a caring father
The squad will be moved to a large holding are, figure, keen to help, is up to you. But the Sarge
seating around a hundred Op's. They will be the will try to get the Op's to join an active unit, he
only ones in anything less than PP70, with a lot needs to hit targets for troops sent to the front,
of Crackshot and a few Dogeybone in evidence. and every pair of hands adds to his quota.
The firepower carried by the other Op's ranges
from AR's to Power Reapers. To clinch it, once If the squad moves out with some troops
the Foldship clears the Mort system, a few of voluntarily, you may want to look kindly upon
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
them. Or you may not. Either way they will get At a given signal, the Gargoyle squadron will
caught up in Operation CrossFire. move in and it should be all over.
Trying to hide is useless. Of course, hiding You will have to tailor the situation to fit the
takes many forms. The squad may just aim to squad. If they are relatively well armed and
'mill around', simply keeping moving in the experienced, they may be expected to act as a
hope they can remain at the jumping off point unit on their own, being given ground to take
until the next Foldship arrives. You will have to and hold, as well as orders for the retreat. if
decide how successful they are, based on they are obviously not up to this role, they will
whether or not you want to get them involved be amalgamated with another squad, to form an
in Operation CrossFire. attack unit.
If they want to sneak back on to the Aeon, they The Thresher Scout unit consists of twelve
will have to deal with Maze, whose job it is to pilots in Close Nitt PPA (TH.0003), each suit
make sure this sort of thing just doesn't happen. has been 'battle fitted' with an extra 2 P.V. (12
Use Necanthrope stats from Karma (pp145) for total).
Maze, noting that he has Detect 10 and The Scout Unit is armed with Sheer 0023/B1
Evaluate Opponent 12. Maze will threaten to AR's.
kill the squad if he finds them, if they still The Scout Unit will attempt to pin down the
refuse to leave..... opposition, until backup has arrived, if they fall
for the trap, they will be tempted to get in close,
Operation CrossFire when the Gargoyles will swoop.
Basically the Op's are in deep shit. You must The Op's squad is just one of seventy carrying
decide what you want to do with them. The out exactly the same plan at exactly the same
BPN will effectively lapse if they take part in time, the thinking being that even if the
Operation Cross, earning them a minimal SCL Thresher Scout unit does call for help, there
decrease. Of course they any do well on Cross, will not be enough backup available to cover all
earning a stay of execution for the failure of the locations.
BPN.
You may just want to frighten them, giving Well, basically it's up to you how you play this
them a glimpse of Cross, then whisking them one. We'd suggest a sweeping canvas of an
away to continue with the BPN. encounter, with the squad maybe even getting
We have outlined Operation Cross with hold of some 'big guns' courtesy of fallen Op's
suggestions for the Op's participation. in their area. If they go for the Thresher
themselves, give them a break. Make sure they
Operation CrossFire is designed to draw out the are being brave and not just stupid, but it would
main Thresher scouting group from one of the be worth giving them a chance.
sectors. The idea is to send out some bait, The key elements are fear and the
which the Scout Group will investigate. The overwhelming urge to hide/run away.
bait will be suitably designed to tempt the Make the Thresher out to be invincible, and of
Scout group in to attacking without full course the overall atmosphere of Cross is one
support, which is when the newly arrived of oppressive, constant, brutal violence.
squadron of Gargoyles will swoop in and wipe
out the Thresher Scouts. That's the plan. Now we know we sort of tricked you here,
giving you all the shpeel about the Stone Rim
The Op's will soon realise that they are in the Colonies, but if you were surprised, hey,
detachment that forms the bait. A small unit, imagine how you're players are going to feel!
theirs is the job of mounting a fake assault on
one of the Thresher holding warehouses, This is designed to show that basically shit
supposedly with the intention of sabotaging, happens. Sometimes things go wrong and
rather than raiding. there's nothing you can do about it except go
Once the Thresher Scouts find out they are with the flow and hope to come out the other
there they will strike. end.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
several engineers who had worked on the so closely follows the pilot's monuments, many
Killcopter and SCAF aircraft. From their pilots have likened it more to flying themselves
knowledge a new high-power high-efficiency rather than being in an aircraft. The piloting
turbine and ducted exhaust system was skills needed are nothing like a conventional
designed. When cleared, this design was built craft such as a Killcopter, yet once learnt the
into an incredibly strong yet light weight craft becomes more agile, responsive and
metallic allow chassis. This chassis would form effective than any purely conventional
the base for the biogenetic tissue that would mechanical craft.
become the Gargoyle to be grown around. The turbines that power the Gargoyle are run
by efficient fusion generators. These are in turn
The craft is basically a fleshy musculature fuelled by purified gases produced by the
grown around the chassis, with a very durable Gargoyles metabolic processes, which are
exoskeleton, which provides both protection written directly into its DNA code. The tissues
and an excellent control surface. The muscle themselves are fed by using Karma
bundles of the craft contract and relax in order manufactured food bricks remarkably similar to
to control exhaust angles, turbine throttle, those incorporated by their Biogenetic armour
weapon triggers and aim, and angle of control line, although they are of course larger.
surfaces. This is very similar to a human body
moving wrists, arms and the like, it is all a Game System Stuff
natural process to the Gargoyle. Most
impressive in the design of the Gargoyle is the Karma MP/SCA/041 - Gargoyle
incorporation of a semi-intelligent brain. This Type: VTOL Jet Powered Fighter.
brain does not have the same capacity as a Max Speed. 1200 km/hour.
human or even a Stormer, but is comparable to Movement: Twin ducted multi-exhaust fusion
an obedient dog, able to understand simple turbines.
commands and act out its master's wishes. Dimensions: 3.3m length, 4.0m width, 2.0m
For the pilot to enter, he or she speaks a simple height.
voice signal, which the Gargoyle hears and Weight: 1.25 tones.
understands. A section of the armour plating Crew: 1
raises on top of the craft. This allows the pilot Passengers: 0
access to the cockpit. The pilot lies face-down Skill: Pilot, Gargoyle.
in the cockpit, with arms outstretched, fingers Armament: Variable (Standard load: Tri-
extended and legs slightly separated. The fleshy barrelled Power Reaper, MAL assault cannon
interior of the cockpit has this design indented (modified 100 rounds ammunition), 2 air-to-air
into it, so it is a simple matter for the pilot to heat-seeking missiles (clearance codes needed
remember the correct shape. When they have for launch).
settled, the armour reseals and the cockpit Cost: 500,000 credits.
interior contracts around the pilot providing a P.V. 24, I.D. 500
custom fit. It is actually very comfortable yet Acceleration Rate: 30.0
rather unnerving for the inexperienced, Turning Circle: 0 stationary, 80 at full speed.
therefore much of a new pilot's initial training Additional Notes: Symbiotic responses +2
works towards desensitising the pilot to their dodge.
surrounding. From this position a HUD appears Sensory Package +1 to hit.
in front of the pilot. This is comprised of Wings can fold up to allow passage through
information gathered from the various sensory narrow paths. Width 2.0m, max speed 250
receptors built into the Gargoyle. These include km/hour.
sight, hearing, IR vision (similar to that
incorporated in the Domino Dogs), Turbine In Issue 10 of TBP, Dark Lament's response;
output, weapon status and others. the Harpie. (It's worth the wait....)
Once the initial discomfort of new pilots It has been suggested that the Gargoyle is
disappears they discover that the Gargoyle is an essentially a GM's toy, and that the Op's will
amazingly simple craft to control. Flight is a never get to use it, so what's the point.
simple matter of moving your body and issuing Well.
voice commands. In fact, because the Gargoyle
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
The Gargoyle may need test piloting, by a PC Purge, though they are usually priced too
of course, or retrieving from one of the Sectors, highly for your average citizen. Props,
or a rogue Gargoyle pilot may have to be Financiers and some Gang Leaders have had
brought in by the Op's, or one of the Op's may dealings with Purge, extending their street
be assigned it as part of their War World duty, protection even further.
or the Op's may need to rescue one from the There is a general feeling that Purge are on the
clutches of a Thresher pilot who has it stored, same side as the average, downtrodden citizen,
you get the picture. and that most of the media coverage given to
Of course the Gargoyle is powerful, but so is them is propaganda and lies.
the Killcopter. The Gargoyle adds atmosphere
and develops the Karma arsenal, showing why The most recent Purge raid targeted a squad of
SLA Industries rules the WoP. Op's who were sent in on a Yellow to sweep
As a scenario idea, how about a squadron of and clear a market in Downtown sector 280.
Gargoyles (maybe five or six) taking on a full The squad were killed in fierce hand to hand
Thresher Unit, complete with Sarge and fighting, their bodies were never recovered,
support? neither was their gear.
War Worlds will never be the same again.
And what about if DN got hold of some, how Game System Stuff
could they use it, are there failsafe's, as
basically the Gargoyle is semi-intelligent? If Purge were born in 895 SD. from the remnants
not, are the space ports of Mort ever going to of a secret Dark Lament sub department. DL
be secure again? were experimenting with Ferals working for
them, the Ferals seemed to be able to instill
Flux in to DL Ebb equipment far quicker than
other Ebons. In 894 SD., Senti heard of their
use of Ferals and shut down the department,
eight DL executives, six of them Ebons,
SOFT COMPANIES disappeared completely during the shut down.
Three of the fourteen Ferals working for the
PURGE department managed to escape the purge that
followed. They ran to Downtown, where they
Company Slogan: "SLA has nothing we need." came from in the first place. The three decided
to set up in opposition to SLA, to continue to
Purge first came to the attention of the Mort manufacture Ebb artefacts and to repay SLA
public in 895 SD., when they were credited for their hunting down of their brethren.
with the destruction of the Necanthrope Union :
Loom. The three Ferals are:
Since then they have been operating out of Chalice; Communication, Detect,
Lower Downtown and Cannibal Sector Five, Enhancement, Healing, Senses, Telekinesis.
with the occasional excursion in to Suburbia Thunder; Blast, Blue Thermal, Enhancement,
and even Central. Reality folding, Red Thermal.
They have the reputation of being something of Chain; Detect, Healing, Protect, Senses, Gore
the brave underdog, fighting their oppressive Cannon. Chain has Formulae sixteen and will
would be masters; SLA. Most of the public at soon 'turn', she hears the call of the White and it
large don't know, or don't care how dangerous will be a matter of days, maybe weeks, before
Purge really are. As far as most citizens are she becomes Necanthrope. Chain's Gore
aware, Purge are simply Ebons who have had a Cannon is fully functional.
bad deal and decided to strike back at SLA.
In the Lower quarters of Downtown the citizens The three Ferals have gathered together a band
are positively helpful to Purge, and one more of eight other Ferals as well as thirty four
than one occasion have helped in their evasion 'mules', taking the company total to forty five.
from SLA.
Purge are based in sector 280 in Downtown,
The black markets of Downtown are beginning their main haunt is a disused warehouse, next to
to receive some of the goods being produced by a tenement block and a rambling entertainment
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
complex. All of the citizens in the adjoining worry about using official travel lanes or space
buildings know of their existence and support ports.
them.
NightShift have a 90% success rate for take off
Purge currently specialise in the making of and landing, having only one ship destroyed by
Ebon equipment, which they sell to support SLA while in flight in the last year.
their hidden agenda. At the moment they can
make any piece of equipment except Pineal It is rumoured that NightShift are backed by
Stem, Focus and Deathsuit. DarkNight.
All of their equipment costs +10%-20% more NightShift can be contacted at any of the
than list price for SLA stuff. seedier areas of any space port, or in any
Downtown bar notorious for it's DN
Purge also conduct hit and run raids on squads, connections.
stealing their equipment both to sell and
maintain their level of operation. Each of their Not very much is known about NightShift on
Mule employees is equipped as well as a the streets, as their services are mainly used by
Convert or a Prop, with the other Ferals those higher up the Soft Company chain than
equipped as well as any Op's. street level. Numerous softies have had
dealings with NightShift, and all seem satisfied
The three behind Purge are working on an with the service.
artefact that will allow Ferals to resist the
White, and another to allow them to enter and Game System Stuff
exit the White still in control of their senses,
making them beyond the control of Intruder NightShift are funded and backed by
and SLA. DarkNight.
Purge are of course unaware of the true nature
of the White, and their grail like quest for these DN found a cache of technology on the War
two artefacts blinds them to the impossibility of World Cross linked to an old Cross corporation,
the task. S.L.O. Enterprises. S.L.O. built spaceships, DN
raided their last storage/production facility,
When Purge hit a squad, they get in and out managing to steal six ships, huge stockpiles of
very quickly, taking no prisoners and leaving spares and a vast amount of technical data, all
no trace of their attack. Usually, the bodies of of which they immediately shipped to Mort.
the Op's are removed to be searched NightShift were set up in the Autumn of 901
thoroughly, then they are dumped in one of the SD and have become an immediate money
Cannibal Sectors. maker.
rumours are beginning to spread through SLA The six ships run by NightShift are classed as
of Intruders secret admiration (and maybe even light freighters, each with a cargo capacity of
support) of Purge. about two hundred tones. In appearance they
are similar to huge FEN 5009 Stingray's (Mort
NIGHTSHIFT SB, pp82), being about ten times the size.
Company Slogan: "Want to get off world? SLA The NightShift vessels have Ion Drives as well
don't run a NightShift." as six independent Fusion Prop Motors for 'on
world' maneuvering. The ships can land and
NightShift run a small fleet of space ships take off vertically, remarkably quickly and
around the immediate vicinity of Mort. Their needing only minimal room.
main runs are to and from New Paris and planet
hopping around Mort. All of NightShift's vessels are unarmed. Each
takes two pilots and a navigator to work at full
NightShift run cheap and cheerful excursions to capacity.
anywhere within their range around Mort, they
don't ask questions about cargo, and they don't Some examples of NightShift prices are:
New Paris, Return from Mort; 240c/4800u.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
Meny, return from Mort; 200c/4000u. Five of the six vessels are used for Mort system
Full cargo hold hire, Mort to anywhere on travel, while the sixth, the Pegasus, is most
Mort; 600c/16000u. often used for shadow Foldship travel.
Full cargo hold hire, New Paris to Mort;
1000c/20,000u. All travel in to and around the area of White
Obviously only the larger Soft Companies and Earth is monitored by Bitterness and his
the more affluent can afford NightShift servants.
services, though it is not unknown for Op's to Persistent travel in to the Black Stump will alert
want to move around away from 'official' the Diamond Dogs, who will wreak their havoc
channels, and NightShift ask no questions, they on any life forms they encounter.
take anyone who can pay.
You have been warned....
Passengers aboard NightShift flights have their
weapons stowed in sealed units in the hold, RADICAL WAVES
with absolutely no access during flight to the
hold. As well as two pilots and a navigator, Company Slogan: "Catch a wave man."
each flight usually has three or four security
goons, each a specialist in unarmed combat. Radical Waves were born from the ashes of
Sometimes Props are used, armed with blades Slayer Don't Surf, which was finally shut down
or clubs. by SLA in the Summer or 901 SD.
NightShift can call on DN agents for especially The new company learned from the mistakes of
tricky missions. the first and radical waves are set to be around
for a long time, by Soft Company standards
NightShift's Secret Journeys anyway.
NightShift are a useful revenue earner for DN, Radical Waves have toughened up the image of
as well as being an invaluable source of the Power Board, both by their choice of
transport within the Mort system. But that is sponsorships and their choice of operating
not what DN really want NightShift for. procedures.
Several rogue Ebons and Ferals have been Game System Stuff
pioneering a form of Folding that relies on
'piggy backing' a Foldship. This uses the Radical Waves were formed by the two
Foldship Navigators ability, but keys the surviving partners from Slayer Don't Surf;
following ship to the same destination, using Adam Nurdin and Jonathan Seer. They employ
the Ebon/Feral pilot's ability. thirty six production staff to make the boards,
Effectively the following ship is invisible to the and hire out three Props to protect their
Foldship and does not need to manipulate the production/storage facility. Large bribes are
vast amounts of Flux needed for Fold travel. It paid to the main gang in Downtown Sector 42,
also leaves the following ship free to navigate the RedRats, for added protection and extra
without relying on Glyph pillars, whose use eyes and ears on the streets. Moneys have been
would signal the following ship's presence to paid to the Shivers of 42, ensuring their
SLA. selective lack of attention.
Radical Waves supply much needed revenue
DarkNight have been getting more and more for sector 42 and the citizens generally support
bold with their experimental travel, and soon the activities in their sector.
they hope to shadow a Foldship towards White
Earth. Eventually DN want to be able to Major innovations have been made in Power
explore the area of space around White Earth. Board design. Boards are now faster and more
maneuverable. Radical Wave boards leave
Only the upper most echelons of both other Power Boards in their wake, including
DarkNight and NightShift are aware of the those made by Charlie-Shak, the official SLA
plans for the company. Sub-company in the market.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
The skill needed for Power Boarding can either Weiss conducted a 'follow up' interview with
be; Martial Arts, Gymnastics or Acrobatics. Silk, the 'leader' of Cutting Edge.
Users with none of these skills count every The interview was conducted during a drinking
point of Dexterity above six as their Power session at BlueBerry's Bar, thanks go to 'frisky'
Board skill, i.e. Dex 9, power Board skill 3. Rick Baoum for letting us use his back room.
All material licensed to Inter-Com, © 902 SD.
Power Boards come in all shapes and sizes, Eye 4 Inter-Com, under license to Third Eye.
depending upon individual taste and skill
preference, some people prefer wide, short FW: "Thank you for seeing me. I understand
boards, others like long thin ones. Radical you are currently in-between BPN's, sort of a
Waves supply all tastes. rest?"
S: "Time to gather our thoughts."
A typical board is listed below. Modifications FW: "What sort of direction are Cutting Edge
and extras can push the price up by +10%-40%. looking in?"
S: "Forward. We always look forward. We aim
Power Board to change, to progress, to move with the times."
FW: "Any thoughts on the outcome of the
Max. Speed: 200km/hour: 31m/phase Deely Mall operation?"
Dimensions: 2m length, 1m width S: "We were thrown in to a situation, I think we
Weight: 18kg simply did what we needed to. Not one of our
Crew: 1 Rider best, not much time to plan. Too hectic. I think
Cost: 75c / 2000u Jaymz and J'Kqwn came out best, though
P.V. / I.D. : 8 / 90 J'Kqwn will not admit it, he was very brave,
Acceleration Rate: 3 covered for us until we got it together."
*Turning Circle: ranges 1 - 6 FW: "Jaymz said he saw you with a Flintlock?
*Each level of turn below 6 adds +1 to A change for you?"
difficulty of turn, i.e. TC of 1, +5 DR. S: (smiles) "I think you'll find Jaymz was
mistaken. Fen 091, no Flintlock."
The vast majority of boards produced now have FW: "Anything from Laughing Dead? I heard
in-line wheels with the motors mounted they were going to up your sponsorship deal,
beneath the board along side the wheels. Most maybe offer exclusive contracts?"
breaking systems are now pressure mounted in S: "We are currently negotiating with Laughing
the board, activated by the heel of the foot. Dead, so I can't really comment. But I would
Radical Waves are currently sponsoring two like some stability for the squad, maybe look to
Props to use their boards; Ice Maiden and one department."
HeadShot. The serial killer Ringer has also FW: "Any comments on your possible
been seen making a kill on a board from relationship with one of the Slice Girls?"
Radical Waves, though no 'official' deal has S: (laughs) "Well you know, maybe I was being
been made. a little naive to think it could work."
Third Eye are currently looking in to the FW: "So you were connected to one of them?"
possibility of sponsoring a Power Board slot on S: "Strange turn of phrase. Connected? Maybe
their 'Street Racing' show, placing Charlie-Shak 'associated', but that's history. Time to look to
users in competition with Radical Wave's users. the future."
SLA tends to be slow to move against FW: "Do you think it's important for an
companies like Radical Waves, as they pose no Operative to have a steady relationship?"
immediate threat to their security. S: "Yes. Yes I do. I know it's hard, but
everyone needs someone to ground them, to
give them a base, a stabiliser."
FW: "Nothing between you and Matty?"
S: (Frowns) "No. Matty is a very good friend,
MEET N GREET we have been through a lot, maybe too much to
be anything other than sort of family. Who told
After the success of his Deely Mall Massacre you that?"
interview with Jaymz from Cutting Edge, Frank FW: "Just picking up rumours...."
S: "Rumours? I expected better from you."
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman
FW: "Sorry. Sometimes the job takes over." seem to want to do what she says. Odd. Only
S: "There's a truth for you. And a challenge." seen her pull her Farjacket three times, hasn't
FW: "The outcome of the Yellow? missed yet though. I'd rather be with her than
Satisfactory?" against her."
S: "It's always satisfactory to receive
recognition for a job well done. We all need a Liaane, Wraith Raider with Cutting Edge.
pat on the back occasionally, and SCL
increases are the sincerest form of recognition." “Silk is an honourable squad leader. Her word
FW: "Thanks for your time, sorry it was a bit is as good as mine. Mess with her, mess with
disjointed." all of us.”
S: (smiles) "I'm sure you will do better next
time." J'Kqwn, Shaktar with Cutting Edge.
FW: "I think there will be a next time too...."
S: (laughs) "You have no shame." SKILL RANK
FW: "I'm a reporter." Literacy 4
S: "Aren't we all?" Detect 10
FW: "This interview brought to you by a Rival Company 3
chastised frank Weiss for Inter-Com. Back to SLA Information 4
the studio." Communiqué 3
Persuasion 6
Silk Streetwise 7
Name Reel 'Silk' Velon Interview 6
Classification Ebon Forensics 5
Package Invest. & Interr. Pistol 10
Squad Cutting Edge Martial Arts 8
Strength 6 Running 6
Dexterity 10 Evaluate Opponent 8
Diagnose 9 Psychology 8
Concentration 12 EBB SKILLS RANK
Charisma 10 Formulae 3
Physique 8 Blast 5
Knowledge 11 Detect 8
Cool 9 Healing 5
Walk 1 Protect 10
Run 2 Communication 7
Sprint (3) 5
Movement 25 Ebb Equipment
Half Movement 50
No Movement 75 Ebb Medkit
Deathsuit
Silk has molded her Deathsuit to resemble an (Deathsuit is Heavy: +2 PHYS, +2 Cool, Store
ashen black liquid, which clings to her lithe of 20 Flux. PV 16, ID 100 per location).
frame, when she gets angry or sad, it seems to
run and drip tears which are re-absorbed as they Equipment
run along the suit.
FEN 091 Farjacket, Recoil Baffling 5, Laser
"Silk is our nominated leader. She is respected Painting, 4 HEAP, 4 HESH clips.
by all of us, she is probably the only one who
could get away with telling us all what to do. Silk prefers to keep out of hand to hand
'Silk'. Smooth, geddit?" combat, though she is more than capable of
defending herself with Martial Arts.
Jaymz, Human Operative with Cutting Edge. Silk rarely uses Blast, her Farjacket seldom
sees action, though when it does, she never
"Silk is very effective. I've seen her talk her seems to miss.
way out of a coffin. Humans (and Ebons) just
tHE bIG pICTURE – SLA Industries Fanzine – Issue 9 - © 2001 Max Bantleman