Professional Documents
Culture Documents
Finding a job - An off-world Green and a The fourth issue of tHE bIG pICTURE,
Silver BPN produced in 1996, January I think.
A good piece by Tony Maguire was the
Equipment - Finance chip upgrade and only outside contribution, people seemed
'shields' reluctant to have a go at writing for SLA
themselves.
Soft companies - Jinx and Chapter Seven It has one of my all time favourite
illustrations on the cover, originally from
Is it me, or is it hot in here? - Short the MRB, but now taken out to make room
scenario idea for one of the three Ebon character sheets
in SLA 1.1. Strange world eh?
The views, opinions, ideas and perspectives Issue 4 still has stolen artwork in the
on reality, expressed within this fanzine are interior, from the MRB and Karma, but it
not necessarily those of the people who had a lot less of it, it was more ‘wordy’.
produce it, except when these things are things were getting in to their stride.
found to be any good (and they can make It has turned out to be the second highest
some money from them). No association selling issue, more through luck than
should be made between anything said in content: there were a lot of people getting
this fanzine and those people saying it. All in to SLA in 1996, and they were all hungry
SLA Industries trademarks, copyrights, and for anything they could get their hands on,
those of their subsidiary companies are which was not very much at the time.
used without permission, and such use
should not imply endorsement by SLA
Industries (bless 'em). Max Bantleman, 2001.
Do Stormers have normal sexual drives and Details : The Pack tend to run the streets of
desires, or are they sterile and void of such the two sectors where they originate, acting
feelings? If so, should the sterile as a kind of vigilante gang, monitoring the
disadvantage be allowed? streets and keeping other gangs out. They
Can Wraith Raiders die from heat cruise around in cars or on Power Boards,
exposure, if so at what temperature? Is their they seldom go on foot unless it is to a
heat signature different from humans? meeting. Most members of The Pack are in
Are Necanthropes changed in the White or their late teens or early twenties, members
are they merely possessed by beings that are expelled from the gang when they reach
live there? thirty.
to anyone who wants it. They never gather As a guide to making up gang members, we
in large numbers, and will melt away from have listed typical positions within a gang
a fight or conflict. They are ruled by a and given a rough profile of the type of
council, known as the 'hive', who make person likely to be found within this
decisions about membership, punishment, position.
distribution of wealth, etc.. No Operative
can afford to get on the wrong side of the Gang Leader
Ant People, they can make someone's life
very easy or very difficult. Will usually have the stats of a prop, or at
worst a Civilian Convert. Gang Leaders
Gang Name : BulletHeads have to have a bucket load of charisma or
Location : Sectors 740 / 746, mainly on the the backing of a seriously powerful
freeways and roadways of the outskirts of member of the gang. The Leader will vary
Mort Central. from gang to gang, but will usually
Gang Emblem : Grinning skull with three personify those qualities the gang hold in
eyes. high regard. The BulletHeads, for example,
Details : BulletHeads are a gang for speed are lead by a quiet shy woman who
freaks. They are dedicated to racing cars happens to be able to handle a customised
and motorcycles, they will also race power Calaharvey like she was part of it, while the
Boards and copters, but this is not their Hunters are lead by a brute of a man who
preferred vehicle. They will fight to keep could quite possibly tear the head off a
control of their roadways, and will patrol Carrien with his bare hands (and is
them to clear them before a big event, rumoured to have done so!).
going so far as to shut them down during a Leaders will always have contacts either
major race. All the members are employed with one of the law enforcement agencies
with a high disposable income, which or DarkNight, they can always call in
makes the gang even harder to control and favours when needed and enjoy a certain
shut down. BulletHeads have to prove their amount of protection and loyalty from their
worth by racing an existing gang champion members.
before they are asked to join, dedicated Skills and levels will depend upon their
speed freaks only need apply, they live to specialty (gang type) but again, the Prop or
race and take risks on the road. convert give a good guide for levels
attained.
Gangs are essentially a social unit, and Their access to equipment will depend
their make up reflects this, with different upon the gangs strength and it's general
people within the gang fulfilling different success, the leader of the SewerStars
roles. Each gang has a different structure, actually owns a Blitzer, while the head of
though all of them share some common the Tower Kids is never seen with anything
features. Every gang has a leader, usually a more elaborate than a baseball bat (but boy,
single figure, though there are two gangs in what a swing!).
Mort (the Reevers and the Ant People) that
do have a ruling council. Gangs will also RIght Hand
need contacts and fixers, mechanics and
muscle as well as the common 'foot The gang's Right Hand is second to the
soldiers' that will go to make up the rank leader in both power and rank. Often the
and file. Right Hand will be someone who has
qualities the leader does not possess, but
As a general guideline, most gangs will who compliments the Gang Leader in their
have between thirty and a hundred running and control of the gang. So a
members. Each member will have a rank brutal, highly physical gang like the
within the gang that is the equivalent of an Chargers, has a Right Hand who is both
Operatives 'reputation, and Operatives may eloquent and intelligent, able to act as
acquire an honorary rank using their diplomat and peace keeper, with a lot of
reputation in contact with the gang. patience and the ability to calm a
potentially volatile situation. The Right
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
Hand of the BulletHeads is a mean and wade in against other gangs. Sometimes the
moody gal by the name of Scythe, she is muscle element of as gang can be hard to
the gang's enforcer and muscle, being both control, often causing unnecessary friction
deadly with her hands and a fist scythe. both in and outside of the gang.
The Right Hand will be the equivalent of a Muscle will vary greatly in their
Prop, with equipment and skills appropriate characteristics and skills, depending upon
to the particular gang. the gang, most will be the equal of a
Convert or a Prop, though some may be as
Fixer tough as a Shiver or as weird as a Serial
Killer. They will have access to equipment
Gangs will often have two or three Fixers, and information relevant to the style and
these are the people who procure wealth of the gang they serve.
equipment and services for the gang, as A classic example of muscle comes from
well as selling their spoils through their the Raiders, their troopers (muscle) are
contacts both on the black market and with known as Wires, each wears the gangs
corporations such as SLA and DarkNight. colours with an additional blade added
Fixers are always highly intelligent, below the feline logo. Wires are trained in
motivated people, always on the move and the use of both one handed and sometimes
always with at least three deals going on. two handed blades, none has access to or
They are never completely trusted by the uses firearms, there are twelve Wires
rank and file gang member, though they within the gang, and this number is kept
can be relied upon by the Leader and the constant. It was a Wire from the Raiders
Right Hand. that was responsible for the hit on the
Fixers usually have their own 'dens', places BloodBoys Fixer in sector 333, the Fixer
where they are safe, and that are filled with and two of his Prop guards were taken out
goodies from raids or supplies for the gang. by one Wire, an extreme example of the
A Fixers den will sometimes be guarded by possible effectiveness of gang muscle. The
a contract Prop, hired by the gang as a Wire who carried out the hit is suspected
bodyguard for their Fixer. The chief Fixer by monarch to also be the Serial Killer
for the Sky Rats is 'shadow mike', his den is known only as Number 9.
in the ruins of tower nine on the derelict
sector 290 tower estate, he has the Prop Rank & File
SweetTooth guarding him and the store
twenty four hours a day. Citizens join gangs for many different
Fixers will often be the Operatives contact reasons, yet they all seem to be seeking the
with a gang, as they have to inter-act with same thing; motivation in direction and a
corporations, and sometimes with sense of belonging. Gangs provide both of
enforcement agencies. these. It is the oldest cliché in the book that
gangs 'take care of their own', this is as true
Muscle now as it has ever been, possibly more so.
Rank and file are usually just Citizens,
Gangs will have many members who make though some may be the equal of Converts.
up their 'muscle', these members will be They are the 'foot soldiers', the ones who
experienced in unarmed combat and some make up over 75% of the gang
will have firearms training. membership.
Muscle comes in many shapes and sizes, All Rank & File are proud of their
from the hulking male to the martial artist affiliation with the gang, each will wear the
female, some have personal inter-action gang colours or emblems whenever
skills and some merely frighten their appropriate.
victims into submission. It will surprise many Operatives to find the
The muscle of a gang will be present at all social range represented within the Rank &
gang meetings, and some will be around File, members come from all walks of life,
the leader at all times. Right Hands and from the street kids of Downtown, to the
Fixers rely on muscle for both enforcement technicians from Glow World in the
and protection. Muscle is always the first to suburbs. Rank & File have varying loyalty
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
to the gang and it's hierarchy, but each is Directing violence towards gangs is a good
bound by the gangs code or oaths, and each way to start a street war. Shivers will show
knows that betrayal brings punishment. The contempt for Operatives that stir up gangs
Rank & File will usually carry some form unnecessarily, and gangs will go out of
of weapon, be it a kosh or a CAF, it will their way to set up Operatives that have
always be concealed, and usually wielded used violence against them.
with no great skill. Usually Rank & File At the end of the day it is all about style,
rely on sheer weight of numbers in a fight, bravado, street cred and walking the fine
or the advantage of surprise through line between the tribal and the civilised.
ambushes etc.. Gangs can often swing a BPN one way or
the other, ensuring success or failure,
Territory especially where the BPN involves
investigation or undercover work.
To a gang territory is all important. The Some Operatives may be granted 'honour'
territory a gang controls is known by many within a gang, this means they are part of
names including; 'turf', 'patch', 'ground', the gang's family and generally considered
'home', 'pitch', 'spread', etc.. a friend. They will of course be expected to
Territory is marked in a number of ways, act in such a way as to strengthen these
by such things as painting walls, physical bonds, by doing the gang favours, such as
markers (poles, banners, etc.) and patrols. tipping them off to raids and the
Word of mouth is by far the most important movements of other gangs etc..
aspect of establishing a territory, people Sometimes an Operative may try to
should just know when they are infiltrate a gang while undercover. This is
encroaching upon a gangs turf. almost impossible and the Operative will
Operatives will use their Streetwise to spot nearly always be discovered. Traitors are
the tell tale signs that they are entering a usually dealt with harshly, being either
gangs territory. exiled from a sector on pain of death, or
Gangs regularly confront each other over executed upon discovery. Some of the more
issues of territory, each trying to expand tolerant gangs, such as the BulletHeads,
their zone of control. Small wars have been whose existence is not dependent upon
fought over street corners, car parks, secrecy, will simply cut off communication
shopping malls, etc.. from an outsider.
Residents that live within a gangs territory Operatives would do well to keep on the
usually show some respect to the gang, and right side of their local gang, as all those
in turn are generally left alone, or only that live outside of Uptown will almost
slightly harassed for things like protection certainly be in someone's territory.
money, or maybe the odd freebie from a
business. No resident will inform on their Game Stuff
local gang as this would be next to suicide.
Many gangs are seen as a sort of Obviously, everyone will run gangs
neighbourhood enforcement operation, differently, giving them varying degrees of
even encouraged by the local citizens, prominence and importance.
though there are those that stand outside The gang sub-culture of the world of
even their local communities (the Progress offers a different perspective on
BloodBoys for example). the SLA universe, harking back to a more
primitive 'tribal' way of life, at odds with
Dealing With Gangs the seeming civilisation (?) of the world
around them.
Operatives will need to have high Gangs can also offer players useful
Streetwise and good street Reputations if contacts and adventure opportunities, and
they are to deal successfully with gangs. most players will not shy away from
No self respecting gang will deal with any interaction with gangs, either through
corporate slaves or squares, gangs will conflict or co-operation.
never rise to the Operatives level, they will Whether you run them as groups of run
always drag the Operative down to theirs. away kids, hells angels types, or the basis
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
for crime syndicates, gangs will add colour one and I'm sure lots of people have done it
to any world, and will certainly give the already. However I have encountered quite
players something to think about. a number of keen SLA players who either
(Paranoia rules!) have never considered this possibility or if
they have they have never actually got
round to doing anything about it. It is them
that I would like to persuade. Basically, it
can be a lot of fun.
The first question to be tackled is "well, if
THE OTHER SIDE I'm not going to be a SLA Operative, what
OF THE BADGE am I going to be?" In a game background
like SLA the possibilities are, quite
Written By Tony Maguire literally, endless.
When Tony's article fell through the letter Even if you discount the fact that SLA
box (manna from heaven!), it sparked off Industries, the company, is an inter-system
the usual discussions between us. Why play concern, and concentrate on the hopefully
SLA Industries if you don't want to be an already familiar backdrop of Mort, there
Operative I says. Because it expands the are many avenues to be explored.
world of Progress and is fun Sarah says. Below I have detailed a mere ten
But.... (I says). Shut up and put it in Sarah alternative career categories that a player
says.... might be interested in pursuing. I have
There are aspects we found challenged our listed them in approximate order of
personal view of Progress, but we figured, acceptability to the company, by which I
what the hell, who are we to over edit. All mean the further down the list you go
that said, we just had to take out the rogue beyond The Soft Corporate, the more effort
Shaktars.... SLA are going to make to find you and kill
Enough already. you.
likely from Downtown but could be bored less than wholesome business of the Skin
Suburbanites or even Uptowners. Trade. The interface between this huge
business entity and the public is the
The Subversive ubiquitous Fixer. These people can get you
anything you desire, for a price.
With all the cover-ups, clamp downs and As you might expect there are many
Shiver sweeps a few people will always be different levels of Fixer, from small-time
suspicious of the company. With so much street corner peddlers to guys in suits who
to hide SLA can't be 100% successful in can get you that Thresher powersuit in a
keeping all their dirty laundry out of site. week, no questions asked. Its up to you to
Living in Downtown, you tend to see style the character as you would like.
things best left unseen. Because of this The more powerful Black Marketeers are
there will always be a thriving culture of very well organised, much like the crime
trouble makers and rumour mongers trying families of the Mafia today. They will
to find out what is really going on and then employ all sorts of people in many different
trying to let as many people as possible in capacities and may well pose as "legitimate
on the secret. business men".
Downtown has many underground Competition between the families is fierce
publications, from single page factsheets with alliances shifting all the time.
hastily produced on an old lap-top to A group of PCs could have a whale of a
newspaper-like collections of the weeks time with this idea but I warn you, the
events. Groups of like-minded individuals "Godfather" clichés are almost irresistible.
will carefully set up informal networks of You should keep in mind though that
information gatherers, sometimes even ultimately DarkNight has the firmest grip
exchanging information from sector to on the Black Market. If you incur their
sector. A subversive PC will most likely be wrath then be prepared to take a long
one of these information gatherers, an eye vacation. Off-World.
on the street, watching for Shivers or Ops Use 100 Character Points to generate these
to do something "un-SLA-like" and PCs, but keep in mind some of the families
reporting that to the network. will have access to large amounts of money
Of course, because comparatively few and other resources. More GM bargaining.
citizens can read (or can be bothered to
read), a picture is worth much more than a The Suppresser Power
thousand words. Photographs and video Agent
footage of SLA personnel being naughty
are highly prized. Channel Resistance is by Even the media machine that is SLA
no means the only rogue broadcasting Industries cannot pretend that the
station on Mort and all of them want Suppresser Powers are not on Mort.
airtime of SLA messing up. DarkNight is the more obviously successful
Whether you do it for the cause, the street of the pair involved as they are with the
cool or the money, being a subversive will Black Market. They also have the highest
certainly keep you occupied for a few good public profile, provided by Channel
sessions of play. Resistance and reinforced by the plethora
Ops don't take kindly to being followed and of DarkNight products that fill Downtown.
a few might just fire first and ask questions DarkNight need people, freedom fighters to
later. some, terrorists to others. Not all are
As you might suspect by now, these guys needed to perform the dangerous role of the
are just regular civilians, 100 character Interceptors, most simply move Black
points or less. Market merchandise, observe SLA
movements and report to their coordinators.
The Black Marketeer Being more militaristic in nature Thresher
tend to restrict their activities to combative
The Black Market is all pervading in strikes against prominent SLA personnel or
Downtown, spanning from the quite installations. Still, the need for good
innocent provision of illicit videos to the intelligence will always be their and
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
Thresher value their undercover operatives this is really up to how you play them in
as much if not more than DarkNight value your games. It is conceivable that some
theirs. More careful and stealthy by nature, Frothers live outside the guiding hand of
these people will nevertheless have SLA but remember that as citizens their
Thresher arms and armour to fall back on various addictions are more than likely
when push comes to shove. illegal.
Both of these groups will have a modicum
of training, I recommend 125 Character Ebb Users
Points for the DarkNight Agent and 150
Character Points for the Thresher Agent. If you want to run an Ebon or BrainWaster
As for Tek Trex, who knows if they have character then you are going to have to be
any biologicals working for them at all.... prepared to put in a little more effort than
usual. If you are a Runaway Operative
The Runaway Operative then chances are you will still have your
Deathsuit and you will have generated your
The runaway is simply an Operative who character in the normal manner. That's
went A.W.O.L. Why they did this is up to good for you in that you can still use your
you but be warned the company does not ebb abilities but assuming that you can't
take kindly to highly trained assets just sub-dermalise the suit yet it also marks you
disappearing into the woodwork. Perhaps as a SLA Operative. You might not find
it was the pressure to succeed that got to too many people in Downtown willing to
you, the internal squad competition or trust you, no matter what you say. If you
simply the unremitting violence. Chances have no suit, the alternative is to use Glyph
are most runaways probably saw or found Cards. While these are just as dangerous to
out something that was unacceptable to procure and possess at least they have the
them. virtue of being cancelable. You also will
These characters are easily generated using have to agree a method of Ebb ability
the normal character generation generation with your GM. In one of their
mechanisms. They will retain their published scenarios Nightfall have already
training, experience and equipment but will set the precedent that feral ebb-users
most likely lose contact with their old develop their abilities in a non-linear
friends in the company. manner. A feral ebb-user could have Blast
These characters are essentially fugitives so 1, 2, 5, 9 and 13 but not have a clue about
some advantages could not be taken or at 3,4,6,7,8,10,11 or 12. When I ran these
least would require some cunning characters I allowed my player to roll 2d10-
explanation. 1 several times and equated the result to an
ebb level of the school they were interested
A Note On Race in. This was fun but very unpredictable
and I probable will do it a different way
All of the material above is aimed fairly next time.
squarely at the Human PC. Of course not
every alien on Mort is going to work for Shaktar
SLA but you should be careful selecting a
alien character to play outside the The Shaktar have a long and honorable
company. This is how I see things. tradition of service to the company.
Because of this tradition and the
Frothers psychology of the Shaktar themselves it is
unlikely that many of them would choose
Basically just a variation of the Human to exist outside the bounds of SLA. A
race, Frothers would have little problem warrior race, working for SLA provides the
passing themselves off as Human if it were Shaktar with a perfectly satisfactory
not for their fierce pride. Few of them will expression of their culture.
be willing to dress down and simply be a (edit, edit, edit..... )
face in the crowd. They may be treated
with disdain by the rest of the Clans but
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
regenerate that really sets them apart from 'Arryd Wch', which is used as a term of
'normal' canines. contempt in the form 'Arry'ch', most often
in conjunction with inferior opponents.
DAC’s regenerate at a rate of 2 points per
round, and 1 wound every third round. Adj'n : Period of time roughly equal to
They have a natural immunity to most nine days, used most often in conjunction
poisons. DAC’s can hold their breath for a with the Wdsh'Ar breeding time.
number of minutes equal to their PHYS. Adja : Period of time roughly equal to
twenty one minutes, used in religious
DACs seldom go rogue, they are usually ceremonies as well as in the Pits.
conditioned to respond to one or two Arryd Wch : Small rodent like mammal,
people, with override command sequences prone to 'swarming'.
built in for safety. If a DACs breaks it's Awrc'Kjf : Famous Blood Pit site, built on
programming it will become the subject of ruins of God War citadel said to have been
a Red BPN. DACs hate normal canines and used by Cunder in his darkest hour.
the feeling is mutual, they can sense each Chkq : Run down, almost 'Downtown'
other with uncanny accuracy. district of Sh'yn.
Any one of the basic species of dog may Cjw'q Hk : Industrial town on the
become a DACs, recently it has become Southern borders of the Greensea, bordered
fashionable to have DACs taken from on the East side by huge swamplands.
Poodle stock. Cncht : Root vegetable, farmed all over
You need a license to own a DACs, and Kn'nth.
registration with the Dept. of Environment. Cunder / Shroud of Judgement, yellow.
D'sqwc : Large swamp situated in the
Greensea of the Southern plains.
Dahj : Southern desert region, borders the
Southern range of mountains.
Dajah : City on Kn'nth, great city on the
SHAKTAR Northern Plains, founded upon site of
LANGUAGE Griedaja worship.
Darn Fkz : Bear like creature related to the
The Shaktar language is notoriously Dkcht Fyz, lives in cold climate.
difficult for humans to learn. This is mainly Dhaurn : Large lake to the south of
due to the 'harshness' of the language and Gwj'kn, known to be a Arryd Wch breeding
the subtle inflections used to stress parts of ground.
words to give them totally different Dja'Kch : Literal translation 'wind fall',
meanings. The almost total lack of vowels usually used in conjunction with the
doesn't help either. Tk'Cys.
We have gathered together a list of Shaktar Djan : Small town noted for being at the
words and their common usage, we have foot of the Fwqctw Mountain Pass.
left out pronunciation (in most cases) as we Dkcht Fyz : Massive bear like creature
have found this to be a minefield of with a head like a Carrien, tropical.
controversy. Different tribes have different Doktast : Sea Shark, large with two
ways of using the same words, and we tentacles under jaw.
could not possibly list all connotations of Doktetcomast / That which Is Not Seen,
each word. black.
This is not (and is not meant to be) an Dr'hjqwn : Festival of self discovery and
exhaustive list, new words should be meditation.
gathered by yourselves and added to this Dran : Great lake from early God War
scant 'dictionary'. days, (now a sea?).
A lot of the words relate to things and DwtKc : Usually used to describe
places found on the Shaktar Homeworld of emotional pain or moral turmoil, the term is
Kn'nth, rough translations are used to also used in conjunction with the Shaktar
describe many other things, a good Switchblade, common translation 'ripped'.
example being the corruption of the word
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
F'jahk : Name of infamous trader in city of Hqn : Large Bovine mammal, migratory,
H'ntarn, has a series of stores known as distant relative of the Shahantian Bull.
F'jahks Emporiums. Hs'thy : Shahntk of the Tchkar tribe.
F'qhrn : Forested region stradling the J'hu : Family of the Cunder Blood,
equator of Kn'nth. nomadic, wander the Greensea.
Fjkn zn : Enhanced state of concentration, J't'k : Shaktar festival of departure, leaving
almost meditative. ceremony.
Fk'ahja : City on the Southern plains of Jhantsh : The name of the family who hold
the Greensea, operates as a 'city state'. te office of High Lord over the Gart.
Frytish / Codex of Fortune, blue. Jhyk-A : Large tribe who worship Cunder.
Fwqctw : 'Pinnacle of Honour', holy Jkt Acht'kt : Task of redemption, usually
mountain. associated with Gk'tsh, may refer to quest.
Fyych Tsh : Feline, six legged sabre Jn'Qw : Cunder Blood clan who believe
toothed beast. Cunder still walks the face of Kn'nth as a
Fzjk-Qwn : Festival of ancestor worship shapeshifter.
and dedication of new mates. Jqrad : Small port on northern edge of Sea
G'nsh : 'Floating floor', free floating see of Rest.
grass, grows to incredible densities. K'n'th : Name given to the largest central
Gart / the Bond of Truth, orange. continent on Kn'nth.
Ghan'l : Business sector of city of Sh'yn, K'nl : Truth saying device used by priests
SLA Industries has a large arcology within of Gart, known as 'Kill Box'.
the sector. K'nn : Large city on coast of Sea of Rest.
Ghqwac : Natural inhabitant of Kn'nth, K'nth : Shaktar Operative, Mort / Dante,
native bear, now extinct, replaced by Dkcht full name Shn-Tf Q'K'nth.
Fyz. K'tn'Qw : 'Lightning Strike', used in
Gk'tsh : Honourless state imposed on reference to the strike of the Yrr Mrrn.
Shaktar by council of elders after a crime K'tn-Zn : Large city in the Northern
against the Honour Code has been hemisphere, name means 'lightning stone'.
committed. Kadecla : Unit of Shaktar time, roughly
Gr'js'h : Translation of 'Greensea', the equal to 343 years.
name given to large parts of the Southern Kh'rnk : Patrolman with the N'chk Qwy
plains. Highway Patrol (rivers authority).
Gr'rll : Shaktar Operative currently on Kh'rnsh : Domed city, with large Frytish
Mort, from the Griedaja tribe. presense, situated in the Northern region of
Gr'rll : Shaktar Operative with the Blood the F'qhrn.
Brothers, currently on Mort. Kh'y : 'Carpet', small flowering grass, has
Grdjkn : Large region in the Northern some medicinal properties.
realms, ruled over by the N'chk Qwy Khn'n : Northern region of the north
family. The area is famed for it's continent.
production of transports. Kn kar : Large, venomous snake,
Griedaja / Griedaja of Honour, green. constricts prefers dry climate.
Gryqa : Beast much like a giant Gorilla Kn'nth : First tribe / Homeworld.
which inhabits the Northern Plains of Kn'tkt : Shahi Jcnt'nth warriors rather than
Kn'nth, hides are used to make armour, priests.
meat tastes foul. Knk Tchkar : Literally 'deep root', most
Gwj'kn : Large city of the central region, commonly used as 'dig deep' or 'hide'.
very ancient temple site. Knkt Jcnt : Honourless Rage, berserk state
Gwnt'k : 'sprawling', southern mountain for combat.
range. Kr'rwq : Renowned Shahi Jcnt'nth
Gwysh : Large fern, found everywhere on Shahntk.
Kn'nth. Kw'n Qrj : Female Shaktar of great
H'ntarn : Largest of the cities ruled over honour, taken wife of K'nth.
by the Gart clan, situated in the forested Kyahani Tnthq : Blood line, used in
central region. conjunction with genealogy.
Kyh Swqcn : Blood Pits.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
Kyn'Ay : Tribe on Kn'nth, trace ancestors Rkt : Shaktar Operative with Gibson
right back to God Wars where they were squad, currently on Cross
said to serve Doktetcomast before being Rodash / the Mother, violet or purple.
called to serve Cunder. Sh'Hysh : Small grazing herd animal,
N'chk Qwy : Powerful family of the commonly farmed on Kn'nth.
Shahantian tribe, who rule over the area Sh'krl : Alien dating agency contact
known as the Grdjkn. (fake?).
N'dq : 'Spike', cactus plant found widely on Sh'nt'k : Powerful corporation of the
Kn'nth. Kyn'Ay tribe of Cunder Blood, currently
N'dqwj : 'Deadly beauty', beautiful holds monopoly on Karma imports on to
blooming plant, whose poison is deadly Kn'nth.
Np'sh : Shaktar Operative, currently on Sh'nth : Shaktar Operative on Dante.
Mort, 901 SD. Sh'tk : Kn'tkt of great renown from the
Nt'ss : Shaktar Operative, now deceased, Tchkar tribe.
was with the Iron Hand squad, on Kn'nth Sh'yn : Largest city on Kn'nth, ruled over
900 SD. by the Shahantian clan, thought of as the
Nyalsk : Lesser God defeated by Griedaja 'capitol city' of Kn'nth.
in the God wars, banished to outer Shahanti : High Lord Shahanti (tribal High
darkness. Lord, ruler of many tribes).
Q'tat : Group of islands, archipelago Shahantian / Shahantian Crescent, first
Qc'twn : Training camp in the Southern moon, red.
desert, houses six thousand. Shahantian Bulls : Beasts created by
Qkw'rt : Southern most city on the central Shahantian at the end of the God Wars.
continent. Shahi Jcnt'nth : Shaktar Holy Warriors.
Qkwey : Fresh water relative of the G'nsh, Shahntk : Shahi Jcnt'nth priests rather than
found in the High Lakes. warriors.
Qlafwk : A large fresh water fish renowned Shintash / Shintash Gaze, grey.
for eating anything. Shk'ha : Overlord of the great Kyn'Ay
Qlak : Water cut, after the large, predatory tribe on Kn'nth, head of the Sh'nt'k
Qlafwk, a fresh water fish. corporation.
Qw'tch : River that disects the great city of Shl'llr : Captain contract's faithful Shaktar
K'tn-Zn. sidekick.
Qwc : Reptilian flying creature, natural Shnq'wk : Shaktar priest of the Shahantian
Ebb ability. tribe, well published and often quoted in
Qy'jkn : Large lake on the Greensea, lessons given in Meny.
favourite watering hole for Hqn herders. Shnth Gklmn : Combat 'dance' for
R'gn : Shaktar scout on Kn'nth, highly dodging / avoidance / making it harder to
accomplished, never been off world. target the Shaktar.
R'hl : Shaktar Homeworld, nearest Shnth Kh : Ceremonial garment worn by
Homeworld to Mort. Shah Jcnt'nth which replaces braid of oaths
R'khn Qk'tkt : Shaktar interwiewer with scarf.
Channel Seven, the Kn'nth Homeworld Shz'n : Shaktar soft company, dedicated to
network, probably the best known Shaktar the destruction of technology in the K'nn
broadcaster on Mort. port facilities, religious fanatics.
R'ksr : Shaktar Operative, DeepEnd squad, Ssk'y Arwy : High Priestess of the Rodash
currently on Mort, computer hacker. clan, ancient Shaktar.
R'nwy : Large sea fish, swims in massive Sskn'Gn : Operative on Dante.
shoals. Swl-Zn : Mountain range, literal; 'Sky
R'zt : Tiny insect, hives produce honey, Stone'.
they sting. Sy'n Tka : 'Hidden decay', fungus that
Rhc'khn : Operative with Nail Pop squad, grows beneath ground, traps animals in
currently on Mort. pits.
Rk'tsh : Operative on Mort, in Jellyfly Sygn : Coup de grace, common use
squad. translation as 'killing blow'.
Rkt Jnll : Shaktar Operative on Mort.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
Syk'gn : Death Blow, used in Blood Pit some of your own race, can you ever forget
combat. that I am Shaktar, or that I am an 'alien'?
Tash'Nk : 'Skybound', coniferous tree, No, of course not.
nesting site for Qwc. Learning the tongue of the Shaktar will
Tg'hnk : Powerful family of the Cunder prove far more difficult for you than
Blood, run the training camp at Qc'twn in mastery of your language has proved for
the Southern desert. us.
Th'k : 'Prayer', small stunted trees, treated The abruptness and economy of our
as sacred to Shintash. language will perhaps be the hardest thing
Thn'Ysk : Powerful family of the Frytish for you to learn. We do not have words for
tribe, resident in Kh'rnsh. many things, and we do not bother using
Thorn District : Temple district in the city superfluous words, such as 'superfluous'.
of Sh'yn. Short, sharp, observed conversations based
Thy-f Dkrt Swlqjcn : The Book of All on mutual assumptions of understanding,
(Shaktar Bible?). both in cultural and spiritual outlook,
Tk'Cys : Literal translation 'dead hand', govern our language.
common; Fist Scythes. Ceremonial weapon Honour is our cornerstone, upon which is
upon which is based the Shaktar based the code for our race. Language is
Switchblade made by Multi Job Lacerates important, it should be used with
(MJL). understanding, care should be taken over
Tsh'gn : Forgotten art of Ritual Suicide, what is said and when. If we appear too
now practised only by the Shintash clan. quiet to you, it is because we feel no need
Undjcn : Holy Mountain, situated in the to speak. If we have something to say, you
Swl-Zn range, no translation, can be will find it hard to 'shut us up'.
loosely used to mean 'holy' or 'worthy of Once you have a basic grasp of our
respect'. language, you may find yourselves thinking
Vn'Rk : 'Heart', flowering shrub, treated as a bit more like us, if only through the
sacred flower, associated with Rodash. difficulty of our language use!
Wdsh'Ar : Tiny fish, very resilient, can I would be honored to hold classes in the
live almost anywhere. Shaktarian language, and hopefully I can
Wry'nqc : 'Sweetness', fruit bearing bush, impart a greater understanding of the
berries are very sweet. Shaktar race.
Ygn Qjch : Large one horned beast, thick Now, I believe you wanted to ask me about
skinned and prone to charging, connected Kn'nth.... "
to the God Cunder.
Ynt Chr : Sensory control ability, All material licensed to Inter-Com, © 900
swapping of primary senses. SD Eye 4 Inter-Com.
Yrr Mrrn : Giant beetle, lives below
ground.
Downtown. All towns are domed, all knowledge of Flux is getting to a stage
mining areas are exposed requiring the use where he is close to the Change.
of a vac-suit. Vac Suit is a Dexterity based The Executive from CMC that has gone
skill. Most standard suits are unarmoured missing, is trying to get together a number
and unpowered, making them cumbersome of powerful individuals from different
and dangerous. Superior suits are both corporations in order to exploit the super
armoured (whether lightly or otherwise) computer. He has no knowledge of the
and powered, anyone who uses powered Ebon connection or what he is really
armour will be instantly familiar with dealing with (he believes it is alien, and
superior vac-suits. pre-Conflict Wars).
Back in the dim mists of time, namely 103 Once the Operatives get there and do a
SD., the Research and Development little digging, they may well find the
Division of Chronos Laboratories was location of the computer. But this should
taking the first tentative steps towards an only be after they have been hampered by
analogue computer that was to the missing CMC executive and his
revolutionise the world of Progress. They contacts, they may even be lead to a false
quickly discovered that their prototypes site in order to keep the computer secret.
required a massive amount of power, and Once the Operatives gather what evidence
operations were soon shipped off-world, to they think they should, they will report
the little known or explored Stone Rim back to the Dept. Expedition and that will
colonies. It was here they were to be that.
experiment with many types of computer If they try to liberate the Ebon part of the
processing, including the first organic computer, either by destroying it or
computers. Initially things went badly, with contacting other Necanthropes, they will
little or no progress being made in either bring themselves to the attention of Head
area. But in 109 SD. there was a Office.
breakthrough. Chronos discovered that the
basic brain tissue from Ebons was suitable If the Operatives do particularly well, they
for growth into organic 'boards', with each may uncover the CMC Executives
Ebon brain being capable of sustaining a conspiracy for example, they will be
truly gigantic processing unit. Tests rewarded by the head of Expedition, Mr.
continued. Joshua Makepiece. He has it within his
In 110 SD. the project was shut down after power to grant the Operatives passes to
what has become known as the 'Intruder whatever destination they wish, either on
Incident'. Details are sketchy, but it seems leave, or as part of a BPN....
Intruder did not approve of the project, and
personally saw to it's 'termination'.
SCL : 6
The machine that has been uncovered on Ju Contact Department Of: Head Office
is the last remaining piece from the Training Package Recommended: Any
Chronos days. It is a huge bio-computer, Colour Code: Silver
with the brain of an Ebon at it's core. The Summary: Operatives are to set up a
computer is part machine, part Ebon and 'terrorist' cell, in direct competition to
part 'ghost'. DarkNight. Covert operation in Downtown
(and other areas), prolonged undercover
The disturbances come from the computers work will be necessary.
use of folding knowledge. It is probing the Coverage: Station Analysis
limits of it's power, searching for a way to Consolidated Bonus Scheme: 1000 c
import enough energy to start up all of it's Payment: Per Operative
functions. Recently it has attracted the
attentions of the White, as the Ebon's Head Office contacts the Operatives and
invited them to pay them a visit. Mr. Slayer
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
himself has chosen them for this The SLA targets assigned for the cell by
assignment. Although they are 'invited' to Head Office will always be other
attend, no invitation from Head Office has Operatives or SLA installations such as
ever been refused. offices or storage dumps. A pattern will
develop fairly quickly, with targets being
The interview at Head Office will be brief assigned on a weekly basis. The Operatives
and non-informative, the Operatives will be will have a certain amount of freedom to
given a disk to take away and study. It launch their own attacks against other
contains details of DarkNight organisation subversives when ever the opportunity
and Black Order briefings. The squad are to presents itself.
set up a subversive terrorist cell, operating
from Mort, they are to attack SLA targets There is a better than average chance that
as well as DarkNight and Black Order. Cloak Division will manage to track the
Operatives down, this could prove fatal. In
The squad will be under the direction of this eventuality, the Operatives are fully
Head Office, no other department within expected to defend themselves, as they are
SLA Industries will know of their against any SLA personnel that try to shut
existence. To all intents and purposes they them down.
will become the enemy, being hunted by
both Internal Affairs and Cloak, Head Once Head Office has got the information
Office can offer them no assistance and it wants, the Operatives will be recalled and
will only contact them when their mission de-briefed. Cloak and Internal Affairs will
is to be terminated. be brought up to speed and the Operatives
should be free to carry on with their lives.
The SLA targets the squad are to attack
will be assigned via secret transmissions on During their time as terrorists, the
Gore Zone, the disk the Operatives have Operatives may start to come into contact
will enable them to de-code the with some of the more noble subversives
transmissions. who actually believe in what they are
The Operatives will be given funding to the doing. They will obviously uncover some
tune of five thousand credits, a one off dark secrets that they would rather forget,
payment which they are to use as they see and they may go too far in their attacks on
fit in setting up their 'cell'. SLA personnel and property. All of these
eventualities will be overlooked if they
Head Office will give the Operatives a free have managed to uncover enough
hand in the establishing and running of the DarkNight, Black Order and other terrorist
unit, their only involvement will be in the cells. If they have faired miserably in their
naming of targets and deciding when to efforts, they may well be dumped by Head
shut the cell down. Office, being declared as fair game to
Cloak, even being set up on their next
BPN Detail & Background assignment.
Obviously the Operatives will not want a This BPN is a good way to get the
lot to do with this one. But Head Office can Operatives away from SLA (if you want
be very persuasive, and they should end up to), and it may also wet their appetites for
being as co-operative as they can. digging deeper into the companies past.
At the beginning of the BPN you may want
The idea behind the BPN is to see how easy to let the Operatives meet the Man Himself.
it is to set up a cell and to establish contacts This will give you a chance to develop
with the underworld 'fixers' for the other Slayer, letting you put across whatever
main terrorist groups. Both DarkNight and persona you feel appropriate for this God
Black Order will be hostile towards the like being who is at the heart of the world
Operatives, attacking them at every of Progress.
opportunity.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
If your Operatives really, really do not Chip. Upgrades require a permit from
want this assignment you may find it best Internal Affairs, who log the upgrade and
to let them off the hook. If their hearts are monitor all progress from the time of the
not in it they will not last a week. On the upgrade's fitting. Monitoring time increases
other hand, now they know this sort of from 80% to 98%.
thing goes on, is SLA going to let them
walk away.... Game System Stuff
Running the Silver will force you to The Finance Chip Upgrade costs the
develop your own ideas about DarkNight, Operative a down payment of 100c and a
placing them in the Big Picture with SLA. monthly 'on-line' fee of 20c, failure to meet
Once you have done this, deciding on the the monthly payment results in the Finance
exact make up and structure of DarkNight, Chip being switched off, leaving only
your Operatives will have information monitoring facilities for Internal on line.
unique in the world of Progress. The upgrade operation lasts half an hour,
How you take it from here is up to you. But with a recovery time of two hours, during
be warned, it could be the start of some which time the operative requires complete
drastic changes in your universe. rest. The operation has a 97% success rate,
Supposing the players decide they like failure means the chip rejects the upgrade
being outside of SLA, suppose they decide and the brain, in turn, rejects the chip,
that DarkNight do, in fact, have a bloody resulting in massive tumor and intrusion
good reason to want to bring about the fall damage, which inevitably leads to death.
of SLA. Operatives fitted with the upgrade have
It could shift the position of SLA within access to three extra services:
your game universe to one of 'the enemy'.
If you decide to run the Silver, drop us a 1) Satellite positioning system anywhere on
line to let us know how it went, and how Mort, accurate to within six meters and
SLA came out.... effective anywhere above ground and up to
thirty meters below.
The Finance Chip was one of SLA's Each of the three services is self
greatest innovations, as well as being the explanatory. The positioning allows the
first real example of biogenetics, it allows Operative to read data via a laptop or Track
SLA to develop truly loyal Operatives. optics scanner. Incoming transmissions are
It is astounding that an upgrade to the basic limited to low frequency messages of ten
design has not been developed sooner. second duration with a break of twenty
The upgrade has been developed by a seconds in between transmissions. The
relatively new company, Zero Engineering. body function monitoring can of course be
Zero was formed just eight months ago by linked to any LAD contract the Operative
two executives from Phantom Pregnancy, has, acting as a back-up to their heart
who worked closely with a design team monitor.
from Tangential Systems.
The upgrade utilises breakthroughs in the Operatives fitted with the upgrade have a
now infamous 'nano-chip' originally small chance of developing severe
developed by Karma. migraines, if this occurs work out as per
The Finance Chip Upgrade can only be disadvantage.
made to an existing, functioning Finance
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
year later they had gone rogue, joining the The Retribution was often used in a recon.
ever growing ranks of soft companies role, extending it's range with the addition
snapping at the heels of the SLA colossus. of a limited use 'flight' pack. The flight
Two years after that, they were completely pack was back mounted and made the Mite
destroyed, and would have been quickly inoperable, the pack could be jettisoned at
forgotten were it not for their legacy; the any time from inside the suit and had it's
MkII 'Retribution' and the infamous MkIII own power supply.
'Sinner'.
Cost BM Cost PV
Game System Stuff 4,000c 100,000u 16
The Retribution and the Sinner were built ID Head Torso Arms Legs
to fulfill two very different roles. The 30 100 80 90
Retribution was designed to get it's wearer
in close, in a hurry. To allow the user to Modifiers
utilise close combat skills and to get out +2 DEX While wearing the suit.
just as fast. The Sinner was a prolonged fire
fight suit, built to slog it out in the front Sinner
lines, or behind lines on deep drops in to
hostile territory (not that there is any The Sinner suit looks squat and square,
'friendly' territory left on Dante). ungraceful and cumbersome, more like a
Listed are brief descriptions for each tank than a personal armour unit. Flat
armour type, as well as it's performance sloping plates and sealed weapons systems
characteristics. characterise it's appearance.
The Sinner was constructed from
Retribution compressed ceramics over honeycombed
shell filled with mineral plastic. The suit
The Retribution is designed to intimidate has unbelievable shock dispersment
and to hurt. It looks like an alien creature characteristics.
evolved to cause pain and deliver death The Sinner utilises a powered exo-skeleton
through close, physical violence. It is system, computer controlled and driven by
awash with blades and saws, covered with the users movement. It has a number of on
telescoping spikes and slashing edges. board 'smart' weapons systems that may be
The retribution was constructed from Killa deployed independently, the infamous 'fire
Chassis custom material; steel grade first' systems, and a system of additional
plastics. A modular design means the suit is 'shields' that are sensor driven to give extra
easy and quick to repair with sections protection to areas of particularly heavy
'snap-bolting' on to the mineral steel ballistic attention.
skeleton.
The Retribution was designed to augment Cost BM Cost PV
the users Dexterity and Close Combat 6,000c 250,000u 20
skills, it enhances movement and has a
number of 'smart', sensor driven blade ID Head Torso Arms Legs
weapons, as well as an independent fire 50 120 90 100
system in the Mite, a rail mounted mini gun
that traverses from hip to spine over the Modifiers
shoulder. +3 STR While wearing the suit.
The on board computer of the Retribution
is used to fulfill a support role, the user The Retribution may be fitted with a Fusion
drives all primary systems with their Turbine to allow for a limited 'flight' and
movement and voice command, some 'jump' capability. Flight is at 20km/h,
muscle reflex commands allow the user to ceiling of 90m, in 10 second bursts, with a
operate the suit and still use the voice com. cool down period of 10 seconds between
link. each burst. Jump involves a leap of 20m in
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
any direction, cool down of 2 seconds Pandora to target, or they could be pre set
between jumps. to engage all targets using their own
sensory systems.
Retribution 'smart' close combat weapons The Polly and the Zip Gun fire in all phases
may either be forearm mounted 'gash' and have a 'skill level' of 5, modified by the
blades or forearm and thigh mounted chain Pandora's sensory 'locking' acquisition
scythes. Gash blades are deployed system.
independently during close combat,
controlled by sensors. The chain scythes Notes on Weapons
are sensor driven and may be set for any Auto–sensors
range from 20cm to 1m, they will strike
anything in their range. If either the Mite, Polly or Zip Gun are set
to automatic they will use their own sensor
Weapon DMG PEN AD devices. These are programmed to detect
Gash Blades 4 4 2 up to three hundred enemy profiles, but for
Chain Scythes 3 3 3 speed were often cut down to motion
detection. Motion detection means what it
Sensor driven weapons may strike once per says, if it moves, detect it and shoot it. Not
phase, regardless of users action phases. very discriminating, but quite effective.
The Mite mini-gun may either be activated Both suits utilise the 'Pandora' helmet,
by the Pandora helmet's sensor, used as a unique to Killa Chassis. The Pandora is
'smart' weapon, or it may be set to much like the modern day scout helmet in
'automatic' using it's own sensory devices. its construction, it can be set for HUD or
If linked to the Pandora, it may be fired for direct retinal projection. The Pandora
independently (as a sensor driven weapon) can fight blind via sensor and cam links, it
twice per combat round. If set to automatic, has a full set of filters and audio enhancers
it may fire in phases 1,3 and 5. The and transmitters, as well as dazzle filters
Pandora allows the wearer to select specific and IR/UV scope. The Pandora also has it's
targets, automatic selects any targets in a own power supply, kicking in during a suit
range of 20m. The firing arc of the Mite is power failure or when the suit reaches 40%
3600 with a target acquisition rate of one power capacity.
per phase, the Mite fires at a base 'skill
level' of 6 and has the following stats. Skills Required To Use The
RetributIon And Sinner
Weapon CAL CLIP ROF Range
Mite 8mm 100 3 10m Both of Killa Chassis suits were designed
for use by War World troops, each has it's
The Sinner suit has the following on board unique features and it's role on the
weapons, which are fired independently battlefield, each requires differing skills to
using a sensor driven computer use.
management fire program.
The Retribution must have a user with a
Weapon CAL CLIP ROF Range DEX of 11+ and a CONC of 10+, other
Polly 10mm 60 1/3 15m wise the suit will simply act as ballistic
Zip Gun 8mm 80 2 10m armour and the wearer will gain none of it's
unique benefits. To utilise the on board
The Polly was shoulder mounted, usually Gash or Chain Scythe weapons, the
on the right shoulder and could traverse retribution user must have a relevant skill
from chest to shoulder blade, swivel of 5+, either Martial Arts, Blade 1H,
mounted to cover a spherical firing arc. The Unarmed Combat or Gymnastics.
Zip Gun was located in the small of the
back on a simple universal joint, covering The Sinner is more forgiving, requiring
the back of the suits wearer. Both weapons only a CONC of 10+ to handle the
could be fired by the wearer using the Pandora's bombardment of information to
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
the senses. To utilise the 'smart' weapons monstrosities as ex-War Criminals, and to
such as the Polly and the Zip Gun, the user give the higher level Operatives something
must have Support at 5+, unless the to play with.
weapons are used on fully automatic A Wraith Raider in retribution…. now that
sensors, then no skill is required. is something worth watching on
GoreZone….
Paying The Piper
and the owner of that card is credited with themselves, or that DarkNight will move in
100,000 u. Each KilcardTM is valid for two and shut them down.
weeks. The Kilcard also carries a
holographic picture of one of the circuits CHAPTER SEVEN
meanest Operatives, and each card may be
engraved with a picture of your choice Chapter saying: "Keep the faith".
from the GorezoneTM top twenty. If your
pictured Contract Killer is killed during the Chapter Seven are essentially a Shaktar
two week period the KilcardTM is valid, you fundamentalist group who believe the
receive a refund of one to twenty u's Shaktar race is being deceived by their
depending upon their position in the top priests and elders. They have been in
twenty (1 for 20, 20 for the number 1). existence for over six hundred years, but
are only now taking their campaign of
Game System Stuff violence out in to the World of Progress.
They follow their own Honour Code, which
Jinx are a totally independent company, is based on the Shaktar code, but varies in
with thirty five 'shareholders', effectively several fundamental ways:
financial backers. Their identity is secret,
though the chairman is known to be Marcus 1) - Honour
DeWinter, one time member of the Klute Uphold the honour of the Shaktar gods.
Mining Corporation. Klute went bankrupt a Uphold the honour of the Shaktar race.
year ago, with all operations being shut Respect the true warriors of your race.
down and staff laid off, there were rumours 2) - Family
of embezzlement involving directors, but Respect your parents, they gave you life.
nothing was made public. You must be prepared to return it at their
Jinx employees number anywhere around demand.
the two hundred mark, and they vary from 3) - Friends
street conmen, to shop owners and Accept as friends only those to whom you
'legitimate' agents that work within the owe a debt of honour.
stock market. Jinx also runs its own chain 4) - Truth
of betting shops and gambling halls, often Never lie to anyone worthy of your respect.
sponsoring sporting events or 'street racing'. 5) - Faith
As Jinx is registered with head Office, it's Complete any task you undertake.
accounts are available for public scrutiny, Act to the best of your ability.
these show a quarterly turnover of eight 6) - Loyalty
million credits, which is way below what Obey anyone you accept as a superior.
the company actually makes. Act as an ambassador of the gods at all
The heads of Jinx, DeWinter and his close times.
associates, are filtering off funds and 7) - Purity
investing in SLA subsidiaries. Uphold the purity of the Shaktar race.
All of Jinx operations are carefully kept Purify all sacred places.
within the law, and none of their employees
is allowed to jeopardise the business. Members of Chapter Seven that are found
Jinx have their own security staff, known guilty by their peers of breaking the Code
throughout Mort as 'Grizzlies'. Often highly are usually expelled from the Chapter, or in
trained, and usually armed, they have the extreme cases, such as betrayal of a
full backing of the companies legal superior, they are executed by the Chapter
department, as well as access to good Seven assassins, the Kya'h Sy, known to
quality communications equipment. humans as the Blood Killers. The most well
Jinx are fiercely independent and will known assassination by the Kya'h Sy, took
purge their own ranks of any SLA or place on Mort in the winter of 900 SD,
DarkNight infiltrators. when a Shaktar Contract Killer known as
SLA Industries will give Jinx room to Razorhead was blown up live on
breath in the hope that they will hang GoreZone's 'Downtown Reign' slot.
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
The basis for Chapter Seven's disagreement mountain, where they believed Shahantian
with the Shaktar priests, from all of the would keep it safe until his return, when
tribes, is that the Shaktar Book of All has they would be called to serve him, having
been corrupted. been proved right to keep their faith.
Chapter Seven believe that when the Thy-F The priest who scribed the second copy of
Dkrt Swlqjcn was handed to the first the book is revered by Chapter Seven as a
Shaktar priests, it was done so through Prophet. Members of Chapter Seven
Shahantian, and that the god placed things believe the spirit of the priest passes to one
in the Book that were sacred to all Shaktar. of their number every seven years, and
Chapter Seven believe there is a chapter remains with them for the whole of the
missing from the book, and that chapter Dr'hjqwn ('seeking') festival. The priests
seven itself is incomplete. name has not been handed down, and he
was executed for heresy by the elders of the
Elders from the Shahanti clan, the first Shahanti clan. Chapter Seven refer to him
Shahantian tribe, took the original copy of as Tchkar ('root').
the book and hid it. As the years passed, the In their efforts to find the second copy of
knowledge of the books' whereabouts the book, which they believe was
faded, with many false rumours being subsequently removed from Undjcn
spread by the clan itself to aid in the hiding mountain by the Shahantian clan some two
of the Thy-F Dkrt Swlqjcn. The priests of hundred years after it was buried, Chapter
the Shahanti clan made two copies of the Seven are prepared to kill. They obey their
original book, which they used to teach the own code, which they say is based on the
other Shaktar the wisdom of the gods, and teachings in the lost chapter eight, but they
to recount the birth of the Shaktar as a show great contempt for aspects of the
noble race. 'traditional' Shaktar code, especially the
The two copies of the book differed in two showing of respect to elders. In Chapter
fundamental ways. In the first, the end of Seven the only people who are
chapter seven had been changed, so that automatically respected are your parents,
Shahantian's words as he departed to the everyone else has to earn your respect.
heavens were; "keep the faith." In the
second, and original text, Shahantian’s Game System Stuff
words were; "keep faith in me, for some
day I will return." Chapter Seven became a terrorist group in
Chapter Seven also believe that the first 302 SD, when they broke in to a temple of
book completely left out (the now Griedaja and killed the six priests who were
mythical) chapter eight, in which the gods worshipping there. They believed the
each pledged to return should their peoples priests were hiding information as to the
need them. Chapter eight was also whereabouts of the book and tortured them
rumoured to contain two poems, written by for two days before killing them. Since that
Shahantian as a form of teaching. day, all Shaktar turned against them, killing
The second book kept all of the original them on sight, or declaring anyone
text and was used to teach the tribe that suspected of being in sympathy with
worshipped Doktetcomast, the eighth and Chapter Seven, Gk'tsh ('without honour')
darkest god. The priests from the and their land and possessions are
Shahantian tribe called a Great Council, at confiscated.
which they declared the second book a In more recent times Chapter Seven have
blasphemy as an imperfect copy. All of the become something of an enigma, with
seven tribes agreed to abide by the first many who think they support the group,
book, and to banish the peoples of the especially off world (Kn'nth), but who in
Doktetcomast to the wilderness. The fact are not involved with the search for the
Doktetcomast tribe fled the central book. Other dissatisfied Shaktar join
continent, travelling over the Southern Sea, Chapter Seven as under cover members,
never to be seen or heard from again. remaining in their positions within Shaktar
Before they left, the priests buried their society and feeding information to their
copy of the book somewhere on Undjcn contacts. Most of these 'contacts' are in fact
tHE bIG pICTURE – SLA Industries Fanzine – Issue 4 - © 2001 Max Bantleman
working for DarkNight, Thresher or SLA by Cloak, and usually killed within a week
Industries. The real core of Chapter Seven of their uncovering.
remains on Kn'nth and is so secretive as to Shaktar Operatives must seriously consider
be utterly invisible. Members of the the implications of becoming involved with
Chapter Seven clan often do not know the Chapter Seven as it will change their whole
others in their 'cell', those that commit the life.
acts of terrorism and violence against their Gamesmasters are advised to take great
enemies, seldom realise why they are care with Chapter Seven, and to think hard
attacking their targets. The ultimate goal of before bringing them into their campaigns.
Chapter Seven is no nearer attainment, for
there is no more knowledge now than there
ever has been as to the whereabouts of the
second book.
SLA Industries believes that the Shahantian
clan does in fact know where the book is,
I S I T M E…. O R I S
though there is nothing to be gained (at the IT HOT IN HERE?
moment) by the recovery of the book.
Chapter Seven has been recognised as a This was a brief plot outline for a scenario
'soft company' and as such all SLA involving the Polarac (this issues beastie).
employees are bound to aid in it's The idea was that a disgruntled engineer
destruction. had let some loose in the ventilation shafts
Chapter Seven sympathisers on Mort have of a large corporate HQ building, and had
formed several clans and 'cells', each of then shut the air conditioning down, raising
which is supposed to have a contact on the temperature. The Op’s would be called
Kn'nth within the original group. in on a Red to clear out the ventilation
Chapter Seven members tend to be system.
fanatical, though they have a good DarkNight find out about it and sabotage
knowledge of weapons and tactics, so they the buildings power supply…. that kind of
are not an easy target like some of the other thing…. but the file has gone
blindly fanatical soft companies on Mort. missing….and I’m buggered if I’m typing
There are two distinct classes of member to it in again.
Chapter Seven, the 'thinker' and the 'doer'. So.
The thinkers are the theorists, the Put it down to a ‘glitch’ in the pdf-ing of
philosophers and the priests. These Shaktar The Big Pictures, something only now
drive the movement, using their knowledge available to the faithful few who bought the
of the Thy-F Dkrt Swlqjcn to aid their original hard copy !
search for the second copy of the book. The
second kind are those that carry out acts of
retribution, vengeance and 'purification', This issue, 4, was a huge seller, and it has
the terrorists. got Chapter Seven and Relic Armour, two
Usually, targets for terrorist attack are of my all time most useful creations…. just
somehow associated with one of the ask any of the Players who’ve fallen to
Shaktar Homeworld clans, though anyone them.
considered to have helped one of these It was puzzling to people who Sarah Harris
clans is 'fair game'. was, but she hadn’t finished with TBP
Most people, Shaktar and human alike, yet…. Alter Ego’s are a stubborn bunch.
believe that Chapter Seven have lost sight
of their original goals, and are simply
caught up in a whirlwind of violent beliefs Max Bantleman, 2001.
that drive them, and will eventually ensure
that they burn themselves out.