THIRD EYE BOOGIE

:An Adventure
for SLA INDUSTRIES
By A.H.Langton
:GM Introduction
This is a scenario is aimed at a squad of characters who have at least some skills appropriate for Investigation BPNs, but who also have a reasonable level of combat experience and can handle themselves in a fire fight. A squad with their own transportation would also be preferable, as would one of the members being a fairly low level Ebon or Brain Waster.
The scenerios pretty old (about 4 years) and was originally written as a magazine article (just another in my long list of things that never got published). Still it might be of some interest to someone. I apologise for the slightly dodgy maps, some of them were originally hand drawn and have been lurking on my hardrive for a long time without getting updated.
History +++
The investigation begins with the mysterious deaths of all the members of the 'Ripper Jacks' operative squad in lower Downtown close to the Cannibal Sector perimeter. All of the squad members have died close together, without apparently firing a shot or drawing a weapon in their own defense. All broadcasts ceased from them approximately six minutes before their deaths, including signals from Finance Chips and LAD transmitters. The 'Jacks' had previously been working on a Blue BPN exterminating rouge Carriens that had slipped the perimeter and to add to the mystery there are several dead ones close to the crime scene, but apparently unconnected with it. The operatives have in fact been killed by a unit of DarkNight Espionage agents disguised as a Third Eye News camera crew. Two months earlier DarkNight captured and killed a team of reporters in Downtown taking their van and equipment and now they're using these to entrap and kill SLA personnel. The van has been outfitted with a sophisticated prototype Com jamming and tapping unit which is fairly bulky and needs to be installed in a vehicle. With this the agents can monitor operative general frequencies looking for isolated squads who as in the case the 'Ripper Jacks' have just seen action with Carriens or something similar. The agents will then turn up to do an on the spot 'Interview' with the operatives. Naturally all ops want to look good on camera and keep the press happy, so when the DarkNight Agents have them at their ease and posing for the camera with their kills, two further members of the unit will emerge from the van armed with Power Reapers and attack them before they can react or fight back. Once all the SLA operatives are dead they're stripped of all their weapons and equipment, after which the DarkNight team use the Third Eye Van as cover to slip away into another area of Downtown. The 'Ripper Jacks' are the fourth squad to be killed in this way, although so far no ones made the connection between cases since DarkNight always pick an isolated group in a particularly dangerous area of Downtown and use their jammer to block all transmissions prior to the attack (they also try to pick areas where communications are particularly bad anyway to help enhance the jammer's limited range). If there should be any witnesses these are also killed and the extra bodies have previously come in handy to help lay false trails and prevent other investigators guessing the truth. The phony News Team now have a fairly well established base and are gradually building up a horde of equipment and weapons which they either sell to the Black Market or distribute to other agents. Initially they've been being cautious with they're attacks, but as the idea seems to be a success they plan to increase the number of squads they hit over the next few days.
Blueprint News File +++
The players will be offered the following BPN concerning the 'Ripper Jacks' demise in the standard way, if they want to turn it down either start some talk of incentives or try and draw them into it another way.
CODE -WHITE
SCL -10
PACKAGE -Any, although 'Investigation' preferred.
Investigate the murders of all members of the SLA Squad the 'Ripper Jacks' and subsequent theft of company equipment. Report to N. Van Raven at the Department of Investigation for further details.
PAYMENT -300c Per Operative on Completion
The Department
Of Investigation +++
When the characters arrive at the Department of Investigation and hand in their
BPN form they will be directed to the office of 'Niki Van Raven' where they'll
be briefed on the assignment. Van Raven (SCL 3c) is a tall good looking woman
with a jet black Mohican haircut dressed in black leather armour and carrying
two BLA Blitzers. She will explain that earlier this morning a LAD retrieval
squad responding to multiple death signals found the bodies of five SLA operatives
all of whom were well over the four minute maximum pickup time and all killed
by multiple gunshot wounds. All the operatives had been killed at close range
with automatic weapons, apparently without having fought back. They had then
been stripped of all weapons and equipment.
SLA are very keen to find out how several highly trained ops could be dispatched so easily and also why LAD was late in their attempted pickup (although Van Raven will admit that the area is a well know communications blackspot). The company would also appreciate the recovery of the missing equipment. Shiver units currently have the crime scene cordoned off and are awaiting the characters arrival. Prompt completion of this BPN may result in a bonus as will recovery of the items. As they are leaving Van Raven will hand them a folder containing some details of the dead operatives The sheet has a description of each operative, a photograph and a short section on their background, package and experience.
RIPPER JACKS SQUAD
Vincent
Diamond (Squad Leader)
-SCL 8c
-Human
-Death Squad Package
Denise Clark
-SCL8a
-Human
-Strike Squad Package
FireDreamer
-SCL 8a
-Ebon
-Death Squad Package
Lynxx
-SCL 9b
-Wraith Raider
-Scout Package
John Needle
-SCL 9
-Human
-Death Squad
All were well trained and had good, if undistinguished combat records, they were also well equipped and Denise Clark was the owner of a SLA APC. There is a note pinned on the final sheet of the folder instructing the party to contact the Department of Sanitation for further details of the squads current BPN. There is little else of use in the folder apart from a list of the missing weapons and equipment formally owned by the squads members and directions on how to reach the crime scene.
The Crime Scene +++
The characters will now have to make their way to a particularly decayed section of lower Downtown. If they travel by taxi the driver will rattle on about how notorious this particular sector is and how it's well known for being dangerous (he may also try and sting them for some 'Danger Money' for taking them there). It's also well known for bad radio reception due to the masses of buildings and ancient underground power grids (if they use their own transport this information about the general reputation of the area can be gained by a successful 'Streetwise' role).

As they approach the area itself they will gradually see fewer and fewer habitable buildings, till virtually everything is boarded up and crumbling, with rotten walkways hanging down between the gutted tower blocks. Much of this is due to the areas close proximity to the Cannibal Sector and now only the mad or the desperate will live here. The crime scene is at the rear of a large, dead end, alleyway with high featureless walls surrounding it on three sides, around 30 meters with no windows or other openings, and only one exit, the Shivers have this taped off and are awaiting the characters arrival. About ten meters into the alley is parked a FEN Battle Taxi APC, all its side doors and hatches are unlocked and open and along the sides is painted 'RIPPER JACKS' and a stylized 'jack of diamonds' motif. The vehicle is fully functional although every bit of lose equipment has been stripped out, by the looks of it in a hurry. A check of the ID plates will confirm that this was once the property of the late Denise Clark. Further down the alley, roughly in its center are five bodies and a large quantity of blood which is rapidly being washed away by the rain. Three are humans dressed in PP HARD armour, one is a Wraith Raider wearing a suit of Powercell and the final one is an Ebon in a Deathsuit. All have multiple bullet wounds and are pretty gory, while the Ebon's Deathsuit has been partially removed as though someone started to strip it off, but then couldn't work out how to finish the job. By checking IDs and removing helmets etc. all the members of the late 'Ripper Jacks' squad can be identified. All weapons, equipment and ammunition have been removed from their suits. Against the rear wall of the alleyway are propped the bodies of six, dead, Mutant Carriens, wearing a variety of cobbled together powered armour, while close by is a collection of hockey sticks, sledgehammers and baseball bats lying in a heap. The rear wall itself appears to have been recently peppered with a range of bullet types including HEAP rounds. There are very few recent bullet holes in either of the side walls. Either by using their own skills or those of a Shiver Forensics team the characters should be able to learn the following about the bodies and the surrounding area.
CARRIENS
Time Of Death 06:10
AM
Cause Of Death :Wounds inflicted by a variety of hand to hand weapons including
a Vibro Saber and a MAC Knife, several types of bullet wounds including 12.7mm,
8mm, and 10mm both in a rifle and pistol formats, all rounds of confirmed SLA
manufacture. Also present damage consistent with Ebon 'Blast' ability. If the
characters cross check this information with the list of weapons in the folder
they should find that all the wounds match weapons owned and carried by the
'Ripper Jacks'.
OPERATIVES
Time Of Death 06:21
AM
Cause Of Death :Multiple bullet wounds (on average 20-25 per body) consistent
with 10mm Rifle Ammunition. Subjects have been killed at close range with some
form of automatic weapon. 80% of bullets confirmed SLA manufacture, 20% of unknown
origins. The bullet trajectories are flat and could not have come from a sniper
on the alley walls. Three of the bodies show additional light damage which matches
weapons carried by the dead Carriens. All bodies are in a tight grouping and
were possibly standing shoulder to shoulder when attacked. There are no spent
shell casings in the immediate vicinity of the victims, but there are two large
heaps of 10mm rifle casings (approximately 130) 6 meters from them consistent
with the cause of death. There are also further casings of a range of types
and caliber's scattered around the alley particularly by the doors of the APC.
Little else at the crime scene is obvious and characters will need to rely on 'Detect', 'Tracking' or similar skills and abilities to gain any more information about it. The rain has obscured most of the footprints (as has the traffic of the Shivers, the LAD team and the characters themselves), but with a successful role it should be possible to deduce that there have been several other people at the scene other than the ops and the Carriens. There is also evidence of a second vehicle having entered the area, although this cannot be tracked beyond the end of the alleyway. In one part of the alley an overhead walkway has served to protect several sets of boot prints and a portion of tire track from the rain, if the characters spot this they can request the Shivers to make casts of these and take them away for further analysis, the results will be available to the squad later in the day.
The APC has no fingerprints etc. in it other than those of the original owners,
although there is a considerable amount of alley mud on the floor and several
more partial footprints. If the APC is moved or closely examined a smashed Third
Eye video camera will be found laying underneath it in the mud. It is a very
expensive 'Sterling' model and is not listed as having belonged to any of the
'Jacks', there is no dataslug loaded into it and if checked the power pack is
totally dead. If the mud is wiped off an engraved ID number and the initials
H.S can be seen on the camera's base. The camera appears to have been recently
broken and tossed under the vehicle to hide it, an extremely good 'Detect' or
'Tracking' role will reveal further fragments of the
camera close to the two heaps of spent 10mm Rifle Casings. If the characters
initially miss this clue they can be informed of its existence later in the
day by one of the Shiver units on cleanup duty.
If one of the characters is an Ebon with 'Detect' skills the following can learnt
about the crime scene : The only Flux used in the area recently was by the Ebon
FireDreamer and no other Ebons or Brain Wasters have been at the location for
a long period of time. Use of impression skills may gain snatches of what occurred
in the alley, gunfire, screams, sounds of fighting etc., although nothing very
definite. The GM should be as vague as possible about what went on, although
if their feeling generous they may allow the Ebon to pick up snatches of the
bogus interview which took place with the 'Jacks'. If an Ebon tries to use 'True
Track' skill on the broken camera they should get some very strange results.
It seems to be a very personal, well loved object, but the scent it gives off
is very weak and distorted as though the last person to handle and use it wasn't
the original owner. The scent is not strong enough to be followed. There is
nothing else of interest or use at the crime scene and although they may try
looking there are no witnesses to be found in the immediate area (any there
may have been have been scared off by the Shivers presence). Any squad hanging
around the area on their own too long will also run the risk of attracting the
attention of any roaming Carriens or possibly worse.
Checking
The Clues & Visiting Departments +++
How easy or tortuous checking out the clues with the various Departments involved
is for the party should be up to GM. Any further checking of the 'Ripper Jacks'
backgrounds will be a dead end and only serve to further reinforce the fact
that the squad were highly trained and not the sort of people to get themselves
gunned down in an alleyway without putting up some sort of fight.
Department Of Sanitation : Essentially another dead end. The BPN the 'Jacks' were working on was a standard three day Blue Street Cleanup assignment to exterminate rouge Carriens and hunt for a possible breech in the perimeter wall or one of the sewer covers. They were on their second day of the assignment and had reported nothing out of the ordinary.
Life After Death : The characters won't be able to talk to the LAD pickup crew who found the bodies if they visit Karma as they're out on another assignment, but a report on the incident has been filed and will be made available or request. Essentially LAD received instantaneous transmissions from the implants of Lynxx, Needle, Clark and Diamond at 06:32 AM, a Kilcopter was dispatched and arrived on scene two minutes, thirty seconds later only to find the permanently dead bodies of the squad members at which point they called in the Shivers. They were then sent on another call out, LADs estimated actual time of death matches that of anyone who undertook an forensic examination confirming the operatives were killed several minutes before their LAD transmitter signals were received. LAD will probably be keen to help the party as the case casts dispersions on the effectiveness of their pickup crews and they want the real reason why the ops weren't recovered.
Station Analysis : Characters may want to check with Station Analysis to discover if any of the 'Jacks' were chipped (this information is not contained in the dossier Van Raven gave them). Clark, Needle and Lynxx were all Finance Chipped although only two of them were being monitored prior to their deaths. Station Analysis will be fairly guarded about information from the chips or radio transmissions, although if pushed will admit that the last com message from the squad was at 06:08 AM reporting they had sighted a possible target and were going in pursuit. After this reception (both audio and video) gradually degraded till about a minute later there was a total signal breakdown and all reception was lost, this was put down to the squad entering a com blackspot (any character who thought to check their com at the crime scene would have found that although quality was poor it functioned reasonably well).
Shiver Files : To produce anything useful from Shiver crime files will take some time and good investigation skills, since the number of operatives killed in Downtown over the last few months is fairly vast. By doing a search for similar cases, the files on the other three killings by the DarkNight agents can turned up. These are very similar in many ways i.e. loss of com contact prior to deaths, took place in same area of Downtown as the 'Jacks' killing, all killed at close range with little or no resistance, all equipment missing etc. The only difference being that in these cases further unidentified bodies were found and were assumed to have been members of whatever group killed the ops (they were in fact just tramps who just had the misfortune to be in the area when the Agents went into action and were killed to keep them quite, but there is no way for the players to know this). All these cases are listed as unsolved although the files do contain one or two useful clues. At one crime scene a partial Third Eye Press Pass was found, although it was never identified and assumed to be unconnected with the case. At another there were reports of a Third Eye News Van seen in the area close to the killing, but when this was followed up no news teams were supposed to have been there and it was assumed the witnesses made a mistake. Finally there is a list of recovered weapons connected with the cases, the majority of these were found on DarkNight agents, although this was not though to be important at the time since the amount of weapons finding their way onto the black market from dead ops is large.
Third Eye News: Checking the ID Number and initials on the broken camera should produce some vital (if perhaps confusing) clues. Since the camera was top of the range and fairly expensive, few enough of them have been sold for Third Eye to quickly find records of the original purchaser for the characters. This was one 'Harley Stokes' a Third Eye employee, but they will be told they have to visit the personnel department for any further information on him.
The man on the Third Eye personnel desk should be vastly annoying if and when
the characters visit the department and will talk constantly, at great length,
about newsmen and camera crews he's known, absolutely non of it relevant. He's
one of these 'I've met them all in my job' type of people and will keep saying
things like "Stokes ? sure that's not Carley Stokes you want ? great girl
knew since she joined up, excellent reporter!" and "if you want a
camera man I can put you in touch with Rik Donavan, best in the business, great
mates we are". He should carry on in this vain to the point where the characters
are ready to shoot him or worse and then will finally produce Stokes file with
the words "oh that Harley Stokes, why didn't you say so in the first place.....!"
Harley Stokes - Stokes has been an employee of Third Eye News for the
last seven years, firstly as a technician and then for the last four years as
a cameraman operating with a crew in the Downtown area. About a year ago he
and his team got lucky and pulled off a big story which gave him the money to
buy his expensive camera. Most of the rest of the file is useless details about
his work, stories he filmed etc., nothing really relevant, apart from he was
unmarried and had no family. The file ends with a letter listing Stokes MIA
(missing in action) along with the rest of his team, their van and all their
equipment, approximately two months before the current date. At the time they
were on a routine hunt for stories in Downtown. A report was filed with the
Department of Investigation, but neither, bodies or the vehicle were ever recovered
and it was assumed they'd been ambushed by Gangers or Carriens.
Missing Third Eye News Team
Vincent Hunter Front-man
Harley Stokes Camera Crew
Val Kramer Camera Crew
Darren Grey Technician / Driver
Carry Heart Technician
Forensic Report : Sometime during the day the Shivers
will also get in touch with the squad and ask them to visit the central labs
for a report on the footprints and tire track found at the crime scene (if they
didn't find the tracks and are struggling to fit the clues together this can
be a call to tell them a cleanup crew has found some new evidence). At the labs
the Shivers have cross matched the tracks and come up with the following.
Tire Track - Matches treads of a light four wheel drive vehicle designed for off road use. Tires are of SLA manufacture and the only vehicles currently being fitted with them are several military vehicles currently only available on Mort in limited numbers and the standard Third Eye News transport vans.
Footprints - Most of these match a variety of standard boot and shoe types on sale to SLA employees and civilians and extremely easy to obtain. One set of prints though matches the tread pattern of a set of non SLA Powered Armour, this has been narrowed down to the print from a suit of 01000.DN Powered Armour currently issued to DarkNight's higher level agents.
Putting
It All Together +++
The characters now have to sort out who's doing the killing and how it's being
done and then formulate some kind of plan to stop it. If they go off on the
wrong tact or fail to act on anything they've found within 48 hours of the 'Ripper
Jacks' murder a second killing will take place virtually identical to the first,
which will be referred to them, although this time a more obvious clue may turn
up i.e. a dead DarkNight agent dressed as one of the missing reporters and wearing
his ID etc. Basically whatever the GM feels the players need to help them without
being to obvious.
If after this they still fail to sort it out and the DarkNight agents go unchallenged,
there will be a hit on a SLA squad every other day (although if this goes on
to long the players will probably get pulled off the case and reprimanded for
being incompetent).
Hunting DarkNight +++
Once the party have worked out (or think they have) how the murders are being committed there are various ways in which they can try and trap the DarkNight agents. The possible plans are to numerous to list, but here are a few important points on how the team is operating.
The DarkNight Base +++
There are various ways of learning the location of this base which is in a deserted warehouse further along the perimeter wall from the area the killings have been taking place in., depending how the clash with the agents turned out. This can be done either by torturing prisoners, use of Ebon skills, clues on the bodies etc. Although the simplest way will be by following any fleeing DarkNight agents either in the characters own transport or whatever they can manage to beg. steal or borrow along the way (this is not an area where it is easy to hail a cab, although they may find a Shiver or Monarch patrol). If the three remaining agents there have received no warning of the bogus news teams demise they will be cataloguing the stolen equipment in one of the various rooms or sleeping. If any one does manage to escape and warns them they'll be preparing to abandon the base and make their escape into the Cannibal Sector via a breach in the wall, how far along with this they are should depend on time it takes the characters to arrive and GM discretion, although they'll probably try to pack up some of the weapons and other equipment to take with them if they think they've got time.
Base Layout +++
Ground Floor
There are no windows on the ground floor and access is possible through either the loading dock or the two smaller doors.

1. Loading Dock - This has a sunken floor to allow easy loading of lorries and is where the Third Eye van is stored when not in use. There are two, heavy metal, sliding doors each of which has a complex electronic lock and alarm system, these are a keypad type and have a -3 Modifier to pick. The wall of the dock is about a meter high and there is a small set of steps in one corner.
2.
Warehouse Floor - Mostly empty apart from various bits of rubbish and
empty packing cases. The eight support pillars are 60cm in diameter. There are
three civilian motorbikes standing close to the edge of the loading dock.
3. Stairs - Give access to upper level.
4.
Door - This small access door has a standard mechanical lock and in addition
is bolted from the inside.
5. Door - As 4
First Floor
It is upto the GM if they want the second floor to have windows or access from the roof , the building was originally planned without them, but if you want them feel free to put them where you like.

6.
Balcony -This looks down onto the loading bay and has a low wall surrounding
it.
7. Office - Currently empty and full of wrecked
furniture.
8. Washroom.
9. Agents Sleeping Area -Folding bunks, food supplies,
portable stove etc.
10.
Office - Empty the same as 7.
11. Agents Sleeping Area - Identical to 9.
12. Storage Area - This is where all the stolen SLA equipment and weapons
are kept and repaired if needed. What's actually in there is upto the GM and
should be based on what fifteen or so mid level operatives would be expected
to own, there will probably also be some Ebon equipment and a range of ammunition.
The majority of the 'Ripper Jacks' equipment will either be here or in room
13.
13. Storage Area - Identical to 12.
Rewards +++
The following rewards will
be paid out depending on what the characters achieve and how quickly they do
it, SLA will be particularly glad to get their hands on the Jammer unit if it's
still intact and functioning. Although they probably won't be to pleased if
the party accidentally blow it up.
Punishment for any mistakes or failures on the mission should be up to the GM, although SLA is likely to be highly displeased if more than one other squad is killed after the Jacks.
Completion of the BPN 300c / +.5 SCL Increase Per
Operative
Completion of the BPN within Two Days +50c Bonus Per Operative
Recovery of all missing
weapons +25c Bonus /
+.1 SCL Increase Per Operative
Capture of Jamming Unit Intact +150c Squad Bonus / +.2
SCL Increase
Per Operative
DarkNight Personnel & Equipment +++
Take the stats for the DarkNight personnel from the example Espionage Agent in the Karma supplement, boosting any skills etc. to make them an even match for the PCs. The bogus news crew are all wearing civilian clothing and have their weapons concealed, they're carrying the following equipment.
Front Man
00875.DN Bodysuit
12.7mm BLA Blitzer
(STD Ammo x2 Spare Reloads)
DN74 10mm Pistol
(STD Ammo X3 Spare Magazines)
Power Disc
Cameraman & Technician
00875.DN Bodysuit
FEN 204 GUNHED 10mm SMG
(STD Ammo x2 Spare Magazines)
DN74 10mm Pistol
(STD Ammo X3 Spare Magazines)
MAC Knife
Two Agents In Van
01000.DN Powered Armour
(PV11)
FEN 706 10mm Power Reaper + 300 Round STD Ammunition Bin
Vibro Saber
DN74 10mm Pistol
(STD Ammo X3 Spare Magazines)
Boopa Med Kit
Agents At Base
Feel free to arm these agents how you wish, bearing in mind of course the strength off the party. They will be wearing salvaged suits of SLA powered armour (whichever type the GM feels is appropriate) and have a vast range of other SLA Industries weapons and equipment to choose from. If there are too few to make it a fair fight against the PCs simply add some more.
Third Eye News Transport +++
The Third Eye News, armoured transporter van is the standard vehicle used by the companies news crews and normally has ample room for a full team of six and all their equipment. In this case though crew is reduced to five due to the bulk of the jamming unit. The specially strengthened chassis, four wheel drive unit and all terrain tires mean it is also capable of cross country travel when needed and there should be few places in Downtown it can't go.
The vans are fitted with all round armoured panels to keep the crew safe, while a 30,000 hour power plant and high powered engine gives them good performance and a high top speed. Two sliding side doors and a pair of large rear cargo doors come as standard on all vehicles. Each transport also has the added feature of a roof mounted hatch, fitted above the passenger compartment, which is intended to allow a cameraman to operated from relative safety if conditions outside get too rough. This though also makes an ideal weapons platform and allows a gunner to have a 360 degree arc of fire while the vehicle is moving.
Type:Van
Max Speed:240km/hour:38.4m/phase
Movement:Wheeled/Quad-axle independent drive
Dimensions:5.5m length, 2.2m width, 1.9m height
Weight:5 tonnes
Crew:l driver
Passengers:5
Skill:Drive, Civilian
Armament:None
Cost:8000c
P.V.14, I.D.250
Acceleration Rate:2.1
Turning Circle:6
Scenario - A.H.Langton
Maps & Illustrations - A.H.Langton