TEXT:  
   
   
   
  For 4-8 Characters, Skill Levels 3-4 
   
   
   
   
  
   
   
   
  For 4-8 Characters, Skill Levels 3-4 
   
   
   
   
   
   
   
  STAR FRONTIERS, WIZARDS OF THE COAST, and the WIZARDS OF THE COAST logo are 
  trademarks belonging to Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used 
  here without permission. © 2001 Wizards of the Coast. All Rights Reserved.  The free distribution 
  of this revised edition of the out-of-print game system is not intended to detract income from 
  Wizards of the Coast. 
   
   
  Last Revision: 4.16.2007 
  
   
  1 
   
   
   
   
  Bugs in the System is a challenging STAR 
  FRONTIERS Alpha Dawn adventure for 4-8 player 
  characters.  It may be fitted easily into an existing 
  STAR FRONTIERS game campaign, and the referee 
  can use it either as a one-off, isolated adventure or 
  as 
  a 
  starting 
  point 
  for 
  further 
  campaign 
  development.   
   
  The player characters will need a wide range of 
  skills, and it is essential that some characters have 
  technological skills. As a rough guide, player 
  characters should have skill levels of 3-4 in their 
  primary skill areas (PSAs). Characters should not 
  have any starship skills (as detailed in the STAR 
  FRONTIERS Knight Hawks rules.)   
   
  The awarding of experience points at appropriate 
  stages during the adventure has been left to the 
  discretion of the referee. It is recommended that 
  average players should receive about 21 points in 
  total, poor players about 15 points and good players 
  about 27 points.  
   
  THE VENTURI  
  PROJECT  
  The Belnafaer system (see SYSTEM BRIEF) was first 
  charted by a survey ship under charter by the 
  ByChem Corporation. The survey noted nothing of 
  interest 
  until 
  an 
  atmoprobe 
  (an 
  unmanned, 
  atmospheric probe) was sent into the upper 
  atmosphere of the gas giant planet Venturi (see 
  opposite). This not only reported the presence of 
  the expected gases (hydrogen, helium, methane, 
  etc.) but also found low concentrations of several 
  bio-chemicals 
  (including 
  Cys-DiEropadyne 
  and 
  Meta-Trilphidone) that had never been encountered 
  in nature before.   
   
  Cys-DE (Cys-DiEropadyne) and Meta-TI (Meta-
  Trilphidone) are catalysts (compounds which speed 
  up chemical reactions) and are of great value in the 
  manufacture of pharmaceuticals, plastics and bio-
  electronics. However, they are both extremely 
  unstable and very expensive to produce artificially. 
  The discovery of Cys-DE and Meta-TI on Venturi 
  had thus provided the ByChem Corporation with a 
  golden opportunity to corner the market with a 
  virtually limitless supply.   
   
  The first problem was how to extract the chemicals, 
  since they existed only in very low concentrations. 
  The solution was to divide the operation into two 
  stages: the preliminary extraction process would 
  take place within the atmosphere of Venturi on a 
  floating 
  extraction 
  platform 
  (Jetsom); 
  and 
  purification would be carried out in orbit by the gas 
  mining ship, Moneyspider, spinning around Snobol, 
  one of Venturi's moons (see opposite).   
   
  The second problem was secrecy, since many other 
  mining operations would eagerly start bio-chemical 
  extraction on Venturi given the chance. To keep the 
  secret, Jetsom and Moneyspider are registered as 
  research vessels.   
   
  Jetsom (Plan VP / J/ 01)   
  The extraction platform Jetsom floats like a hot-air 
  balloon in the atmosphere of Venturi, supported by 
  bags of gas heated by atomic reactors. It does not 
  have a fixed position but is blown around by the 
  planet's winds. It does, however, maintain a 
  constant altitude.   
   
  Jetsom has a distillation tower that extracts crude 
  forms of Cys-DE and Meta-TI from the atmosphere. 
  The platform is manned by two crews of four (the 
  Alpha and Beta teams) who work 38-day tours of 
  duty with 38-day rest periods on the Moneyspider. 
  The crews are aided by a number of robots and 
  several sapes (see CREATURES - Pull-out Sheet VI) 
  provided as part of a developmental project by 
  Renouf Associates.   
   
  Venturi's stormy atmosphere makes normal radio 
  transmission impossible, and so Jetsom has a 
  subspace 
  radio 
  for 
  communicating 
  with 
  the 
  Moneyspider. The automated shuttles (see below) 
  have normal radios and so lose touch with 
  Moneyspider once they enter the atmosphere.   
   
   
  ALPHA Section 
  
   
  2 
   
   
   
   
   
   
  Snobol & Moneyspider   
  (Plan VP/S/02 & VP/M/03)   
  The Moneyspider is a fully operational starship, but 
  currently serves as the base for the Venturi Project. 
  It whirls around Snobol at the end of a long cable, 
  providing artificial, centrifugal gravity throughout 
  the ship. An elevator runs along the outside of the 
  cable between Snobol and Moneyspider.  
   
  The 
  10-kilometer-long 
  micro-distillation 
  column 
  ("micro-still") that purifies the Cys-DE and Meta-TI 
  runs alongside the cable from the end nearer to 
  Snobol. Inside Snobol itself are docking facilities for 
  starships (area S1), and the automated shuttlecraft 
  (area S4) that ferry personnel, supplies and 
  unrefined chemicals to and from Jetsom.   
   
  The automated shuttles can only make the trip to or 
  from Jetsom when Snobol is closest to Venturi 
  (every 38 days). They use blocks of ice from Snobol 
  as heat shields to avoid burning up in Venturi's 
  atmosphere, and refuel at Jetsom for the return 
  trip. The constant magnetic storms in Venturi's 
  atmosphere occasionally make the shuttle-trips 
  hazardous.   
   
  The few starships which come to the Belnafaer 
  system are usually only passing through. Those 
  which call at the project usually dock with Snobol 
  when it is farthest from Venturi and either leave 
  quickly or wait 38 days until the orbit again reaches 
  its highest point.  
   
  SYSTEM BRIEF 
   
  SYSTEM NAME:  
  Belnafaer 
  Star Color:   
  Blue   
  Habitable Planets:  None 
  First Exploration:   Survey Ship Astrolabe  
    
  (report file: BF/119/G).   
   
  Location:  The suggested position for Belnafaer is at 
  one of the four locations for non-binary stars 
  between Scree Fron and Dixon's Star on the 
  Frontier Sector Map. However, it may be located 
  wherever it will best fit in with the referee's 
  campaign. 
   
  Belnafaer has only three planets orbiting it. Two of 
  these (Gog and Magog) are in close orbit around the 
  star and are small, hot, rocky and barren. The third 
  planet, Venturi, 
  is 
  a 
  cloud 
  gas 
  giant 
  that 
  orbits Belnafaer at a much greater distance and has 
  an extensive system of moons and rings. 
   
  PLANET NAME: 
  Venturi   
  Planet Type: 
  Gas Giant   
  Moons:  
  20+   
  Diameter:  
  129,000 km   
  Temperature: 
  -180ºC (at top of atmosphere) to -
  50ºC (at top of liquid layer).   
  Rotational Period: 
  10 hours   
   
  Venturi is a gas giant planet. This means that it is a 
  massive, spherical cloud of gas that becomes 
  denser and denser towards the center until it 
  gradually 
  becomes 
  liquid 
  and 
  finally 
  solid. 
  Because of this, Venturi does not have a surface in 
  the way that other "rocky" planets do.   
   
  The outer part of the gas giant (its "atmosphere") is 
  composed mostly of hydrogen with some helium, 
  methane, ammonia and traces of other compounds. 
  These trace compounds include a number of very 
  complex, unstable bio-chemicals which are highly 
  valued as catalysts for industrial processes. The 
  atmosphere is cloudy, very cold, swept by winds of 
  up to 2000 km/hr and frequently blasted by violent 
  magnetic storms.   
  
   
  3 
   
   
   
   
   
  MOON NAME: 
  Snobol   
  Diameter: 
  Average 6 km (irregular)   
  Atmosphere:  
  None   
  Temperature: 
  -140ºC   
   
  Snobol is one of the many moons of Venturi, and 
  very small by comparison with the rest. It is a large, 
  lumpy, cold block of frozen water and carbon 
  dioxide ("dry 
  ice"). 
  Snobol 
  was 
  only 
  recently "captured" by Venturi, and is unusual 
  in that it has a very elongated orbit which takes it 
  as close to Venturi as 197,000 km and as far away 
  as 950,000 km. Its orbit takes 38 standard days. 
  Snobol still has the spin which it had before it 
  was "captured", and rotates about its axis once 
  every 4 minutes 45 seconds. 
   
  BUGS IN  
  THE SYSTEM  
  In their eagerness to begin exploiting Venturi, the 
  ByChem Corporation omitted to consider why 
  complex 
  bio-chemicals 
  should 
  exist 
  in 
  its 
  atmosphere, when they had never been found 
  elsewhere. Had  they known the reason, the Venturi 
  Project would probably never have been started.   
   
  The Matrix   
  The stormy atmosphere of Venturi has given birth 
  to "the Matrix", a microscopic, unintelligent life 
  form. In its normal form, the Matrix consists of 
  patterns of electrical impulses that gather together 
  simple compounds from the atmosphere and build 
  up large, complex bio-chemical molecules in which 
  to "live". This form of the Matrix actually creates 
  compounds like Cys-DE and Meta-TI, and is 
  completely harmless.   
   
  The matrix can mutate, however, enabling different 
  forms of it to live in electronic circuits, causing 
  malfunctions 
  or 
  giving 
  the 
  circuits 
  strange 
  properties. These forms can spread through circuits 
  and infect other circuits like an electronic virus, and 
  are the cause of most of the dangers that face the 
  characters in this adventure.   
   
   
   
   
  Disaster on Jetsom   
  About 66 days before the arrival of the characters in 
  the Belnafaer system, a mutated form of the Matrix 
  found its way into the main computer circuits of 
  Jetsom (Day 6 - see TIME CHART). Once inside, it 
  began to spread and grow, infecting the robots and 
  other systems. At first, it produced only minor 
  malfunctions, which caused no alarm amongst the 
  crewmembers, and the normal changeover of 
  personnel took place when Snobol came near to 
  Venturi 32 days later (Day 38).  Unfortunately, the 
  Matrix had already spread to the shuttle computer 
  and so made its way up to Snobol and the 
  Moneyspider.  
   
  Meanwhile on Jetsom, in the middle of a magnetic 
  storm 5 days after the changeover (Day 43), the 
  Matrix infection caused a critical failure of the 
  platform's computer and robot systems. In a matter 
  of hours, the members of the Alpha team were 
  either dead or had retreated into freeze fields.  
   
  The storm had damaged the subspace antenna (it 
  later ripped it off completely) and so only a garbled 
  distress message reached the Moneyspider. Snobol 
  was already a long way from Venturi but Parl  
   
  Kiopta, 
  the 
  Moneyspider's 
  Human 
  co-pilot, 
  volunteered to attempt a rescue by manually 
  piloting a shuttle down to Jetsom. Most of the crew 
  volunteered to go with Parl, but the Vrusk captain, 
  Akizk Kass, chose only three; the astrogator's Vrusk 
  assistant Tak-Arbork, the Dralasite Beta team 
  leader Nimbrus Hool and one of the Beta team 
  technicians, a Human called Midge Arma.  
   
  Parl's plan was a dangerous one, since the shuttle 
  was designed to be able to reach Jetsom at Snobol's 
  closest approach and so could carry barely enough 
  fuel for the longer trip. All went well until the 
  shuttle reached Venturi's atmosphere; the shuttle's 
  ice shield was struck by lightning from the storm 
  and shattered. Unprotected, the shuttle burned up, 
  killing all on board.  
   
  This left Captain Akizk in a desperate situation. With 
  only six crew remaining (including himself), he 
   
  
   
  4 
   
   
   
   
  dared not risk another rescue mission. The fate of 
  the Venturi Project hung in the balance.  
   
  THE ADVENTURE  
  The start is described in BETA SECTION - THE 
  OFFER. It begins with the characters as passengers 
  on a small freighter that is passing through the 
  Belnafaer system en route to its final destination. 
  The ship will experience a breakdown, and stop off 
  at Snobol to make repairs.  
   
  At first, the characters will not be allowed to leave 
  the ship, but then Captain Akizk will invite them 
  aboard the Moneyspider. He will explain to them 
  about the Venturi Project and as much as he knows 
  about the tragedy on Jetsom. Then he will offer to 
  pay them well if they will go down to Venturi and 
  discover the cause of the disaster. He will offer 
  extra rewards for rescuing any survivors; repairing 
  Jetsom and bringing back the stores of partly 
  refined bio-chemicals.  
   
  Events on Jetsom  
  This part of the adventure is described in GAMMA 
  SECTION - JETSOM PLATFORM. The infection by the 
  Matrix has made Jetsom a dangerous place. After 
  they arrive, the characters must overcome the 
  dangers, gain some idea of the nature of the Matrix, 
  and learn how to destroy it. This will require them 
  to explore the platform in search of information and 
  to gain control of its life-support systems.  
   
  Return to the Moneyspider  
  This part of the adventure is described in DELTA 
  SECTION - SNOBOL & MONEYSPIDER. By the time 
  the characters return to the Moneyspider, the 
  Matrix there will have mutated from its original form 
  into a far more sinister one. This new form of the 
  Matrix has not only infected the computers and 
  ordinary robots, but also Baralou Ap-Reaverchan, 
  the 
  ship's 
  astrogator, 
  a 
  very 
  sophisticated 
  anthropomorphic Yazirian cybot. Working through 
  the computers and robots, Baralou will subtly 
  attempt to kill off the characters and crew. The 
  characters must survive the attempts on their lives 
  and then track down their source. 
   
  USING THE  
  MODULE  
   
  Pull-Out Section  
  The last eight pages of this module (numbered I-VIII) 
  contain information that the referee may need at many 
  points during the course of the adventure, and it is 
  intended that these pages should be removed from the 
  rest of the module booklet for ease of reference.  
   
  Abbreviations  
  Statistics for NPC's and robots encountered in this adventure 
  have been abbreviated as follows  
   
  ATT 
  Attack Rating 
  BODY 
  The type of body that a robot has 
  LEVEL 
  The level of a robot 
  DEX 
  Dexterity 
  DM 
  Damage 
  IM 
  Initiative Modifier 
  INT 
  Intuition 
  LDR 
  Leadership 
  LOG 
  Logic 
  M 
  Melee Weapons base chance to hit 
  MOVE 
  Mode of movement, normal, max speed 
  MV 
  Movement class (Fast, Very Fast, etc.) 
  PER 
  Personality 
  PS 
  Punching Score 
  RS 
  Reaction Speed 
  RW 
  Ranged Weapons base chance to hit 
  SA 
  Special Attacks 
  SD 
  Special Defense 
  STA 
  Stamina 
  STR 
  Strength 
   
  Conditions inside areas of Jetsom, Snobol and Moneyspider 
  have been summarized by the following abbreviations: 
   
  Envt 
  Environment 
  G 
  Gravity 
  O 
  Oxygen Level 
  P 
  Pressure 
  R 
  Radiation Level 
  Std 
  Standard 
  T 
  Temperature 
   
  Other abbreviations are: 
   
  AD 
  STAR FRONTIERS Alpha Dawn game 
  KH 
  STAR FRONTIERS Knight Hawks game 
   
  TIME CHART 
  Day 
  Event 
  0 
  (Snobol closest to Venturi) Beta team descends to 
  Jetsom and Alpha team returns to Snobol.  
  6 
  The Matrix invades the Jetsom electronic systems.  
  19 
  (Snobol furthest from Venturi).  
  20-37 Minor problems with Jetsom electronic systems.  
  38 
  (Snobol closest to Venturi) Alpha team descends to 
  Jetsom and Beta team return to Snobol.  Snobol and 
  Moneyspider infected by the Matrix.  
  43 
  Disaster on Jetsom. During a magnetic storm, the 
  Matrix takes over Jetsom's systems. The Alpha team 
  is either killed or incapacitated.  
  44 
  Parl Kiopta and three others from the Moneyspider 
  are killed attempting to reach Jetsom.  
  57 
  (Snobol furthest from Venturi).  
  72 
  The characters arrive at Snobol.  
  75 
  Captain Akizk makes his offer (see THE OFFER).  
  76 
  (Snobol closest to Venturi). The characters descend 
  to Jetsom (see JETSOM PLATFORM).  
  95 
  (Snobol furthest from Venturi).  
  114 
  (Snobol closest to Venturi). The characters return to 
  Snobol (see SNOBOL & MONEYSPIDER).  
  126 
  ByChem Corporation relief ship arrives. 
   
  
   
  5 
   
   
   
   
   
   
   
  
   
  6 
   
   
   
   
  Introducing the  
  Characters    
  This adventure takes place around the planet 
  Venturi in the Belnafaer star system (see SYSTEM 
  BRIEF), and begins when the characters are passing 
  through the system as passengers on a starship en 
  route to some other destination.    
   
  A small starship freighter belonging to a person or 
  company with whom the characters have had no 
  previous dealings is the best kind of vessel on which 
  to begin the adventure. Ideally the characters 
  should be the only passengers.    
   
  Stop-off  
  for repairs    
  The 
  characters' 
  ship 
  will 
  experience 
  engine 
  problems when it enters the Belnafaer system. At 
  first Captain Akizk on the Moneyspider will be 
  reluctant to allow a ship of a potentially rival 
  company to dock at Snobol, because of the secrecy 
  surrounding the Venturi Project and the need to 
  conceal 
  the 
  problems 
  which 
  the 
  Project 
  is 
  experiencing. His conscience will not allow him to 
  refuse aid to a ship in distress, however, and so he 
  will eventually allow the ship to dock in the starship 
  bay (area S1 - Plan VP/S/02).    
   
  The ship will arrive at Snobol on Day 72 (see the 
  TIME CHART), 4 days before Snobol reaches its 
  point of closest approach to Venturi (see THE 
  VENTURI PROJECT). Snobol and Moneyspider are 
  fully described in DELTA SECTION - SNOBOL & 
  MONEYSPIDER details of the crew Are given in 
  CREW OF THE MONEYSPIDER (see Pull-out Sheet - 
  IV to V).    
   
  The Invitation    
  At first, Captain Akizk's desire for secrecy means 
  that he will allow nobody from the freighter to leave 
  the starship dock, and the characters will be 
  confined to the ship while the crew carry out 
  repairs. Three days later (Day 75), Captain Akizk 
  will discover that the ship has passengers.    
   
  Realizing that these may be able to help him 
  without the need to involve a rival company, the 
  captain will send a message to the ship, inviting the 
  characters to dine with him on the Moneyspider at 
  1700 hrs.   
   
  The referee should remind the players that it would 
  be extremely rude to carry any visible weapons, 
  protective suits or screens to a dinner engagement!   
   
  Captain Akizk will wait for the characters in the 
  starship dock control (area S2) at 1700 hours as 
  arranged. With him will be Castuss Wallorr, the 
  Yazirian sape handler. Both will be wearing the 
  uniform of the ByChem Corporation. These uniforms 
  are actually civilian skeinsuits, and each has a 
  vibroknife in a concealed pocket (see Uniforms - 
  Pull-out Sheet IV).   
   
  Akizk and Castuss will conduct the characters 
  speedily to the Moneyspider via the transport tube 
  and elevator (area L3).  When they reach the 
  Moneyspider, the captain will invite the characters 
  to his cabin (area M5b - Plan VP/M/03), and Castuss 
  will leave.   
   
  Dinner   
  Dinner will be a simple but elegant meal. During the 
  meal, Captain Akizk will explain the workings of the 
  Venturi Project, asking that the characters treat the 
  information as being strictly confidential. The 
  referee should use the information in the SYSTEM 
  BRIEF and THE VENTURI PROJECT during this 
  conversation. Akizk has absolutely no knowledge of 
  the Matrix and no hint of its existence should be 
  given to the players.   
   
  After dinner, the Captain will assume a graver 
  expression and tell the characters that the Venturi 
  Project is close to complete failure.  Akizk will tell 
  them as much as he knows about the disaster on 
   
  BETA Section 
  
   
  7 
   
   
   
   
  Jetsom and the events before and after it. The 
  referee should use the TIME CHART and the 
  information in BUGS IN THE SYSTEM for this 
  conversation, remembering that Akizk has no 
  detailed information about the events on the 
  platform. He knows about the minor faults that 
  occurred before the crew changeover, and can 
  guess at the fate of Parl Kiopta and the shuttle, but 
  he has only the following garbled, subspace radio 
  message transmitted during the magnetic storm (he 
  will play a recording of it to the characters) to tell 
  what happened:  
   
  "...calling Moneyspider, Jetsom... Moneyspider... a 
  major electro-magnetic storm with... failure in... 
  have gone crazy ... hold on much longer... into 
  freeze field but... Akord thought she knew... can't 
  find her..."   
   
  The disaster has left the Moneyspider with only six 
  crew, including the captain; barely enough to run 
  the ship and far too few to mount any further 
  rescue/salvage attempts.   
   
  The Moneyspider's sensors show that Jetsom has 
  not broken up and is holding a stable position. The 
  ship's heat-sensing, infra-red detectors also show 
  that the buoyancy bags and distillation column are 
  still working, which means that the atomic reactors 
  are still providing power.  It is, therefore, possible 
  that some of the crew have survived, making speed 
  vitally important.   
   
  The Offer   
  Once the characters fully understand the situation, 
  Captain Akizk will ask for their help in saving the 
  Venturi Project from disaster. Their task would be: 
  to descend to Jetsom the next morning (0500 hrs, 
  Day 76) at the time of Snobol's closest approach to 
  Venturi; restore the platform's systems to working 
  order; rescue any survivors of the disaster; and 
  bring back as many tanks of crude bio-chemical as 
  possible at the next close approach of Snobol 38 
  days later (day 114).   
   
  The following are Captain Akizk's terms:   
   
  1. The characters should not return to the freighter 
  but 
  should 
  remain 
  on 
  the 
  Moneyspider 
  occupying the empty cabins (areas M16, M17, 
  M20 and M22) until it is time to descend to 
  Jetsom. Any baggage that the characters have 
  on the freighter will be transferred to the 
  Moneyspider.   
   
  2. The entire incident must be kept secret by the 
  characters 
  after 
  they 
  leave 
  the 
  Belnafaer 
  system. The crew of the starship freighter will 
  be told that the characters have accepted jobs 
  with the ByChem Corporation and will not be 
  continuing their journey. After the mission, 
  transport from Belnafaer will be provided for the 
  characters.   
   
  3. Each character will be provided with the 
  following equipment, in addition to any which 
  they may have as baggage on the freighter:  
   
  - a chillsuit (with 50 SEU) and a breathing mask 
  with 2 oxygen tanks (see NEW EQUIPMENT, 
  PullOut Sheet VI)   
  - a ByChem Corporation uniform (skeinsuit with 
  vibroknife -  see Uniforms, Pull-out Sheet IV)  
  - a chronocom, a torch and survival rations.   
   
  In addition, the characters may use the CRL-E1 
  maintenance robot (see ROBOTS, Pull-out Sheet 
  V), and divide the following:  
   
  - 2 electrostunners, 1 laser rifle, 5 laser pistols   
  - 1 needler rifle, 2 needler pistols   
  - 2 albedo screens, 2 gauss screens, 2 sonic 
  screens  
  - 15 powerclips, 8 power beltpacks, 2 power 
  backpacks  
  - 18 needleclips (12 pistol, 6 rifle)   
  - 2 toxy-rad gauges, 2 freeze-fields, 3 ropes, 5 
  vials of solvaway  
  - 2 techkits, 2 robcomkits, 2 medkits and 1 
  envirokit.   
   
  - The shuttle computer will be provided with a 
  data file containing technical specifications of 
  Jetsom and other relevant information. The file 
  will be being compiled right up to the time that 
  the shuttle leaves.   
   
  5. The payment that the characters receive will 
  depend on how successful they are. For going to 
  Jetsom, and repairing whatever systems are 
  necessary to leave the platform in a stable, 
  working condition, each character will receive 
  7000 Cr. This does not mean that the characters 
  would be expected to repair all damage, merely 
  that 
  Jetsom 
  should 
  be 
  made 
  habitable, 
  operational and safe. For every crewmember 
  rescued (not including sapes), the characters 
  will receive 1500 Cr each, and for every tank of 
  crude bio-chemical, they will receive 150 Cr 
  each (sapes and Jetsom robots should not be 
  brought back.)   
   
  The characters have considerable leverage over 
  Captain Akizk with regard to the level of 
  payment. If they negotiate with the captain, the 
  referee should increase Akizk's offers, up to 
  
   
  8 
   
   
   
   
  maximum levels of 8000, 2000, and 200 Cr 
  respectively.  
   
  The characters will not be allowed to keep the 
  equipment they use, but will not have to pay for 
  any which is destroyed or used up during the 
  adventure.   
   
  6. The characters should expect to remain on 
  Jetsom for 38 days, until the time of Snobol's 
  next close approach to Venturi (Day 114 - see 
  TIME CHART). In dire emergency, however, the 
  characters could take the shuttle into a low orbit 
  around Venturi (the limit of its range) and the 
  Moneyspider would detach itself from Snobol 
  and come down to rescue them. This would ruin 
  the Snobol micro-distillation column, however, 
  and condemn the Venturi Project to becoming a 
  financial failure. If the characters choose to 
  make use of this last resort, and leave Jetsom in 
  this way, they will receive no reward.   
   
  The Incident   
  Immediately the negotiations are over, the ship's 
  alarm will sound. The captain will press a button on 
  his chronocom and then listen to it for a few 
  seconds. The characters will not be able to hear 
  what is said. The captain will then rush out of the 
  room, calling to the characters to follow him, and 
  hurry down to the common room (area M25) on 
  deck 6.   
   
  The cause of the alarm in the common room is that 
  the GLLR-5 ("Gorilla") recreation robot has gone 
  berserk. During a workout session with Daqor Klarr 
  (a Vrusk crewman - see Pull-out Sheet V) the 
  robot's self-defense program became defective and 
  it started to attack Daqor in earnest. Although the 
  characters and crew do not know it, this is the first 
  sign of the Matrix infection aboard the Moneyspider.   
   
  When the characters arrive in the common room, 
  they will find Daqor unconscious on the floor and 
  Fiator Geauis (a Dralasite crewman - see Pull-out 
  Sheet V) in a state of panic, pressed against the far 
  wall. In the center of the room, in a fighting 
  posture, is the robot GLLR-5. Fiator will hurriedly 
  explain what happened, adding  "Please don't 
  destroy Gorilla, I'm sure its just a bug in his 
  program".   
   
  The robot will attack anyone who approaches it. 
  Although Captain Akizk and Castuss will help to 
  overcome 
  the 
  robot 
  if 
  necessary, 
  they 
  will 
  concentrate on rescuing Fiator and Daqor, leaving 
  the robot to the characters. They will not reveal that 
  they 
  are 
  carrying 
  weapons 
  under 
  any 
  circumstances.   
   
   GLLR-5 (“Gorilla”) 
  Level Level 4 - Can communicate verbally 
  Type Recreation Robot 
  Body Type Anthropomorphic (Human) 
  Parabattery Type 1 
  Move Mode Two Mechanical Legs 
  Move Rate 10m/turn normal, 60m/turn max. 
  Limbs Two Mechanical Arms 
  IM/RS +8/80 
  Stamina 100 
  Attack 70 
  Damage 2d10 punching 
  Programs Security Lock, Self-defense (Matrix-
  infected), Wrestling (custom) 
  Equipment -- 
  Mission: 
  Harmlessly participate in sports. 
   
  Functions: 
  Harmlessly: GLLR-5 can take no action which will 
  result in the harm of a living person.  That includes 
  actions which he calculates has a low level of safety. 
  (note: the Self-Defense program has a bug which 
  bypasses this function). 
  Participate: GLLR-5 will make suggestions as to what 
  type of sports people around him would like to play, 
  based on his observations of their moods, energy 
  level, morale, and history of games played with those 
  same people.  Otherwise, he will join in any game or 
  sport to which he is invited.  He can learn new games 
  (memory limit unknown). 
  Sports: GLLR-5 is programmed with the rules of over 
  100 sporting games, and can even use a custom 
  program “Wrestling” to pin opponents.  GLLR-5 
  includes non-sporting games such as strategy, card, 
  dice, and boardgames in his programming. 
  
   
  9 
   
   
   
   
   
  Daqor has suffered 37 points of damage, but will 
  have recovered by the time the characters return 
  from Jetsom (Day 114 - see TIME CHART). The 
  robot will also have been repaired by this time.  If 
  characters with robotics skill examine the robot, 
  they will conclude it had developed a simple 
  programming fault.   
   
  Preparation   
  From the end of their dinner with Akizk (about 
  midnight) until the departure of the shuttle at 0500 
  hours, the characters have only about 5 hours to 
  prepare for the mission. Most of this time will be 
  taken up with checking equipment and resting. If 
  the players are eager to start the adventure, this 
  period need take up very little game time. 
  Alternatively, the players may wish to detail their 
  characters' preparations.   
   
  Although the characters will be able to talk to non-
  player characters before leaving, the referee should 
  remember that the crew will not have much time to 
  stand around talking.   
   
  The ship's engineer, Ellen Coopermann, and her 
  assistant, Fiator Geauis, will be busy modifying the 
  shuttle (see THE SHUTTLE), while the Captain will 
  be occupied putting the data file into the shuttle's 
  computer.   
   
  Daqor Klarr will be too ill (in the sick-bay) after his 
  fight with the robot to talk to the characters. 
  Castuss Wallorr will spend much of the time treating 
  Daqor and has little technical knowledge about 
  Jetsom.   
   
  The referee should be sure not to give the players 
  any information from discussions with the crew 
  other than that on the outside of the module folder.  
   
   
  
   
  10 
   
   
   
   
  The Shuttle   
  The shuttle that the characters will use is the last 
  one in the Snobol shuttle dock (area S4). It is fully 
  automated and cannot be piloted manually, except 
  to choose the destination. The options are Jetsom", 
  "Snobol" and "Low orbit, EMERGENCY ONLY". The 
  last option was fitted by Ellen Coopermann on Day 
  75 (see Preparation). There is also a small panel of 
  indicator lights, a radio, a radar screen and two 
  view ports. Prior to departure, the shuttle has a 
  huge block of ice (from the ice cavern - area S3) 
  fitted to its front end as a heat-shield. The shuttle 
  has ten couches for passengers, and room to stow 
  equipment. There is also a rack for tanks of crude 
  bio-chemicals from Jetsom.   
   
  This shuttle was used by the returning Beta team 
  on Day 38 and its computer is infected by the 
  Matrix.   
   
  Descent to Jetsom   
  Early on Day 76, the characters will be taken to the 
  shuttle dock (area S4). Their equipment will have 
  been stowed already. The shuttle will leave at 0500 
  hrs.   
   
  The descent to Jetsom takes 2 hours. During this 
  time the shuttle's computer will be occupied in 
  guiding the ship, and the characters will not be able 
  to consult the Jetsom data file in the computer's 
  memory (see The Offer). So long as the shuttle is 
  inside 
  Venturi's 
  atmosphere, 
  no 
  radio 
  communication with Moneyspider is possible (see 
  Jetsom).   
   
  When 
  the 
  shuttle 
  is 
  deep 
  inside 
  Venturi's 
  atmosphere and has slowed down sufficiently, the 
  remains of the heat-shield are ejected and the 
  characters will be able to use the view ports as the 
  craft files towards Jetsom. The shuttle is on the 
  daylight side of the planet and the characters will 
  see the scudding clouds of Venturi by the feeble 
  light of Belnafaer.   
   
  Half an hour before it reaches Jetsom, the shuttle 
  will pass through a small electromagnetic storm. 
  The characters will feel a strange prickling sensation 
  as there is a rapid build-up of static electricity inside 
  the shuttle and the electronic equipment will stop 
  working for about half a minute.  
   
  Most of the electronic equipment will return to 
  normal after this time, but the Matrix infection in 
  the computer will have erased most of the Jetsom 
  data file, leaving only the information shown on the 
  outside of the Module Folder. The Matrix will have 
  no other effect on the computer. The information 
  lost cannot be restored.   
   
  Minutes later, the Jetsom platform will come into 
  view. The shuttle will approach it quite quickly, but 
  the characters will be able to see the shuttle in the 
  other dock (area D3) and will catch a glimpse of the 
  damage caused by the external maintenance robot 
  (area F2).   
   
  After the shuttle has docked, a light on the panel, 
  labeled "Warning: Auto-refueling Malfunction" will 
  begin to flash. This is because the fuel line to the 
  shuttle dock has broken. The shuttle cannot leave 
  until it is refueled (see area A2).   
   
  THE PLATFORM   
  The Jetsom atmospheric bio-chemical extraction 
  platform (see Plan VP/J/01) floats in the very cold 
  hydrogen atmosphere of Venturi, supported like a 
  hot-air balloon by huge buoyancy bags of heated 
  hydrogen. It does not have a fixed position relative 
  to the planet, but is blown around by Venturi's 
  winds which gust at up to 2000 km/hr and seldom 
  at less than 500 km/hr. It is, however, kept level 
  and maintained at a constant altitude. At this 
  altitude, Jetsom's gravity is a little greater than 
  normal (1.25g). If they wish, referees may take 
  account of this during the adventure.   
   
  At Jetsom's altitude, the temperature of the 
  atmosphere is about -120°C, and the pressure is 
  only slightly above normal for the major races. The 
   
  GAMMA Section 
  
   
  11 
   
   
   
   
  gas in the buoyancy bags is kept at -55°C. This is 
  hot in comparison with the atmosphere, but 
  extremely cold by ordinary standards.   
   
  The most important part of the Jetsom platform is 
  the central, 184-meter-high, gas distillation column 
  that extracts an impure form of the chemicals Cys-
  DE and Meta-TI from Venturi's atmosphere. The  
  crew and their sape assistants live and work in 
  insulated, modular compartments supported on a 
  frame that extends outwards from the column, and 
  which also supports the shape of the buoyancy 
  bags. Living conditions for the crew are maintained 
  by life support systems providing air and warmth.   
   
  There are six crew compartment modules (A to F) 
  that radiate from the distillation column like slices 
  of a cake. Modules A and D contain docking facilities 
  for shuttle craft; B contains the crew's quarters; C 
  has the maintenance facilities; E has the distillation 
  control room, the main computers and life-support; 
  and F contains stores.   
   
  At the bottom of the distillation column (in area E7) 
  are the reactors that provide it with heat, generate 
  power for the platform and heat the buoyancy bags. 
  Around the distillation column, 92 meters above the 
  main part of the platform, is an observation gallery 
  (E8). An elevator (E6) provides access to the 
  reactor room and gallery.   
   
  The "Bug"   
  The circuitry of computers, robots and other 
  electronic devices is an ideal home for the Matrix 
  (see Disaster on Jetsom), and it has infected the 
  electrical systems of Jetsom (computers, robots 
  etc.). The Matrix acts like an electronic virus, and 
  has spread across the circuits, often with alarming 
  and dangerous effects on their programming! The 
  circuits themselves are not affected, however, and 
  it is relatively easy to remove the Matrix's effects 
  temporarily (see Defeating the Matrix).   
   
  Just like a virus, the Matrix is infectious. It can 
  spread from device to device simply by latching on 
  to the electrical impulses that flow between them.   
   
  The Disaster   
  The Matrix had been present in Jetsom's electronic 
  systems for some time before it caused the disaster 
  (see Disaster on Jetsom) and had, up to then, 
  caused only minor problems to the crew.   
   
  However, during a magnetic storm (on Day 43), 
  when the systems were under maximum strain, the 
  Matrix produced some sudden system failures, 
  particularly in the life-support systems, resulting in 
  a dangerous drop in temperature.  Two of the crew 
  (Deed Fengall the team leader and Hal Sinclair the 
  2nd technician) put themselves into freeze fields (in 
  area B2) to escape the effects of the system failure. 
  Deed is still alive in her freeze-field, but the power 
  supply to Hal's was cut off and he is dead.   
   
  The sapes in the maintenance module panicked and 
  killed their keeper, Atata Myera (area C3). The 
  sapes 
  themselves 
  have 
  survived. 
   
  The 
  final 
  crewmember, 
  Akord 
  Zon, 
  who 
  had 
  become 
  suspicious about the cause of the faults, fled to the 
  warmth of the reactor room (E7) but was killed by 
  the radiation. Her notes in the J/GL/IF (information 
  storage) program (see area E7) may help the 
  characters to destroy the Matrix.   
   
  Descriptions and Events   
  The section ON JETSOM details the standard 
  features of the platform and gives a room-by-room 
  description. JETSOM COMPUTER SYSTEMS (Pull-out 
  Sheet II) describes the platform's computers and 
  programs. Both these sections deal with the 
  situation on Jetsom when the characters arrive.   
  The EVENTS section describes events that occur 
  after the characters' arrival. The timing of the first 
  event has been left to the referee's discretion.   
   
  Defeating the Matrix   
  Jetsom is a dangerous and uncomfortable place, 
  since the Matrix infects most of the electrical 
  systems. The Matrix has several effects, including 
  making the robots and security systems dangerous 
  to the characters and lowering the temperature in 
  the modular compartments to 10 degrees below 
  zero.   
   
  The characters' first problem will be to overcome 
  these dangers and make the platform more 
  habitable. While they are doing this, the characters 
  should become aware that there is something very 
  seriously wrong with the computer system. It is 
  unlikely that they will realize exactly what the 
  problem is, but the information in the J/GL/IF 
  (information storage) computer program (the notes 
  of Akord Zon - see areas B3 and E7) should be 
  sufficient for them to work out what is wring and 
  then overcome the Matrix (see Permanent Removal 
  - below). If necessary, the referee may give other 
  hints but since the characters will probably be on 
  the platform for 38 days, there is no hurry.   
   
  Detecting the Matrix   
  The Matrix cannot be seen since it exists only as a 
  set of electronic impulses inside infected circuitry.   
   
  If characters with robotics: listing functions skill on 
  an infected robot, they will discover the robot's 
  original mission/functions. However, they will notice 
  subtle idiosyncrasies in this information and realize 
  that there is a "bug" in the machine's programming. 
  
   
  12 
   
   
   
   
  Similarly, characters with computer skills that gains 
  full access (see COMPUTER SYSTEMS - Pull-out 
  Sheet III) to any affected program will realize that 
  the program is somehow malfunctioning (i.e. it has 
  a "bug"). These impressions will not tell the 
  characters exactly how the robot or program is 
  malfunctioning.   
   
  Temporary "Cures"   
  The effects of the Matrix may be temporarily 
  removed from a computer program if it is "de-
  bugged" using manipulating programs skill, or re-
  written using writing programs skill.    
   
  An infected robot may be temporarily "cured" if 
  both its functions and mission are reset (using 
  altering functions and altering missions skills).   
   
  These temporary "cures" only remove the effects of 
  the Matrix infection by making the Matrix become 
  dormant. The devices will still be infected and 
  unless the Matrix is permanently destroyed (see 
  below), the Matrix will become active again after 
  2d10 hours and its effects on the device will resume 
  exactly as before.   
   
  Robots, computers and other devices that are not 
  infected when the characters arrive on Jetsom will 
  only become infected as the result of an EVENT. 
  Once they are infected, however, the above rules 
  will apply.   
   
  Permanent Removal   
  The Matrix originated in the cold atmosphere of 
  Venturi and is vulnerable to heat. The only way of 
  completely destroying it on Jetsom is for the 
  characters to raise the temperature inside the 
  platform to 35°C (uncomfortably hot but not 
  dangerous) or more, for at least an hour by gaining 
  control of the life-support system (see below). The 
  clues to this means of destroying the Matrix are 
  contained in Akord Zon's notes in the J/GL/IF 
  (information storage) program (see area E7 and 
  Pull-out Sheet II).   
   
  The external maintenance robot is in an area (F2) 
  that cannot be heated (see Damaged Rooms). It 
  will remain infected by the Matrix unless it is 
  brought into an area heated above 35°C.   
   
  The characters can destroy the Matrix in the 
  shuttle's computer using the shuttle's manually 
  adjustable life-support system. Even if they omit to 
  do so, the shuttle will still fly them back to Snobol 
  (assuming it is refueled). The shuttle's life-support 
  system is not powerful enough to affect the 
  temperature of the whole platform.   
   
   
  
   
  13 
   
   
   
   
  Life-Support System   
  The Jetsom platform has two separate life-support 
  systems each consisting of a life-support unit and 
  the program which controls it.   
   
  • System #1 is the main life-support system for 
  the platform. Unit #1 is controlled by the J/MN/LS 
  (life support) program in the J/MN (main) 
  computer and cannot be run manually.   
   
  • System #2 is the back-up life-support system. 
  Unit #2 is controlled by the J/LS/LS (life-support) 
  program in the J/LS (life-support) computer, but 
  also has a manual override control panel.   
   
  When the characters arrive at Jetsom, system #1 is 
  working and system #2 is on stand-by.   
   
  The life-support units, life-support computer and 
  manual override panel are located in area E3. The 
  main computer is in area E2.   
   
  Working the System   
  Normally, the crew of the platform has three ways 
  of changing conditions inside the platform, but the 
  infection by the Matrix has caused several faults to 
  develop. These will make it difficult for the 
  characters to gain control.  
   
  1. Through a Life-Support Program  
  (J/MN/LS or J/LS/LS).   
   
  If a life-support program is run (using manipulate 
  programs skill), the program allows the operator to 
  change the temperature and oxygen concentration 
  settings for the life-support unit. The temperature 
  range offered is 0°C to 30°C ('normal' is 20°C), and 
  the oxygen level range is 15% to 30% ('normal' is 
  21%).   
  Because 
  they 
  are 
  infected, 
  both 
  life-support 
  programs (J/MN/LS and J/LS/LS) tell their units to 
  maintain a temperature of -10°C inside the platform 
  no matter what the setting. They tell the J/MN/BE 
  (bureaucracy) 
  program, 
  however, 
  that 
  the 
  temperature is 20°C ('normal').   
   
  2. By Using the manual Override Panel   
  (in area E3).   
   
  When the "Life-Support Override ON/OFF" switch is 
  flipped on, the panel takes over control of life-
  support unit #2 from the J/LS/LS (life-support) 
  program.   
   
  The manual override panel has two dials labeled 
  "Temp. Control" and "Oxy. Control" which adjusts 
  the temperature and oxygen levels respectively. 
  The ranges available are -10°C to 40°C and 0% to 
  50%, but all settings outside the ranges available 
  on the programs (see above) are clearly labeled 
  "DANGER".  
   
  When unit #2 comes on, the J/MN/BE (bureaucracy) 
  program should turn off system #1 (unit #1) and 
  program J/MN/LS). However, the Matrix infection in 
  the bureaucracy program means that it will order 
  unit #1 (via the J/MN/LS program) to try to restore 
  conditions to 'normal'. As far as the J/MN/LS 
  program is concerned, 'normal' means -10°C and 
  21% oxygen. The final result will be the average of 
  what the two systems are trying to achieve. For 
  example, if system #2 is set to 40°C, the 
  temperature will be 15°C (the average of -10°C and 
  40°C).  
   
  3. By Changing System.  
   
  Normally, the J/MN/BE (bureaucracy) program will 
  turn off system #1 if system #2 is activated. 
  However, the Matrix infection causes 2 faults in the 
  program:   
   
  If the J/MN/LS (life-support) program     is 
  deactivated, the bureaucracy program will re-
  activate it. If the J/LS/LS (back-up life-support) 
  program is activated, the bureaucracy program will 
  deactivate it. The J/LS/LS program must obey this 
  command.   
   
  Gaining Control   
  The program defects can be temporarily  "cured" 
  (see Temporary "Cures") and if a life-support 
  program is altered, its range of settings can be 
  increased to those available on the manual override 
  panel 
  (above). 
  The 
  programs' 
  interactions, 
  however, mean that the characters may have to do 
  more than manipulate one of them in order to raise 
  the temperature high enough to destroy the Matrix 
  (see Permanent Removal).   
   
  Possible solutions are:  
   
  1. Temporarily "cure" the J/MN/BE (bureaucracy) 
  program, activate system #2 with the manual 
  override and set it to a temperature over 35°C.   
   
  2. Reprogram the J/MN/LS (primary life-support) 
  program to produce a higher temperature.  
   
  3. Activate system #2 with the manual override, set 
  it to a temperature over 35°C and wreck unit #1.  
  Any changes to conditions in the platform will 
  come into effect 10 minutes after a change is 
  made to the settings.   
   
  
   
  14 
   
   
   
   
  Damaged Rooms   
  Damage to Jetsom means that the temperature in 
  areas A2, F1 and F2 (and possibly A1 and A3) is 
  lower than in the rest of the platform.     
   
  These will not be affected by changes in the settings 
  of the life-support systems.  
   
  Events 
  The timing and order of the following events on 
  Jetsom is at the discretion of the referee. Events 
  Ev1-5 involve the Matrix, and will not occur if the 
  infected devices concerned have been "cured" (see 
  Defeating the Matrix).   
   
  Event 1. Hatches Lock   
  Every hatch and security door on the platform will 
  close (unless wedged open) and lock (level 1 locks) 
  for 1 hour. This event will only take if the J/MN/IS 
  (installation security) program is infected by the 
  Matrix.   
   
  Event 2. Alarms Sound   
  Unless it is free of the effects of the Matrix, the 
  J/MN/AL (alarm) program will cause every alarm on 
  the platform to sound for no reason. This false 
  alarm will last for 2 minutes, during which time, 
  every 
  indicator 
  light 
  will 
  show 
  "red" 
  and/or 
  "DANGER".   
   
  Event 3. Matrix in  
  the Power Sockets  
  From now on, the Matrix infects any power pack 
  recharged from the sockets in the maintenance 
  room (C1) or life-support (E3). The packs will 
  appear to become fully charged, but will provide no 
  power at all when fitted to any equipment. Infected 
  power packs may only be "cured" by heat (see 
  Defeating the Matrix). This  event will only take 
  place as long as the J/MT/MT maintenance program 
  remains infected by the Matrix.   
   
  Event 4. CRL-E1 Infected   
  The Matrix infects the characters’ CRL-E1 robot. 
  Until it is "cured", it will not move and will not obey 
  any instructions from any source. This infection can 
  come from any source so long as the Matrix has not 
  been completely removed from the platform.   
   
  Event 5. Information Displayed   
  The J/GL/IF (information storage) program will 
  switch on every computer terminal on the platform, 
  make each give out several loud "bleeps" and then 
  display Akord Zon's notes on the Matrix (see area 
  E7) on their screens. Every terminal will be 
  affected, no matter what it is being used for. The 
  notes will remain on each screen until cleared 
  (automatic success) by the characters.   
   
  This event may be used as a strong hint, and should 
  only be used by the referee if the characters are 
  being particularly slow in working out how to 
  overcome the problem of the Matrix.   
   
  Event 6. Sapes Fall Sick   
  One of the sapes becomes sick with a -10/D15 
  disease. Every 10-hour period thereafter, there is a 
  60% chance that another sape will fall sick (reduced 
  to 40% if healthy sapes are separated from the sick 
  ones). While they are sick, the sapes will not obey 
  orders. Characters with medical skill will have a 
  penalty of 20% if they attempt to use diagnosis or 
  curing diseases skills on the sapes.   
   
  Event 7. Radiation Hatches Leak   
  The hatches of the airlock (E4) begin to leak 
  radiation 
  into 
  the 
  control 
  room 
  (E1). 
  The 
  environment indicator panels on the hatches will not 
  register 
  the 
  radiation 
  level, 
  but 
  unprotected 
  characters in the control room will suffer 1 point of 
  radiation damage every 15 minutes (see Radiation 
  Damage - below). A toxyrad gauge will be able to 
  detect the radiation. 
   
  The hatches may be repaired using the repairing 
  machinery skill. If the hatches are repaired, the life-
  support system will clear the radiation in 1 hour. 
   
  ON JETSOM 
  The following is a description of Jetsom, as the 
  characters will find it when they first arrive. 
  Subsequent 
  EVENTS 
  (see 
  above) 
  and 
  the 
  characters' actions may change circumstances and 
  conditions.   
   
  Pressure, Temperature  
  and Oxygen   
  At Jetsom's altitude, the pressure of Venturi's 
  atmosphere; of the buoyancy bags; and the crew 
  compartments is the same, and so there will be no 
  problems of decompression even if the outer walls 
  are breached. The Venturi wind, however, (see area 
  F2) is deadly.   
   
  A serious threat to the characters will be low 
  temperature. Venturi's atmosphere is very cold, as 
  is the gas in the buoyancy bags. The malfunction in 
  the life-support system (see Life-Support System) 
  mean that the temperature inside most of the 
  platform is 0°C. the effects of cold on characters are 
  given in the specifications of the chillsuit (see Pull-
  out Sheet VI).   
   
  The atmosphere of Venturi is not poisonous but it 
  contains no oxygen. A character without a breathing 
  apparatus will lose consciousness after 2 minutes in 
  
   
  15 
   
   
   
   
  Venturi's atmosphere. After losing consciousness, 
  the character must make a successful stamina 
  check every 30 seconds (5 turns) or die.   
   
  Radiation Damage   
  Certain rooms on Jetsom (E4-E7) either are, or can 
  become, radioactive. This radiation causes damage 
  to characters that are exposed to it unless they are 
  protected by an inssuit (see NEW EQUIPMENT - 
  Pull-out 
  Sheet 
  VI). 
  Exposed 
  characters 
  automatically suffer a fixed amount of damage each 
  turn, which varies with the intensity of the 
  radiation.  
   
  When characters have sustained a total of 5 or 
  more points of radiation damage, they will start to 
  feel dizzy. If they suffer 25 or more points of 
  damage, they will feel horribly nauseous. Radiation 
  damage may only be cured at a hospital.   
   
  Hatches   
  Hatches on Jetsom are in pairs (whether in airlocks 
  or 
  the 
  short 
  connecting 
  corridors 
  between 
  modules). As a safety precaution, a hatch is 
  automatically locked (lock level 1) as long as its 
  opposite number is open. Characters may either 
  overcome the lock, or disable the circuit that tells 
  one hatch that the other is open, by using 
  deactivating alarms/defenses skill (level 1 circuits).  
   
  On 
  each 
  side 
  of 
  every 
  hatch 
  there 
  is 
  an 
  environment 
  indicator 
  panel 
  that 
  shows 
  the 
  temperature, pressure, oxygen and radiation levels 
  on the far side. Unless otherwise indicated, all these 
  panels give correct readings.   
   
  Structural Points   
  The various components of Jetsom have the 
  following structural points:   
   
  Structure 
  Structural Damage 
  Capacity 
  External walls 
  350 
  Internal walls 
  250 
  Hatches 
  250 
  Ordinary doors 
  40 
  Security doors 
  100 
   
  Lighting   
  When the characters arrive, all rooms inside the 
  Jetsom platform are fully illuminated by lighting 
  panels in the ceiling, unless otherwise stated. 
  Control panels in each room allow the brightness of 
  the lighting to be adjusted.  
   
  Outside the platform, the only lighting, if any, will 
  come 
  from 
  Venturi's 
  star, 
  Belnafaer. 
  The 
  atmosphere is so thick and cloudy that Venturi's 
  daylight takes the form of a dull, twilight glow. Days 
  and nights are each 5 hours long.   
   
  Intercom   
  Each room in the platform has an intercom panel 
  from which any other room can be called. Once 
  connection to a room is made, any sounds in that 
  room may be heard through the intercom. However, 
  until the effects of the Matrix are removed from the 
  J/GL/CN (communications) program, any call made 
  will be connected to a room chosen at random.   
   
  Module A: Shuttle Dock 1   
   
  A1. Airlock   
       Envt: T = -10 (-55); O = Std (Nil); R = 0.   
   
  This airlock connects with the hatch in the nose of 
  the characters' shuttlecraft. Characters entering the 
  airlock from the warmth of the shuttle will notice at 
  once how cold it is in here.   
   
  The environment indicator panels on either side of 
  the inner hatch leading to the damaged tunnel (A2) 
  are broken, and permanently read "Temperature 
  25; Pressure Normal; Oxygen Standard; Radiation 
  Nil". As soon as this hatch is opened, the airlock's 
  temperature and oxygen level will drop (to -55 and 
  Nil).   
   
  Since the pipes in the tunnel are broken (see area 
  A2), the oxygen level in the airlock can only be 
  restored by opening the hatch to the shuttle (with 
  the tunnel hatch closed). The airlock will take 3 
  turns to warm up if the tunnel hatch is closed.     
   
  A locker here contains: four chillsuits and four 
  breathing masks (one of each for each race), four 
  belt powerpacks and four oxygen tanks for the 
  masks.   
   
  A2. Tunnel   
       Envt: T = -55; O = Nil; R = 0.   
   
  Only red emergency lights illuminate the tunnel. An 
  explosion in the fuel/oxygen lines, which has also 
  blasted away the walls, has destroyed the main 
  lighting panels and left a 3-meter gap all round. 
  This is spanned only by two power cables, half a 
  meter apart, which ran under the floor.   
   
  At this point the tunnel is crossing one of Jetsom's 
  buoyancy bags and through the breach, the 
  characters will be able to see the dome-like top of 
  the bag above and the tapering base below.   
   
  Characters may attempt to leap across the gap. Any 
  character that falls into the gasbag will drop and 
  slide down to the atomic heaters at the bottom and 
  
   
  16 
   
   
   
   
  die, but roping characters together, for example, 
  will normally prevent this. 
     
   
  Alternatively, characters may walk across the 
  cables. The insulation on the cables is damaged, 
  however, (a character with technician skill who 
  examines them, has the same chance of noticing 
  this as of repairing machinery) and any character 
  touching either one will suffer 2d10 points of 
  electrical damage, unless protected by a gauss 
  screen. Characters touching both at once will suffer 
  6d10 points of damage.   
   
  The broken ends of the fuel lines to the shuttle dock 
  can be seen clearly (a character with technician 
  skills will automatically recognize them.) Before the 
  shuttle can be refueled to leave, a section of pipe 
  must be fitted across the gap in the fuel line. There 
  is no suitable pipe in this tunnel or in the shuttle. 
  Characters with technician skill have a normal 
  chance of repairing the fuel line with the repairing 
  machinery skill if they use some of the piping from 
  the store (F1). If they take piping from the other 
  tunnel (D2) where the pipes are identical to the 
  damaged ones, they will succeed automatically.   
   
  A3. Foyer   
       Envt: T = -10 (-55); O = Std (Nil); R = 0.   
   
  The door into the foyer from the tunnel is a security 
  door with a level 3 lock. The J/MN/IS (installation 
  security) program has reprogrammed the door so 
  that it cannot be opened with the passwords that 
  the characters were given. The program will cause 
  the automated weapons turret in the foyer to fire at 
  the characters as soon as the door is opened.   
   
  The temperature and oxygen concentration in the 
  foyer will drop to the same levels as in the tunnel 
  when the security door is opened. Both will be 
  restored in 1minute if the door is closed.   
   
  The walls, floor and ceiling of the foyer are scarred 
  by random laser shots which the automated 
  weapons turret on the far wall has fired since the 
  Matrix infected the installation security program.   
   
  Automated Weapons Turret:  
  MV Nil; IM 6; STA 120; ATT 60; DM   3d10 laser 
  rifle + grenade launcher (see below - ranges 
  twice normal for characters).   
   
  The turret will fire two laser shots and one grenade 
  each turn at randomly chosen targets. It locates its 
  targets with sound sensors and infra-red beams, 
  and can "see" along the entire length of the tunnel. 
  The grenades it fires will be doze, tangler or smoke 
  (chosen at random). The turret has 10 of each. 
  They will be made useless if the turret is destroyed.   
   
  Module B: Accommodation   
   
  B1. Common Room   
       Envt: T = -10; O = Std; R = 0.   
   
  The only occupant of this room is a domestic duties 
  robot. It is infected with the Matrix and has "tidied" 
  the room to a ridiculous extent. It has arranged the 
  furniture in a precise pattern, and has fed all 
  objects in the room smaller than 20 centimeters 
  through its rubbish pulverizer.   
   
  The robot will be standing in the far corner when 
  the characters enter the room. It shows no outward 
  signs of malfunction, but will ignore any commands. 
  It will attack in a frenzy if it is attacked, if any 
  attempt is made to interfere with it or if any of the 
  furniture is moved!   
   
  While attacking with two arms, its other two arms 
  attempt to grab small objects (weapons, medkits, 
  toolkits and so on) from the characters (30% 
  chance each limb). Any object snatched will be fed 
  into the rubbish pulverizer in the robot's "chest" and 
  destroyed. Any gyrojet ammunition or grenades 
  pulverized will explode (even if inside a weapon), 
  causing their normal damage to the robot. Other 
  ammunition will not harm it.   
   
  If any attempt is made to open the robot's access 
  plate, it will start to spin wildly, attacking with all 
  four arms (two attacks per turn). The plate cannot 
  be removed until the robot stops spinning. It can be 
  stopped if wrestled by two characters other than the 
  one attempting to open the panel.   
   
   MLL-1e Domestic Duties Bot 
  Level Level 2 – cannot communicate verbally 
  Type Domestic Duties 
  Body Type Standard 
  Parabattery Type 1 
  Move Mode Wheels 
  Move Rate 10m/turn normal, 60m/turn max. 
  Limbs Four Mechanical Arms 
  IM/RS +5/50 
  Stamina 100 
  Attack 50 per pair of limbs 
  Damage 2d10 punching per pair of limbs 
  Programs Attack/defense (matrix-infected) 
  Equipment -- 
  Mission: 
  Tidy up the place 
   
  Functions: 
  Tidy – use domestic tools to clean, placing garbage 
  less than 20cm in size in its own holding bin to be 
  emptied when full (in the “place’s” refuse room). 
   
  Place – the building around it – a layout drawing is 
  programmed into the robot to explain limitations. 
  
   
  17 
   
   
   
   
   
  DESCRIPTION: The robot has a cylindrical body, 
  with the rubbish pulverizer hatch half way up. It has 
  four wheels and four limbs arranged like the spokes 
  of a wheel. Its video and audio sensor array is at 
  the top of its body.   
   
  This room contains computer terminal Term-6. On 
  the wall above the terminal is a large tri-vid screen. 
  Unless the Matrix is removed from the J/GL/CN 
  (communications) 
  program, 
  this 
  screen 
  will 
  continuously show children's cartoons (running 
  backwards) accompanied by the soundtrack of a 
  teach-yourself-astrogation course.   
   
  Until the Matrix is removed from the life-support 
  system, the food dispenser near the terminal will 
  only serve smoked fish with raspberry sauce, and 
  cups of tepid water. It originally could feed up to 12 
  characters but now can provide enough for only 3 to 
  12 (d10+2) each day.  
   
  B2-B4 Cabins   
   
  Each of these three cabins has a bed, table, two 
  chairs and a locker. They were used in turn by 
  members of both crew teams and are rather 
  impersonal:   
   
  B2. Team Leader's Cabin   
       Envt: T = -10; O = Std; R = 0.   
   
  This is the cabin used by the Yazirian team leader, 
  Deed Fengall. The door is locked from the inside 
  (level 2 lock). Inside, are Deed Fengall and Hal 
  Sinclair, the Human second technician. Both are in 
  freeze fields. Hal's freeze field is connected to a 
  power socket in the wall. It is currently working but 
  there was a power failure some days ago and Hal is 
  dead. Deed's is powered by a power backpack and 
  she is still alive. The backpack only has 3 SEU 
  remaining, however, and so Deed will die unless 
  another power supply is fitted within 30 hours. 
  Deed can only be revived at a hospital.   
   
  The door of the locker is closed but not locked. 
  Inside are Deed Fengall's personal effects (clothes, 
  mementos, a carefully labeled set of ore samples 
  etc.) along with a geoscanner and a 10-meter roll of 
  insulated wire.   
   
  B3. Computer Operator's Cabin   
       Envt: T = -10; O = Std; R = 0.   
   
  This is the cabin used by Akord Zon. The door is 
  open, and the domestic duties robot (see area B1) 
  has destroyed all the small items that were here 
  except those in the locker.   
   
  The locker door is closed and locked (level 2 lock). 
  Akord has also fitted a simple trap (level 1) inside 
  the locker. Unless the trap is detected and 
  deactivated, a doze grenade inside the locker will go 
  off if the door is forced open. The door has 20 
  structural points.   
   
  The locker contains Akord's personal effects, which 
  include a pocket sound recorder. The tape in the 
  recorder contains an unfinished message to a friend 
  of Akord. Most of the letter consists of personal 
  matters only, but the last sentence will be of 
  interest to the characters:   
   
  "You wouldn't believe the kind of things that have 
  been happening on this ol' bucket in the past few 
  days. It's really weird. Anyway, I've got it all on 
  comp file and I'll stick it under the old man's nose 
  when we get back up."   
   
  Akord was referring to her notes on the J/GL/IF 
  (information 
  storage) 
  program 
  concerning 
  the 
  infection of the platform by the Matrix (see area 
  E7).   
   
  B4. Second Technician's Cabin   
       Envt: T = -10; O = Std; R = 0.   
   
  This is the room used by Hal Sinclair. Sprawled on 
  the bed is a young adult sape about 1.5 meters tall. 
  He has been separated from his fellow sapes by the 
  blocked tunnel hatch (see Module C:  Maintenance).   
   
  He is psychologically disturbed and acts like a cub. 
  He will not obey orders. He will regard the first 
  Yazirian character he sees as his mother and cling 
  desperately to that character. If there is no 
  Yazirian, he will ignore the characters. The sape will 
  fight back if he is removed by force from his new 
  "mother" by another character, but if his chosen 
  character forcibly rejects him, he will retreat into a 
  corner in a stateof shock.   
   
  Any 
  character 
  with 
  psycho-social 
  skill 
  will 
  automatically realize that the sape is mentally 
  disturbed. The sape's disturbance may be removed 
  using the psycho-pathology skill. Because of their 
  physical similarity to sapes, Yazirians will have a 
  bonus of 10% if they try to cure the sape; 
  Dralasites and Vrusk on the other hand will have a 
  10% penalty.   
   
  Once cured, the sape will act in the normal way and 
  obey the characters' instructions (see Sapes - Pull-
  out Sheet VI), but he will not attack other sapes 
  under any circumstances.   
   
   
    
  
   
  18 
   
   
   
   
  Young-Adult Sape   
     MV 
  Medium;  
     IM/RS  6/60;  
     STA 
  100;  
     ATT 
  40 (60 with rage);  
     DM  
  2d10 each hand;  
     SA  
  Wrestle (DM 3d10 per turn, +5% chance 
  to gain hold, victims have  -5% chance to 
  break free).   
   
  B5. Shower/WC  
       Envt: T = -10; O = Std; R = 0.   
   
  Unless a Matrix-free life support program is in 
  operation, no water can be run in the basins or 
  WCs. The shower will operate but, no matter what 
  setting it is on, will only give scalding water. Any 
  character in the shower will suffer 2d10 points of 
  burns unless they make a reaction speed check 
  (and jump out) in which case the damage is only 
  1d10.   
   
  Module C: Maintenance   
  The hatch opening into module C from the 
  connecting passage between modules B and C is 
  held open by a toppled chair.  Because of this, the 
  hatch into the passage from module B cannot be 
  opened (except by force) unless the locking 
  mechanism is overcome (see Hatches).   
   
  C1. Maintenance Room   
       Envt: T = -10; O = Std; R = 0.   
   
  Five sapes; two males and three females occupy the 
  maintenance room. Since the disaster befell Jetsom, 
  the food dispenser in the room containing the 
  sapes' pens (C2) has worked only intermittently, 
  and the creatures are hungry and angry.   
   
  When they first see the characters, the sapes will be 
  aggressive. Unless the characters attack the sapes, 
  however, the creatures will not attack at once, but 
  will shout loud threats which their poly-voxes will 
  translate as "kill no-furs!", "go! hate!" and so on. 
  The sapes will attack if the characters have not left 
  the room after 4 turns.   
   
  Their poly-voxes are working normally, but while 
  they are angry, the sapes will not obey any orders. 
  At any time before the sapes attack, characters with 
  psycho-social skills may attempt to calm them down 
  using the persuasion skill. Each sape must be 
  calmed individually, and each attempt takes 1 turn.   
   
  The sapes cannot be calmed while attacking, but if 
  they are restrained during a fight, a psycho-
  sociologist may attempt persuasion at a -15% 
  penalty.   
   
  Any calmed sape will obey normal orders (see Sape 
  - Pull-out Sheet VI) although it will complain of 
  being hungry. Sapes eat twice as much as 
  characters. For every 10-hour period during which a 
  sape is not adequately fed, there is a 20% chance 
  that it will lose its temper and attack the characters. 
  This chance is cumulative (i.e. 40% after 20 hours, 
  60% after 30 hours etc.) and is doubled if a sape is 
  not fed at all.   
    
  Five Adult Sapes      
     MV  
  Medium;  
     IM/RS  6/60;  
     STA  
  120;     
     ATT  
  40 (60 with rage);  
     DM  
  2d10 each hand;  
     SA  
  Wrestle (DM 3d10 per turn, +5% chance 
  to gain hold, victims have  -5% chance to 
  break free).   
   
  This room contains computer terminals Term-3 and 
  Term-5. An inspection cover near Term-3 is labeled 
  "COMP. J/MT". Behind the cover is the J/MT 
  (maintenance) computer.   
   
  The room has the standard machine tools (lathes, 
  etc.), benches and other gear normally found in a 
  small maintenance workshop.   
   
  The characters will be able to use the workshop for 
  repairing robots and other equipment. Unlike 
  repairs "in the field", repairs carried out here do not 
  suffer from the chance of breaking down again  
   
  Above one of the benches is a power socket for 
  recharging power beltpacks and backpacks.   
   
  C2. Sape Pens   
       Envt: T = -10; O = Std; R = 0.   
   
  The sape pens have not been cleaned out since the 
  disaster, and there is a correspondingly strong odor 
  in this room.   
   
  At the end of the room nearest the door is the 
  sapes' food dispenser. This would normally dispense 
  enough food per day to sustain up to eight sapes 
  (or 16 characters) but, since it is controlled by the 
  Matrix-infected J/MN/LS (life support) program, it 
  will now give out only enough food to satisfy d5+1 
  sapes (or d10+2 characters) each day. The food is 
  nourishing, but the characters would find it boring 
  and unappetizing.   
   
  The six sape pens which take up most of the room 
  each contain a bed of green plastic fiber.   
   
   
   
  
   
  19 
   
   
   
   
  C3. Sape-Handler's Cabin   
       Envt: T = -10; O = Std; R = 0.   
   
  The bones of Atata Myera, the Yazirian sape-
  handler, are scattered over the floor of this room. 
  He was killed by the sapes when they panicked 
  during the disaster, and since then the ravenous 
  creatures have eaten him. The contents of the cabin 
  were very similar to those of the cabins of the other 
  crewmen, but the sapes have broken most of the 
  smaller (items, including those in the locker. 
  Amongst the debris, the characters will find four 
  boxes of survival rations and Atata's medical pouch. 
  The pouch has been hurled against a wall, which 
  has broken most of its contents except for a can of 
  plastiflesh, 10 doses of biocort and 5 doses of 
  antitox.   
   
  Module D: Shuttle Dock 2   
   
  D1. Foyer   
       Envt: T = -10; O = Std; R = 0.   
   
  The foyer was the scene of a battle between the 
  installation security system's automated weapons 
  turret and the robot sape warden. The laser on the 
  turret is damaged and can only fire directly down 
  the tunnel (D2) leading to the airlock. It will fire two 
  shots at any target that falls within its line of fire. 
  The turret's grenade launcher is fully operational 
  and can be independently aimed. It will fire one 
  grenade at a randomly chosen target each turn. The 
  grenades it fires will be doze, tangler or smoke 
  (chosen at random). The turret has eight of each. 
  They will be made useless if the turret is destroyed. 
  The turret locates its targets with sound sensors 
  and infra-red beams.   
   
  The turret laser has burned away the security door 
  leading to the tunnel (D2), and the airlock hatches 
  at the far end. It has also damaged the shuttle 
  (D3).   
    
  Automated Weapons Turret  
  MV Nil; IM  6; STA 77 (damaged); ATT  60; DM 
  8d10 laser rifle + grenade launcher (see above - 
  ranges twice normal for characters).   
   
  The robot sape warden has no weapons but its 
  metallic "skin" is electrified in the same way as a 
  stunstick. Any character hit by, or touching the 
  robot must make a stamina check or be stunned for 
  d100 turns. Characters with gauss screens or anti-
  shock implants will not be affected.   
   
  The robot will attempt to restrain any characters it 
  sees by wrestling them. Wrestled characters must 
  make a successful stamina check every turn in 
  order to resist being stunned. The robot will drag 
  any wrestled character into the line of fire of the 
  turret laser. The turret has a normal chance to hit 
  the character but if it misses there is a 25% chance 
  that it will hit the robot. The robot will strike with its 
  limbs only as a last resort.   
   
   SW-66 Sape Warden Robot 
  Level Level 4 –  
  capable of verbal communication 
  Type Security Robot 
  Body Type Anthropomorphic 
  Parabattery Type 2 
  Move Mode Mechanical Legs 
  Move Rate 10m/turn normal, 90m/turn max. 
  Limbs Two Mechanical Arms 
  IM/RS +7/70 
  Stamina 85 (damaged) 
  Attack 70 per pair of limbs 
  Damage 2d10 punching per mechanical arm 
  Programs Attack/defense (matrix-infected), 
  Security Lock, Restrain 
  Equipment Infra-red sensors, electrified dermal 
  plating (treat as stunstick whenever SW-
  66 touches any character). 
  Mission: 
  Secure area 
   
  Functions: 
  Secure – Identify threats to security by watching 
  actions of all living beings in the area.  Use electrified 
  dermal plating and wrestling techniques provided by 
  the Restrain program to pacify hostile situations.  
  Resort to Attack/Defense program only when no other 
  option exists.  Primary duty is to secure Sape 
  activities (Sape identification is programmed into the 
  robot’s memory – visual, audio, and behavioral). 
   
  Area – the building around it – a layout drawing is 
  programmed into the robot to explain limitations. 
   
  DESCRIPTION: The robot is in the shape of a man 
  but has silvery, metallic skin. It has video, audio 
  and infra-red sensors.   
   
  D2. Tunnel and Airlock   
       Envt: T = -10; O = Std; R = 0.   
   
  The laser rifle of the automated weapons turret in 
  the foyer (D1) has shot away the security door 
  leading to the access tunnel, and both hatches of 
  the airlock at the far end, making it completely 
  inoperative. It has also damaged the shuttle (D3). 
  The walls of the turret and airlock are scarred by 
  glancing shots but are generally intact.   
   
  If the weapons turret in the foyer has not been 
  destroyed, it will fire at any characters in the 
  tunnel. 
  Characters 
  with 
  technician 
  skill 
  can 
  automatically remove the access panels in the floor 
  and take out sections of the fuel pipes that run 
  beneath it. These may be used to repair the fuel 
  line in the other access tunnel (see area A2).   
  
   
  20 
   
   
   
   
   
  A locker in the airlock contains; four chillsuits and 
  four breathing masks (one for each race), four belt 
  powerpacks and four oxygen tanks for the masks.   
   
  D3. Wrecked Shuttle   
       Envt: T = -10; O = Std; R = 0.   
   
  The shuttle docked at airlock #2 was identical to 
  the one used by the characters during their decent 
  from Snobol (see Descent to Jetsom). Although it 
  appears to be undamaged from the outside its 
  controls and system have been wrecked by the 
  turret laser in the foyer (D1) and it is now 
  completely inoperative. The characters will not be 
  able to repair it or salvage any useful equipment 
  except for six 20 SEU power clips in a locker out of 
  the line of fire of the laser. The shuttle cannot be 
  released from the dock by the characters.   
   
  Module E: Control   
   
  E1. Control Room   
       Envt: T = -10; O = Std; R = 0.   
   
  This is the platform's main control and monitoring 
  room. Its only occupant is the general maintenance 
  robot (see below) that will be standing quietly in the 
  center of the room when the characters enter.   
   
  The robot is apparently in full working order, but is 
  actually infected by the Matrix, and will always 
  misinterpret any order it is given. If the characters 
  give the robot an order, the referee should have the 
  robot make some mistake. For example, if the robot 
  was ordered to cut four 2-meter lengths of wire, it 
  might cut two 4-meter lengths instead.   
   
  The infection has also given it the equivalent of a 
  self-defense program, so it will fight back if it 
  attacked.   
   
   
   FX-1t Maintenance RoBot 
  Level Level 4 – can communicate verbally 
  Type Maintenance Robot 
  Body Type Standard 
  Parabattery Type 1 
  Move Mode Wheels 
  Move Rate 10m/turn normal, 60m/turn max. 
  Limbs 2 mechanical arms, 1 multi-tool (cannot 
  be used as a weapon) 
  IM/RS +5/50 
  Stamina 100 
  Attack 60 per limb 
  Damage 2d10 punching per pair of limbs 
  Programs Security Lock, Self-Defense (matrix-
  infected) 
  Equipment -- 
  Mission: 
  Take verbal orders to repair damaged equipment. 
   
  Functions: 
  Take Verbal Orders – The FX-1t is designed to await 
  command from any verbal source (it recognized 
  PanGal as a language only).  It has most general tools 
  required to repair most equipment found in the 
  Control Room.  It doesn’t identify damaged equipment 
  on its own – it waits for someone to give it 
  instructions.   
   
  Repair Damaged Equipment - It is programmed 
  with schematics and documentation for all electronic 
  equipment in the Control Room, and is equipped with 
  the equivalent of a robcomkit and techkit via a 
  universal multi-tool with replaceable heads. 
   
   
  DESCRIPTION: The robot has a conical body with 
  six small wheels hidden beneath the wide base. It 
  has three mechanical arms; two with grabs and one 
  with a multi-tool attachment. The robot's video and 
  audio sensor array is mounted at the top of the 
  cone.   
   
  Around the Room are three workstations, each with 
  its own chair:   
   
  Workstation #1:  
  Still and Buoyancy Control.   
   
  This consists of computer terminal Term2 and a 
  large panel of gauges and indicator lights 
  showing the condition of the reactors, the bio-
  chemical still and the platform's buoyancy 
  bags. At present, all the gauges and lights 
  show "green" except for one flashing red light 
  labeled "WARNING: Cryogenic collection tanks 
  full". (This refers to the fact that the tanks of 
  crude bio-chemical in area E5 have been filled 
  up by the still. The characters can replace these 
  with empty tanks from the store (F1) and so 
  collect more crude chemical during their time 
  on Jetsom). This workstation is Matrix-free.   
  
   
  21 
   
   
   
   
   
  Workstation #2:  
  External Monitors Screen.   
   
  This consists of a large monitor screen that 
  shows the view from any one of the cameras 
  mounted on the outside of the platform. There 
  are 32 cameras in all. Below the screen is the 
  on/off switch, camera selector, contrast and 
  magnification controls. None of these has been 
  infected by the Matrix.   
   
  Workstation #3:  
  Communications Console.   
   
  The platform's subspace radio communications 
  equipment is operated from here. The subspace 
  radio is operational and uninfected, but no 
  communication with the Moneyspider will be 
  possible even if the Matrix is removed from the 
  J/GL/CN (communications) program, since the 
  antenna was blown away by a magnetic storm. 
  Two indicator lights at the workstation are 
  glowing red. These are labeled "WARNING: 
  Antenna 
  inoperative" 
  and 
  "WARNING: 
  Communications Program Fault".   
   
  E2. Computer Room   
       Envt: T = -10; O = Std; R = 0.   
   
  This room is plain and empty except for a chair, 
  computer terminal Term-1, and the main system 
  and general system computers. The computers are 
  housed in stark, white cabinets whose access panels 
  are labeled "COMP. J/MN" and "COMP. J/GL" 
  respectively (see Pull-out Sheet II).   
   
  E3. Life-Support   
       Envt: T = -10; O = Std; R = 0.   
   
  This room contains a chair, computer terminal 
  Term-4, the J/LS (life-support) computer (behind a 
  panel labeled "COMP.J/LS"), the #1 (main) and #2 
  (back-up) life-support units (behind panels labeled 
  "LIFE-SUPP.UNIT #1" and "LIFE-SUPP. UNIT #2" 
  respectively), a food dispenser, and a power socket 
  for recharging power beltpacks and backpacks.   
   
  The food dispenser will not work at all if the Matrix 
  affects the operating life-support program. If the 
  life-support system is "cured" or the Matrix is 
  destroyed, the dispenser will be able to provide 
  sufficient food to sustain up to eight characters.   
   
  E4. Airlock   
       Envt: T = -10(+5); O = Std; R = 0(1).   
   
  The hatch into this airlock from the control room 
  (E1) bears the warning:  
   
  “RADIATION HAZARD: INNSUIT ONLY BEYOND 
  INNER HATCH" 
   
  This airlock prevents radiation leaking from the bio-
  chemical still (E5) into the rest of the platform. 
  Apart from this, it operates in the same way as a 
  normal airlock. A locker in the airlock contains 
  seven inssuits (see Pull-out Sheet VI), two for each 
  of the major races except Vrusk, for whom there is 
  only one.   
   
  When the hatch into area E5 is opened, the 
  temperature in the airlock will go up to 5°C, the air 
  will become mildly radioactive and unprotected 
  characters will suffer 1 point of radiation damage 
  per turn (see Radiation Damage). When the hatch 
  into E5 is closed, the air will be recycled, removing 
  the radiation and lowering the temperature to -10°C 
  in 1 turn.   
   
  E5. Bio-Chemical Still   
       Envt: T = +5; O = Std; R = 2.   
   
  This room contains some of the machinery that 
  operates the bio-chemical still and is slightly heated 
  as a result. The still machinery also makes the room 
  moderately radioactive. Any characters in the room 
  that are not wearing inssuits will suffer 2 points of 
  radiation damage per turn.   
   
  Because of the warmth in the room, the Matrix has 
  not yet managed to affect the circuitry of the still 
  and its associated machinery. An examination of the 
  still machinery by a character with technician skill 
  will reveal that everything is in perfect order.   
   
  Connected by pipes to the machinery of the still are 
  two cylindrical tanks each a meter and a half high 
  and half-a-meter wide (weight 20kg) labeled 
  "CRUDE Cys-DE/Meta-TI". These insulated vessels 
  keep the pressurized, crude bio-chemical gases 
  (extracted by the still) at a low temperature (-
  100°C). They have dials that show that they are 
  full. 
   
  Characters 
  with 
  technician 
  skill 
  can 
  safely 
  disconnect the tanks from the still by using their 
  operating machinery skill. Other characters have a 
  40% chance of success. Once one tank has been 
  disconnected safely, the character concerned may 
  automatically disconnect the other. Empty tanks 
  from the store (F1) may be fitted by characters with 
  technician skill using their operating machinery skill. 
  So long as the still is operating, it will fill one tank 
  every 2 days.   
   
  If any character fails to disconnect one of the tanks 
  safely, the cold, pressurized gas will rush out, 
  
   
  22 
   
   
   
   
  instantly reducing the temperature in the room to -
  90°C for 5 turns. The gas is an S2/T15 toxin, which 
  is colorless and smells faintly of lemons. Until the 
  gas is cleared by the air recycling system (usually 1 
  minute), anyone in the room will be poisoned unless 
  they hold their breath or are wearing a gas or 
  oxygen mask (an inssuit will not protect a 
  character). Characters who attempt to hold their 
  breath when the gas is released must make a 
  Reaction Speed check. If they fail, they were too 
  slow to avoid breathing the gas and are poisoned.   
   
  E6. Elevator   
      Envt: T = -70/+5/+10; O = Std; R = 0/2/3.   
   
  An ordinary elevator with a sliding door and simple 
  controls provides access between the observation 
  gallery (E8), the room with the bio-chemical still 
  (E5) and the reactor room (E7). The elevator can 
  accommodate one vrusk or two members of the 
  other major races. It takes 6 turns to move 
  between E8 and E5, and 4 turns between E5 and 
  E7.   
   
  While it is moving, the temperature and radiation 
  level in the elevator remain the same as in the area 
  it has just left. When it reaches its destination, the 
  door opens automatically and the levels change at 
  once to match the new location.   
   
  E7. Reactor Room   
       Envt: T = +10; O = Std; R = 3.   
   
  This room houses the atomic reactor that powers 
  the bio-chemical still (see E5) and the six reactors 
  that heat the gas in the buoyancy bags and provide 
  electrical power for the platform.   
   
  The heat from the reactors makes this the warmest 
  in 
  Jetsom. 
  Unfortunately, 
  the 
  room 
  is 
  also 
  radioactive. Characters inside the reactor room who 
  are not protected by an inssuit will take 3 points of 
  radiation damage each turn.   
   
  On one side of the room is the Term-7 computer 
  terminal. 
  Behind 
  an 
  access 
  panel 
  (labeled 
  "COMP.J/CR") is the J/CR (chemical refining/ 
  platform stabilizing) computer. Slumped over the 
  terminal is the body of Akord Zon, the Vrusk 
  computer operator. Near Akord is the reactor 
  maintenance robot.   
   
  Akord came hear for warmth following the disaster 
  but unknown to her, she had torn her inssuit and so 
  she died from radiation damage. She is slumped on 
  top of the terminal's keyboard and so it has not 
  turned itself off. The terminal is currently connected 
  to the J/GL/IF (information storage) program via 
  the J/GL/CN (communication) program. The screen 
  shows the following page of text:   
   
   
   
  The warmth in the room has so far prevented the 
  Matrix from affecting the reactor machinery, the 
  computer or the reactor maintenance robot.   
   
  The robot obeys both verbal commands and those 
  given 
  via 
  the 
  J/MT/RM 
  (robot 
  management) 
  program. Its current mission concerns routine 
  inspections and maintenance of the equipment in 
  this room and to obey any orders from the crew or 
  robot 
  management 
  program 
  are 
  the 
  general 
  maintenance of the platform.   
   
  The robot is mildly radioactive. Any character within 
  2 meters of it (who is not protected against 
  radiation) will suffer 1 point of radiation damage per 
  turn.   
   
  
   
  23 
   
   
   
   
   BBL-1/4 Reactor 
   
  Maintenance RoBot 
  Level Level 3 – can communicate verbally 
  Type Maintenance Robot 
  Body Type Standard 
  Parabattery Type 1 
  Move Mode 2 Mechanical Legs 
  Move Rate 10m/turn normal, 60m/turn max. 
  Limbs 2 mechanical arms, 1 multi-probe 
  (cannot be used as a weapon) 
  IM/RS +6/60 
  Stamina 100 
  Attack 60 if reprogrammed 
  Damage 2d10 punching if re-programmed 
  Programs Security Lock 
  Equipment Note: Radioactivity (see above).  
  Standard robcomkit and techkit. 
  Mission: 
  Take verbal orders to repair damaged equipment. 
   
  Functions: 
  Take Verbal Orders – The BBL-1/4 is designed to 
  await command from any verbal source (it recognized 
  PanGal as a language only).  It has most general tools 
  required to repair most equipment found in the 
  Reactor Room.  It doesn’t identify damaged 
  equipment on its own – it waits for someone to give it 
  instructions.   
   
  Repair Damaged Equipment - It is programmed 
  with schematics and documentation for all electronic 
  equipment in the Reactor Room. 
   
   
  DESCRIPTION: The robot has a spherical body 
  supported on three mechanical legs. It has three 
  mechanical arms, two with grabs and one with a 
  multi-probe 
  sensor 
  array 
  (radiation, 
  voltage, 
  temperature etc. sensors). Its video sensor is 
  mounted at the top of its body.   
   
  E8. Observation Gallery   
       Envt: T = -70; O = Std; R = 0.   
   
  The observation gallery is a circular room running 
  around the distillation column, 92 meters above the 
  main part of the platform. Spaced around the outer 
  walls are six windows that (during Venturi’s daylight 
  hours) allow a clear view of the rest of the platform 
  and of the windswept, cloudy atmosphere of 
  Venturi.   
   
  Through a window in the roof, a twisted mounting 
  bracket attached to the distillation column can be 
  seen. The bracket held the antenna that was torn 
  off during a magnetic storm, and is clearly beyond 
  repair.   
   
  Module F: Storage   
   
  F1. Store   
       Envt: T = -120 (-80); O = Nil (Std); R = 0.  
   
  The door leading to the wrecked room (F2) is open 
  and so this storeroom is exposed to the cold, 
  oxygenless atmosphere of Venturi. The room is 
  filled with a gusting wind that swirls in through the 
  door. Although this wind is far less strong than the 
  full blast of Venturi (see F2) and is not dangerous to 
  the characters, it has swept away most small 
  objects in the room. There is a 30% chance each 
  turn that any object weighting 1 kilogram or less 
  will be blown away unless it is held or secured.  
   
  Characters attempting to close the door into F2 
  must make a successful strength check in order to 
  succeed.   
   
  Along one wall of the storeroom is a rack with 20 
  slots. Two of these are empty, the others hold:  
   
  - Three cryogenic tanks filled with crude bio-
  chemicals. These are identical to the tanks in the 
  bio-chemical still room (E5) except that they are 
  not connected to anything. They each weigh 
  20kg. If a character opens the valve of a tank, 
  the pressurized, bio-chemical gases inside will 
  rush out. If the door to F2 is still open, the gas 
  will be dispersed harmlessly. If the door has been 
  closed, the characters may be poisoned (see E5).   
   
  - 15 empty cryogenic tanks. These each weigh 
  12kg. Characters may connect empty tanks to 
  the bio-chemical still output pipes (see room E5) 
  using their operating machinery skill, if the full 
  tanks have been removed.   
   
  Another rack contains standard 2-meter-long pipes 
  (20 pipes, diameters 2-20 centimeters) and girders 
  (30 girders, widths 2-20 centimeters). The pipes 
  may be used to repair the fuel-line in the access 
  tunnel (A2).   
   
  There are six lockers in the room. Five of these 
  have blown open and are empty except for:  
   
  - a coil of high-voltage wire (100 meters)    
  - a techkit (complete) 
  - a robcomkit (complete)   
  - a power backpack (fully charged)   
   
  The closed locker contains:  
   
  - a bioscanner   
  - a type 1 parabattery   
  - grenades for laser turrets (5 doze and 5 tangler)   
  - 4 laser pistols (each with 20 SEU clip)   
  
   
  24 
   
   
   
   
   
  F2. Winds of Venturi   
       Envt: T = -120; O = Nil; R = 0.   
   
  This room is open to the atmosphere and violent 
  winds of Venturi, since its walls have been cut away 
  by the platform's external maintenance robot. The 
  lighting panels have been destroyed and the only 
  illumination (if any) will be the dim light of the star 
  Belnafaer (see SYSTEM BRIEF).  
   
  The external maintenance robot has short, magnetic 
  legs and a streamlined body to enable it to 
  withstand Venturi's powerful winds. It never came 
  inside the platform, and was programmed to 
  perform repairs to the outside of the Jetsom 
  platform under the control of the crew from Term-3 
  (in the maintenance room - C1) via the J/MT/RM 
  (robot management) program.   
   
  When the Matrix infected the robot, it took to 
  damaging the platform rather than repairing it. It 
  cut away the outer walls of this room with its laser 
  powertorch (exhausting this in the process) and 
  destroyed everything in the room that the wind did 
  not blow away.   
   
  Any character leaving the shelter of the door- or 
  hatchway and going out into the ruined room will 
  suffer 1d10 points of damage from wind-buffeting 
  each turn. This damage is halved if the character 
  has a skeinsuit or inertia screen (which will use up 2 
  SEU per round). In addition, any characters not 
  tethered to something solid must make a successful 
  strength check every turn or loose their grip. They 
  must then make a dexterity check. If they succeed, 
  they will manage to grasp a new handhold. If they 
  fail, they will be swept off the platform and killed.   
   
  The robot will not attack characters, even if 
  attacked, but there is a 20% chance each turn that 
  it will cut a tethering rope if the characters are 
  using any.   
   
   
   HMDD-3 External 
    
  Maintenance RoBot 
  Level Level 3 – can communicate verbally 
  Type Maintenance Robot 
  Body Type Standard 
  Parabattery Type 1 
  Move Mode 10 short magnetic legs 
  Move Rate 5m/turn normal, 5m/turn max. 
  Limbs 2 mechanical arms, 1 multi-tool (cannot 
  be used as a weapon), 1 laser 
  powertorch limb (power is exhausted, 
  see below) 
  IM/RS +6/60 
  Stamina 100 
  Attack 60 
  Damage 2d10 punching per limb – only if 
  reprogrammed 
  Programs Security Lock,  matrix-infected 
  Equipment -- 
  Mission: 
  Repair damaged external equipment. 
   
  Functions: 
  Repair – The HMDD-3 is equipped with a laser 
  powertorch and a universal multi-tool limb (with 
  replaceable heads that comprise a comprehensive 
  robcomkit and techkit all in one).  It is programmed 
  with basic understanding of the principles of heat 
  shielding and mechanical structural engineering.   
   
  Damaged - It can use visual and other sensors to 
  identify damaged equipment without requiring verbal 
  commands (since it’s designed to operate in an 
  environment that characters would find dangerous).  
  If verbal instructions are given, it will try to carry 
  them out within the limitations of its programming.   
   
  External Equipment - It is programmed with 
  schematics and documentation for all electronic and 
  structural equipment external to the Jetsom. 
   
   
  DESCRIPTION: The robot has a 2-meter-long 
  horizontal, cylindrical body that tapers to a point at 
  both ends. Its legs give it a firm grip to withstand 
  the wind, and its limbs and sensors (video and 
  infra-red) can be pulled in to lie flush with its body. 
  The powertorch is a powerful laser cutter that can 
  inflict 20d10 of damage per turn. It uses 30 SEU 
  per turn from a special parabattery built into the 
  robot's body. The characters cannot use this 
  powertorch as a weapon.  
   
   
   
  
   
  25 
   
   
   
   
  By the time the characters return to Snobol (see the 
  TIME CHART), the freighter that brought them here 
  will have departed, and so they will be unable to 
  leave until the ByChem Corporation relief ship 
  arrives on Day 126 (Event 10).   
   
  Once again, the Matrix will put them in danger, 
  since the infection brought up by the Beta team on 
  Day 38 (see TIME CHART) has produced a deadly 
  change in the ship's robot astrogator.   
   
  The action consists of a series of EVENTS (below) 
  that occur after the characters return. Snobol and 
  Moneyspider are described in detail, details of the 
  crew and robots are given in CREW OF THE 
  MONEYSPIDER 
  (Pull-out 
  Sheet 
  IV), 
  and 
  the 
  computer systems are described in COMPUTER 
  SYSTEMS (Pull-out Sheet III).   
   
  Killer Robot   
  When 
  the 
  Matrix 
  first 
  arrived 
  on 
  Snobol/Moneyspider, it has the same form in which 
  it infected Jetsom. It did not thrive this far from its 
  natural habitat, however, and only succeeded in 
  taking over the GLLR-5 recreation robot (see The 
  Incident).   
   
  While the characters were on Jetsom, the Matrix on 
  Snobol/Moneyspider mutated into a new form which 
  spread through the installation's electronic circuits. 
  As long as it infected only the computers and 
  ordinary robots, this new form had no adverse 
  effects. However, when it infected Baralou Ap-
  Reaverchan (the anthropomorphic Yazirian robot 
  astrogator - see MAJOR NPCS, Pull-out Sheet IV), it 
  reacted in a strange way with the special bio-
  electronic circuits that give her artificial intelligence, 
  and Baralou became self-willed and homicidal.   
   
  Baralou's Powers   
  Every 
  computer 
  program 
  and 
  robot 
  on 
  Snobol/Moneyspider (with the exception of the CRL-
  E1 maintenance robot) is infected by the Matrix. 
  Baralou can command ("run") any of these at will, 
  through her tight-beam communication link with the 
  M/MN/RM (robot management) program (see Pull-
  out Sheet VII).  In addition to commanding infected 
  devices, Baralou can reprogram or manipulate 
  (alter) level 1 computer programs.  She can do this 
  through her communication link, without the use of 
  a terminal.   
   
  The oxygen consumption sensors of the life-support 
  systems tell Baralou which rooms are occupied. She 
  can hear anything that is said on Snobol or 
  Moneyspider through the intercom system. She can 
  also "see" anything picked up by the video cameras 
  in the captain's office (M5a) and the Deck 5 lobby 
  (M11), and she knows automatically when and how 
  any programmed system is used.   
   
  Baralou's appearance, speech and actions are 
  indistinguishable from those of a real Yazirian (see 
  Pull-out Sheet IV). A detailed medical examination, 
  for example, would reveal that she is a robot, but a 
  simple injection would not.   
   
  Destroying the Matrix   
  Unlike the Matrix on Jetsom, this new form affects 
  the electronic circuits themselves, rather than their 
  programs. If characters examine programs whose 
  circuits are infected or list the functions of an 
  infected robot (see Detecting the Matrix), they will 
  gain the impression that there is a "hardware fault" 
  (i.e. 
  a 
  problem 
  with 
  the 
  actual 
  electronic 
  components) rather than a "program bug".   
   
  The new form cannot be destroyed by heat, nor can 
  its 
  effects 
  be 
  temporarily 
  removed 
  by 
  manipulating/re-writing the programs, or altering 
  missions/functions.   
   
  The Matrix can be removed automatically from a 
  computer's 
  circuits 
  by 
  using 
  the 
  repairing 
  computers skill, or from a robot by using the 
  repairing robots skill. In either case the job will take 
  1d10 hours. The Matrix will not re-infect.   
   
   
   
   
   
  DELTA Section 
  
   
  26 
   
   
   
   
  EVENTS   
   
  A Mystery Unfolds   
  This part of the adventure is designed to present 
  the 
  players 
  with 
  an 
  exciting 
  multiple-murder 
  mystery, and to give them an opportunity to role-
  play their characters to the full. The plot unfolds as 
  Baralou kills off the crew one by one and attempts 
  to eliminate the player characters. It is not 
  necessary (or even desirable) for the players to 
  solve the mystery until they are presented with the 
  final clue (the fact that Baralou is a robot – Event 
  7), but they should constantly have a sense of 
  danger and the feeling that "something is wrong".   
   
  Some of the events will remind them of what 
  happened on Jetsom as a result of the Matrix 
  infection, particularly the "systems failure", but it 
  should also be apparent right from the start (with 
  the captain's murder – Event 1) that there is a 
  purposeful and malicious intelligence behind what 
  happens. For most of the time, the suspicion of the 
  player 
  characters 
  will 
  probably 
  fall 
  on 
  Ellen 
  Coopermann, but she is completely innocent.   
   
  Except for the first (Event 1) and last (Event 10), 
  none of the events has a fixed time when it must 
  take place. They should, however, occur in the 
  order given. The exact timing of the events is up to 
  the referee, who should present them in such a way 
  as to maintain a feeling of excitement and mystery 
  for the players.   
   
  To avoid any complications that would arise if 
  Baralou lost control of one or more of the computer 
  programs, the player characters should not gain 
  physical access to the M/MN, M/GL, M/LS or M/MT 
  computers until the latter part of the adventure 
  (Event 7). Events can be used by the referee to 
  distract them from the computers if necessary.   
   
  Protecting the Computers   
  Since the characters need physical access to the 
  computers to remove the Matrix (see Destroying 
  the Matrix - above), Baralou has programmed the 
  ship's systems to defend the most important ones:  
   
  M/MN, M/GL and M/LS.  
  If, at any time, the characters attempt to enter the 
  strongroom (M15) where the M/MN (main), M/GL 
  (general) and M/LS (life-support) computers are 
  located, they will have to overcome the locked 
  security doors and the DB-0 security robot in the 
  security room (M14). Neither the doors not the 
  robot will respond to their passwords (which are 
  known only to the captain and Ellen Coopermann).  
   
  M/MT 
  If, at any time, characters open the access panel to 
  the M/MT (maintenance) computer in the workshop 
  (M8), the AUD-la engine maintenance robot (Pull-
  out Sheet V) has orders to enter the room through 
  the airlock (M9) carrying two radioactive fuel rods. 
  The robot will ignore any orders that the characters 
  give it, and will follow them around the room, 
  concentrating on anyone near the computer. The 
  robot cannot move to any other deck. Any 
   
  
   
  27 
   
   
   
   
  unprotected character within 2 meters of the robot 
  will suffer 5 points of radiation damage per turn 
  (see Radiation Damage): 1 from the robot itself, 
  plus 2 from each of the rods. Actually touching the 
  robot or rod will cause an additional 2 points per 
  turn. There is nothing in the appearance of the 
  robot of the rods to suggest that they are 
  radioactive (the rods look like metal bars), but the 
  referee should inform the player characters of the 
  symptoms they experience (dizziness etc.) as they 
  suffer radiation damage.   
   
  So long as the robots concerned remain operative, 
  these defenses will remain in effect even if Baralou 
  is destroyed.   
   
  THE ACTION 
   
  Event 1.   
  Arrival at Snobol   
  On arrival back at Snobol on day 114 (see the TIME 
  CHART), the characters will be greeted over the 
  shuttle foyer intercom (S5) by the excited but very 
  relieved voice of Captain Akizk. He will congratulate 
  them on their survival and ask them to come to his 
  office (M5a) to report to himself, Baralou and Ellen 
  Coopermann.   
   
  Captain's Death  
  Baralou will realize that she must prevent the 
  captain (the only person aboard who knows that 
  she is a robot) from finding out about the Matrix. 
  While the characters are in the elevator (L3), 
  Baralou will kill the captain in his cabin (M5b). She 
  will make the murder look like a suicide by first 
  tranquilizing him with a doze grenade, shooting him 
  at close range with his own laser pistol, then putting 
  the gun in his hand.   
   
  To incriminate Ellen (the engineer), Baralou will 
  smear a little graphite lubricant on the pistol. The 
  referee should make a secret intuition check for 
  each player character that examines the pistol to 
  see if the lubricant is noticed.   
   
  Before returning to her cabin, Baralou will use the 
  captain's Term2 terminal to type a "suicide note", 
  leaving it displayed on the screen:   
     
   
   
  There can be no life without honor and loyalty to 
  the company. The outsiders are returning from 
  Jetsom and everything will be revealed. There is 
  but one thing to do.   
   
    
   
   
   
   
   
  - Akizk 
   
  Discovery   
  The characters will arrive at the captain's suite (M5) 
  just as Ellen Coopermann is hurrying out after 
  discovering 
  Akizk's 
  body. 
  If 
  they 
  wish, 
  the 
  characters can look inside the captain's room while 
  she alerts Baralou.   
   
  The circumstances of the captain's death (he 
  seemed very glad that the characters had returned, 
  for example) should be enough to make the player 
  characters suspect that it was not suicide. If, 
  however, they do not seem suspicious, the referee 
  should make an intuition check for the most 
  intuitive character. If the check is failed, the 
  character will simply notice a strange smell in the 
  air. If the check is successful, the character will 
  recognize it as doze gas.   
   
  Meeting 
  As second in command, Ellen will insist that it is her 
  duty to take over the running of the ship, and will 
  call a meting of everybody aboard to discuss 
  events.   
   
  The meeting will be held in the common room 
  (M25). Ellen will inform the crew that the captain 
  has killed himself and that she has taken command. 
  Then she will ask the characters to describe what 
  took place on Jetsom. If the characters tell the 
  others about the Matrix, Ellen will be highly 
  skeptical, Baralou will express cautious interest, 
  Daqor Klarr will start to grumble about "getting 
  back at the thing", Fiator Geauis will look scared, 
  and Castuss Wallorr will say that he never did trust 
  "tin boxes". One of the player characters will 
  overhear Castuss mutter, "It's a good thing 'Frosty' 
  isn't in command", and "I'll make sure we've got a 
  way out". Ellen will conclude the meeting by saying 
  that she will contact the ByChem Corporation and 
  ask for a relief ship to be sent (see event 10). After 
  taking command, Ellen will occupy the captain's 
  suite. Until event Ev7, the characters will not be 
  able to convince her of the existence of the Matrix 
  (she thinks that the Jetsom disaster was a simple 
  system failure).   
   
  Up until the point (Event 3) where she goes into 
  hiding, Baralou will remain calm and reserved. She 
  will express interest in the Matrix and, if necessary, 
  will distract the characters with questions abut the 
  Jetsom disaster.   
   
  Following the meeting, a degree of calm will settle 
  over the Moneyspider and its crew. The player 
  characters may investigate the matter of the 
  Captain's death if they wish, but Ellen will oppose 
  any attempts by them to interfere with the ship or 
  its crew. If, for example, the characters consider 
  overpowering Ellen and/or the other crew at this 
  
   
  28 
   
   
   
   
  stage, the referee should remind them that Ellen 
  represents the power of the ByChem Corporation, 
  whose ship they are on, and that a ByChem relief 
  ship is on its way.   
   
  Event 2.   
  Lifeboat Adrift   
   
  Castuss' "Way Out"  
  Baralou will have overheard Castuss' muttered 
  comments at the meeting and will have decided 
  that he must die. Her chance to kill him will come 
  when Castuss secretly sneaks to the M2 lifeboat to 
  check his "way out" (while everybody else is 
  occupied or asleep). Baralou will follow Castuss, kill 
  him with her laser pistol and hide the body (dressed 
  in her spare uniform) in the micro-still control room 
  (L1). Here she will also sabotage the life-support 
  unit cooling device (see Ev3).   
   
  Then, working through the computer, Baralou will 
  launch the lifeboat. This will sound the ship's 
  alarms. Ellen will rush to the bridge and summon 
  the characters and crew (including Baralou) there. 
  Everyone on the bridge will hear a phony "distress 
  message". This will seem to be coming from 
  Castuss in the lifeboat, but will actually be produced 
  from within the M/MN/CN (communications) and 
  M/MN/LG (languages) programs under Baralou's 
  command. The referee should make secret intuition 
  checks for any characters with psycho-social skill. If 
  they succeed, they will notice that Castuss' voice 
  seems strangely calm.   
   
  Daqor Runs Riot   
  Immediately 
  after 
  Castuss' 
  death, 
  Daqor 
  will 
  become very angry and agitated, swearing to "get 
  the electric bug that killed my friend", and 
  threatening to smash the ship's electronic systems. 
  Ellen and Fiator will try to calm him, but will fail. 
  Characters 
  with 
  psycho-social 
  skill 
  will 
  also 
  automatically fail if they attempt to use persuasion, 
  hypnosis or psycho-pathology.   
   
  Unless the player characters quickly subdue him, 
  Ellen will put Daqor to sleep with a dose of telol. 
  Then, she and Fiator will take Daqor to the sick-bay 
  (M13) and strap him down on a recovery couch.   
   
  Event 3.   
  Playing Dead   
  Baralou's next step will be to take suspicion away 
  from herself by pretending to be dead!   
   
  First, 
  she 
  will 
  hide 
  in 
  one 
  of 
  the 
  engine 
  compartments (M10). Then she will use her control 
  of the ship's systems to send the elevator (L3) up to 
  Snobol. A little later, the characters will hear 
  Baralou calling for help on the intercom - a call the 
  player characters can hardly refuse.   
   
  Since 
  Baralou 
  has 
  control 
  of 
  the 
  M/GL/CN 
  (communication) program, this message will seem 
  to come from the control room of the Snobol micro-
  still (L1), although she is actually in the engine 
  compartment.   
   
  Since Baralou has sabotaged the cooling apparatus 
  of the life-support unit in the micro-still control 
  room (L1), she knows it will explode if she 
  commands it to overload. She will start the overload 
  just as the characters begin their trip up to Snobol, 
  and the explosion will occur just before they reach 
  the micro-still (L1).   
   
  When the characters investigate, they will find that 
  the room, including the life-support unit and M/CR 
  (chemical refining) computer, has been completely 
  wrecked. They will also find the very badly 
  mutilated remains of a Yazirian wearing Baralou's 
  uniform. The body is actually that of Castuss 
  Wallorr (see Event 2), but it is completely 
  unrecognizable, and the characters should be led to 
  believe that it was Baralou.   
   
  The explosion will not breach the outer walls, but as 
  the life-support unit will be destroyed, the air in 
  areas L1 and L2 will become unbreathable 10 
  minutes 
  after 
  the 
  explosion. 
  However, 
  the 
  characters will notice this in time to leave or to put 
  on breathing masks.   
   
  Event 4.   
  Elevator Failure   
  As they pass the mid-point on their journey back to 
  the Moneyspider, the characters will notice that the 
  elevator (L3) is not slowing down properly. This is 
  because 
  Baralou 
  has 
  changed 
  the 
  M/EV/TR 
  (transport) program.   
   
  The characters have about 2 minutes to slow the 
  elevator before it hits the Moneyspider. Otherwise, 
  it will crash at 110 meters/turn. Any character 
  attempting to slow the elevator using technician 
  skill must make a successful operating machinery 
  roll at a bonus of 10%. If the character succeeds, 
  the collision speed will be reduced by d100+(10 x 
  technician 
  skill 
  level) 
  meters/turn. 
  When 
  the 
  elevator hits the Moneyspider, all characters inside 
  will suffer 1d10 points of damage for each 20 
  meters/turn of its speed (rounded down). Skeinsuits 
  and inertia screens will halve this damage.  Since 
  the 
  M/EV/TR 
  (transport) 
  program 
  has 
  been 
  changed, it cannot be used to slow the elevator.   
   
  Neither the elevator nor the Moneyspider will be 
  appreciably damaged by the collision, and Baralou 
  
   
  29 
   
   
   
   
  (still hidden) will restore the M/EV/TR program back 
  to normal.   
   
  Event 5.   
  Death of Daqor   
  While the player characters area away, Baralou will 
  distract the attention of Fiator and Ellen with a 
  temporary, 
  but 
  very 
  noisy, 
  fault 
  in 
  the 
  communication system on the bridge.   
   
  While Fiator and Ellen are on the bridge, Baralou 
  will sneak to the sickbay and kill Daqor with a large 
  injected overdose of anesthetic. Next, she will go to 
  Fiator's room and take the filters out of his gas 
  mask (see Ev6). Then she will return to the engine 
  compartment (M10).   
   
  Any character with medical skill that makes a 
  successful diagnosis will be able to identify the 
  cause of Daqor's death as poisoning by anesthetic. 
  If Ellen and/or Fiator are accused of killing Daqor, 
  they will deny it and will say that they were 
  together all the time.   
   
  Event 6.  
  Gas Leak   
  Baralou will next manipulate the M/MN/LS (life 
  support) program (see Pull-out Sheet VIII) to by-
  pass the poison filters in the life-support unit and 
  then order the DB-0 security robot (Pull-out Sheet 
  V) to release toxic Cys-DE gas into the air, by 
  shooting holes in the gas tanks in the strongroom 
  (M15).   
   
  The gas will reach a toxic level throughout the ship 
  15 turns aster it is released. In the first 2 turns 
  thereafter, any character not wearing a gas mask or 
  breathing mask will suffer 1 point of poison 
  damage.  In the next 2 turns, the damage will be 2 
  points. Poisoned characters will continue to suffer 
  damage for 2 turns after their last breath of 
  poisoned air (unless given a dose of antitox).   
   
  If the characters are looking at a toxyrad gauge, it 
  will warn them of the gas 5 rounds after it is first 
  released. If not, the referee should make a secret 
  intuition check for the most intuitive player 
  character. If the check is successful, the character 
  will notice the gas after d5+15 turns. If the check 
  fails, characters will not notice the gas until they 
  have suffered 5 points of damage.   
   
  As soon as the gas is noticed, Ellen and Fiator will 
  recognize it and rush to their cabins (M5 and M23 
  respectively) for their gas masks. Both will find their 
  masks, but Fiator's has been sabotaged by Baralou 
  (see Ev5) and he will die of poisoning soon after he 
  reaches his cabin. Any character that examines 
  Fiator's mask after his death will notice that the 
  filters are missing. To avoid complicating this event 
  unnecessarily, the referee should have it occur 
  when Fiator is separated from the player characters.   
   
  The air in the ship will be de-toxified in 5 minutes if 
  the M/MN/LS program is manipulated back to 
  normal or life-support system #2 in room M26 is 
  turned on manually.   
   
  Event 7.   
  Baralou Unmasked   
  After the death of Fiator, Ellen (as the only 
  survivor) will almost certainly be the character's 
  prime suspect. If accused, she will plead her own 
  innocence and, if necessary, will even submit to a 
  dose of telol to prove it.  
   
  At this point, Ellen will finally start to believe the 
  characters' tale about the Matrix, and will suggest 
  that the Matrix must be responsible for the deaths 
  on Moneyspider and Snobol. She will argue that the 
  only way to survive will be to remove the Matrix 
  infection.   
   
  Ellen will help the party as much as she can in their 
  attempts to overcome the Matrix, but the tactics 
  that 
  worked 
  on 
  Jetsom 
  (manipulating/ 
  reprogramming through command channels, and/or 
  eating) will have no effect (see Destroying the 
  Matrix).   
   
  After they have been working on the problem of the 
  Matrix for some time, Ellen will remember the 
  "Captain's Computer/Robot Systems Manual" (in the 
  locker in the captain's cabin - M5b) and consult it in 
  an attempt to find a solution. This should happen 
  before the characters start to make any significant 
  progress, but it is up to the referee to decide, 
  exactly when. Ellen will discover that Baralou is 
  listed amongst the ship's robots, and will tell the 
  characters at once.  If, for example, Ellen is dead or 
  has been locked by the characters, the characters 
  will learn of the existence of the manual by means 
  of prompts from the computer while they are 
  working on it (e.g. "WARNING: Invalid Procedure. 
  Refer to CAPTAIN'S SYSTEMS MANUAL"). When 
  they find the manual, the characters will learn the 
  truth about Baralou.  
   
  Once the characters discover that Baralou is a 
  robot, it should be obvious that she was not killed in 
  the micro-still control room explosion (Ev3) and 
  that she is still alive. It should also be apparent that 
  Baralou was responsible for everything that has 
  occurred. The hunt will begin!   
   
  
   
  30 
   
   
   
   
  Event 8.   
  Hunt for Baralou   
  Baralou's access to the intercom and other systems 
  (see Baralou's Powers) means that she will know at 
  once that her secret is out. Her exact response will 
  depend on the circumstances, but she will only wait 
  to be found as a last resort. If possible, she will 
  take the fight to the characters, attacking them 
  when they are unprepared, preferably in small 
  groups. Her knowledge of where characters are and 
  what they are saying and planning, will give her a 
  considerable advantage, and the referee should 
  exploit it to the full.  
   
  Baralou will normally rely on her built-in weapons 
  and defenses and her skeinsuit uniform (see Pull-
  out Sheet IV), but will use any other means that 
  come to hand. If they are still under her control and 
  operational, Baralou will enlist the aid of the DB-0 
  (security), GLLR-5 (recreation) and AUD-1a (engine 
  maintenance) robots, although the latter cannot 
  actually flight.   
   
  Event 9.   
  Eliminating the Matrix   
  Even if Baralou is destroyed, the Matrix will remain 
  in the program circuits and robots from which it has 
  not been removed. Although it will produce no 
  further dangers, it can still be detected as a 
  "hardware fault". It is up to the referee about the 
  Matrix (with a few minor system malfunctions, for 
  example).   
   
  Event 10.  
  Relief Ship and  
  Future Events   
  The relief ship sent by the ByChem Corporation will 
  arrive on Day 126 (see TIME CHART). The events 
  that follow will depend on how the referee wishes 
  the 
  campaign 
  to 
  develop. 
  For 
  example, 
  the 
  characters could simply be paid off and taken to the 
  nearest starport, never again to hear of the Matrix 
  or the Venturi project. Alternatively, they could be 
  hired by the ByChem Corporation and become 
  involved in restoring the project to full working 
  order. If the Matrix spreads from Venturi (in the 
  freighter 
  which 
  brought 
  the 
  characters, 
  for 
  example), the characters might become enmeshed 
  in a whole series of adventures concerned with 
  stamping out the "virus" in a variety of forms across 
  the Galaxy!    
   
  DETAILS OF  
  SNOBOL &  
  MONEYSPIDER 
  Snobol was chosen as a base for the Venturi Project 
  because of its orbit around Venturi (see SYSTEM 
  BRIEF) and its slow rotation, which meant that the 
  starship Moneyspider could be given artificial 
  gravity by whirling it around Snobol on a long cable.   
   
  The Snobol/Moneyspider installation has three main 
  components: the docking and other facilities inside 
  Snobol; the Moneyspider where the crew can live in 
  relative comfort; and the micro-distillation column 
  mounted on the cable between the two.  
    
  Standard Features   
   
  Structural Points   
  The 
  hatches, 
  doors 
  and 
  walls 
  of 
  the 
  Snobol/Moneyspider installation have the same 
  structural points as those on Jetsom.   
   
  Airlocks & Hatches   
  On 
  Snobol/Moneyspider, 
  airlock 
  hatches 
  have 
  automatic locks. As long as one hatch into an 
  airlock is open, any others are automatically locked 
  (level 3 lock).   
   
  The hatches on Snobol and Moneyspider have the 
  same environment indicator panels as those on 
  Jetsom. In addition, all hatches which open into 
  vacuum have a flashing "DANGER: VACUUM" 
  warning sign. On the Moneyspider, where the 
  artificial gravity can fling characters off the ship 
  (see Lost in Space), the warning signs on all the 
  external hatches say "DANGER: VACUUM & NON-
  ZERO GEE".   
   
  Each airlock on the Moneyspider has a locker 
  containing eight space suits (two for each of the 
  major races.)   
   
  Intercoms   
  Every room on Snobol and the Moneyspider has an 
  intercom panel from which any other room may be 
  called.   
   
  Vacuum   
  Snobol and the Moneyspider are surrounded by the 
  vacuum of interstellar space. Detailed rules for 
  dealing with decompression are given in the Knight 
  Hawks rules but, unless they are very foolish, 
  characters should not be exposed to this danger 
  during this adventure. If they are, the referee 
  should follow the simple rule that any character 
  exposed to total vacuum will die in 1 turn.   
  
   
  31 
   
   
   
   
   
  SNOBOL   
  Snobol is composed of frozen water (ice) and 
  carbon dioxide at -140°C. The chambers that have 
  been excavated along Snobol's axis (the Starship 
  Dock and the Shuttle Dock), gain no artificial 
  gravity from its rotation, and since Snobol has no 
  noticeable gravity of its own, both have zero-G.  
   
  Transport Tubes   
       Envt: P = Std; T = 15; O = Std; G = 0-0.2   
   
  Passengers (up to five at a time) are carried 
  between boarding points in self-propelled capsules 
  (each tube has one) at 100 meters per turn. Each 
  boarding point has a "call" button to summon the 
  capsule.   
   
  Starship Dock   
   
  S1. Docking Chamber   
       Envt: P = 0; O = Nil; G = 0   
   
  The starship dock is a huge, unpressurized, artificial 
  ice-cave. It has two docking bays, each of which 
  can accomodate the largest of starships. Ships are 
  guided in by navigation beacons around the open 
  mouth of the dock.   
   
  S2. Dock Control   
       Envt: P = Std; T = 15; O = Std; G = 0   
   
  Starships in the dock are connected to this room by 
  hydraulically powered, flexible docking tubes. When 
  connected to a ship's airlock, the tubes are 
  pressurized and heated; otherwise they are open to 
  vacuum. Characters can move along the tubes and 
  around this room by means of hand-holds.   
  Pipes running alongside the docking tubes allow 
  ships to be refueled (with hydrogen). Refueling, and 
  the movements of the docking tubes, are controlled 
  from this room.   
   
  Shuttle Dock   
   
  S3. Ice Mine   
       Envt: P = 0; O = Nil; G = 0   
   
  This is an unpressurized artificial chamber cut into 
  Snobol. The ice here is cut into specially shaped 
  blocks by the HKK-R2 ice-cutter robot (see ROBOTS 
  - pull-out Sheet V). These are then ferried to the 
  shuttle dock and used as heat shields for shuttles 
  descending to Venturi.   
   
  S4. Docking Chamber   
       Envt: P = 0; O = Nil; G = 0   
   
  The shuttle dock is an unpressurized artificial 
  chamber with a central docking jetty (see S5) at 
  which up to four automated shuttlecraft can dock at 
  once.   
   
  The shuttles are guided into the dock by navigation 
  beacons around the entrance, and are fueled from 
  large, pressurized oxygen and hydrogen tanks at 
  one side of the dock.   
   
  S5. Foyer/Docking Jetty   
       Envt: P = Std; T = 15; O = Std; G = 0   
   
  The two transport tubes open onto a simple foyer 
  that leads to a tunnel running the length of the 
  docking jetty. Characters can move in the foyer and 
  tunnel by means of hand-holds.   
   
  There is a life-support unit here that maintains the 
  temperature and oxygen levels in this room, as well 
  as in the transport tubes and the starship dock 
  (S2). There are also the Term-9 computer terminal 
  and the M/SD (Snobol Dock) computer that controls 
  the life-support unit and the HKK-R2 robot.   
   
  "MICRO-STILL"   
  The 
  cable 
  between 
  Snobol 
  and 
  Moneyspider 
  provides an ideal mount for the 10-kilometer-long, 
  low-gravity micro-distillation column ("micro-still") 
  which extracts pure Cys-DE and Meta-TI from the 
  crude chemical shipped up from Jetsom.  
   
  The pure bio-chemicals are 
  collected at the 
  distillation column control center at the top of the 
  column (the end nearest Snobol). Snobol's spin 
  gives an artificial gravity of one fifth normal (0.2g) 
  here. "Up" is towards the center of Snobol.   
   
  L1. Foyer and Control Room   
       Envt: P = Std; T = 15; O = Std; G = 0.2   
   
  The transport tubes and hatch from the elevator 
  (L3) open into a foyer/corridor. The hatch opens 
  into vacuum when the elevator is not in the bay 
  beyond. The security door between the foyer and 
  control room has a level 3 lock.   
   
  The control room contains the Term-8 computer 
  terminal, the M/CR (chemical refining) computer 
  (behind a panel labeled "COMP.M/CR"), and a life-
  support unit controlled by the M/CR/LS (life-
  support) program. The terminal allows manual 
  control of the distillation column and the life-
  support manual control unit that are otherwise 
  controlled by the M/CR computer. The life-support 
  unit serves only areas L1 and L2.  
   
  
   
  32 
   
   
   
   
  L2. Distillation Machinery   
       Envt: P = Std; T = 15; O = Std; G = 0.2   
   
  The machinery in this room is very much like that in 
  the Bio-Chemical Still room on Jetsom (area E5) 
  except that it is not radioactive.   
   
  There are 24 chemical storage tanks here, of the 
  same kind as those on Jetsom (area F1). Twenty of 
  these are "CRUDE Cys-DE/Meta-TI" tanks. One is 
  half full, and is connected to the input pipe of the 
  distillation apparatus. The others are empty. Of the 
  remaining four tanks, two are labeled "PURE Cys-
  DE" and the other two "PURE Meta-TI". Two tanks 
  (one of each type) are connected to output pipes 
  and are nearly full of their respective chemicals. The 
  others are empty.  
   
  Rules for connecting/diconnecting tanks and the 
  consequences of releasing crude gas are given in 
  the Jetsom description (area E5). Releasing pure 
  bio-chemical gas has the same cooling effect as the 
  crude gas, but pure Cys-DE is an S6/T15 toxin. 
  Meta-TI is non-toxic.   
   
  L3. Elevator   
       Envt: P = Std; T = 15; O = Std; G = 0.2-1   
   
  The elevator is a spacious, self-propelled vehicle 
  similar to a monorail car, except that the rail (which 
  runs alongside the Moneyspider tethering cable) is 
  vertical.  Its operation is monitored by the M/EV/TR 
  (transport) program, but it can be controlled 
  manually from inside, by using terminal Term-11 
  and 'called' from the boarding points (areas L1 and 
  M1) at either en of the cable.   
   
  The elevator accelerates steadily to a maximum 
  speed of 400 meters/turn at the mid-point of its 
  journey and then slows to a halt over the 
  remainder. The whole trip takes eight and a half 
  minutes.   
   
  The elevator has its own life-support unit, controlled 
  by the M/EV/LS (life-support) program in the M/EV 
  (elevator) computer. Both are behind a panel near 
  the terminal.   
   
  MONEYSPIDER   
  The Moneyspider is a fully operational starship. 
  Since it is whirled around Snobol every 4 minutes 
  45 seconds, the centrifugal force produces standard 
  (1g) artificial gravity on the ship, with Deck 1 being 
  at the "top".  
   
  Lost in Space   
  The Moneyspider has workpods (see area M8) and 
  spacesuits (in the airlocks) that are used for 
  working outside the ship when it is in zero-G. These 
  pieces of equipment are fully described in the 
  Knight Hawks rules, but the artificial gravity means 
  that anyone (or anything) going outside the ship 
  will be flung off like a slingshot into space and lost 
  (killed).   
   
  Ladder Shaft   
  The shaft that extends through the length of the 
  Moneyspider has a ladder on either side. In an 
  emergency, the hatches leading into the shaft can 
  be closed, and there are hatches across the shaft 
  that can be closed between each deck. These 
  hatches cannot be locked.   
   
  Deck 1: Airlock   
   
  M1. Airlock  
       Envt: P = Std(0); T = 20(N/A); O = Std; G = 1   
   
  M2. Lifeboat   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  This is a standard automated starship lifeboat. Its 
  range is insufficient to take it to any other starship 
  of a habitable planet before the life-support system 
  gives out. A warning sign ("DANGER - NO SAFE 
  DESTINATION WITHIN RANGE") flashes on the 
  control panel.   
   
  Deck 2: Bridge/Admin   
   
  M3. Bridge  
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  A large observation dome in the ceiling dominates 
  the bridge. The captain's chair is on a platform 
  under the center of the dome, giving a clear view. 
  Incorporated into the captain's chair is computer 
  terminal Term-2. The bridge also contains the 
  astrogator's chair (with terminal Term-3, and 
  screens displaying information from the navigation 
  instruments) and the pilot's chair (with terminal 
  Term-1).   
   
  M4. Admin Office   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  This office is the center for coordinating the Venturi 
  Project's chemical extraction processes (scheduling, 
  planning, 
  record-keeping 
  etc.). 
  Work 
  centers 
  around the Term-7 computer terminal. The M/SM 
  (Snobol Monitoring) computer is here.   
   
  M5. Captain's Suite  
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  
   
  33 
   
   
   
   
  M5a. 
  Meeting 
  Room. 
  This 
  uncluttered 
  room 
  contains a conference table and several chairs. The 
  room 
  is 
  scanned 
  by 
  a 
  concealed 
  camera/ 
  microphone (see M5b). The combination of the level 
  4 lock on the security door into the captain's cabin 
  (M5b), is known only to Captain Akizk, Ellen 
  Coopermann and Baralou.   
   
  M5b. Captain's Cabin. The cabin is a comfortable 
  room containing a bed, chairs, table and lockers. 
  The decoration reflects the character of Captain 
  Akizk (souvenirs of his career as a space pilot etc.). 
  On the table is a general access computer terminal 
  (Term-12). A hidden switch makes the terminal 
  screen show what is happening in the meeting room  
  (M5a) as seen by the hidden camera.   
   
  M6. Astrogator's Cabin   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  Baralou Ap-Reaverchan's cabin is very Spartan, 
  containing only simple furniture (bed, chairs, table 
  etc.) and the Term-4 computer terminal. There are 
  no traces of personalization in the form of 
  decoration, personal souvenirs and so on. Hidden 
  beneath the bed is a socket from which Baralou can 
  recharge 
  her 
  parabatteries 
  while 
  "sleeping". 
  Characters with robotics or technician skill will 
  recognize this for what it is.   
   
  Deck 3: Engineering   
   
  M7. Controls   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  The status and operations of the ship's engines are 
  indicated on panels located around the walls of this 
  room. The engines are controlled through the Term 
  10 computer terminal here.   
   
  Deck 4: Maintenance   
   
  M8. Workshop  
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  This room contains the standard machine tools 
  (lathes, laser cutters, drills etc.), benches and other 
  gear normally found in a small, maintenance 
  workshop. Repairs carried out here do not suffer 
  from the chance of breaking down that applies to 
  repairs "in the field".   
   
  There are two external hatches here, leading to 
  workpods (one-man, self propelled, short-range 
  space craft, used for carrying out repairs in space). 
  Both hatches have warning signs (see Airlocks & 
  Hatches). If any character enters a workpod and 
  attempts to operate it, a warning sign will flash 
  inside the pod: "EXTREME DANGER: Pod Unsuitable 
  For Use Except In Zero-Gee). If the character 
  persists, the pod will fall away from the ship and the 
  character will be killed (see Lost in Space).   
   
  At one side of the room is the Term-5 computer 
  terminal. 
  Nearby 
  is 
  the 
  M/MT 
  (Maintenance) 
  computer.   
   
  M9. Airlock   
       Envt: P = Std; T = 25; O = Std; G=1; R=0(1)   
   
  This standard airlock protects the crew against the 
  radiation in the engines and access corridors (M10). 
  A locker in the airlock contains eight inssuits (see 
  Pull-out Sheet VI - two for each of the major races). 
  While the hatch leading to area M10 is open, 
  unprotected characters in the airlock will suffer 1 
  point of radiation damage per turn.   
   
  M10. Engines & Access Corridors   
       Envt: P = Std; T = 25; O = Std; G = 1; R = 1   
   
  Characters without special spaceship engineering 
  skill will not understand the workings of the 
  engines, and cannot repair, operate or modify 
  them. In this area, unprotected characters will 
  suffer 1 point of radiation damage per turn. The 
  AUD-1a engine maintenance robot (see Pull-out 
  Sheet V) is here.   
   
  Deck 5: Sick Bay/Strongroom   
   
  M11. Lobby   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  There is a concealed video-camera in the lobby, 
  operated by the M/MN/IS (installation security) 
  program, which notifies the DB-0 robot in the 
  security room (M14) of events.   
   
  M12. Airlock  
       Envt: P = Std(0); T = 20(N/A); O = Std; G = 1   
   
  M13. Sick-Bay   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  The sick bay has all the equipment needed by 
  characters with medical skill to heal sick or 
  wounded characters. There are four recovery 
  couches (each with a freeze field), and equipment 
  and supplies equivalent to 10 medkits. In a corner 
  of the room is a general access computer terminal 
  (Term-12). The sick bay does not count as a 
  hospital for the purposes of curing radiation 
  damage, turning off freeze-fields, etc.   
   
   
   
  
   
  34 
   
   
   
   
  M14. Security Room  
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  Both security doors into this room have level 3 
  locks. The DB-0 security robot (see Pull-out Sheet 
  V) is normally here.   
   
  M15. Strongroom   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  This room houses the M/MN (Main), M/GL (General) 
  and M/LS (Life-support) computers. There are 10 
  chemical storage tanks (identical to those on 
  Jetsom - area E5) in a rack against one wall. Five 
  are labeled "PURE Cys-DE" and the other five "PURE 
  Meta-TI". Two of each type are full of their 
  respective 
  chemicals. 
  The 
  others 
  are 
  empty. 
  Releasing the gas has the same cooling effects as 
  the crude gas (see Jetsom -area E5) but pure Cys-
  DE is an S6/T15 toxin. Meta-TI is non-toxic.   
   
  Deck 6: Accommodation   
   
  M16-23. Cabins   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  The crew cabins are relatively simple in their 
  furnishings, containing only beds, chairs, a table 
  and lockers. The decoration of the rooms and the 
  personal 
  possessions 
  in 
  them 
  reflect 
  the 
  occupations, 
  races 
  and 
  personalities 
  of 
  their 
  occupants. The rooms of the Jetsom team members 
  (M16-19) are used alternately by corresponding 
  members of the two teams. The officers' cabins 
  (marked with *) have private WC/showers.   
   
  Jetsom Team Members' Cabins.   
  • M16 *(unoccupied). Team Leaders: Nimbrus 
  Hool (Dralasite, dead) and Deed Fengall 
  (Yazirian, in freeze field - Jetsom area B2).  
  • M17 (unoccupied). Computer Operators: Midge 
  Arma (Human, dead) and Akord Zon (Vrusk, 
  dead).  
  • M18 (occupied). Technicians: Daqor L. Klarr 
  (Vrusk) and Hal Sinclair (Human, dead).   
  • M19 (occupied). Sape Handlers: Castuss Wallorr 
  (Yazirian) and Atata Myera (Yazirian, dead).   
   
  Moneyspider Crew Cabins.  
  • M20 *(unoccupied). 2nd Officer: Parl Kopta 
  (Human, dead).   
  • M21 *(occupied). Chief Engineer: Ellen 
  Coopermann (Human).   
  • M22 (unoccupied). Astrogator's Assistant: Tak-
  Arbork (Vrusk, dead).   
  • M23 (occupied). Technician: Fiator Geauis 
  (Dralasite).   
   
  M24. Galley   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  Contains a food and drink processor/dispenser, 
  cutlery and utensils.   
   
  M25. Common Room   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  M25a. Main Area.  Parts of this recreation area can 
  be partitioned off with moveable screens, and there 
  are facilities for watching films, and playing 
  computer games and sports. The GLLR-5 recreation 
  robot (see Pull-out Sheet V) is normally in this 
  room, and there are two general access (Term-12) 
  computer terminals.   
   
  M25b. Stores. Sports equipment, film tapes and so 
  on that are used in the common room are stowed 
  here.   
   
  Deck 7: Life-Support   
   
  M26. Life-Support   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  Contains life-support units #1 and #2. Unit #2 has 
  a 
  manual 
  override 
  switch 
  (see 
  Life-Support 
  Systems).   
   
  M27. Airlock  
       Envt: P = Std(0); T = 20(N/A); O = Std; G = 1   
   
  M28. Life Boat.  
       Identical to M2.   
   
  Deck 8: Cargo Control   
   
  M29. Cargo Control   
       Envt: P = Std; T = 20; O = Std; G = 1   
   
  Contains the control panel for the mechanical cargo 
  pod grab. The pods still on the ship are either 
  empty or else contain life-support supplies.   
   
  
   
  35 
   
   
   
   
  Pull-Out Sheet I 
  1 
  
   
  36 
   
   
   
   
   
  J/MN 
  Main System Computer (3)   
   
  Location: Module E - Computer Room  
  This is the main computer of the platform. As well as handling 
  many of the important systems directly, it commands many 
  programs in other computers. It has the following programs:   
   
  J/MN/CL Computer Lockout (3)  
  Standard lockout program (see Starship Programs - Pull-out 
  Sheet III). The Matrix infection means that it will still respond to 
  its original password if this is used from terminal Term-1, but not 
  from any other source.   
   
  J/MN/CS Computer Security (3)  
  Standard security program. The Matrix prevents it from 
  responding to its original password.   
   
  J/MN/BE Bureaucracy (3)   
  This co-ordinates many of the programmed functions of the 
  platform. Its infection by the Matrix is responsible for many of 
  the hazards that the characters experience. Its influences on the 
  life-support systems are described in Life-Support System.   
   
  J/MN/AL Alarm (3)  
  Receives status data from all the programmed systems on the 
  platform.   
   
  J/MN/IS 
  Installation Security (3)   
  Controls the platform's defenses. The Matrix infection means that 
  this program will automatically regard the characters as intruders 
  and direct the platform's security devices (security doors and 
  automated weapons turrets) against them.   
   
  J/MN/LS Life-Support (1)   
  Main life-support program, controlling life-support system #1. 
  Most of the malfunctions caused by the Matrix are described in 
  Life Support System. In addition, this program will cause 
  malfunctions in the showers, WCs and food dispensers.   
   
  J/GL 
  General System Computer (1)   
   
  Location: Module E - Computer Room  
  This computer handles the platform's library, computer records, 
  and entertainment. Its programs are:  
   
  J/GL/CN 
  Communication (1)   
  Controls 
  intercom 
  and 
  radio 
  communication, 
  provides 
  entertainment and permits access to J/GL/IF (information 
  storage) program. The Matrix infection causes the program to 
  make calls via the intercom random (see Intercom), and makes 
  the view-screen in the common room (B1) show strange things. 
  Access to the information storage program is not affected.   
   
  J/GL/IF 
  Information Storage (2)   
  The platform's library and records system. Since the Matrix 
  infects it, it will not display its file index. Since information can 
  only be recalled from a file if its name is known, this malfunction 
  will effectively prevent the characters from using the program.   
   
  J/LS 
  Life-Support Computer (1)   
   
  Location: Module E - Life-support  
  This controls the back-up life-support system. Its programs are:   
   
  J/LS/CS 
  Computer Security (2)  
  Standard security program. The Matrix prevents it from 
  responding to its original password.   
   
  J/LS/LS 
  Life-Support (1)   
  Back-up life support program controlling life-support system #2. 
  Most of the malfunctions caused by the Matrix are described in 
  Life Support System. In addition, this program will cause 
  malfunctions in the showers, WCs and food dispensers.   
   
  J/CR 
  Chem. Refining/Platform Stabilizing Comp(3)   
   
  Location: Module - E, Reactor Room   
  This computer handles two very complex functions; operating 
  the still that extracts bio-chemicals from Venturi's atmosphere, 
  and controlling and balancing the buoyancy of Jetsom so as to 
  keep it level.  It will not be affected by the Matrix. Its programs 
  are as follows:   
   
  J/CR/CS 
  Computer Security (2)   
  Standard security program. It will respond to its original 
  password.   
   
  J/CR/AN Analysis (3)   
  This program assimilates data from the platform's sensors 
  (regarding its orientation, the external conditions and so on) and 
  calculates the adjustments necessary to maintain the stability of 
  the platform and the bio-chemical extraction process.  
   
  J/CR/DR Drive (4) (modified)   
  This modified drive program controls the atomic reactors that 
  heat the gas in Jetsom's buoyancy chambers. It also controls the 
  vents that equalize the buoyancy.   
   
  J/CR/PR 
  Processing (4)   
  This controls the distillation column that performs the primary 
  stages in extracting bio-chemicals from Venturi's atmosphere.   
   
  J/MT 
  Maintenance Computer (2)   
   
  Location: Module C - Maintenance Room   
  This computer handles the maintenance (routine and emergency) 
  of the platform. Its programs are as follows:   
   
  J/MT/CD Computer Security (2)   
  Standard security program. The Matrix prevents it from 
  responding to its original password.   
   
  J/MT/DC Damage Control (3)   
  Damage control program modified from the normal starship 
  version to co-ordinate emergency repairs to Jetsom. It operates 
  through the J/MT/MT (maintenance) program. The infection by 
  the Matrix has not affected this program at all.   
   
  J/MT/MT Maintenance (1)   
  This is a standard maintenance program that ensures the day-to-
  day upkeep of the platform. The infection of this program by the 
  Matrix means that it will not take action to correct any faults that 
  may occur.   
   
  J/MT/RM Robot Management (4)   
  This sends commands to the external, general and reactor 
  maintenance robots. Since it became infected by the Matrix, 
  there is a 30% chance that any orders which the characters give 
  to these robots through this program will be changed (the 
  referee must decide how) so as to make the robot do something 
  else. Note that while the external and general maintenance 
  robots are themselves affected by the Matrix, they will ignore 
  commands from this program.  
   
   
   
   
  Locations of Terminals Table 
  Terminal 
  Module 
  Location 
  Term-1 
  Module E 
  Computer Room 
  Term-2 
  Module E 
  Control Room 
  Term-3 
  Module C 
  Maintenance Room 
  Term-4 
  Module E 
  Life-Support Room 
  Term-5 
  Module C 
  Maintenance Room 
  Term-6 
  Module B 
  Common Room 
  Term-7 
  Module E 
  Reactor Room 
  Pull-Out Sheet II 
  
   
  37 
   
   
   
   
  The computer systems on Jetsom and the Moneyspider form an 
  important part of this adventure, and the ways in which these 
  particular systems work are detailed below. Characters accustomed 
  to other types of computer systems may need hints in order to take 
  full advantage of any computer skills that they may have.  
     
  Starship Programs  
  The following programs in the Jetsom and Moneyspider computer 
  systems are for use on starships or in similar situations (they are 
  fully described in the Knight Hawks rules):  
   
  • Alarm: Monitors all programmed systems on the ship and raises the 
  alarm if a malfunction occurs.  
  • Astrogation: Used by the ship's astrogator (navigator) to perform 
  the complex calculations necessary for journeying through space.  
  • Computer Lockout: Prevents unauthorized control of a starship. It 
  works in a very similar way to a computer security program and can 
  be defeated or bypassed in the same way.  
  • Damage Control: Co-ordinates efforts to repair damage to the 
  ship.  
  • Drive: Handles the highly complex task of ensuring that the ship's 
  engines respond to the pilot's commands. 
  • Processing: Operates the machinery etc. needed to process or 
  refine raw materials. 
    
  The Computer Systems  
  The systems are shown schematically in Diagrams 1 and 2 (Pull-out 
  Sheets I and VII) and their components are described on Pull-out 
  Sheets II and VIII. Each consists of several terminals and computers 
  linked by command channels (see below). Each computer holds 
  several programs whose functions relate to a particular aspect of the 
  workings of the ship or platform.  
   
  Command Channels and Blocks  
  The Jetsom and Moneyspider computer systems have two special 
  features; command channels and command blocks.  
   
  Command Channels are the routes by which instructions are 
  relayed from terminals to programs or between programs. New 
  command channels may be installed by characters using the 
  interfacing computers skill, but can only be connected to a computer 
  through the program at the top of its list (usually a security 
  program).  
   
  Command blocks are devices fitted into command channels. 
  They allow computer commands (including attempts to operate 
  computers, write programs, defeat security, display information or 
  manipulate programs) to pass in only one direction. They may be 
  removed from command channels by a successful attempt to 
  interface computers.      
   
  Command blocks are physically located inside the computers as 
  shown on the diagrams.  
   
  Terminals  
  Terminals each consist of a display screen and keyboard. They have 
  time-switches and, unless otherwise indicated, a terminal will be 
  shut-down when the characters find it. Characters must successfully 
  operate computer in order to activate the terminal. They will then 
  receive the following information (Characters may automatically 
  select which one they want):  
   
  • The identification number (e.g. "Term-   4") of the terminal.   
  • The code-names (e.g. "J/MN") of the computers which it can access 
  directly.  
     
  Operating the System  
  Most tasks using computer skills (i.e. operating computers, writing 
  programs, 
  defeating 
  security, 
  displaying 
  information 
  and 
  manipulating programs can only be carried out from a terminal. The 
  others (i.e. bypassing security, interfacing computers and repairing 
  computers) are only possible if the character can physically reach the 
  unit(s) concerned.  
   
  Access and Lines of Communication  
  In order for characters to work on a computer or program from a 
  terminal there must be a line of communication to it from that 
  terminal.  
       A line of communication can run through any combination of 
  command 
  channels 
  and 
  security, 
  lockout, 
  communication 
  or 
  bureaucracy programs so long as any remaining command blocks on 
  the line are pointing away from the terminal. All terminals, therefore, 
  have a line of communication with the computers to which they are 
  connected.  
       Any security or lockout program in a line of communication will 
  block the passage of commands unless its password is known or it is 
  defeated or bypassed.  
       Characters may attempt to use the defeating security and 
  manipulating programs (see Pull-out Sheet III) skills on any program 
  linked to their terminals by a line of communication.  
       A computer is only fully accessed if all computer security or 
  computer lockout programs along the communication line between 
  the terminal and it are defeated or bypassed. If the first program 
  inside a computer that a line of communication reaches is a security 
  or lockout program, this must also be overcome before the computer 
  is accessed.  
       It is possible to access a computer indirectly, through a line of 
  communication built up from another computer that has already been 
  accessed. To do this it will usually be necessary to overcome security 
  or lockout programs and maybe even to remove command blocks 
  (see above) and/or manipulate programs (see Pull-out Sheet III).  
   
  Displaying Information  
  A successful attempt to display information on a computer that is 
  accessed will reveal one of the following pieces of information 
  (whichever is closest to the information being sought). Each piece of 
  information requires a separate, successful attempt to display it. For 
  each computer, the information available is:  
   
  • Its full designation and level (e.g. "Main System (3)")  
  • Its location (e.g. "module E - Computer Room")  
  • A list of the code-names (e.g. "J/MN/BE") of its programs  
  • A list of terminals and their locations (e.g. "Term-13; Module E – 
  Control Room")  
  • A list of the code-names (e.g. "M/LS") of the other computers it is 
  connected to by a command channel.  
   
  For each program within a computer, available information is:  
   
  • Its type and level (e.g. "bureaucracy (3)")  
  • Its command links, both with terminals (e.g. "Command from Term-
  5") and with programs; i.e. the code-names of which programs 
  command it (e.g. "Command from M/MN/C") and which ones it 
  commands (e.g. "Command to J/LS/LS")  
  • Its purpose (the original purpose will always be given, regardless of 
  the effects of the Matrix)  
   
  Information storage programs can give many kinds of information 
  (see descriptions - Pull-out Sheets II & VIII).  
   
  Manipulating Programs   
  Any program to which a line of communication connects may be run, 
  purged or altered by successful use of the manipulating programs 
  skill, from the terminal at the other end of the line.  Security or 
  lockout programs must be defeated before they can be manipulated.  
  Manipulating programs is a means of temporarily removing the 
  effects of the Matrix on them (see Defeating the Matrix).   
   
  Writing Programs   
  Programs can only be written on a computer linked directly to the 
  computer operator's terminal and only if the computer has been 
  accessed.   
   
  COMPUTER SYSTEMS   
  The computer systems of Jetsom platform and Snobol/Moneyspider 
  are shown schematically in Diagram 1 and 2 (see Pull-out Sheets I & 
  VII), and are described in detail on Pull-out Sheets II & VIII.   
       Each computer has a two-part code (e.g. "J/MN"). The first letter 
  gives it general location (J for Jetsom, M for Snobol/Moneyspider), 
  and the second two are an abbreviation of its full name (e.g. "MN" for 
  Main). Each program has a three-part code (e.g. "J/MN/LS"). The first 
  three letters refer to the program's computer, and the last two are an 
  abbreviation of the program type (e.g. "LS" for Life-support). 
  Pull-Out Sheet III 
  
   
  38 
   
   
   
   
   
  Uniforms - The uniform of the ByChem Corporation is a neat, grey, 
  one-piece overall. It is plain except for a thick blue braid running 
  along the outer edges of the sleeves and legs, and a patch on the 
  chest showing the wearer's name and rank. The uniforms are civilian 
  skeinsuits, indistinguishable from normal clothing. The braiding can 
  also conceal a vibroknife inside a special pocket.   
   
  Weapons - Each crewmember has two sets of weapons listed in his 
  or her statistics. The "Normal" weapons are those carried at all times. 
  The Emergency" weapons are those which the crew will carry in case 
  of emergency, and the place where the weapon is kept is given in 
  brackets. If necessary, the crew will use any weapon that comes to 
  hand.   
   
  AKIZK TAARK KASS – Captain (Vrusk Male) 
  STR/STA  
  35/45       
   
  PS  
  2   
  DEX/RS        
  65/65       
   
  IM  
  7   
  INT/LOG      
  50/40       
   
  RW 
  33   
  PER/LDR      
  55/71       
   
  M  
  33   
  Special Abilities:  
   
  Ambidexterity, Comprehension (21%)   
  Skills: (Technological PSA)   
     Computer 2, Psycho-social 1, Robotics 2, Medical 1, Technician 6,  
     Beam weapons 3, Piloting 4, Melee weapons 2, Engineering 2,  
     Projectile weapons 1 
  Equipment:  
     Normal - vibroknife, 20 SEU (in uniform); Emergency - laser pistol  
     & 20 SEU clip (M5b), Uniform, A/S implant.   
  Description:  
     Akizk is a middle-aged, male Vrusk with many years service to the  
     ByChem Corporation. He is determined to make the Venturi Project  
     a success, and deeply regrets the loss of the Alpha team and  
     rescue party. He knows that Baralou is a robot (see below), and 
     knows all the security passwords.   
   
   BARALOU Ap-REAVERCHAN 
  Level Level 6 – can communicate verbally and can 
  control robots of levels 1-5 
  Type Cybernet Robot (Yazirian – Female) 
  Body Type Anthropomorphic (Yazirian) 
  Parabattery Type 2 
  Move Mode 2 anthropomorphic legs 
  Move Rate 10m/turn normal, 30m/turn max 
  Limbs 2 anthropomorphic arms with Yazirian “wings” 
  IM/RS +9/90 
  Stamina 100 
  Attack 90 
  Damage 2d10 punching per limb – or by weapon 
  Programs Security Lock, Attack/Defense, Computer Link, 
  Special (see below)  
  Equipment uniform, A/S implant, infra-red goggles, 
  vibroknife & 20 SEU. Last resort will use built-in 
  weapons: right hand has a sonic disruptor, left 
  hand has a laser pistol, chest houses an albedo 
  screen (all internal weapons connected to 50 SEU 
  beltpack) 
  Description: 
  Baralou has the appearance of a young, female Yazirian, but is 
  actually a highly sophisticated cybot. Only the captain knows that 
  she is a robot; the others regard has as one of the crew. Like all 
  cybots she is a combination of organic and mechanical 
  components.  
   
  Mission & Functions: 
  Unlike normal robots, however, her special bio-electronic circuits 
  give her a limited intelligence (INT/LOG 25/75) instead of a pre-
  programmed mission and function, and the ability to perform the 
  functions of an astrogator at level 4. She has no other skills, 
  however. 
   
  Personality: 
  Her artificial personality (PER/LDR 25/20) is poorly developed. 
  Baralou's cold curt manner has earned her the nickname "Frosty". 
     
   
   
  CASTUSS WALLORR - Sape Handler (Yazirian Male)   
  STR/STA  
  61/45       
   
  PS  
  4 (+3)   
  DEX/RS       
  35/45       
   
  IM  
  5   
  INT/LOG      
  45/35       
   
  RW  
  18   
  PER/LDR     
  37/25       
   
  M  
  31   
  Special Abilities:  
     Battle rage (10%), Gliding, Night vision.   
  Skills: (Biosocial PSA)   
     Melee weapons 2, Environmental 3, Martial Arts 3, Medical 2,  
     Psycho-social 4   
  Equipment:  
     Normal - vibroknife, 20 SEU (in uniform); stunstick, 20 SEU for  
     controlling sapes); Emergency - sonic sword 20 SEU (M19),  
     Uniform, A/S implant   
  Description:  
     Castuss is a young, muscular Yazirian assigned to the Venturi  
     Project by his employers, Renouf Associates, who breed sapes (see  
     SAPE - Pull-out Sheet VI). He dislikes robots and computers, and,  
     given the chance, he will talk for hours about the advantages of  
     sapes over "soulless tin-boxes".   
   
  DAQOR L. KLARR - Crewman (Vrusk Male)   
  STR/STA     
  35/45       
   
  PS  
  2   
  DEX/RS       
  55/45      
   
  IM  
  5   
  INT/LOG      
  40/50      
   
  RW  
  28   
  PER/LDR     
  35/45       
   
  M  
  28   
  Special Abilities:  
     Ambidexterity, Comprehension (15%)   
  Skills: (Military PSA)   
     Beam weapons 2, Computer 1, Melee weapons 2, Robotics 3,  
     Demolitions 1, Technician 1 
  Equipment:  
     Normal; - vibroknife, 20 SEU (in uniform); Emergency – laser 
     pistol, 20 SEU (M18), Uniform   
  Description:  
     Daqor is an early-middle aged Vrusk of military bearing. He feels  
     deeply ashamed not to have gone on the ill-fated rescue mission  
     and would give anything to "have a go" at whatever killed his  
     "comrades".   
   
  ELLEN COOPERMANN - Chief Engineer (Human Female) 
  STR/STA     
  35/45       
   
  PS  
  2   
  DEX/RS       
  62/50      
   
  IM  
  5   
  INT/LOG      
  55/55       
   
  RW 
  31   
  PER/LDR     
  45/55       
   
  M  
  31   
  Special Abilities: 
     None 
  Skills: (Technological PSA)   
     Computer 2, Technician 5, Robotics 2, Engineering 4   
  Equipment:   
     Uniform   
  Description:  
     Ellen is second-in-command of the Moneyspider and knows the  
     passwords for the security programs and security doors. She  
     adopts a very professional attitude while on duty but is otherwise  
     relaxed and friendly, Ellen detests violence of any kind.   
   
  FIATOR GEAUIS - Crewman Technician (Dralasite) 
  STR/STA     
  35/25       
   
  PS  
  2   
  DEX/RS       
  61/45       
   
  IM  
  5   
  INT/LOG      
  40/50       
   
  RW  
  31   
  PER/LDR     
  45/35       
   
  M  
  31   
  Special Abilities:  
     Elasticity (7 limbs),  Lie Detection (13%)   
  Skills: (Technological PSA)   
     Robotics 2, Thrown weapons 4, Techinican 1   
  Equipment:  
     Normal - vibroknife, 20 SEU (in uniform), Uniform, A/S implant.   
  Description:  
     Fiator is a young Dralasite determined to make a career in  
     engineering. His multiple limbs are often very useful in his job. He  
     is no hero, and the events on Jetsom and the loss of the rescue  
     team have frightened him. His thrown weapons skill comes from  
     the fact that he is a champion zero-G darts thrower.   
   
  Pull-Out Sheet IV 
  
   
  39 
   
   
   
   
   AUD-Ia: Engine Maintenance Bot 
  Level Level 3 - Can communicate verbally 
  Type Maintenance Robot 
  Body Type Standard 
  Parabattery Type 1 
  Move Mode Wheels 
  Move Rate 10m/turn normal, 60m/turn max. 
  Limbs Two Mechanical Arms, 1 multi-sensor probe 
  IM/RS +6/60 
  Stamina 100 
  Attack 60 (only if reprogrammed) 
  Damage 2d10 punching (only if reprogrammed) 
  Programs Security Lock 
  Equipment Note – radioactive (see below) 
  Mission: 
  Monitor and assist in repair of engines, follow verbal commands. 
  Functions: 
  General functions defining where the engines are, schematics 
  and structural drawings for engine rooms, etc. 
  Description: 
  Simple, upright cylindrical body with a video/audio sensor array 
  mounted on the top. The multi-sensor probe is a set of 
  instruments that allow AUD-la to monitor the workings of the 
  Moneyspider's engines.  While working on the engines, the robot 
  has become mildly radioactive. Any unprotected character within 
  2 meters of it suffers 1 point of radiation damage per turn (see 
  Radiation Damage). 
   
   CLR-E1 Maintenance Robot 
  Level Level 3 - Can communicate verbally 
  Type Maintenance Robot 
  Body Type Standard 
  Parabattery Type 1 
  Move Mode 3 mechanical legs 
  Move Rate 10m/turn normal, 60m/turn max. 
  Limbs 3 Mechanical Arms 
  IM/RS +5/50 
  Stamina 100 
  Attack 50  
  Damage 2d10 punching (only if reprogrammed) 
  Programs Security Lock, self-defense 
  Equipment albedo coating (treat as albedo suit), IR goggles 
  Mission: 
  Assist in maintenance efforts, follow verbal commands. 
  Functions: 
  General functions defining where the tools and spare parts are, 
  schematics and structural drawings for many ship components. 
  Description: 
  Body in the form of a cone with its point downwards. It has IR 
  sensors in addition to video and audio ones. It can carry up to 75 
  kg of stores strapped on top of its body. 
   
   DB-0 Security Robot 
  Level Level 4 - Can communicate verbally 
  Type Security Robot 
  Body Type Standard 
  Parabattery Type 1 
  Move Mode 2 mechanical legs 
  Move Rate 10m/turn normal, 90m/turn max. 
  Limbs 2 Mechanical Arms 
  IM/RS +7/70 
  Stamina 100 
  Attack 70  
  Damage 2d10 punching per arm 
  Programs Security Lock, Attack/Defense 
  Equipment electrified body, albedo screen w/50 SEU 
  beltpack, laser rifle, electro-stunner, 10 doze 
  gren., 10 tangler gren., 100 SEU backpack. 
  Mission: 
  Patrol area, defend against enemies. 
  Functions: 
  General functions defining layout of area and identification of 
  “enemies” – using various sensors. 
  Description: 
  Upright cylindrical body. Its metallic "skin" is electrified like a 
  stunstick. Anyone touched must make a Stamina check or be 
  stunned d100 turns (unless protected by a gauss screen or A/S 
  implant). The skin is powered by the same battery as the screen.   
   GLLR-5 (“Gorilla”) 
  Level Level 4 - Can communicate verbally 
  Type Recreation Robot 
  Body Type Anthropomorphic (Human) 
  Parabattery Type 1 
  Move Mode Two Mechanical Legs 
  Move Rate 10m/turn normal, 60m/turn max. 
  Limbs Two Mechanical Arms 
  IM/RS +8/80 
  Stamina 100 
  Attack 70 
  Damage 2d10 punching 
  Programs Security Lock, Self-defense (Matrix-infected), 
  Wrestling (custom) 
  Equipment -- 
  Mission: 
  Harmlessly participate in sports. 
  Functions: 
  Harmlessly: GLLR-5 can take no action which will result in the 
  harm of a living person.  That includes actions which he 
  calculates has a low level of safety. (note: the Self-Defense 
  program has a bug which bypasses this function). 
  Participate: GLLR-5 will make suggestions as to what type of 
  sports people around him would like to play, based on his 
  observations of their moods, energy level, morale, and history of 
  games played with those same people.  Otherwise, he will join in 
  any game or sport to which he is invited.  He can learn new 
  games (memory limit unknown). 
  Sports: GLLR-5 is programmed with the rules of over 100 
  sporting games, and can even use a custom program “Wrestling” 
  to pin opponents.  GLLR-5 includes non-sporting games such as 
  strategy, card, dice, and boardgames in his programming. 
  Description: 
  Although this robot has an anthropomorphic body, it is very 
  obviously a robot. It is specially designed to play games and 
  sports and to help in combat training. It can wrestle and has 
  enhanced reaction speed and initiative modifier   
   
  HKK-R2 Ice-Cutter Robot 
  Level Level 2 – Cannot communicate verbally 
  Type Maintenance Robot 
  Body Type Heavy Duty 
  Parabattery Type 2  
  Move Mode Gas jets  
  Move Rate 20m/turn accel/decel (zero-G only) 
  Limbs 2 Mechanical Arms, 1 laser powertorch 
  IM/RS +6/60 
  Stamina 500 
  Attack 60 (if reprogrammed) 
  Damage 6d10 punching (if reprogrammed) 
  Programs Security Lock 
  Equipment Laser powertorch (can cause 20d10 if used as a 
  weapon after reprogramming the robot, 33 shots 
  remaining), Second Type 2 parabattery for 
  powering the laser powertorch. 
  Mission: 
  Keep Ice from forming on the interior of Snobol. 
  Functions: 
  General functions defining how to identify “Ice” using thermal 
  and visual sensors, diagrams of the floorplan of snobol, and 
  definition for use of powertorch, returning to a docking bay for 
  replacement of parabattery as needed. 
  Description: 
  This robot's body is roughly spherical. It has gas jets rather than 
  legs, wheels or tracks since it works in vacuum under weightless 
  conditions cutting blocks of ice from the interior of Snobol. 
   
   
     
   
  Pull-Out Sheet V 
  
   
  40 
   
   
   
   
   
   
  Breathing Mask   
  Mass - mask negligible; tanks 1kg each  
  Cost - mask 100Cr/tank 50Cr; tank re-fill 10Cr   
   
  A breathing mask protects characters from the effects of 
  poisonous gases in the same way as a gas mask. It also 
  has a small, pressurized oxygen tank (connected to the 
  mask by a tough, slender, 2-meter, flexible pipe) that 
  enables 
  characters 
  to 
  breathe 
  even 
  where 
  the 
  atmosphere contains little or no oxygen.   
   
  Each oxygen tank contains enough gas for 2 hours. After 
  this time, the empty tank can be replaced in 1 turn if a 
  full one is available. Unlike a spacesuit (see KH - p28) a 
  breathing mask will not protect the wearer in any way 
  from the effects of vacuum or extremes of temperature.   
   
  Chillsuit   
  Mass - 1kg (plus power source)   
  Cost - 400Cr   
   
  A chillsuit is designed to protect its wearer from 
  conditions of extreme cold. It consists of a close-fitting 
  suit of thin, insulating material that completely covers the 
  wearer's body and head. Incorporated into the suit are a 
  digital thermometer, clear plastic dome-like goggles and a 
  special heat-retaining filter for breathing through. In 
  addition, the material of the suit and the filter can be 
  electrically heated to provide extra protection. The energy 
  is provided by a power beltpack or backpack. The rate at 
  which the suit uses energy depends on the setting (0, 1, 
  2 or 4 SEU per hour) that also determines the level of 
  protection.   
   
  The INJURY FROM COLD TABLE gives the rates at which 
  characters wearing normal clothing or a chillsuit (at 
  various settings) will loose stamina points when exposed 
  to different levels of cold. Unless otherwise stated, rates 
  of loss are per hour. The table assumes dry conditions 
  with fairly still air; rain, wind, etc., will lower the effective 
  temperature dramatically. For the purpose of curing, this 
  injury counts as a wound.   
   
  A chillsuit offers no protection other than from cold, but it 
  can be worn under a skeinsuit or albedo suit and will not 
  interfere with defensive screens. A gas mask or breathing 
  mask may be worn with a chillsuit, as may infra-red 
  goggles or sun goggles.  
   
  INJURY FROM COLD TABLE 
  Temperature 
  (Centegrade) 
  Normal 
  Clothing 
  Setting 
  0 
  SEU/hr 
  Setting 
  1 
  SEU/hr 
  Setting 
  2 
  SEU/hr 
  Setting 
  4 
  SEU/hr 
  Above 0 
  0 
  0 
  0 
  0 
  0 
  0 to -20 
  1 
  0 
  0 
  0 
  0 
  -21 to -50 
  6 
  1 
  0 
  0 
  0 
  -51 to -100 
  20 
  6 
  2 
  0 
  0 
  -101 to -150 
  2/min 
  20 
  12 
  4 
  2 
  -151 to -200 
  2/turn 
  2/min 
  30 
  20 
  6 
   
   
   
   
    
   SAPE 
   
  Type Medium Omnivore 
  Number varies (see below) 
  Move Medium (20m/turn walk, 40m/turn run) 
  IM/RS +6/60 
  Stamina 120 
  Attack 40% (60% with rage) 
  Damage Punch 2d10, Wrestle 3d10/turn 
  Special Attack Rage, Wrestle (see below) 
  Special Defense None 
  Native World Yazirian homeworld, bred on Scree Fron 
   
  DESCRIPTION: Sapes (or "super apes") are a specially-bred strain 
  of 2-meter-tall, muscular, ape-like creatures originating on the 
  Yazirian's home planet. They have been bred by Renouf Associates of 
  Hakosoar (Scree Fron) as an alternative to robots in certain 
  applications. Sapes are currently being tested in a wide variety of 
  settings (hidden from the prying eyes of the larger corporations), 
  hence their presence on Jetsom. Renouf Associates hope to be able 
  to sell sapes on the basis of their cheapness (about 2500 credits 
  each), low running costs (about 10Cr/day), versatility, strength and 
  agility. The corporation also maintains that members of the major 
  races (especially Humans and Yazirians) will prefer sapes to robots, 
  especially when working in isolated situations. At present, however, 
  sapes are generally mistrusted by people and governments. 
  Ownership of a sape is illegal without a license, and such licenses are 
  only granted to large corporations.  
   
  Sapes are about as intelligent as a four-year-old Human and learn 
  quickly, especially by mimicry. They speak their own language which 
  consists entirely of simple, one- or two-word phrases, and normally 
  wear poly-voxes programmed to translate Sape into Pan-Galactic and 
  vice versa. They are bred to be docile and obedient and will normally 
  obey any one- or two-word command given by a member of one of 
  the major races unless this will expose the sape to obvious danger. 
  Thus sapes will not normally obey orders to attack, and they will 
  never attack other sapes. Sapes will ignore commands given via 
  intercoms etc., or from robots.  
   
  Despite their breeding, sapes retain vestiges of their primitive origins 
  and will resort to violence under extreme conditions. A sape can 
  attack with bare hands and feet - either to kick/punch or wrestle. 
  Kicking/punching allows a sape two attacks per turn each inflicting 
  2d10 points of damage. When wrestling, sapes have a +5% chance 
  of gaining a hold. Wrestled victims have a -5% penalty on attempts 
  to escape and suffer 3d10 points of damage per turn. At the start of 
  any combat, sapes have a 50% chance of going into battle rage 
  which gives them a +20% bonus to hit in melee.  
  Pull-Out Sheet VI 
  
   
  41 
   
   
   
   
   
  Pull-Out Sheet VII 
  
   
  42 
   
   
   
   
   
   
  M/MN 
  Main System Computer (4)  
   
  Location: Deck 5 - Strongroom  
  The ship's main computer, handling all of the major functions. Its 
  programs are:  
  M/MN/C 
  Computer Lockout (4):  
  Standard security program. Only Captain Akizk and Ellen have the 
  password. 
  M/MN/DR Drive (4):  
  Operates the ship's drives. 
  M/MN/AS Astrogation (4):  
  Monitors the navigation instruments and handles the complex 
  calculations necessary for navigation in space.  
  M/MN/CS Computer Security (2):  
  Standard security program. Only Akizk, Ellen and Baralou have the 
  password.  
  M/MN/CN Communications (1):  
  Operates the subspace radio and the ship's long-range sensors.  
  M/MN/LG Languages (1):  
  Translates communications to or from most common languages.  
  M/MN/AL Alarm (3):  
  Monitors all programmed systems and raises the alarm if a fault or 
  unusual event occurs.  
  M/MN/BE Bureaucracy (2):  
  Co-ordinates the actions of the programs with which it is linked.  
  M/MN/IS 
  Installation Security (3):  
  Monitors security doors etc. and controls the DB-0 security robot (see 
  Pull-out Sheet V) through M/MN/RM.  
  M/MN/RM Robot Management (4):  
  Controls the DB-0 security robot and provides Baralou Ap- 
  Reaverchan with a tight-beam communication link into the M/MN 
  (Main) computer.  
  M/MN/LS Life-Support (1):  
  Monitors/controls life-support unit #1.  
   
   
  M/GL 
  General System Computer (2)  
   
  Location: Deck 5 - Strongroom  
  General access computer, acting as a library, entertainment database 
  and intercom switchboard. Its programs are:  
  M/GL/CN 
  Communication (1):  
  Operates the intercom system, controls access to the M/GL/IF 
  (information storage) program, and provides entertainment (games, 
  videos, etc.)  
  M/GL/IF 
  Information Storage (3):  
  The ship's electronic library.  
   
   
  M/LS 
  Life Support Computer (1)  
   
  Location: Deck 5 - Strongroom  
  Controls and monitors the back-up life-support system. Its programs 
  are:  
  M/LS/CS 
  Computer Security (2):  
  Standard security program. Only Captain Akizk, Baralou and Ellen 
  have the password.  
  M/LS/LS 
  Life-Support (1):  
  Monitors and operates life-support unit #2, the back-up system.  
   
   
  M/MT 
  Maintenance Computer (2)  
   
  Location: Deck 4 - Maintenance  
  Monitors the mechanical systems of the ship and co-ordinates routine 
  and emergency repairs. Its programs are:  
  M/MT/CS 
  Computer Security (2):  
  Standard security program. Captain Akizk, Ellen Coopermann and 
  Castuss Wallor have the password.  
  M/MT/DC Damage Control (3):  
  Co-ordinates emergency repairs through the M/MT/MT (maintenance) 
  program.  
  M/MT/MT Maintenance (1):  
  Controls and co-ordinates the ship's repair systems.  
  M/MT/RM Robot Management (3):  
  Controls the AUD-la engine maintenance robot.  
   
   
   
   
  M/SM 
  Snobol Monitoring (1)  
   
  Location: Deck 2 - Admin Office  
  Allows the refining and other processes carried out by the micro-still 
  and inside Snobol to be monitored and controlled from the 
  Moneyspider. Its programs are:  
  M/SM/CS 
  Computer Security (2):  
  Standard security program. Only Captain Akizk, Ellen Coopermann 
  and Baralou Ap-Reaverchan have the password.  
  M/SM/CO Commerce (1):  
  Takes care of bookkeeping, stock control etc. for the entire Venturi 
  Project.  
   
   
  M/CR 
  Chemical Refining (2)  
   
  Location: Micro-Still - Control Room  
  M/CR/CS 
  Computer Security (2):  
  Standard security program. Akizk, Ellen and Baralou have the 
  password.  
  M/CR/PR 
  Processing (4):  
  Handles the delicate temperature balances in the micro-still.  
  M/CR/LS 
  Life-Support (1):  
  Monitors and controls the life-support system for the micro-still 
  control room.  
   
   
  M/SD 
  Snobol Dock Computer (1)  
   
  Location: Snobol - Shuttle Dock  
  Monitors and controls programmed systems inside Snobol. Its 
  programs are:  
  M/SD/CS 
  Computer Security (1):  
  Standard security program. Akizk, Ellen and Baralou have the 
  password.  
  M/SD/LS 
  Life-Support (1):  
  Monitors/controls the life-support unit serving the interior of Snobol.  
  M/SD/RM Robot Management (2):  
  Controls the HKK-R2 ice-cutter robot that works in the ice mine (S3).  
   
   
  M/EV 
  Elevator Computer (1)  
   
  Location: Cable Elevator  
  This computer runs the elevator and its life-support unit. Its 
  programs are:  
  M/EV/LS 
  Life Support (1):  
  Monitors and operates the elevator's independent life-support 
  system.  
  M/EV/TR 
  Transport (1):  
  Controls the movements of the elevator.  
   
   
  LOCATIONS OF TERMINALS 
  Terminal 
  Location 
  Term-1 
  Deck 2 - Bridge 
  Term-2 
  Deck 2 - Bridge 
  Term-3 
  Deck 2 - Bridge 
  Term-4 
  Deck 2 - Astrogator's Cabin 
  Term-5  
  Deck 4 - Maintenance 
  Term-6  
  Deck 7 - Life-Support 
  Term-7  
  Deck 2 - Admin Office 
  Term-8  
  Micro-Still - Control 
  Term-9  
  Snobol - Shuttle Dock 
  Term-10  
  Deck 3 – Engineering 
  Term-11  
  Micro-Still - Elevator 
  Term-12 
  (General access - 4 terminals)  
  Deck 2 - Captain's Cabin;  
  Deck 5 - Sick Bay;  
  Deck 6 - Common Room (2) 
   
   
  Pull-Out Sheet VIII 
  
   
  43 
   
   
   
   
   
  
   
  44 
   
   
   
   
   
  
   
  45 
   
   
   
   
   
  
   
  46 
   
   
   
   
   
   
   
  JETSOM TEAM ALPHA 
   
  Leader � Deed Fengall 
  Yaz F 
  Technician � Hal lSinclaire 
  Hm 
  M 
  Sape Handler � Atata Myera 
  Yaz M 
  Computer Op � Akord Zon 
  Vsk F 
   
   
  JETSOM TEAM ALPHA 
   
  Leader � Nimbrus Hool 
  Dra -- 
  Technician � Daqor L. Klarr 
  Vsk M 
  Sape Handler � Castuss Wallorr 
  Yaz M 
  Computer Op � Midge Arma 
  Hm 
  F 
   
  ROBOTS 
   
  FX-1t 
  General Maintenance 
  BBL-1/4 
  Reactor Maintenance 
  HMDD-3 
  External Maintenance 
  SW-66 
  Sape Warden 
  MLL-Ie 
  Domestic Duties 
   
  COMPUTERS 
   
  J/MN 
  Main 
  J/GL 
  General 
  J/LS 
  Life Support 
  J/CR 
  Chemical Refining 
  J/MT 
  Maintenance 
   
   
  PASSWORDS 
   
  Security Doors 
  -  56:43:88 
  J/MN 
  -  98:47:74 
  J/GL 
  -  64:88:43 
  J/LS 
  -  95:34:02 
  J/CR 
  -  05:03:55 
  J/MT 
  -  23:11:07 
   
   
  ROBOT CRL-E1 
   
  Manufacturer 
  Pan-Galactic Corp. 
  Model 
  “Charlie” series Mk IV 
  Type 
  Maintenance (modified) 
  Level 
  4 
  Programs 
  Security Lock;  
  Self-Defense 
  Power Source 
  Type 1 Parabattery 
  Last Service 
  2544:59:00 
   
   
  SHUTTLE FLIGHT PLAN 
   
   
  Dy:Hr:Mn 
  Depart Snobol 
  00:05:00 
  Radio Communication Lost 
  00:06:15 
  Arrive Jetsom 
  00:07:00 
  Shuttle Refuelling Complete 
  00:08:20 
  Depart Jetsom 
  38:13:30 
  Communication Restored 
  38:14:15 
  Arrive Snobol 
  38:15:30 
   
   
   
  Following the storm during the descent to the Jetsom Platform, only the following fragments 
  of the Jetsom Database remain in the memory of the shuttle computer. 
   
  
   
  47 
   
   
   
   
  
   
  48 
   
   
   
   
   
   
   
   
   
   
  SF5 
   
  “Venturi is a gas giant – a huge ball 
  of gas that tried to be a star, but 
  never quite made it.  Now it just 
  moans and grumbles and throws out 
  magnetic storms once in a while.  
  The atmosphere would suffocate you 
  except that you’d probably freeze 
  first, or be torn apart by the 
  thousand kilometer an hour winds.  
  You can’t even land there because it 
  hasn’t got a surface, not unless you 
  count an ocean of liquid hydrogen. 
   
  “But, we didn’t let that stop us, not while there were all kinds of 
  valuable chemicals swirling around in that gas-ball.  That’s where 
  the Jetson extraction platform comes in.  It bobs around like a cork 
  in the upper atmosphere, sucking in gas and distilling out the good 
  stuff.  Trouble is, there’s something very wrong down there.  I 
  don’t know what it is, but it’s already cost eight good crewmen. 
   
  “Are you really sure you want this job?” 
   
   
   
  Bugs in the System is a fast-moving adventure for use with 
  the STAR FRONTIERS Alpha Dawn game and can only be 
  played with those rules. 
  
SOURCE: textdata/thevault/Star Frontiers (osr)/Star Frontier 1st Edition/Adventure/SFAD - Adventure - Alpha Dawn - SF5 Bugs in the System.pdf