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, Pull-
out 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 pro-
vided 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 which the characters
receive will depend on how success-
ful 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 7000Cr. 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 res-
cued (not including sapes), the
characters will receive 1500Cr
each, and for every tank of crude
bio-chemical, they will receive
150Cr 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 maximum levels of
8000, 20, and 200 Cr respectively.
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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 re-
main on Jetsom for 38 days, until
the time of Snobol's next close
approach to Venturi (Day 114 - see
TIME
CHART, page 4). In dire
emergency, however, the charac-
ters 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 work-out 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 comm-
on 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
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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"): Recreation
Robot
BODY/LEVEL: Anthropomorphic (Human)/4
MOVE NORM/MAX: 2 mech. legs 10/60
LIMBS: 2 mech. arms
PROGRAMS: security lock,
self-defense (Matrix-infected)
PARABATTERY: type 1
STA & DEFENSES: 100; none
WEAPONS: Limbs (DM 2 x 2d10)
SA: Wrestling
ATT: 70; IM 8; RS 80
Daqor has suffered 37 points of damage,
but will have recovered by the time the
characters return from Jetsom (Day 114
- see TIME CHART,
page 4). 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 ad-
venture, 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 leav-
ing, 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 -
page 8), 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.
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