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. 
 

    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 
 

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. 
 

                                                      THE OFFER