By the time the characters return
to
Snobol (see the TIME CHART
- page 4),
the freighter which brought them here
will have departed, and so they will be
unable to leave until the ByChem Corp-
oration relief ship arrives on Day 126
(Event Ev10 - page 21).
Once again, they will be put in danger by
the Matrix, since the infection brought up
by the Beta team on Day 38 (see TIME
CHART - page 4)
has produced a deadly
change in the ship's robot astrogator.
The action consists of a series of EVENTS
(below) which occur after the characters
return. Snobol and Moneyspider are
described on pages 21-24, details of the
crew and robots are given in CREW
OF
THE MONEYSPIDER (Pull-out
Sheet
IV), and the computer systems are des-
cribed in COMPUTER SYSTEMS
(Pull-
out Sheet III).
KILLER ROBOT
When the Matrix first arrived n Snobol/
Moneyspider, it has the same form in
which it infected Jetsom. It did no thrive
this far from its natural habitat, however,
and only succeeded in taking over the
GLLR-5 recreation robot (see The
Incid-
ent - page 7).
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 in-
fected Baralou Ap-Reaverchan (the an-
thropomorphic 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 manage-
ment) program (see Pull-out Sheet
VII).
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In addition to commanding infected
de-
vices, Baralou can reprogram or man-
ipulate (alter) level 1 computer programs.
She can do this through her communic-
ation 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 any-
thing which is said on Snobol or Money-
spider 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 them-
selves, rather than their programs. If
characters examine programs whose cir-
cuits are infected or list the functions of
an infected robot (see Detecting
the
Matrix - page 9),
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 subskill, or from a
robot by using the repairing robots
subskill. In either case the job will take
1d10 hours. The Matrix will not re-infect.
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
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Baralou kills off the crew one
by one and
attempts to eliminate the player char-
acters. 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
- Ev7), 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 - Ev1) that there is a
purposeful and malicious intelligence
behind what happens. For most of the
time, the suspicion of the player char-
acters will probably fall on Ellen Cooper-
mann, but she is completely innocent.
Except for the first (Ev1) and last (Ev10),
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 which 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 (Ev7). 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 sys-
tems 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).
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