Two of the crew (Deed Fengall the team-
leader and Hal Sinclair the 2nd tech-
nician) out 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 (infor-
mation storage) program (see area E7)
may help the characters to destroy the
Matrix.
Descriptions and Events
The section ON JETSOM
(page 11)
details the standard features of the
platform and gives a room-by-room des-
cription. JETSOM COMPUTER SYS-
TEMS (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
(page 11) describes
events which 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 most of the electrical systems
are infected by the Matrix. The Matrix has
several effects, including making the
robots and security systems dangerous to
the characters and lowering the temper-
ature 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 sys-
tem. 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
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Permanent
Removal - below). If necess-
ary, 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 skill use the
listing functions subskill 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.
Similarly, characters with computer skill
who gain 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 tempor-
arily removed from a computer program if
it is "de-bugged" using manipulating
programs subskill, or re-written using
writing programs subskill.
An infected robot may be temporarily
"cured" if both its functions and mission
are reset (using altering functions and
altering missions subskills).
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
which are not infected when the char-
acters arrive on Jetsom will only become
infected as the result of an EVENT
(see
page 11). Once they are infected, how-
ever, the above rules will apply.
Permanent Removal
The Matrix originated in the cold atmos-
phere of Venturi and is vulnerable to heat.
The only way of completely destroying it
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on Jetsom is for the characters
to raise
the temperature inside the platform to
35°C (uncomfortably hot but not danger-
ous) 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 (infor-
mation storage) program (see area E7 and
Pull-out Sheet II).
The external maintenance robot is in an
area (F2) which cannot be heated (see
Damaged Rooms
- page 10). 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.
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 supp-
ort) 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 com-
puter 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 have
three ways of changing conditions inside
the platform, but the infection by the
Matrix has caused several fault to
develop. These will make it difficult for
the characters to gain control.
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