11| 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 - page 9). Ev1. Hatches Lock Every hatch and security door on the
Ev2. Alarms Sound Unless it is free of the effects of the
Ev3. Matrix in the Power Sockets. From now on, the Matrix infects any
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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 - page 9). This event will only take place as long as the J/MT/MT maintenance program remains infected by the Matrix. Ev4. CRL-E1 Infected The characters' CRL-E1 robot becomes
Ev5. Information Displayed The J/GL/IF (information storage) prog-
This event may be used as a strong hint,
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the characters are being particularly
slow
in working out how to overcome the problem of the Matrix. Ev6. Sapes Fall Sick One of the sapes becomes sick with a
Ev7. Radiation Hatches Leak The hatches of the airlock (E4) begin to
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| 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
A serious threat to the characters will be
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of the platform is -10°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
Certain rooms on Jetsom (E4-E7) either
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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 on Jetsom are in pairs (whether
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