11

EVENTS
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 
platform will close (unless wedged open) 
and lock (level 1 locks) for 1 hour. This 
event will only take if the J/MN/IS 
(installation security) program is infected 
by the Matrix. 

Ev2. Alarms Sound 

Unless it is free of the effects of the 
Matrix, the J/MN/AL (alarm) program 
will cause every alarm on the platform to 
sound for no reason. This false alarm will 
last for 2 minutes, during which time, 
every indicator light will show "red" 
and/or "DANGER". 

Ev3. Matrix in the Power Sockets. 

From now on, the Matrix infects any 
power pack recharged from the sockets in 
the maintenance room (C1) or life-support 
(E3). The packs will appear to become

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 
infected by the Matrix. Until it is "cured", 
it will not move and will not obey any 
instructions from any source. This in- 
fection can come from any source so long 
as the Matrix has not been completely 
removed from the platform. 

Ev5. Information Displayed 

The J/GL/IF (information storage) prog- 
ram will switch on every computer termin- 
al on the platform, make each give out 
several loud "bleeps" and then display 
Akord Zon's notes on the Matrix (see area 
E7) on their screens. Every terminal will 
be affected, no matter what it is being 
used for. The notes will remain on each 
screen until cleared (automatic success) 
by the characters. 

This event may be used as a strong hint, 
ad should only be used by the referee if

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 
-10/D15 disease (see AD - page 18). 
Every 10-hour period thereafter, there is 
a 60% chance that another sape will fall 
sick (reduced to 40% if healthy sapes are 
separated from the sick ones). While they 
are sick, the sapes will not obey orders. 
Characters with medical skill will have a 
penalty of 20% if they attempt to use 
diagnosis or curing diseases subskills on 
the sapes. 

Ev7. Radiation Hatches Leak 

The hatches of the airlock (E4) begin to 
leak radiation into the control room (E1). 
The radiation level will not be registered 
by the environment indicator panels on 
the hatches, but unprotected characters 
in the control room will suffer 1 point of 
radiation damage every 15 minutes (see 
Radiation Damage - below). A toxyrad 
gauge will be able to detect the radiation. 
The hatches may be repaired using the 
repairing machinery subskill. If the hat- 
ches are repaired, the life-support system 
will clear the radiation in 1 hour.


 ON JETSOM
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 
Venturi's atmosphere; of the buoyancy 
bags; and the crew compartments is 
the same, and so there will be no 
problems of decompression even if the 
outer walls are breached. The Venturi 
wind, however, (see area F2) is deadly. 

A serious threat to the characters will be 
low temperature. Venturi's atmosphere 
is very cold, as is the gas in the buoyancy 
bags. The malfunction in the life-support 
system (see Life-Support System - page 
9) mean that the temperature inside most 
 

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 
poisonous but it contains no oxygen. A 
character without a breathing apparatus 
will lose consciousness after 2 minutes in 
Venturi's atmosphere. After losing con- 
sciousness, the character must make a 
successful stamina check every 30 
seconds (5 turns) or die. 

Radiation Damage 

Certain rooms on Jetsom (E4-E7) either 
are, or can become, radioactive. This 
radiation causes damage to characters 
who are exposed to it unless they are 
protected by an inssuit (see NEW EQUIP- 
MENT - Pull-out Sheet VI). Exposed 
 

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 

Hatches on Jetsom are in pairs (whether 
in airlocks or the short connecting corr- 
idors between modules). As a safety 
precaution, a hatch is automatically 
locked (lock level 1) as long as its opposite 
number is open. Characters may either 
overcome the lock, or disable the circuit 
which tells one hatch that the other is 
open, by using deactivating alarms/ 
defenses subskill (level 1 circuits). 
 

                               JETSOM PLATFORM (Events)