Manipulating Programs 

Any program to which a line of commun- 
ication connects may be run, purged or 
altered by successful use of the man- 
ipulating programs subskill, from the 
terminal at the other end of the line. 
Security or lockout programs must be 
defeated before they can be manipulated. 
Manipulating programs is a means of 
temporarily removing the effects of the 
Matrix on them (see Defeating the 
Matrix - page 9). 
 

Writing Programs 

Programs can only be written on a 
computer linked directly to the computer 
operator's terminal and only if the com- 
puter has been accessed. 

COMPUTER SYSTEMS 

The computer systems of Jetsom platform 
and Snobol/Moneyspider are shown 
schematically in Diagram 1 and 2 (see 
 

Pull-out Sheets I & VII), and are described 
in etail on Pull-out Sheets II & VIII. 

Each computer has a two-part code (e.g. 
"J/MN"). The first letter gives it general 
location (J for Jetsom, M for Snobol/ 
Moneyspider), and the second two are an 
abbreviation of its full name (e.g. "MN" 
for Main). Each program has a three-part 
code (e.g. "J/MN/LS"). The first three 
letters refer to the program's computer, 
and the last two are an abbreviation of the 
program type (e.g. "LS" for Life-support). 
 


CREW OF THE MONEYSPIDER

Skills 

Some of the crew of the Moneyspider 
have skills which are specifically con- 
cerned with the running of space-going 
vessels: 

Piloting: which allows a character to pilot 
a space vessel. 

Astrogation: which allows a character to 
navigate a space vessel. 

Engineering: which allows a character to 
maintain the complex machinery of a 
space vessel (particularly the engines). 

These skill are fully described in the 
STAR FRONTIERS® Knight Hawks game 
rules. They should not affect the course of 
this adventure, however, and are included 
in the character descriptions for the sake 
of completeness only. 

MAJOR NPCS 

Uniforms 

The uniform of the ByChem Corporation 
is a neat, grey, one-piece overall. It is 
plain except for a thick blue braid running 
along the outer edges of the sleeves and 
legs, and a patch on the chest showing 
the wearer's name and rank. The uni- 
forms are civilian skeinsuits, indistin- 
guishable from normal clothing. The 
braiding can also conceal a vibroknife 
inside a special pocket. 

Weapons 

Each crewmember has two sets of wea- 
pons listed in his or her statistics. The 
"Normal" weapons are those carried at 
all times. The "Emergency" weapons are 
those which the crew will carry in case of 
emergency, and the place where the 
weapon is kept is given in brackets. If 
necessary, the crew will use any weapon 
which comes to hand. 
 

AKIZK TAARK KASS - Captain 
RACE: Vrusk (male) 

STR/STA    35/45     PS 2 
DEX/RS       65/65     IM 7 
INT/LOG     50/40     RW 33 
PER/LDR     55/71     M 33 

Special Abilities: Ambidexterity, Compre- 
hension (21%) 

SKILLS: (Technological PSA) 

Computer 2                Psycho-social 1 
Robotics 2                 Medical 1 
Technician 6 

Beam weapons 3 (63%)          Piloting 4 
Melee weapons 2 (53%)         Engineering 2 
Projectile weapons 1 (43%) 

Weapons: Normal - vibroknife, 20 SEU (in 
uniform); Emergency - laser pistol & 20 
SEU clip (M5b) 
Defenses: Uniform, A/S implant. 

Description: Akizk is a middle-aged, 
male Vrusk with many years service to 
the ByChem Corporation. He is deter- 
mined to make the Venturi Project a 
success, and deeply regrets the loss of 
the Alpha team and rescue party. He 
knows that Baralou is a robot (see below), 
and knows all the security passwords. 

BARALOU Ap-REAVERCHAN 
Astrogator 

TYPE: Cybernetic robot (Yazirian - Female) 
BODY/LEVEL: anthropomorphic (Yazirian)/6 
MOVE NORM/MAX: Limbs 10/30 
LIMBS: 2 arms with Yazirian-type "wings" 
PROGRAMS: Attack/defense, security lock, 
   computer link, and special (see below) 
PARABATTERY: type 2 
STA & DEFENSES: 100; uniform, A/S 
   implant, albedo screen 
WEAPONS: Limbs (DM 2 x 2d10), built-in 
   armament (see below) or other weapons 
ATT 90; IM 9; RS 90 
SPECIAL ABILITIES: infra-red vision 
 

Weapons: Normal - vibroknife 20 SEU (in 
uniform), built-in armament (see below). 
Defenses: Uniform, A/S implant, built-in 
albedo screen (see below). 

Description: Baralou has the appearance 
of a young, female Yazirian, but is actually 
a highly sophisticated cybot. Only the 
captain knows that she is a robot; the 
others regard has as one of the crew. Like 
all cybots she is a combination of organic 
and mechanical components. Unlike nor- 
mal robots, however, her special bio- 
electronic circuits give her a limited 
intelligence (INT/LOG 25/75), and the 
ability to perform the functions of an 
astrogator at level 4. She has no other 
skills, however, and her artificial per- 
sonality (PER/LDR 25/20) is poorly dev- 
eloped. Baralou's cold curt manner has 
earned her the nickname "Frosty". 

Baralou can use any weapon which 
comes to hand, but also has the following 
built-in weapons and defenses: 
  - right hand: sonic disruptor (50 SEU 
     powerpack) 
  - left hand: laser pistol (50 SEU power- 
     pack) 
  - Albedo screen (50 SEU powerpack). 

To simulate Yazirian night vision, Baralou 
has built-in infra-red goggles. 

CASTUSS WALLORR 
Sape Handler (Jetsom Team Beta) 
RACE: Yazirian (male) 

STR/STA    61/45     PS 4 (+3) 
DEX/RS       35/45     IM 5 
INT/LOG     45/35     RW 18 
PER/LDR     37/25     M 31 

Special Abilities: Battle rage (10%), 
Gliding, Night vision. 

SKILLS: (Biosocial PSA) 

Melee weapons 2 (51%)     Environmental 3 
Martial Arts 3 (61%)           Medical 2 
                                               Psycho-social 4 
 

PULL-OUT SHEET IV                                   continued on next sheet                    © 1985 TSR Inc, All Rights Reserved