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Bugs in the System - Maps and Info.

Posted by GM HeathFor group 0
GM Heath
GM, 1007 posts
Fri 11 Sep 2009
at 23:07
  • msg #1

Bugs in the System - Maps and Info

FROM 1-2:

MONEYSPIDER




VENTURI SYSTEM



quote:
The Belnafaer system was first charted by a survey ship under charter by the
ByChem Corporation. The survey noted nothing of interest until an atmoprobe (an unmanned, atmospheric probe) was sent into the upper atmosphere of the gas giant planet Venturi. This not only reported the presence of the expected gases (hydrogen, helium, methane, etc.) but also found low concentrations of several bio-chemicals (including Cys-DiEropadyne and Meta-Trilphidone) that had never been encountered in nature before.

Cys-DE (Cys-DiEropadyne) and Meta-TI (Meta-Trilphidone) are catalysts (compounds which speed up chemical reactions) and are of great value in the manufacture of pharmaceuticals, plastics and bioelectronics. However, they are both extremely
unstable and very expensive to produce artificially.

The discovery of Cys-DE and Meta-TI on Venturi had thus provided the ByChem Corporation with a golden opportunity to corner the market with a virtually limitless supply.  The first problem was how to extract the chemicals, since they existed only in very low concentrations. The solution was to divide the operation into two stages: the preliminary extraction process would take place within the atmosphere of Venturi on a floating extraction platform (Jetsom); and
purification would be carried out in orbit by the gas mining ship, Moneyspider, spinning around Snobol, one of Venturi's moons.

The second problem was secrecy, since many other mining operations would eagerly start bio-chemical extraction on Venturi given the chance. To keep the secret, Jetsom and Moneyspider are registered as research vessels.


SNOBOL PLANET AND THE VENTURI PROJECT:



JETSOM (See detailed map in next post.)

quote:
Jetsom (Plan VP / J/ 01)
The extraction platform Jetsom floats like a hot-air balloon in the atmosphere of Venturi, supported by bags of gas heated by atomic reactors. It does not
have a fixed position but is blown around by the planet's winds. It does, however, maintain a constant altitude.

Jetsom has a distillation tower that extracts crude forms of Cys-DE and Meta-TI from the atmosphere. The platform is manned by two crews of four (the Alpha and Beta teams) who work 38-day tours of duty with 38-day rest periods on the Moneyspider.


SAPES

"And 'sapes,' yes, as Kuurn asked about...they are a specially-bred strain of 2-meter-tall, muscular, ape-like creatures originating on the Yazirian's home planet. They have been bred by Renouf Associates of Hakosoar (Scree Fron) as an alternative to robots in certain applications. Sapes are currently being tested in a wide variety of settings (hidden from the prying eyes of the larger corporations), hence their presence on Jetsom.



quote:
Venturi's stormy atmosphere makes normal radio transmission impossible, and so Jetsom has a subspace radio for communicating with the Moneyspider. The automated shuttles have normal radios and so lose touch with
Moneyspider once they enter the atmosphere.



TIMELINE
Disaster strikes Jetsom about 32 days before you arrived.

DAY 0:  Beta team descends to Jetsom and Alpha team returns to Snobol.
DAY 19: (Snobol furthest from Venturi).
DAY 20-37:  Minor problems with Jetsom electronic systems.
DAY 38 Alpha team descends to Jetsom and Beta team return to Snobol.
DAY 43: Disaster befalls Jetsom. During a magnetic storm, something terrible happened to Alpha team.
DAY 44: Parl Kiopta and three others from the Moneyspider are killed attempting to reach Jetsom.
DAY 57: (Snobol furthest from Venturi).
DAY 72: You arrive at Snobol.
DAY 75: You are allowed to have dinner with the Captain.

quote:
"This is all strictly confidential, mind you, but I would like you to attempt a rescue.  Is that something you think you could do?  I wouldn't ask, but we are down to just 6 crewmembers, including me, and the robots and sapes, for the most part.  We just can't risk it."

He is very sober now.  "The Venturi Project, I must say, is now close to complete failure.  A catastrophe.  All I really know is what I received in the following garbled, subspace radio message transmitted during the magnetic storm."  He plays it for you:

quote:
"...calling Moneyspider, Jetsom... Moneyspider... a
major electro-magnetic storm with... failure in...
have gone crazy ... hold on much longer... into
freeze field but... Akord thought she knew... can't
find her..."

quote:
"The Moneyspider's sensors show that Jetsom has not broken up and is holding a stable position. The ship's heat-sensing, infra-red detectors also show that the buoyancy bags and distillation column are still working, which means that the atomic reactors are still providing power. It is, therefore, possible that some of the crew have survived, making speed vitally important."

This message was last edited by the GM at 23:09, Fri 11 Sept 2009.
GM Heath
GM, 1008 posts
Fri 11 Sep 2009
at 23:10
  • msg #2

Re: Bugs in the System - Maps and Info

DETAILED MAP OF JETSOM


GM Heath
GM, 1014 posts
Tue 15 Sep 2009
at 19:24
  • msg #3

Re: Bugs in the System - Maps and Info

NEW EQUIPMENT

Breathing Mask
Mass - mask negligible; tanks 1kg each
Cost - mask 100Cr/tank 50Cr; tank re-fill 10Cr


A breathing mask protects characters from the effects of poisonous gases in the same way as a gas mask. It also has a small, pressurized oxygen tank (connected to the mask by a tough, slender, 2-meter, flexible pipe) that enables characters to breathe even where the atmosphere contains little or no oxygen.

Each oxygen tank contains enough gas for 2 hours. After this time, the empty tank can be replaced in 1 turn if a full one is available. Unlike a spacesuit (see KH - p28) a breathing mask will not protect the wearer in any way from the effects of vacuum or extremes of temperature.

Chillsuit
Mass - 1kg (plus power source)
Cost - 400Cr


A chillsuit is designed to protect its wearer from conditions of extreme cold. It consists of a close-fitting suit of thin, insulating material that completely covers the wearer's body and head. Incorporated into the suit are a digital thermometer, clear plastic dome-like goggles and a special heat-retaining filter for breathing through. In addition, the material of the suit and the filter can be electrically heated to provide extra protection. The energy is provided by a power beltpack or backpack. The rate at which the suit uses energy depends on the setting (0, 1, 2 or 4 SEU per hour) that also determines the level of
protection.

The INJURY FROM COLD TABLE gives the rates at which characters wearing normal clothing or a chillsuit (at various settings) will loose stamina points when exposed to different levels of cold. Unless otherwise stated, rates of loss are per hour. The table assumes dry conditions with fairly still air; rain, wind, etc., will lower the effective temperature dramatically. For the purpose of curing, this injury counts as a wound.

A chillsuit offers no protection other than from cold, but it can be worn under a skeinsuit or albedo suit and will not interfere with defensive screens. A gas mask or breathing mask may be worn with a chillsuit, as may infra-red goggles or sun goggles.

INJURY FROM COLD TABLE
Temperature(C) Normal ---------------Setting----------------------
               Clothes | 0 SEU/hr | 1 SEU/hr | 2 SEU/hr | 4 SEU/hr
Above 0        0         0          0          0          0
0 to -20       1         0          0          0          0
-21 to -50     6         1          0          0          0
-51 to -100    20        6          2          0          0
-101 to -150   2/min     20         12         4          2
-151 to -200   2/turn    2/min      30         20         6
This message was last edited by the GM at 19:25, Tue 15 Sept 2009.
Desiraye Lipost
player, 695 posts
Desiraye Lipost
Corporate Investigator
Tue 15 Sep 2009
at 20:09
  • msg #4

Re: Bugs in the System - Maps and Info

We better make sure we take ALL of the powersources with us (backpack, beltpacks, clips, etc.)!
GM Heath
GM, 1016 posts
Tue 15 Sep 2009
at 23:28
  • msg #5

Re: Bugs in the System - Maps and Info

Let's do this:

I'm going to assume all of your equipment (every last bit) was brought from the freighter and put aboard your shuttle.  The shuttle here will be like your "home base" if you need resupplies or anything like that.

So what you need is a list in your equipment that tells what you are carrying with you at all times (i.e., when not at the shuttle).
GM Heath
GM, 1086 posts
Thu 19 Nov 2009
at 18:47
  • msg #6

Re: Bugs in the System - Maps and Info

Just to summarize some key facts:

You descended to Jetsom on Day 76 at the time of Snobol's closest approach to
Venturi (see orbital map above).

Your object is to restore the platform's systems to working order, rescue any survivors of the disaster, and bring back as many tanks of crude bio-chemical as
possible at the next close approach of Snobol 38 days later (day 114).

So you are stuck on Jetsom for 38 total days until the full orbit.

quote:
In dire emergency, however, the characters could take the shuttle into a low orbit around Venturi (the limit of its range) and the Moneyspider would detach itself from Snobol and come down to rescue them. This would ruin the Snobol micro-distillation column, however, and condemn the Venturi Project to becoming a financial failure. If the characters choose to make use of this last resort, and leave Jetsom in this way, they will receive no reward.

GM Heath
GM, 1120 posts
Tue 5 Jan 2010
at 20:22
  • msg #7

Jetsom Computer Terminals



TERMINALS 5 AND 6:

J/GL General System Computer (1)
Location: Module E - Computer Room
This computer handles the platform's library, computer records,
and entertainment.


Its programs are:

J/GL/CN Communication (1)
Controls intercom and radio communication, provides
entertainment and permits access to J/GL/IF (information
storage) program. The Matrix infection causes the program to
make calls via the intercom random (see Intercom), and makes
the view-screen in the common room (B1) show strange things.
Access to the information storage program is not affected.

J/GL/IF Information Storage (2)
The platform's library and records system. Since the Matrix
infects it, it will not display its file index. Since information can
only be recalled from a file if its name is known, this malfunction
will effectively prevent the characters from using the program.

TERMINAL 3:
J/MT Maintenance Computer (2)
Location: Module C - Maintenance Room
This computer handles the maintenance (routine and emergency)
of the platform.

Its programs are as follows:

J/MT/CD Computer Security (2)
Standard security program. The Matrix prevents it from
responding to its original password.

J/MT/DC Damage Control (3)
Damage control program modified from the normal starship
version to co-ordinate emergency repairs to Jetsom. It operates
through the J/MT/MT (maintenance) program. The infection by
the Matrix has not affected this program at all.

J/MT/MT Maintenance (1)
This is a standard maintenance program that ensures the day-today
upkeep of the platform. The infection of this program by the
Matrix means that it will not take action to correct any faults that
may occur.

J/MT/RM Robot Management (4)
This sends commands to the external, general and reactor
maintenance robots. Since it became infected by the Matrix,
there is a 30% chance that any orders which the characters give
to these robots through this program will be changed (the
referee must decide how) so as to make the robot do something
else. Note that while the external and general maintenance
robots are themselves affected by the Matrix, they will ignore
commands from this program.


Each computer holds several programs whose functions relate to a particular aspect of the workings of the ship or platform.

Command Channels and Blocks
The Jetsom (and you see, the Moneyspider by extension) computer systems have two special features; command channels and command blocks.  Command Channels are the routes by which instructions are relayed from terminals to programs or between programs. New command channels may be installed using the interfacing computers skill, but can only be connected to a computer through the program at the top of its list (usually a security program).

Command blocks are devices fitted into command channels. They allow computer commands (including attempts to operate computers, write programs, defeat security, display information or manipulate programs) to pass in only one direction. They may be removed from command channels by a successful attempt to interface computers. Command blocks are physically located inside the computers.

A line of communication can run through any combination of command channels and security, lockout, communication or bureaucracy programs so long as any remaining command blocks on the line are pointing away from the terminal. All terminals, therefore, have a line of communication with the computers to which they are connected.


Displaying Information
A successful attempt to display information on a computer that is accessed will reveal one of the following pieces of information (whichever is closest to the information being sought). Each piece of information requires a separate, successful attempt to display it. For each computer, the information available is:

· Its full designation and level (e.g. "Main System (3)")
· Its location (e.g. "module E - Computer Room")
·A list of the code-names (e.g. "J/MN/BE") of its programs
·A list of terminals and their locations (e.g. "Term-13; Module E –Control Room")
·A list of the code-names (e.g. "M/LS") of the other computers it is connected to by a command channel.

For each program within a computer, available information is:

· Its type and level (e.g. "bureaucracy (3)")
· Its command links, both with terminals (e.g. "Command from Term-5") and with programs; i.e. the code-names of which programs command it (e.g. "Command from M/MN/C") and which ones it commands (e.g. "Command to J/LS/LS")
· Its purpose (the original purpose will always be given, regardless of the effects of the Matrix)

Information storage programs can give many kinds of information.


If you would like to try to perform any of these attempts, please list for me your percentage of success.  I will do the rolling for these.
This message was last edited by the GM at 20:05, Wed 06 Jan 2010.
GM Heath
GM, 1122 posts
Wed 6 Jan 2010
at 20:10
  • msg #8

Re: Jetsom Computer Terminals

Yag continues to cogitate about the computers, finding the following:

Operating the System
Most tasks using computer skills (i.e. operating computers, writing
programs, defeating security, displaying information and
manipulating programs can only be carried out from a terminal. The
others (i.e. bypassing security, interfacing computers and repairing
computers) are only possible if the character can physically reach the
unit(s) concerned.

Access and Lines of Communication
In order for characters to work on a computer or program from a
terminal there must be a line of communication to it from that
terminal.

A line of communication can run through any combination of
command channels and security, lockout, communication or
bureaucracy programs so long as any remaining command blocks on
the line are pointing away from the terminal. All terminals, therefore,
have a line of communication with the computers to which they are
connected.

Any security or lockout program in a line of communication will
block the passage of commands unless its password is known or it is
defeated or bypassed.

Characters may attempt to use the defeating security and
manipulating programs skills on any program
linked to their terminals by a line of communication.
A computer is only fully accessed if all computer security or
computer lockout programs along the communication line between
the terminal and it are defeated or bypassed. If the first program
inside a computer that a line of communication reaches is a security
or lockout program, this must also be overcome before the computer
is accessed.

It is possible to access a computer indirectly, through a line of
communication built up from another computer that has already been
accessed. To do this it will usually be necessary to overcome security
or lockout programs and maybe even to remove command blocks
(see above) and/or manipulate programs.

Manipulating Programs
Any program to which a line of communication connects may be run,
purged or altered by successful use of the manipulating programs
skill, from the terminal at the other end of the line. Security or
lockout programs must be defeated before they can be manipulated.

Writing Programs
Programs can only be written on a computer linked directly to the
computer operator's terminal and only if the computer has been
accessed.
GM Heath
GM, 1181 posts
Wed 21 Apr 2010
at 16:24
  • msg #9

Re: Jetsom Computer Terminals

Above is a description of how the computers work.

Below is the full intranet map which you've now uncovered:


GM Heath
GM, 1237 posts
Thu 22 Jul 2010
at 16:57
  • msg #10

Moneyspider Map

MAP OF MONEYSPIDER

GM Heath
GM, 1238 posts
Thu 22 Jul 2010
at 16:58
  • msg #11

Snobol Map

MAP OF SNOBOL


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