The Top - Part One. v. 6.30 [last edit 10/15/99]

Written by MICHAEL BABRIECKI - GAME MASTER of ETERNAL PARTY CAMPAIGN.

 

Topics/Sections

Introduction

Doors, Lights and General Functions

Room Descriptions [room hardware and current mundane accoutrements]

Floor Plans - Rooms A-I [CAD drawings]

Control Room, Detailed Description of Boards, Systems and Controls

Operation by Player Characters - Flight, Weapon and Teleport Controls

Top Immunities

Top Damage Determination and Calculations

Top Damage - Current Status

Power Gems and Top Keys - Current Status

Cargo Manifest

Eternal and Pre-Eternal History

Writer’s Endnotes

 

Introduction:

The Top is a magical transport device, a ship that hovers and flies through the air (and travels through the ocean’s water and the vacuum of interplanetary space). The Top gets its name from its resemblance to the child's toy, except this device is nearly 68’ high, 15' wide at its base, 70' across at its widest point. Aside from certain specific components, the craft is entirely made from a single piece of Tensorite, a substance that has properties similar to stone (hard granite) and a metal (stainless steel). Tensorite is medium gray in color and has a slight sheen or luster. Tensorite is non-magnetic and does not conduct heat or electricity well.

The Top is over sixteen thousand years old. Over the centuries, by various possessors, The Top has undergone improvements, modifications and transformations. In concert with the constructive elements, the Top has had its share of woe as well. There has been deconstruction and damage through mishap and direct assault. Initially constructed on Teth in the Age before both the Greek and Egyptian mythoi, The Top has traveled far through space, time and history. Because of the often random nature of its construction, the Top has many inexplicable idiosyncrasies associated with its operation. Most functions are straightforward; others are quite complex and require detailed description. Many of the rules and logic of the Top’s operation have exceptions.

The Top is a magical vehicle that has survived from ancient times. It is a single construct having a variety of magical components, integrated magic items and mystical effects that together produce a glorious, dynamic, seamless interactive engine. It is neither an artifact nor a relic in the traditional AD&D sense of the word. Its initial incarnation was the result of a grand collaboration amongst a group of four very respectable (ultra high level (30th +)) mages and a minor godling.

 

Doors, Lights and General Functions:

From the outside one can see two plainly visible doors. One door leads to room G, the Pad Room and the other door leads into room A, the Living/Dining Room (see below). Each outer visible door is 7.5 x 7.5 feet in dimension. Unless otherwise noted all doors in the Top are sliding in nature, opening at the right. They recess into the wall and then slide towards the left. On the wall to the right side of each outer visible door is a small silver square of metal 3 x 3 inches, 3 feet from floor level. It is a sensor plate and will respond to the touch and specific mental thoughts of those registered on the special access panel in Room I, the Control Room. All controls will also function when a Top’s special key is held to the plate and the holder issues theses same thought commands.

Again from the outside there are two additional doors, they are non-visible and secret. They are located at the base and top of the vehicle. The chance to detect any secret or concealed door in the Top is half the normal chance to detect; i.e. it is more difficult. Detection of the two secret doors does not automatically grant access to their functioning or opening, merely the detection of their presence. The doors as well as their respective sensor pads are concealed and resemble the stone walls. Camouflaged sensor plates, blending perfectly with the stone, function in the exact same manner as its visible counterpart. The secret door at the top of the vehicle leads into room G, the Tube. The secret door at its base leads into a small area, room H, the (lower air) Lock.

If a creature is properly registered or holds a special Top key, physically touching an outside sensor plate and providing the proper thought command will result in the intended request. The commands that may be used from the outer doors are as follows:

 

Table 01: Door Commands

  1. Open Completely.
  2. Close Completely.
  3. Open Partially.
  4. Close Partially.
  5. Unseal.
  6. Seal.

 

This last command will engage a second locking mechanism that will provide an airtight lock (good enough to support normal atmosphere inside with the vacuum of space is outside). Each command will take but 1 segment to occur. An open command issued to a sealed door will result in the door unsealing and opening (all within 2 segments). A closed but unsealed results in a tight fit but it will allow a certain amount of air to pass forth.

From the inside, sensor plates (or touch pads) are typically located on the wall, next to the door and almost always on its right side. These doors also respond to both the touch and thoughts of pre-programmed guests or to the touch and thought combination of a key holder.

Additional interior room commands and functions are as follows:

 

Table 02: Additional Interior Room Commands

  1. Light On/Off, this activates or deactivates the ceiling light panels in the room, either completely on or completely off.
  2. Light Intensity from One to Ten, this controls the light intensity emitted by the ceiling light panels of the room. The ceilings of all the rooms are designed to emit a variable intensity of bluish-white light equivalent to normal daylight (on Teth).

 

Because of the complex magical and mechanical mechanisms involved, when any door is closed, there is only a small chance that a Knock spell will work. In addition to meeting the specific requirements of the spell (consider all closed doors to be under a permanent Wizard Lock spell [cast at 30th level]) there is still only a 10% chance that Knock spell will work upon any closed, 2% if sealed. A successful Dispel Magic spell cast upon a door will negate the Wizard Lock effect for two rounds. A Hold Portal spell (or similar magic) has only a 50% change of working.

The Top is a complex magical vehicle of travel. All interior room walls, ceilings and floors have a grid-like pattern of small holes (1/2" diameter, 2" deep) place in them. Each cylindrical hole is separated by approximately 18". These holes allow for pegs and other devices to be mounted by force fit. Furniture, bookshelves and other heavy objects properly designed may be made to hold in place. During a rough ride things inside the Top would stay in place. With a little innovation and some netting even a journey through zero-gee was possible.

 

Room Descriptions [room hardware and current mundane accoutrements]:

Room A - Living/Dining Room. There are two magical ceiling fans, with wooden blades. These are controlled by a tug switch with three settings; On Low, On High and Off. Doors lead to the outside, into the Bath and into the Library.

This room is furnished with a large oak table that can seat twelve. There are two long comfortable cloth padded couches with a low table. In the northeast corner is a desk with two small bookshelves. There are three cloth rugs on these floors. The room also contains two large wall-sized bookshelves, which hold various adventurer-traveling items and gear.

Room B - The Bath. This room has two separated toilets, a bathtub, a separate shower stall and a large sink w/mirror. There is an endless, but slow, supply of hot and cold water, as appropriate. The Ceiling Light Panel may also be set to emit IR, as a heat lamp. Wastes from the toilet and sinks are disposed of in a magical way. Waste is channeled to a permanently fixed mini Sphere of Annihilation located within the Top’s interior.

There are fixed bookshelves, which contain towels and other toiletries. There are four large hanging ivy-like plant holders affixed to walls as decoration. There is a metal and wooden wind chime in here as well.

Room C - The Library. The room is large and is filled with a large quantity of books. There are hidden magical inscriptions located behind this desk on the north wall. A large pentagram is etched into the stone wall. The Five Points that make up this symbol are composed of the individual sigils of four arch-mage creators with the fifth (top) symbol being a god's mark. Seven other sigils or signs mark outside the pentagram. These represent the other great mages who owned, controlled and contributed to the Top. There is another, newer wizard mark here as well, that of Abrac Adabra.

The many oak bookshelves reach (and are anchored to) the ceiling. There are five long rows that run vertically and three shorter rows running horizontally. They are filled with over 3000 books, manuscripts, tomes, scrolls and various documents. The room contains a desk and a chair in the northwest corner. In the southwest area are three comfortable chairs and a low wooden table.

Room D - The Laboratory. This room contains four permanently mounted Tensorite laboratory worktables located near the south wall. The top surfaces of these tables are designed to conduct laboratory experiments. In the shelves beneath these tables there are storage areas intended to hold various laboratory mage research apparatus; glassware, instruments, sample bottles, containers, chemicals and substances.

Along the north wall niche there is mounted a large stone sink unit that supplies (and drains) hot and cold running water. Here is a mounted stone table next to the sink that contains a disposal hole (see Bath description). In addition the table has a fixture for a source of normal (low voltage, constant, direct current) electricity in the form of an "outlet" on the north wall. There is one magical ceiling fan, with wooden blades.

The traditional sensor pad (silver plate) for the operation of the non-traditional door of Room E (the bedroom/cell) is not obvious is non-traditional itself. The sensor pad is hidden (see the Doors, Lights and General Functions section). The sensor pads are concealed and resemble the stone walls. This hidden sensor plate that opens and controls the doors and lighting of the Tube located near the secret door on the northeast wall.

The four Tensorite laboratory worktables currently contain the mage research from a recent project. The shelves beneath these tables contain laboratory mage research apparatus; glassware, instruments, samples, bottles, containers, chemicals and substances. 95% of the items are Mage-type; the other 5% are Druid related research items.

There is a medium sized round table of pine with six comfortable chairs. There is another mounted book/supply shelf on the east wall filled with various personal notebooks of the current occupier.

The sink area of this room currently shows signs of being used as a kitchen.

Room E - The Bedroom/Cell. This Room has no actual sliding physical/mechanical Tensorite door. Rather, it possesses a Forcewall (a magical ward similar to a Wall of Force) which restricts the passage of all living, non-living, natural, unnatural and magical matter and forces. However, when 30 points of magical damage is done to the ward, it is shattered and passage is then permitted. The forcewall may effectively be attacked with a damage-causing spell and even a magical weapon. A creature that is magical in nature cannot batter its way through. Damage done to the forcewall is regenerated at the rate of one hit point per hour, with total recovery after 24 hours.

From both inside and outside of this room (by way of hidden sensor pads) the following room functions are available; Standard controls operate the lights for the inner room (E, the Bedroom/Cell) and the outer room (D, the Laboratory). Turning the Force Wall on or off. In addition one of four visual effects may be activated:

 

Table 03: Forcewall Commands

  1. Force On, the forcewall is activated.
  2. Force Off, the forcewall is deactivated.
  3. Clear, the Forcewall may be rendered invisible (this is always the ward’s default condition). A Detect Magic spell will reveal a highly magical force covering the doorway.
  4. Conceal One, the magical barrier, when viewed/sensed from room D, appears to be a normal section of Tensorite wall. When looked at from room E, one sees no Tensorite wall in the doorway. The barrier is invisible and one can see normally into the next room.
  5. Conceal Two, the reverse of item 2; the Forcewall, when viewed/sensed from room E, appears to be a normal section of Tensorite wall. When looked at from room D, one sees no Tensorite wall in the doorway. The magical field is invisible and one can see normally into the next room.
  6. Full Conceal, the Forcewall, when viewed/sensed from either side appears to be a normal section of Tensorite wall. Treat all of the above illusionary effects as permanent 5th level Mage spells.

 

The room contains a separate and compartmentalized toilet and shower. It has a smaller sink unit. There is one magical ceiling fan, with wooden blades.

A wooden coat rack for the hanging of cloaks and wet towels is next to the shower. A wooden clothes bureau is on the north wall. In the northeast corner is a desk with two small bookshelves. There is a chair along the east wall. And a four posted brass bed in the southeast corner. There is also a large fixed item shelves which contains clothing and various adventure’s accouterments. The current owner currently stores his magic possessions that can not be worn to bed, here in this place. Most items are easily obtainable from the bed. There is a very large cedar chest (no lock) at the foot of the bed. It contains clean replacement sheets, extra pillows, sleeping furs, etc. The room has two new clothe rugs on the floor.

Room F - The Tube. This cylindrical passageway runs through the upper center of the craft. The Tube has three access ports, all secret doors (from either side). The Tube is four feet in diameter and its height (or length) is approximately 26 feet.

The first point of entry is from outside the craft accessed at the top of the ship (directly under what is referred to as teleport pad A (see room G below)). The secret door on the outside is round, 2.5 feet in diameter. As it opens the circular door-panel splits into two identical hemispheres. Each half slides apart, receding into the surrounding stonework. Just inside this entrance, two feet past the door in the south quadrant of the cylinder there is a hidden door/room control sensor pad.

The second entrance is from room D; the Laboratory (see above), a secret door and hidden sensor pads are both located in the northern section of room D’s east wall. From the inside of the Tube at this door’s location there is a hidden door and room control sensor pad, is on the wall and to the right of the door.

The final entryway to the Tube is located at its bottom. It is accessed from yet another secret door, a large dome or hatch-like entrance that opens to room G. As the hatch opens, it splits in two identical hemispherical halves both which can slide and disappear into the surrounding stonework. There are two normal ways of accessing this hatch: 1) Inside the Tube, two feet past the bottom hatch, in the north quadrant of the cylinder is a hidden door and room control sensor pad. 2) A hidden sensor pad located in room G (see below). In either case, with the proper command the mechanism will function in the following of ways:

 

Table 04: Tube — Hatch and Ladder Commands

1) Open Hatch, the hatch just opens, it splits apart.

2) Lower Ladder, hatch opens and ladder lowers to pad.

3) Open Hatch, opens hatch and lowers ladder. After 60 seconds the ladder is retracted and the hatch closes.

4) Raise Ladder, ladder raises.

5) Close Hatch, closed hatch only if ladder is raised.

6) Hold Ladder, ladder stops in current position. Even after command #3.

 

The ladder’s system is "quasi-smart". It will avoid simple situations that might damage its own mechanism or that of the hatch. For example, when lowering itself onto the pad occupied by an object, it will stop upon contact.

The ladder is twenty feet in length, made from connected cylinders of Tensorite two inches in diameter. The ladder’s normal stowage position is centered in the Tube. It positions itself, by means of invisible magical forces, one foot from the wall of the Tube’s western quadrant. In place and stationary, it acts as the perfect climbing aid for those traversing the Tube. While lowering, raising or stopped the ladder is made to be moving or held steadfast by these same magical forces. The ladder can easily move and lift two tons of weight if need be. The hatch opens or closes in one segment and the ladder descends or ascends in two.

The sensor pads that control doors into or out of this room have the ability to control the lighting emanating from the Tube’s walls. The three sensor pads within the tube control the access ports are hidden and located near each hidden door. The inner wall of the tube room has the same special light generating properties as the ceiling in room B, the Bath. In addition, it has the extra ability to give-off very strong UV light. With prolong exposures damage (to unprotected skin of humans and other creatures) will result at the rate of up to one half a hit point per hour.

Room G - Teleport Pad Room. The room is very large and oddly shaped. It is resembles an inverted trapezoid. On the floor, in the center of this room is a massive, slightly raised plate of brilliant metal, a ten foot square four inches thick. This plate is the Teleportation pad and is also known as Pad B. The pad, though the centerpiece in the Top’s remarkable (but limited) matter transport device, is not a magic item and does not detect as magical nor can it be "dispelled" as such.

The pad appears to be made of solid platinum but is actually an alloy of platinum, iridium, palladium and trace amounts of Tensorite. This alloy is the same substance that makes up all Top sensor pads, hidden or not. For the purposes of damage and immunities treat the pad-material as if were made solely of Tensorite.

The first point of entry is by the outside door, accessed via the stairs along the east wall of this room. This door leads outside onto the "upper deck" of the ship.

The second entrance is through the hemispherical secret door in the ceiling directly above the metal (teleport) pad. This hatch leads into Room F, the Tube (see above).

The next place of passage is at the teleport pad, which is also a secret door. The entire metal construct behaves as if it was a door sensor pad. By touching any part of the metal and issuing a mental command, one can make it slide to one side. It will move nearly nine feet westward and reveal a steep set of open spiral stairs leading down into Room I, the Control Room. This sliding door is magically and mechanically connected to the floor below it.

The final method of entry to the Teleport Pad Room is by teleportation onto pad B. This occurs only under a specific set of circumstances (see Teleportation Controls below).

Currently this pad room doubles as the Top’s major a cargo area. Wooden pegs in walls and cargo nets take up about 30% of the various mundane supplies that are listed on board. The rest of the mundane cargo is spread throughout the rest of the ship.

Room H - The Lower Air Lock or The Lock. This is a shorter and squatter cylindrical passageway that runs through the lower middle of the craft. The Lock has two access ports, all secret doors (from either side). The Tube is ten feet in diameter and its height (or length) is approximately 12.5 feet. It is similar to the Tube (room F, see above).

The first point of entry is from the outside, at the bottom end of the ship. The second entrance to this room connects with Room I, the Control Room (see below).

Both secret doors are identical in function and appearance (or lack thereof). Both doors are round and four feet in diameter and located in the top and bottom ends of the cylinder. As it opens a circular door-panel splits into two identical hemispheres. Each half slides apart, receding into the surrounding stonework. Just inside each entrance, two feet away from each door in the western quadrant of the cylinder there are hidden door/room control sensor pads, one on the floor the other on the ceiling.

A Tensorite ladder is permanently fixed in place. Its top is mounted to the ceiling. Its feet are mounted to the floor, one foot west of the western quadrant of each secret door. The inner walls of the Lock have the same property as of the Tube, including the extra UV generating property.

Room I - Control Room. This room is oddly shaped. The floor area is 25 x 25-foot square and the ceiling is a 30 x 30-foot square. Along the north wall is a solid Tensorite table set into the wall with several Tensorite control panels spaced out on it. See the detailed control board descriptions in the Control Room, Detailed Description of Boards, Systems and Controls section below.

Five padded oak chairs are also in this room, as well as a couch along the east wall. Additional cargo is stored here in this room.

 

Floor Plans - Rooms A-I:

 

See attached CAD illustrations.

 

Control Room, Detailed Description of Boards, Systems and Controls:

 

All controls that increment or display units of distance (or velocity) use the unit of meter or (meters/sec). One meter is approximately (and is considered equivalent to) one yard or three feet.

All controls and displays are in an ancient alien script. All displays of numbers are in base 60. Once known and deciphered this should be easily understood by person of average intelligence.

Whichever button is depressed and active, the complementary indicator light will turn on. Every control on all control boards, unless noted elsewhere, has an indicator light. This confirms whether or not the control is activated. System indicator lights are magically generated light sources that become lit or not as system dictates. They are imbedded into the various tabletops and covered for protection with clear heavy crystal that is convex with the table’s surface.

Most of the Top’s magical powers, those that are (point-based), are derived from the extraction and conversion of energy from precious gemstones. A powergem is a small, specially faceted diamond or ruby that fits exactly into its complementary slot or hallow (also known as a gemport) located on the top surface of certain control or system boards in the Control Room (I). The size and cut of the either the diamonds or rubies are the same however the of gems are not interchangeable.

 

MAIN CONTROL BOARD:

 

Power and Security Systems:

 

01 Tertiary Power Back Up. Three gemport slots, depressions in the surface of the panel where a gem may be inserted. Next to each slot is a indicator light.

02 Secondary Power Back Up. Two gemport slots and two indicator lights.

03 Primary Power Back Up. One gemport and one indicator light.

    1. Primary Power Gemport. One slot and one light. Each of these above areas has the indicated number of indentations in which a small, specially faceted gem can be inserted. The correct type of gem for this power system is a diamond with a base cost of 750 - 1000 gold pieces. An indicator light is next to each gemport. When an appropriate gem is inserted into a functioning port, the indicator light turns on. Anything other than a true powergem of the correct mineral type, shape and cut will result in the indicator light remaining off.

      Only one gem from all the gemports on the Power and Security Systems area of the Main Control Board will ever be actively consumed and thus powering the ship and controls of this section. This gem’s indicator light will flash at a regular (1 second) beat. This gem could be in any of the gemports [01 - 04] and any slot location. However the operator of the ship typically places the active powergem in the primary power gemport. A gem used to power the ship has an indicator light that will flash at a steady rate until it nears its limit. 2-24 hours before being expended a gem’s indicator light will then begin to flash more rapidly.

      A gem being used as a power source for the Top will start to slowly grow smoky in color and become less translucent. This is directly proportional to the power potential (and value) remaining. A completely used or burnt out gem turns into a faceted lump of black carbon of the same size and shape.

      The Top's main power consumption (excluding Weapons and Teleports, which have fixed usage) varies. See Table 05 and Table 06.

       

      Table 05: Powergem Explanation

      Finished

      Type Cost (gps) Applicable Systems Notes

      Diamond 750-1000 Main Control Board 20 points per gem,

      variable usage, see Table 06 below.

      Diamond 750-1000 Teleportation Board 20 Top teleports per gem.

      Diamond 750-1000 Access Board A subsystem of the Main Board

      system.

      Ruby 1000-1500 Weapons 12 Weapon power points.

      Table Note: A Teleportation powergem is the same as a Main Board powergem.

       

      Table 06: Powergem Usage

      Cost to maintain

      Activities: Activity for 1 month (30 days) Notes:

      Normal Lights & Environment 1 Avg usage (10 humans)

      Min. Lights & Environment 0.1 Min usage (1 human).

      All other secondary systems 0.2 Inc doors, locks, Frcewll,

      heated water, elec, etc.

      Floating, stationary 2 At any constant altitude.

      In motion 24 hours/day at max. 10 -

      In motion 12 hours/day at max. 5 -

      In motion 24 hours/day at 1/2 5 -

      In motion 12 hours/day at 1/2 2.5 -

      In active Regeneration state 3 points 1 pt struc dam is

      per 10 days repaired for every 10

      (round up) days of regeneration.

      Or other systems may be repaired in this time (see Operational Integrity below).

      Teleportation Stability Field 0 No power is needed

      Mini Sphere of Annihilation 0 No power is needed

       

      Once the appropriate powergem inserted into any power system board and currently being used as an active power source it cannot be removed from its gemport.

      One gem at a time will be used to actively power one system. When this one gem (which could occupy its board’s primary or any of back up positions) burns out, power is then drawn from another gem that occupies somewhere in the primary or backup locations. As the active crystal is spent and another takes its place. When this happens there should be a smooth transition of usage from one power gem to another. This will produce a slight power flux resulting in a dimming of all lights on board the entire Top.

      Special Note: Should someone or something destroy the only remaining active powergem, there will be 60 seconds of power remaining before the Main Control Boards systems go dead from lack of magically derived energy.

    2. Main Control Board, Board Lock. This is a keyhole with two indicator lights. This system requires one of two (currently) existing keys in order to function. The key can lock the Main Control Board in the On position (with indicator light), in which case all settings on this board are unchangeable (even non-functioning or active gems cannot be removed). In the Off position (with separate indicator light), all controls can be freely adjusted. The key can be removed in either the On or Off position.

      This lock has control over all Main Board system panels, this includes, Power and Security, Directional and Motion, Main Viewer Screen, Weapons and Viewer, Environmental, Operational Integrity, Self-Destruct, and Portal. It does not include any Access Board and system panels or Teleport Board and system panels, which have their own board lock controls.

       

      Direction and Motion Systems:

       

      The Top’s vertical axis is considered to be a line drawn from the center of the Lock through the center of the Tube. This line is its z-axis, which under normal operating conditions is perpendicular to the plane of the ground (or most influential planet-sized body).

      Positive motion along the z-axis results in the vehicle traveling upward from the ground. Negative motion results in the Top closing distance with the ground. Rotational motion allows the Top to turn or spin its facing in a complete 360-degree circle either clockwise (positive) or counter clockwise (negative). The Top’s face side is considered its the north set of walls, as indicated in its schematics.

      Once its face is positioned in the direction of intended horizontal motion and force is applied then motion in that direction occurs.

    3. Ground/Surface Distance Display. This is a numbers display, it shows distance and ranges from 0.0 - 1,000,000.0 meters. In a normal terrestrial environment this display indicates the Top’s distance from the ground (zero indicates contact of the lower base of the Top with the ground). When the Top travels over water the display indicates the distance from surface of the water to the Top. When the Top travels in water the display indicates the distance from ocean/sea/pond floor to the Top.

      In depths of outer space this indicator gave accurate readings to the largest, nearest object of significant mass (e.g., the astral Githyanki asteroid outpost) within range. Objects beyond this range do not register.

    4. Vertical Velocity Display. This display ranges from +/- 0.0 - 500,000.0 meters/second. The upper range of this indicator may seem somewhat extreme and absurd but no explanation of it exists in any of the various original Top tech manuals.

08 Vertical Impulse Slide-Bar. This is a slide-bar style control. It runs from zero to maximum and incremented into 60 parts. It is the type of control that is pushed and slides from bottom to top. The maximum, normal, Top-induced velocities are indicated in the table below.

 

Table 07: Vertical Velocity

Medium of Movement Rate Velocity Velocity

Travel ("/round) (mi./hr) (m/sec)

Air 48 16.4 2.7

Water 24 8.2 1.35

Space 64 21.8 3.6

Table Note: All of these are maximum vertical velocities must be halved because of pre-existing pre-Eternal Party damage to craft.

 

GM Note: During the "Voyage Through the Dark Void Between Worlds" it was discovered that the Top’s motion, in an environment without terrestrial gravity or air resistance, was special. The Top’s maximum velocity now became cumulative, i.e. a constant acceleration manifest (as well as a constant artificial gravity). This has a strange logic to it because when the Top has the ability (see below) to float above the ground and maintain a stationary position. This would necessitate that it constantly exerts a force to maintain its altitude.

09 Vertical Velocity Stop, Vertical Velocity Scale Change and Vertical Velocity Reset Control. There is a group of three buttons with complementary light indicators.

A) Vertical Velocity Stop - Pressing this first button allows the vertical motion of the Top to quickly become zero. Activating this feature effects the Vertical Impulse Slide-Bar [08] by setting it to zero and thus stopping the Top’s normal vertical motion. The Top in mid air will remain thus suspended. Of course other factors, like a very strong natural and magical forces, might make the Top move regardless. Other components of motion (horizontal and rotational) are not affected. This control only works at low speeds, 3"/round or less.

B) Scale Change - Pressing this second button resets the scale of the Vertical Impulse Slide-Bar [08]. Normally the slide-bar scale runs from zero to maximum and incremented into 60 parts, in between. It is the type of control that is push and slides from left to right. Now however the scale runs from -30 to zero to +30 incremented into 60 parts. If there was vertical motion by the Top when this control was engaged then the slide-bar positions itself on the scale to reflect this. Using the scale in this way can achieve from zero to one half maximum vertical velocities in either the positive or negative directions. Positive vertical power will make the Top rise, negative will make it lower.

    1. Reset Controls - Pressing this third button will reset the activation of the above two controls [09A and B]. If the Top is experiencing a negative vertical velocity then this control will not reset the Scale Change function [09B] until conditions allow (i.e. zero or positive velocity along the z-axis).
    1. Emergency Stop for Vertical Movement and Emergency Reverse Control for Vertical Movement. There are two buttons that have complementary lights. The controls can be used to exert, for brief times, a great vertical force to slow, stop and hold (and possible reverse) the Top’s current vertical speed (whether positive (up) or negative (down)). These controls allow quicker response than the standard manipulation of controls and in addition provide additional breaking greatly beyond the normally obtainable (but only for a short time).

A) Emergency Stop - This allows for a breaking force of 128"/round to occur for up to 20 whole rounds to slow, stop and hold the Top’s vertical motion. In the most extreme case known, in a standard terrestrial setting, when the Top has reached a maximum free-fall velocity of about 225 miles an hour, this control can stop the Top’s descent to a stationary float in 20 rounds (provided there is that much distance left underneath). This feature when used in the above extreme example can be used but once per day. Pressing it a second time may disengage the control. Otherwise, this function can be used for a total of 20 rounds per day.

Pressing this button will activate the Vertical Velocity Scale Change [09B] and make the Vertical Impulse Slide-Bar [08] slide to the appropriate side, the opposite to the direction of vertical motion. The Top will slow to a halt in the z-direction and maintain a constant altitude (i.e. float).

If the Top is already stationary (in all horizontal and vertical motion) this control may be engaged to act as a lock upon the movement in the vertical direction. It allows the Top to maintain a constant distance with the ground and have no upward or downward drift. When engaged in this fashion, unless extreme forces are applied, the duration is constant.

B) Emergency Reverse - This control is similar to [10A] but it slows stops and then reverses the vertical direction of the Top. 128"/round for up to 20 rounds. Pressing it a second time may disengage the control.

If both buttons [10A and 10B] are pressed at the same time it will be as if [10A] alone was activated. If either control has been rendered inactive from use then the other device is also inactive for the same duration.

11 Horizontal Speed Display. This display is similar to the Vertical Velocity Display [07] except is measures horizontal motion.

12 Horizontal Impulse Slidebar. This control is similar to the Vertical Impulse Slide-Bar [08]. This is a slide-bar style control. It runs from zero to maximum and incremented into 60 parts. It is the type of control that is pushed and slides from bottom to top. The maximum, normal, Top-induced velocities are indicated in Table 08.

 

 

Table 08: Horizontal Velocity

Medium of Movement Rate Velocity Velocity

Travel ("/round) (mi./hr) (m/sec)

Air 48 16.4 2.7

Water 24 8.2 1.35

Space 64 21.8 3.6

Table Note: All of these are maximum horizontal velocities and must be halved due to Eternal Party caused damage to craft.

 

13 Horizontal Velocity Stop, Horizontal Velocity Scale Change and Horizontal Velocity Reset Control. There is a group of three buttons with complementary light indicators. These controls are similar to control [09].

A) Horizontal Velocity Stop - Pressing this first button allows the horizontal motion (in the facing direction) of the Top to become zero. Activating this feature effects the Horizontal Impulse Slide-Bar [12] by setting it to zero and thus stopping the Top’s normal horizontal motion. Of course other factors, like a very strong natural and magical forces, might make the Top move regardless. Other components of motion (vertical and rotational) are unaffected. This control only works at low speeds, 3"/round or less.

B) Scale Change - Pressing this second button resets the scale of the Horizontal Impulse Slide-Bar [12]. Normally the slide-bar scale runs from zero to maximum and incremented into 60 parts. It is the type of control that is push and slides from bottom to top. Now however the scale runs from -30 to zero to +30 incremented into 60 parts. If there was horizontal motion by the Top when this control was engaged then the slide-bar positions itself on the scale to reflect this. Using the scale in this way can achieve from zero to one half maximum horizontal velocities in either the positive or negative directions. Positive horizontal power (thrust) will make the Top move in the direction of facing, negative horizontal power (thrust) will make it travel in the direction opposite to the direction of facing.

C) Reset Controls - Pressing this third button will reset the activation of the above two controls [13A and B]. If the Top is experiencing a negative horizontal velocity then this control will not reset the Scale Change function [13B] until conditions allow (i.e. zero or positive velocity along the horizontal-axis).

14 Emergency Stop for Horizontal Movement and Emergency Reverse Control for Horizontal Movement. There are two buttons that have complementary lights. The controls can be used to exert, for brief times, a great horizontal force to slow, stop and hold (and possible reverse) the Top’s current horizontal speed (whether positive (forward) or negative (backward)). These controls allow quicker response than the standard manipulation of controls and in addition provide additional breaking greatly beyond the normally obtainable (but only for a short time).

A) Emergency Stop - This allows for a breaking force of 64"/round to occur for up to 20 whole rounds to slow, stop and hold the Top’s horizontal motion. This function can be used for a total of 20 rounds per day. Pressing it a second time may disengage the control.

Pressing this button will activate the Horizontal Scale Change [13B] and make the Horizontal Impulse Slide-Bar [12] slide to the appropriate side, the opposite to the direction of horizontal motion. The Top will slow to a halt in this direction of motion.

If the Top is already stationary (in all horizontal and vertical motion) this control may be engaged to act as a lock upon the movement in all horizontal directions (forward and backward, side to side). It allows the Top to maintain a position relative to the ground beneath with no drift. Once engaged in this fashion the position is maintained indefinitely, unless extreme forces are applied.

B) Emergency Reverse - This control is similar to [14A] but it slows stops and then reverses the horizontal direction of the Top. 64"/round for up to 20 rounds. Pressing it a second time may disengage the control.

If both buttons [14A and 14B] are pressed at the same time it will be as if [14A] alone was activated. If either control has been rendered inactive from use then the other device is also inactive for the same duration.

    1. Compass Display. Mounted into the Tensorite table of this control board is a standard, liquid-filled magnetic compass. 0 [N], 90 [E], 180 [S], 270 [W] it is incremented in 360 degrees, each degree subdivided into four parts (0.250). This device (on worlds with magnetic fields) aids in orienting the Top’s facing direction and in general navigation. This device is non-magical in nature. The transparent compass lens is thick, tough, durable crystal.
    2. Top Facing Control. This control is a large, free-moving knob with an engraved arrow. On the control board around this knob are 360 degrees of radial markings, each degree subdivided into four parts (0.250). The arrow indicates the direction of facing for the Top. Turn the knob and the Top will slowly rotate to the desired facing. This is the simple and slow method of changing direction. Using this control, the Top can reverse facing (180 degrees) in 1/2 a round.
    3. Rotational Velocity Display. This display ranges from +/- 0.0 - 1000.0 degrees/second. This measures the radial speed (if applicable) of the outward most edge of the Top.
    4. Rotational Velocity Control. This control is a large, free-moving knob with scale ranging from -30.0 to zero to +30.0 degrees/sec and incremented into 60 parts. The maximum, normal, Top-induced rotational velocity, regardless of medium is +/- 30 degrees/second.

If the control is turned to the negative the Top rotates at a constant rate in the counter clockwise manner. If turned to the positive the Top rotates clockwise.

This control can be used for quicker directional facing [see control 16]. Here 180 degrees change can be made in 1 segment time [6 seconds]. The indicator light turns on when the rotational impulse setting is anything but zero.

Note: If the rotational velocity of the Top is too high then contents tend to move to outer walls. This control normally just compensates for minor rotational spin that may be induced because of high winds or high rates of horizontal speed.

19 The Mystery Control. This control is composed of one button and one light. The light continuously blinks in a random fashion. This control and indicator light are not mentioned in any of the various technical works on the creation of the Top. Pressing the button does not affect any of the controls on the various boards nor does it manifest an effect anywhere within the ship. The various sigils that adorn all controls on all control boards (see, Operation by Player Characters - Flight, Weapon and Teleport Controls) are strangely missing from on or around this control. [Abrac has never found its purpose or function.]

20 Rotational Velocity Stop. One button with a complementary indicator light. Pressing this button allows the rotational motion (either clockwise or counter clockwise) of the Top to quickly become zero. Activating this feature effects the Rotational Velocity Control [18] by setting it to zero and thus stopping the Top’s normal rotational motion. Of course other factors, like a very strong natural and magical forces, might make the Top move (rotate) regardless. Other components of motion (vertical and horizontal) are unaffected. This control only works at low rotational velocities, 30 degrees/round or less.

21 Emergency Stop for Rotational Movement and Emergency Reverse Control for Rotational Movement. These two buttons have complementary lights. The controls can be used to exert, for brief times, a great rotational force to slow, stop and hold (and possible reverse) the Top’s current rotational speed (whether positive (clockwise) or negative (counter clockwise)). These controls allow quicker (but limited) response compared to the manipulation of standard controls. And in addition they provide additional breaking greatly beyond the normally obtainable.

A) Emergency Stop - This allows for a breaking force of 60 degrees/second to occur for up to 20 whole rounds to slow stop and hold the Top’s rotational motion. This function can be used for a total of 20 rounds per day. Pressing it a second time may disengage the control.

Pressing this button will activate the Rotational Velocity Control [18] making the knob rotate to the appropriate side, the opposite to the direction of rotational motion. The Top will, rotationally, slow to a halt.

If the Top is already stationary (in all rotational motion only) then this control may be engaged to act as a lock upon the movement in the plus or minus rotational directions. It allows the Top to maintain a facing relative to the ground beneath with no rotational drift. Once engaged in this fashion the position is maintained indefinitely, unless extreme forces are applied.

B) Emergency Reverse - This control is similar to B) but it slows stops and then reverses the rotational direction of the Top. 60 degrees/sec for up to 20 rounds. Pressing it a second time may disengage the control.

If both buttons [21A and 21B] are pressed at the same time it will be as if [21A] alone was activated. If either control has been rendered inactive from use then the other device is also inactive for the same duration.

22 Total Stop and Reverse Locks. These are two large buttons with lights and three smaller buttons with lights. This is a safety mechanism, which allows selective combination of all vertical, horizontal and/or rotational Emergency Stop and Emergency Reverse Controls [10A and 10B, 14A and 14B, 21A and 21B] to be controlled by two buttons. The three smaller buttons represent the vertical [22C], horizontal [22D] and rotational [22E] controls to either be included (depressed and light on) or excluded (with light off). The one large button is for Emergency Stop [22A], the other is for Emergency Reverse [22B].

If the Top is already stationary (in all vertical, horizontal and rotational motions) this control may be engaged to act as a lock upon the movement in all directions. It allows the Top to maintain exact position relative to the ground beneath with no drift in any manner. When engaged in this fashion, unless extreme forces are applied, the duration of hold is constant.

23. Levitation Control. Three buttons with three indicator lights arranged in a triangle pattern. Depressing a button activates an indicator light. Only when all three buttons are engaged does the Top’s main levitation ability work. Subsequently, depressing a button again will release it and turn off its indicator light. Only when all three are off does the levitation effect stops functioning.

The Top’s levitation ability places the entire craft (the super-structure) in a unique free moving (in all three dimensions) levitating state. For all intends and purposes the craft is in a zero gravity situation. This effect does not extend to anything on or in the Top. And so the effect is that the Top levitates and objects and people weight normal when in or on the Top. Only when the Levitation Control is activated do the other Direction and Motion Systems controls and effects are fully effective in a normal terrestrial setting. The levitation effect may also be referred to as the "floater" or "hover" mode.

 

Main Viewer and Weapons Systems:

 

24 Main View Screen. This consists of a large flat view screen 5’ x 6’ mounted as part of the wall above the control panels. The view screen aids in navigation and weapons functioning. Its secondary purpose is that of surveillance. The screen gives a live view of the current world outside of the Top. It is typically used while the Top is in motion or stationary, the manner in which this occurs is detailed in the Range Display’s description [27], see below. Cross hairs at the center of the screen can be positioned on a potential target and if within weapons range will glow orange. The distance from Top to object(s) also displays in the lower right of the screen (see Range Display [27]). The minimum range is 50 feet out from center of ship. Anything within this limit cannot be seen normally (see Inverse View Control [29] for exceptions). Nothing within this range can ever be fired upon by the Top’s own weapons.

Note: Imagine the Top encased in a 50’ radius sphere. Vision viewed through this screen-device begins on the border of this 50’ sphere and extends outward (or inward while in Inverse View Mode).

25 Main View Screen On/Off Control. This control consists of a single button and a single indicator light. Depressing this button turns on and off the main view screen. When on, the screen shows the a perfect view of the world outside the Top. When off, the screen is a gray blank. The screen is made of Tensorite.

26 Main Viewer Screen Spectrum Controls. Three buttons with complementary indicator lights. The first button will place the images viewed on the main view panel as seen with normal (human) vision. The second views images as if seen by infra-vision. The third button will show the main screen images as if viewed by ultra-vision. Only one of the three buttons may be depressed at a time.

27 Range Display. This display is mounted into the top of this system’s panel and displays the exact same information as the range information from the Main View Screen [24].

Cross hairs at the center of the screen can be positioned (with the use of controls [30], [31] and [32]) on a potential target and if within weapon’s range (see Table 08) will glow orange. Whether or not an object is within weapon’s range, the distance from Top to said object(s) would display. Both range displays will show from zero to 1,000,000.0 meters (approximately 621 miles). Anything beyond this distance will show up as an infinity symbol.

28 Magnification Control. A turning dial that has 60 marked and incremented positions. This control magnifies the image viewed on the main view screen by a factor of x1 to x60. The dial also has an indicator light, which turns on, when the dial is on an even magnification and off if on an odd one.

29 Inverse View Control. A button with indicator light. Using the concept of the Top being encased in a 50’ radius sphere (see Main View Screen [24]), the vision viewed through this screen-device is outward from the Top and begins on the border of this 50’ sphere. Now when the Inverse View function is enable, the perspective changes from outward to inward, looking down upon the Top from a multiple of positions. The magnification effects [28] still function in this inverse mode. The Top’s weapons will never fire while viewed in inverse mode.

Special Note: The eye is a permanent magical, invisible, sensory construct that is a 5’ x 6’ rectangle and always maintains a constant distance, 50 feet from the center of the Top’s structure. If the Top moves to the near proximity of an object then the magical "eye of viewing" or window may, because of its design, pass through and even halt within a solid matter. Should this happen it will cause the view screen to temporarily show gray. The magical sensor may be detected in the same manner as the sensor generated by a Clairvoyance spell. If successfully dispelled, the eye and all applicable Control Room view screens will be inactive for 2-12 rounds.

A second eye exists for the Teleport View Screen, see the Teleportation Board, Teleport Viewer Control. It functions independently of the Main Viewer.

30 Vertical Angle View Control. This control is a large, continuously turning, and free-moving knob with an engraved arrow. On the control board around this knob are 360-degree radial markings, each degree subdivided into four parts (0.250). The arrow indicates the angle to which the Top’s main view screen looks with respect to the horizontal plane. The zero degree angle is the level view, the flat, horizontal, forward view from center of the Top. 90 degrees is the view straight up. 180-degree angle is the level view, the flat, horizontal, backward (and upside-down) view from center of the Top. 270 degrees is the view straight down.

31 Horizontal Radius View Control. This control is a large, continuously turning, and free-moving knob with an engraved arrow. On the control board around this knob are engraved 360-degree radial markings, each degree subdivided into four parts (0.250). The arrow indicates the angle to which the Top’s main view screen looks with respect to the Top’s horizontal facing, see Top Facing Control [16]. Assume for this example that the Top is facing due North. The zero degree angle is the view to which the Top is facing, also due North. 90 degrees is the view due east of the Top’s facing. 180 degree angle is the view due south (directly behind) of the Top’s facing. 270 degrees is the view due west of the Top’s facing. Manipulation of the vertical angle view control [30] and the horizontal radius view control [31] can achieve a view outward from the Top, in any direction.

32 Rotational Motion View Control. This control is a normal, large knob with an engraved arrow. On the control board around this knob are engraved markings, +60.0 to zero to —60.0 degrees/sec. The arrow indicates the speed (and direction (clockwise or counter clockwise)) of rotational speed of the Main Viewer Screen [24]. The control the Top’s view to sweep at a constant selected speed. This is useful if one wishes to set up a constant surveillance at particular Vertical View Control [30] and Horizontal View Control [31] settings.

At a maximum setting, 60 degrees/sec, a complete 360-degree sweep may be accomplished in 1 segment (6 seconds). At the slowest setting, 0.1 degrees/sec a complete orbit can be accomplished in 3600 seconds (6 hours).

Note: The above three controls [30, 31 and 32] move the location of the field of view for the viewing window on the imaginary 50’ radius sphere.

    1. Viewer Facing Lock & Reset Controls. Two buttons with two indicator lights. The light indicates whether this feature is active or not. This first button when activated controls the Main View Screen [24] locking the upon control settings [30, 31 and 32] fast. When de-activated, the view remains at the current settings until manually changed. When the second button is pressed the main view and all controls are reset to the direction of travel the Top. If the Top is not in motion at this time the view controls are all set to zero.

34 Weapon Power Gemports. This control cluster consists of three gemport slots and three indicator lights. The slot is an indented area of the control panel in which a small and special faceted gem can be inserted. The correct type of gem for this power system is a ruby with a base cost of 1000 - 1500 gold pieces. An indicator light is next to each gemport. When an appropriate powergem is inserted into a functioning port, the indicator light turns on. A incorrect or used gem (or an empty or damaged port) will result in the indicator light remaining off.

Only one powergem from any gemport on the Main Viewer and Weapon Systems area of the Main Control Board will ever be actively consumed.

The energy source manifest the weapon’s beams are derived from consuming rubies [34, this control area]. The beam weapons power consumption has fixed rate, see Table 05 and Table 06. This gem’s indicator light will flash once per minute for each power point remaining in a ruby powergem. When a ruby is consumed or burns out it turns into a faceted lump of reddish black carbon of the same size and shape.

Note: Diamond powergems from [01, 02, 03 and 04] provide the energy need to run the weapon’s systems, the controls, lights and indicators, etc.

35 Weapon Intensity Selection Controls. One button and four indicator lights. Pressing this button rotates to one of four selections. The four effects as indicated in Table 09.

 

Table 09: Energy Weapon (Stun Beam and Power Beams) Properties

Structural Cost in

Name Damage Notes Damage Pwr Pts

Stun Beam 1-4 points To Hit and also save versus

WSR* at -4 or be stunned

for 1 - 4 rounds. A save

indicates no stun effect. 0 1

Power One 1-10+1 To Hit. No save. 1-3 2

Power Two 2-20+2 To Hit. No save. 2-6 3

Power Three 3-30+3 To Hit. No save. 3-9 4

Table Notes: All beams are 3’ in diameter and a bright solid red light (the Stun Beam is translucent pink in color). * - WSR stands for Wand, Staff and Rod.

Each ruby powergem has 12 power points. If a setting is chosen and insufficient power points exist in the gem then when the weapon is fired it will yield the highest beam possible.

 

Table 10: Energy Weapon Ranges

Weapon Ranges Range To-Hit

(yards) Designation Modifier Notes

0.0 - 16.6 not valid NA No beam in this range

16.7 - 150.0 short 0

150.1 - 300.0 medium -2

00.1 - 450 long -5

 

36 Energy Weapon Power-Up Control. This control acts as an activator for the warm-up sequence required for safe discharges of the Top’s energy weapon (any beam selection). The control is a single button with two indicator lights. Depressing the button activates the first indicator light. It locks all ruby powergems to their respective gemports. It also begins the warm-up sequence that requires a full round (60 seconds) to complete. After this time the weapon may safely discharge once per round. Activating this function, normally, in no way drains or discharges potential from a ruby power gem.

If the energy weapon is fired via the Blast Button [39] prematurely, that is before the full one-minute charge up time (or before a full round wait between shots) then table [11] must be consulted. A random event is determined.

The activation of this control does not need to be performed after a firing of the weapon. In fact this weapon power-up can be continuously left active for up to 60 minutes. After that time the system will automatically resets itself. This means that warm-up control disengages and the weapon system after one round powers down fully.

 

Table 11: Premature Discharge of Energy Weapon Effects

D20 Effect

    1. Weapon does not function, weapon powergem charge(s) not spent.

3 Weapon does not function, weapon powergem charge(s) spent.

4 Weapon functions normally, weapon powergem charge(s) spent normally.

5 Weapon functions normally, weapon powergem charge(s) spent are doubled.

6 Weapon at half strength and range weapon powergem charge(s) spent norm.

7 Weapon does not function, weapon powergem discharges completely. - *

8 Weapon functions normally, weapon powergem discharges completely. - *

9 Weapon at 2x strength and range weapn powergem discharges completely.-*

10-11 Mini - Temp shutdown all Weapons & Viewer Sys 2-20 rnds. No beam.

12-13 Minor - Temp shutdown of all Weapons & Viewer Sys 2-20 hours. No beam.

14 Major - Temp shutdown of all Weapons & Viewer Sys 2-20 days. No beam.

15 Ruby powergem currently being used on board explodes in energy fireball. All within 20’ save vs. spells for 6D6 points of damage or half. Top suffers 1-4 points of structural damage to Control Room area (room I).

  1. The entire Top is engulfed in a cloak of magical darkness (50 feet in radius) for 1-6 turns. All view systems become inoperable for same duration.

17 Gravity in entire Top is nullified for 1-100 rounds.

18 Roll twice on this chart.

19 No additional effect(s), situation normal.

20 GM’s discretion or roll again.

Table Note: * - 100% chance that 1-4 randomly determined elements in Main Viewer and Weapons Systems area will receive temporary damage, become non functional and require regeneration to repair.

 

37 Energy Weapon Power-Down Control. A single button with two indicator lights. Depressing the button activates both board lights. It also begins the power-down sequence which after one round, fully discharges of the energy weaponry. It then unlocks the ruby powergems from their gemports. It then releases control [36]. Activating this function, normally, in no way drains or discharges potential from a ruby powergem.

If any weapon is fired via the Blast Button [39] prematurely, during this power-down time must consult table [09]. A random event is determined.

38 Weapon Ready Light. This is a lone indicator light. This light activates only when the system has determined when the weapon may safely be discharged. See control [36] for conditions.

The indicator has a secondary function. Though it is a very rare thing when a "defective" power gem is inserted into the system boards and still, to a degree, functions. The weapon ready light has the ability to partially (50%) detect and indicate if something is amiss with a ruby powergem. The light will blink repeatedly when this occurs.

    1. Weapon Activation Control (AKA the Blast Button). This is a single large button with indicator light. Pressing this button shoots the Top’s energy weapon, as selected by the Weapon Intensity Selection Control [35].

Once a beam weapon (this includes the Stun Beam) is fired and the energy is discharged from and manifests outside the Top the indicator light goes on and remains so for 60 seconds. If a successful energy beam does not appear the light will not activate.

This weapon system has a safe fire rate of once per round. Any time the weapon is used there is a standard power build-up time of one round, which is required for reliable performance. During this time the Top’s weapon is charging up in the same exact manner as if the Energy Weapon Power-Up Control [36] was activated, the same rules apply for premature discharge.

In one round an operator is limited to one safe weapon discharge. The weapon has a maximum fire rate of up to three beam discharges per round.

If a second unsafe weapon discharge is attempted (within one round) it is done with a —2 to-hit modifier and one roll on Table 11.

If a third unsafe weapon discharge is attempted (within one round) it is done with a —4 to-hit modifier and two rolls on Table 11 (for a total of 3 roll within the same combat round). Premature or additional rate of fire for the Top’s weapon system is an unsafe practice not recommended.

The starting point of the energy beam appears 50 feet (or 16.6 yards) from center of the ship. Any target, which is before this start point, cannot be targeted or fired upon (regardless of the position of the Inverse View Control [29]).

If a target is missed then the beam continues until it hits something else (the ground, a building or ship hull, etc.) or until it reaches maximum range where upon it ceases to exist beyond this point. If the target is of substantial area (gopher-sized or bigger) and is hit, the target receives the appropriate damage (or effect) and the beam is terminated. If the target is smaller than substantial size and it is hit then it receives a fraction of the energy damage and a fractionally reduced version of the beam continues, possible striking other creatures behind it. The GM’s discretion may be required.

See below, Operation by Player Characters - Flight, Weapon and Teleport Controls, for a more complete combat and operational procedures and work instructions.

The text above has been reviewed to death. This was sent off to Mike A on 10/15/99.


Site Map | 20 October 99

copyright © 2001 by Michael Moran Alterio, Michael Babriecki, Harry Ching, Stephen Martin, and Donald R. Parrish III (all rights reserved)