Written by MICHAEL BABRIECKI - GAME MASTER of ETERNAL PARTY CAMPAIGN.
Environmental System:
The environmental systems on board the Top were initially designed to provide a variety of life-supporting tasks to those who dwell within. Table 12 provides some guidelines and current status.
Table 12: Top Environmental Effects and Status
Area of Effect Current Status
Refresh and filter existing gases (air) Non-functioning, except rooms D, E & F.
Replace/remove lost/excess gases and reestablish proper pressures Non-functioning, except room H.
Stabilize interior room temperatures Functioning normally in all areas.
All of these interior environmental controls assume life prosperous parameters for that of normal human beings. The "environmental changing effects" occur at the wall, ceiling and floor surfaces through out the interior of the Top.
Sealed doors can withstand the vacuum (and the cold) of space and pressure equivalent to 1000 meters (3000 feet) below sea level. Greater pressures have not been tested and are not recommend. Prolonged exterior temperatures of 2500 degrees F have been endured.
40 External Acceptable Atmosphere Indicator Light. This control is a single light that blinks when the condition of the atmosphere would threaten human life. Some examples include incorrect oxygen mixture, poisonous or otherwise noxious gases, vapors or liquids and the presence of deadly airborne spores. The indicator light will blink more rapidly the greater the danger.
41 External Pressure Display with Indicator Light. This is a numbers display, it shows atmospheric pressure external to the Top ranging from 0.00 - 500,000.00 torr. The light will blink when the pressure would threaten human life. It will blink more rapidly the greater the danger.
42 External Temperature Display with Indicator Light. This is a numbers display; it shows temperature external to the Top ranging from 0.0 - 10,000.0 degrees Kelvin. The light will blink when the temperature would threaten human life. It will blink more rapidly the greater the danger.
43 Internal Environmental Status Bank.
This indicator set has a row representing each room in the Tops interior. Nine rows total designating rooms A-I. Indicator lights will blink when the respected condition would threaten human life. It will blink more rapidly the greater the danger. A status light will be on constantly if the status of the specific system is 100% operational. At 90% of nominal the light would blink nine times a second, etc. Function lights are on only if the particular mechanism is currently working to equilibrate the atmosphere to a comfortable human norm.
44 Special Environmental Conditions Hazard Lights. There are two indicator lights. The first attests to a special hazardous condition(s) that the Tops exterior surface may be affected by. The second affirms that a special hazardous condition(s) may exist inside the Top (whether it is along the inside surfaces or throughout the volume of the ship). The general categories of special hazard are as follows; unusual magical, natural, unnatural or psionic energies in the form of an ongoing effect or lingering outcome. For example, a fireball or a glyph of warding cast successfully at the outside of the Top. The fireball would show in a momentary flicker, the glyph would make the indicator display constantly until the effect was removed. In addition any harmful spell casting or psionic activity performed within the ship. No specific location along the outside or along the inside of the vehicle is indicated. The GMs discretion may be required here.
Operational Integrity Systems:
This mechanism is designed to provide the operator with critical information pertaining to the status of the Tops superstructure as well as all special magical functions and their control systems. It also provides limited control over the Tops special ability to auto-repair itself.
45 Operational Status Tier. The following indicators display numerical percentages representing average approximate operational efficiency of the entire board or system. 100% means the entire section is fully functional. The permanent status column indicates damage to the system or board that is non-repairable (i.e. unable to be repaired by the ships regeneration ability). Current status includes permanent damage plus any additional temporary damage. Temporary damage may be restored given enough time. See below.
Table 13: Board and System Integrity and Status
Current Permanent
Area of Effect Status % Status %
MAIN CONTROL BOARD: 85 85
Power and Security Systems: 100 100
Direction and Motion Systems: 67 67
Main Viewer and Weapons Systems: 100 100
Environmental System: 42 42 Operational Integrity Systems: 100 100
Self-Destruct System: 100 100
Portal/Door Systems: 98 98
ACCESS BOARD AND SYSTEM: 100 100
TELEPORTATION BOARD: 99 99
Power and Security Systems: 96 96
Auto Teleport Time, Frequency and Destination Systems: 100 100
Main Teleport System: 100 100
Movement Sensor System: 99 99
Teleport Viewer Control: 100 100
SENTIENT CONTROL BOARD AND SYSTEM: 100 100
SUPERSTRUCTURE (includes walls, ceilings and floors). 16/500 16/500
All Remaining TERTIARY SYSTEMS; Components and Elements
not covered by above. For example, lights (per room), water,
electricity etc. 97 97
The super-structure category is not a particular system or control board but a display of damage to the edifice and framework of the Top itself, its walls, ceilings and floors. Doors are handled by the Portal/Door System.
A 10 x 10-foot section of typical exterior Top wall (with or without mechanical door) has 20 structural points of toughness and durability. The Top possesses a total of 500 structural points.
This control cluster contains one column of buttons with a complementary column of indicator lights to the right of the above displays. These controls are described in control [48] below.
46. Regeneration On/Off Selection. This control area is made up of two buttons with two indicator lights. This control is either in On or Off. If on, the regeneration system works, if off the Top does not regenerate. Once every 60 days (since the last time this control was used) this control will automatically rest itself to the On mode.
47. Secondary Regeneration Selection. This control area is made up of two buttons with two indicator lights. This control is either set to Off or Automatic. See control [48] below for details.
48. Auto/Manual Regeneration Select. This control area is made up of two buttons with two indicator lights. This control is either in Manual or Automatic mode.
When in manual mode this and one other button from control cluster [45] is selected to determine which area of the Top will the regeneration effect occur. It will activate and begin the Tops self repair provided that there are enough power points in the current powergems on the main system board. Please note that when actively repairing itself the Top uses more power than normal. It therefore consumes powergems at a faster rate (see Table 06). When the regen system, after the appropriate time, has completely fixed all temporary damage to the specific system selected a chime will signal (which can be heard through out the interior of the ship). The next event depends upon the setting of control [47]. If the secondary regeneration selection control it is set to Off, the regen process will stop until further manual manipulation of the controls by the operator. If the secondary control is set to Automatic, self-repair will continue in a specific unvarying sequence as detail in Table 14 below until all temporary damage is fixed.
When in automatic mode (or placed there by the selection of control [47]) a preset regenerative priority order is followed.
Note: Actual, specific, permanent Top damage is described throughout this document as well as summarized in Top Damage - Current Status, see below.
Table 14: Auto Mode Regen Order and Rates
Rate
(Components or
Points per Time
Area of Effect Sequence Period)
MAIN CONTROL BOARD:
Power and Security Systems: 03 1/hour
Direction and Motion Systems: 07 1/day
Main Viewer and Weapons Systems: 06 1/day
Environmental System: 01 1/hour
Operational Integrity Systems: 02 1/hour
Self-Destruct System: 13 1/day
Portal/Door Systems: 05 1/day
ACCESS BOARD AND SYSTEM: 15 1/day
TELEPORTATION BOARD:
Power and Security Systems: 09 1/day
Auto Teleport Time, Frequency and Destination Systems: 11 1/day
Main Teleport System: 08 1/hour
Movement Sensor System: 10 1/day
Teleport Viewer Control: 14 1/day
SENTIENT CONTROL BOARD AND SYSTEM: 12 1 month
SUPERSTRUCTURE (includes walls, ceilings and floors). 04 1 structural
point/week
All Remaining TERTIARY SYSTEMS; Components and Elements
not covered by above. Frex. lights (per room), water, electricity etc. 16 1/day
Table Note: If a particular system (board or the superstructure) does not possess temporary damage then the regen system continues down the list.
Scenario 01: In addition to the 16 permanent points of damage, the Top receives temporary damage in a recent combat. All damage is temporary unless specifically indicated. The damage is in the form of 3 structural points, 4 components in the Direction and Motion System, 2 components in Power and Security System, the entire (all components) Environmental System and 2 doors.
If the automatic repair system is on ([46] On, [47] Auto and [48] set at Auto) then on the automatic repair system will repair in the following order and the standard times. The component within a system to be repair is to be determined randomly.
Number of Components/ Running
Order Control Area Points Damaged Rate Time
1st Environmental System System = 5 components 1/hour 5 hours
2nd Power and Security System 2 1/hour 7 hours
3rd Direction and Motion System 4 1/day 4 days, 7 hours
4th Structural Points 3 1/week 3 weeks, 4 days, 7 hours
5th Doors 2 1/day 3 weeks, 5 days, 7 hours
In this example the running time is the actual time required to become fully operational (not including any permanent damage). In addition to the normal power consumption, being in regen mode has an additional power cost. In the calculation for this cost one rounds-up the "weeks" running time. In the above example 4 weeks worth regen power would be needed for the above repairs. Finally, 4 weeks worth of power at 3 points per (10 day) week = 12 power points. This is the gem power cost.
49. Home Date and Time Display. This is an unusually wide display, which shows Teth temporal coordinates in an ancient base-60 language and format. It is 100% accurate. If the Top should loose power completely, this component will still function.
50. Local Date and Time Display with Set Button. As above [49] but when the button is pressed the display will reset to local time and local format (Day, Month, Year, Cycle and Hour (in 24-hour format), Minute and Seconds). It is 100% accurate. If the Top should loose power completely, this component will still function. The display is currently in Lotharian (surface) time.
Self-Destruct System:
51. Arm and Lock Keyhole with Indicator Lights. This control requires a special magical Tensorite Top key to access this control. It has a 50% difficulty modifier (each time) should someone attempt to pick this lock. The mage spell Knock (or similar magics) will not work on this lock mechanism (or other Top keyholes for that matter). A yellow light shows when the key is present. A green light shows when the key is removed and there is no countdown. If there is a countdown in progress a bright red light flashes once per second. A distinctive chime is heard here in the Control Room and throughout the interior of the Top, once per segment.
If the key is not present none of the control components or elements in this system will function. Once the key is placed in its keyhole all items may be manipulated and set. Once the key is removed then all controls are locked into place. If a countdown to destruction has been initiated it will continue until the key is returned and the countdown is deactivated with control [54] or until the countdown is complete and the Tops self-destruction is complete.
52. Timer Display and Set Buttons. This control component consists of the following elements; a dual display which reads in ancient base-60 and in local time.
The local indicator shows: Hours, minutes, seconds, as thus:
60:00:00
There are six buttons to aid in the setting of the countdown delay time. The minimum set time set 6 minutes; the maximum is 60 hours even (the default setting). An individual may set any time in the matter of 6 seconds game time. If less than 6 minutes or 00:00:00 (the equivalent of zero time) is entered and the Destruction button [53] is pushed there is no explosion. The board beeps in a brash and annoyed fashion.
The Top requires a minimum of 6 rounds to build up its magical forces to an explosive level. It will become particularly evident in the last 6 rounds of countdown as all active system boards glow and pulse more rapidly as the end nears. At this point it can they can be released or abated but they can not be placed on hold. There is no way to instantaneously and immediately destroy this ship with the self-destruct mechanism.
53 Destruction Element Cluster. This component area consists of one activation button (AKA the destruction button) and three red indicator lights. The button must be pressed three times in less than 6 seconds in order to start the countdown sequence. Part of the ancient script that is written on and along side of the controls is, "The operator should not attempt this action." If the Top should complete the destruction sequence, refer to Table 15 below.
Table 15: Random Self-Destruct Event
1-15 Major Explosion The Top explodes in an ultra-sized sphere of dimension-ripping energy, magical fire, heat and debris.
All creatures in Top (or in contact with) save versus death or die (no dex, no wisdom, no magical resistance, no magical protections and magic items of protection. Only a luckstone will aid here in this situation). A successful save indicates just receive 500 points energy damage. Failure to save means instant death. Constructions or edifices receive 50 structural points of damage. Items save versus magical fire at 5.
All creatures with 50 feet of the Top save versus death or receive 300 points magical fire damage (save for half). Constructions or edifices receive 30 structural points. Items save versus magical fire at 3.
All creatures between 51 and 100 feet of the Top save versus death or receive 100 points magical fire damage (save for half). Constructions or edifices receive 10 structural points of damage. Items save versus magical fire at 1.
All creatures between 101 and 150 feet of the Top save versus death or receive 1-30 points normal fire damage (save for half). Constructions or edifices receive 1-3 structural points of damage. Items save versus normal fire at +4.
All creatures between 151 and 200 feet of the Top save versus death or receive 1-6 points debris damage (save for half). Constructions or edifices receive 0-1 structural points of damage. Items do not have to save.
1. Major Explosion (as above) but the Top and contents (including occupants) are not destroyed, does not suffer any damage but randomly shifts to another plane.
2. Top teleports to a random location on this plane. All living creatures remain behind.
18. The Top remains in place and all creatures inside save versus death (at 6 and no magic resistance) or are disintegrated.
19. The Top does not self-destruct. Within 0-11 segments a Maker appears.
20. GMs choices, pick item(s) from table, create a unique situation or re-roll.
Table Note: Only Major Explosion is mentioned (and not in any great detail) in the various ancient books in the Tops library that describe the vehicles functions and construction. The other possibilities are never mention or even hinted at.
Portal/Door Systems:
This command area was designed to control and determine the status of the 12 door (and gateway-like) mechanisms that are located throughout the Top.
57. This control cluster has door controls for all 12 portals in the ship.
A Sensor Pad (a small 3-inch square) etched in the Tensorite tabletop, a column of 12 buttons and 8 (plus) columns of indicator lights:
Open Completely. Close Completely. Open Partially. Close Partially. Unseal. Seal. Warning. Damaged.
The first six columns represent door commands (see Table 01). The next two columns are status or situational indicators in case a door is somehow hampered from functioning (blocked or are about to be damaged) or actually damaged.
Selecting these button(s) direct which door(s) will be issued the door command. More than one door may be issued the same (applicable) command and it (they) will respond accordingly. A command is issued by making physical contact within the etched area and then mentally thinking the command. Commands will successfully come from only those who possess a Top key or are recorded and active in the Access Board/Access System control area.
Below is a list of doors and their descriptions, locations and any special notes. This control does not allow one to manipulate Tertiary controls such as lights, fans, water, etc. These room functions are strictly controlled locally, in the room(s) where the individual control pads are located.
Table 16: Portal Control and Status
01: Circular Secret door in the Tube [F] exiting to the outside (the top of the ship, this is also teleport pad A).
02: Exterior room door in the Living Room [A], exiting to the western outside ledge of the Top.
03: Interior door between the Living Room [A] and the Library [C].
04: Interior door between the Living Room [A] and the Bath [B].
05: Interior door between the Library [C] and the Lab [D].
06: Special Forcewall door between the Bedroom/Cell [E] and the Lab [D]. The control pad for this portal will allow access the special Table 03: Forcewall Commands. The indicator lights for these controls are different accordingly.
07: Interior Secret door between the Lab [D] and the Tube [F].
08: Interior Secret dome hatch between the Tube [F] and the Pad Room [G]. The control pad for this portal will allow access the special Table 04: Tube Hatch and Ladder Commands. The indicator lights for these controls are different accordingly.
09: Exterior room door in the Pad Room [G], exiting to the eastern outside ledge of the Top.
10: The Pad. Acting as a physical door in this instance, it is located in the Pad Room [G] and can slide open to allow access to the Control Room [I].
11: Interior Secret door between Control Room [H] and The Lock [I].
12: Exterior Secret door between the Control Room [I] and the outside (the bottom of the ship).
ACCESS BOARD/ACCESS SYSTEM:
This system was designed to provide many options to the access of ships systems and controls located throughout the Top. One option allows for a limited number of pre-screened and authorized beings or entities could use Top controls successfully. Security of this type may be granted on a variety of levels, detailed below.
58 Lock Keyhole with Indicator Light. This control requires a special magical Tensorite Top key to access this control. See [51] on Self-Destruct System. A green light shows when the key is present and the controls below may be manipulated. Once the key is removed all elements on board are locked into place (this includes wafer cards in all sections of the board, active or not). The wafer cards when placed into a slot sit almost flush with the board.
59 Security Select with Indicator Lights. This control has two buttons, one for selecting Open mode, the other selects Card mode. Open mode will allow anyone (that uses the proper procedures) to use and activate any of the room and door controls. Card mode engages the Tops signature security system and allows only those active wafer cards (and of the right level) to access the specific controls.
60 Active Card Bank (with Buttons and Indicator Lights). Up to ten Tensorite access cards may occupying ten card slots in the element cluster of this component. Next to each slot are 5 buttons each with its own indicator light. This indicates five different levels of control pad access.
Table 17: Access Board Security Levels
Level 0 Even though the individuals card is present in the board, this security level essentially shuts off access of any and all sorts.
Level 1 Allows for the access to only non-secret exterior doors only.
Level 2 Allows for the access of all inner doors except the Pad in Pad Room, Secret door (in floor) in the Control room, Force wall door in Bedroom/Cell. Allows for room controls (lights, etc.)
Level 3 Allows for the access of all exterior doors and interior doors except the Pad in Pad Room, Secret door (in floor) in the Control room, Force wall door in Bedroom/Cell. Allows for room controls (lights, etc.)
Level 4 Allows for the access of all doors. Allows for room controls (lights, etc.)
61 Initializing Sensor Pad. The sensor pad is a small 3-inch square etched in the Tensorite tabletop. This is the place where a finger or other body part is placed when imprinting a card with a new security signature. Despite the obvious the system does not record fingerprints.
62 Initialize/Erase Slot with Indicator Lights. A wafer card is placed into this slot. If it is blank then a green light displays. If the card has an imprint on it currently then a blue light will show. If the card is damaged in some way or the card is not functioning properly a red flashing light will appear.
63 Erase Button with Light. This will absolutely and completely wipe the current card to a blank state.
64 Signature Store (or Record) Button with Light. To operate the system one must place a card into the Initialize/Erase Slot [62]. Pressing Card Erase button [63]. Placing a body part against the Initializing Sensor Pad [61] and pressing the Signature Store button once. Indicator lights will flash and the deed is instantly done. Also the indicator lights [62] will change accordingly to denote the cards current status.
The nature of the signature Essentially the recording device takes an instant image of the persons (or creature's) soul/spirit/mind and places the image onto the wafer card. In addition to recording this signature the system records at the top of the wafer the beings True Name (in ancient script). The system is almost full proof.
65 Storage Card Bank. Up to 16 Tensorite access cards may occupying 16 card slots in the element cluster of this component. A card that stores a living beings profile (or a blank card) that is chosen not to be active is place in an empty slot in this area of the board. There are currently 3 blank cards stored here.
The engram-cards are made of thin wafers of Tensorite; currently there are a total of 13 cards.
Table 18: Current Access Card Status
CARD
# Person/ENTITY LEVEL OF ACCESS NOTES
1 Abrac 4
2 Marvin 4
3 Whorfin (the old, 10th level version) 4
4 Tim Zoltan 4
5 Nomad 4
The text above has been reviewed. This was sent off to Mike A on 10/18/99.
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)