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Continuity Adventure - Kepler Tech Level Questions

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thepedant thepedant's picture
Continuity Adventure - Kepler Tech Level Questions
I know a bunch of folks here have run Continuity, and so if you've read it/run it and discussing it won't spoil it for you, I have a question. [hr] So, after reading over Continuity and reading to and listening to a couple examples of people playing the adventure, I have some significant questions about the Kepler station's internal structures. It seems to me that, depending on when the Kepler was built (and to a lesser extent, by whom), the adventure becomes a lot easier or a lot harder. I'm going to set out three possibilities for the Kepler, and I'd like to know from you guys where you think the Kepler falls. [h3]Option 1: Kepler as Pre-Fall Relic[/h3] In this option, the Kepler predates the Fall by more than two decades. Much of its modern equipment is retrofitted, and some archaic features exist. This means:
  • Cables and conduits for power and data run on the inside of the habitat units in such a way that someone with an axe could cut power/data access to a unit
  • Fusion reactor can be set to self-destruct with difficulty
  • Intercom system with PA runs throughout station; if you're lucky, not connected to Hans. Otherwise, enjoy back-to-back basilisk hacks commercial free.
  • Nanofabricator units are later additions; can be (with some time and an appropriate Hardware roll) yanked out of the wall
  • Control room has physical controls for station maneuvering, plus a physical keyboard and monitor for access to the database (and Hans)
  • Internal lighting mostly manually controlled
  • You could, although it wouldn't be easy, go on a spacewalk outside the Kepler and disconnect one of its maneuvering thrusters from the main control and just jury-rig it to fire, if you were crazy and wanted to "accidentally" smash the Kepler into something
  • Bulkheads can be locked/unlocked by Hans through mesh, but must be manually opened and swing closed with significant negative pressure
[h3]Option 2: Kepler as Apex of Pre-Fall[/h3] This is the deadliest option. Here, the Kepler was built in that blissful period right before the Fall, and it is at the height of technological convenience.
  • All cables, conduits, etc. are internal to the structure and maintained by nanobots, with multiple redundancies. Want to cut the power to that nanofabber? Easier just to blow the whole thing to bits with a plasma rifle (which you won't have).
  • All normal interface with Kepler systems through mesh. Want to talk to Hans? Gotta access the mesh, or jack in. Want to control the Kepler, including opening locked doors without tools? Gotta access the mesh.
  • Bulkheads and airlocks are sliding doors and/or irises with complete remote control by Hans or otherwise. If open, there is no failsafe against vacuum.
  • Tamper with the fusion reactor enough, and the worst it will do is blow its plasma out into space for your safety, leaving you on battery power.
  • Internal lighting controlled through mesh and sensors, may not be switches
  • Failsafes on various components prevent you from setting off thrusters or other ship components in unauthorized ways
[h3]Option 3: Kepler as Post-Fall Holdfast[/h3] In this option, the Kepler was built 5 years AF by the Argonauts, who are very well aware of TITAN attack vectors. As a result, there's a lot of Battlestar Galactica-style failsafes to protect the occupants.
  • All conduits and many station devices are modular and can be disconnected/removed in one or two turns by grabbing a handle, twisting, and pulling. Worried about TITANs nanofabbing viruses? Out of the wall the nanofabber goes. Don't want any power/communication to a particular sector? Turn and yank.
  • Control room has keyboard and terminal with separate, intentionally downgraded processor that can run diagnostics on a TITAN infovirus-infected machine without itself being susceptible
  • May be emergency manual thrust control of Kepler unconnected to any "fly by wire" systems
  • Blowing up the Kepler no harder than blowing up the Nostromo in Alien
  • Bulkheads and airlocks automatically close on pressure differential and lock, requiring a manual override (probably a physical lever) to reopen. Bulkheads and airlocks cannot be remotely opened by Hans; he would have to control a drone to do so.
All of these items relate to things I've heard people try to do that aren't expressly in the adventure. What do you think is the interior of the Kepler? Am I missing something?
uwtartarus uwtartarus's picture
No idea, but gave me some
No idea, but gave me some interesting things to think about when designing stuff for my games. Thanks!
Exhuman, and Humanitarian.
ShadowDragon8685 ShadowDragon8685's picture
uwtartarus wrote:No idea, but
uwtartarus wrote:
No idea, but gave me some interesting things to think about when designing stuff for my games. Thanks!
^^^ What he said. I'll have to ruminate more on the nature of technology as it's changed between, say, 2100 and 2143. (Which is, near as I can reckon, the official start date of EP, given a mention of one of the phases of one of the planets in-canon at 10 AF, and the fact that Lady Gaga is still alive.) I like the idea of fully-modern ships having the all the convenience of ships built at pre-fall Apex, but also being designed for all of that info-convienance to be rudely interrupted by mechanical interlocks and otherwise monkeying with stuff. Of course, that does add in its own problems. Sure, it's very nice when you know that a nanofabber in the next room is spitting out attack nanites and instead of going in there to kill it manually, you can just toss in an incindiary to kill any nannies already in the air and then pull power to the compartment to prevent it from making more. It's not so nice, though when you're the ones holed up in that compartment, fabbing the guns you need to kill psychotic members of the Lost generation, who can weld you in and pull power to the compartment to starve you out.
Skype and AIM names: Exactly the same as my forum name. [url=http://tinyurl.com/mfcapss]My EP Character Questionnaire[/url] [url=http://tinyurl.com/lbpsb93]Thread for my Questionnaire[/url] [url=http://tinyurl.com/obu5adp]The Five Orange Pips[/url]
eaton eaton's picture
I rolled with Option #2 both
I rolled with Option #2 both times I ran it. It definitely made a lot of things more difficult, but the (relatively) light combat elements of Continuity and the minimal equipment the players felt like they worked well with that. The scenario is a puzzle to solve and escape, not one that can be mastered really. I did make an exception for the doors: I said that the airlocks and bulkheads had emergency access jacks, allowing players with the right hardware to make direct connections to them. Some of the gear they connected to was infected, other gear was safe (or too "dumb" to really serve as an infection vector). It seemed to work well.
nezumi.hebereke nezumi.hebereke's picture
I've never seen the details
I've never seen the details of the tech development so nicely thought out before. Frankly, I think the changes in engineering across the three periods you mention could do with some more exploration. Regarding the Kepler specifically, you're right, the station is probably right around 10 years old, so it could conceivably fall into any of the three. The way I always imagined it, it's built shortly after the Fall, however it's built in a very resource-scarce environment where repair facilities are generally a few hundred thousand klicks away at the closest. Everything is built the simplest it can be, with manual overrides in case of tech failures, with a focus on reliability and its ability to be jury-rigged. Some parts may be older than ten years, since it's a modular station. Of the three options you posted, the first is the most accurate. It's a given that the reactor may fail, the AI may need to be rebooted, etc. Everything can be done manually. Nifty auto-repair stuff is expensive and needs its own specialized maintenance (and feed stock) so just plain old copper is the rule. Easy to repair, easy to maintain. Doors to automatically seal in response to pressure, but again, can be overridden (or manually locked). Entire modules can be undocked, moved around, and redocked, with some difficulty. There is a simpler computer as a backup to Hans, but just because it's a backup, and less prone to failure. The nanofabricators and the healing vats, as well as some of the scientific instruments, are in fact the exception, because they just don't function without the newer nanotech. But this is just how I run it, and I run primarily for players who are new to Eclipse Phase, and I focus on inter-character conflict (so the station is a tool that works to enable characters, more than a challenge in itself). With a more experienced group, I could totally see your third option being a lot of fun, and yes, very deadly.
consumerdestroyer consumerdestroyer's picture
I wish I had given this
I wish I had given this serious thought before running this adventure, but I think the way I ran it is most closely represented by Option 2. And they ended up doing quite well, actually. Only two deaths, and only one stack irretrievably destroyed!
nezumi.hebereke nezumi.hebereke's picture
That's really good! Our
That's really good! Our mortality rate (speaking here for convention GMs) is normally closer to 85%, usually with half suicides or PC murder.
eaton eaton's picture
Mortality Rate
Quote:
That's really good! Our mortality rate (speaking here for convention GMs) is normally closer to 85%, usually with half suicides or PC murder.
I played with a group of four, and had a 50/50 mortality rate—neither were killed by Exsurgents, but both freaked out and ended it all, demanding that their companions grab their stacks and run, when they were injured by the exsurgents during a fight. Little did they know they hadn't actually taken wounds and contracted the virus… they just assumed the worst and panicked.