Table of Contents

Station Construction

Usable Machines

Vending Machines

Vending machines are present all over Maxwell 13 stations; you swipe your ID, and the machine lets you purchase items from the machine. The machines can be set to take credits from an ID card's account, or coins made in the Mint. The task of reloading vending machines usually falls to whatever poor sap is available - a cargo technician or the janitor, usually. Credits are automatically transferred to the supply budget; coins must be manually removed and delivered.

Vending machines can issue up to twelve types of large object and six types of small object per machine; each object's price can be set separately in credits or number of a specific type of coin. For example, a station may decide to issue gold coins for good service to individuals, which they can use in a special vending machine to buy a reward.

Ticket Machines

Ticket machines take prize tickets (generated by arcade games) as currency which you can use to trade for interesting prizes. Many of these prizes have little practical use aside from proving your ability to waste time.

Weapons-Grade Stupidity

Imbecilium is occasionally generated by incredibly dumb people in minute, but detectable quantities. Gathering this material allows the building of weapons that can harness the power of stupidity to distract, confuse, and doom your targets!

Atmospherics

Atmospherics is responsible for providing the station with good, clean air at a safe pressure so that people can breathe safely without worrying about pesky things like dying horribly. Their job is:

* To filter unsafe gases and particulates out of the station's air * To keep a proper balance of gases at a proper pressure to remain breathable * To collect and recycle unneeded atmospheric gases * To cool or heat the station appropriately * To respond to hull breaches, fires, and other events that threaten atmospheric integrity

Compartmentalization

The Maxwell line of space stations is designed with airlocks to contain areas of the ship that may be exposed to vacuum or that need to have atmospheric reconditioning performed. These airlocks report data on the atmospheric content on the other side, enabling people to make sound judgment on whether to open the airlock. The safest system is the dual-airlock system, where two doors separate an area in order to isolate it. All external airlocks use the dual-airlock system, as do entryways to areas that are regularly opened to space, particularly volatile, or otherwise hazardous.

Intake and Outtake

Intake Vents pump fresh air from Atmos, while Outtake Filters remove harmful gasses (typically carbon dioxide and contaminants, although they may pump a room dry to extinguish fires, for example). Rooms with Emergency Shunts are designed to open a direct doorway into space to eject gaseous material as quickly as possible; these are installed in high-hazard rooms.

Oxygen Supplies

The Maxwell is supplied with oxygen from Atmospherics, which proceeds to get this oxygen in a few basic ways:

* Electrolytic Converter: The Electrolytic Converter uses energy to break water into hydrogen and oxygen. Simple and effective, but requires constant power to operate.

* Sub-Atomic Recombiner: The Sub-Atomic Recombiner can convert any known gas into any other known gas, given time and material to work with. This means that all of that useless nitrogen built up in the system can, in a pinch, be converted directly into oxygen. The conversion rate is based on atomic masses and design efficiency (which can be improved through research); it also consumes a lot of power when in operation (rearranging molecular structures isn't cheap; just ask the teleporter department!)

* Bioconverter: The Bioconverter naturally consumes carbon dioxide and generates oxygen as part of its process; as long as it is supplied with organic material and carbon dioxide, and maintains a reasonable temperature, it will always generate oxygen.

* Plants: Every normal plant aboard the Maxwell consumes carbon dioxide and generates oxygen naturally as part of its development, and can generally survive in climates equivalent to human normal. Some oddities are different, though, and generate or consume different gases, or require different temperatures to survive.

* Storage Tanks: These tanks store large quantities of oxygen, so that the station can be sustained temporarily if regular oxygen sources are out of commission.

Scrubbers

Portable scrubbers are designed to do two things: 1) Filter all non-specified materials out of the atmosphere. 2) If they have gas tanks and a target gas is below a stated level, add that gas to the atmosphere.

Typically, scrubbers are equipped with a collection tank and an oxygen tank, and are set to dispense oxygen when oxygen levels are below 20% (too little air) and collect toxic gases for later venting into the gas containment system.

Power Options

Singularity Manipulator

The Singularity Manipulator is a heavily complicated machine that generates power by collecting the radiation generated from an active quantum singularity. Unfortunately, quantum singularities are not known for their stability. To create a quantum singularity, you must set up a series of radiation collection units, establish a containment field, weaken the surrounding area of spacetime via an array of tachyon emitters, and then bombard the weakest point of the matrix with a particle accelerator, creating a singularity fueled by continual particle bombardment and available matter. Singularities tend to pull objects towards them and consume them. Singularities shrink over time if not 'fueled', and expand with time as they are fueled. The singularity manipulator's particle accelerator is rated from 0% to 200%, where 0% is the level required for sustaining a stable reaction once achieved, and 100% is the recommended safe level for initiating a reaction.

Plasma Injection Furnace

The Plasma Injection Furnace is a large combustion engine that basically converts volatile fuels into power by igniting them and using the resultant expansion to generate power.

Thermoelectric Generator

This uses heat differentials between the vacuum of space and an incredibly hot fluid (usually heated carbon dioxide gas) to generate electricity.

Organics Bioconversion System

The Bioconverter is designed to convert organic matter, most typically waste matter, into electric power, and to filter nonorganic matter for re-use as raw materials. Bioconverters are deemed 'safe' for use, but maintaining them can be hazardous. In a pinch, bioconverters can be fed any organic matter and generate power from them; non-organic materials are usually dropped into a disposal area for removal by maintenance staff. Bioconverters automatically generate oxygen while operating, and require CO2 and a steady food source to thrive.

Solar Array

The Solar Array produces station power appropriate to the current angle of the array and the station's position relative to the sun. Depending on the source and intensity of light, this can generate enough power to recharge the station's batteries and operate all major equipment. A full cycle - from no power to full power to no power - from a solar array that is properly configured takes approximately 10 minutes:

0% - In the station's shadow - 2 minutes 10% - Sun mostly eclipsed by station - 1 minute 25% - Sun partly eclipsed by station - 30 seconds 50% - Sun slightly eclipsed by station - 30 seconds 100% - Sun is visible - 4 minutes 50% - Sun slightly eclipsed by station - 30 seconds 25% - Sun partly eclipsed by station - 30 seconds 10% - Sun mostly eclipsed by station - 1 minute 0% - In the station's shadow …

This assumes that solar panels are set to automatically adjust position to take advantage of the panel's current location compared to the sun. Each solar panel is located on a 90 degree angle from the ship, diagonal from the core. If the automatic adjustments are offline, someone can manually adjust solar panels, but the efficiency will be far lower, and this is generally only recommended when the automated systems are completely offline.

Panel at fixed position such as 180 degrees (pointing straight out from station): 0% power for 5 minutes 10% power for 30 seconds 25% power for 30 seconds 50% power for 30 seconds 100% power for 2 minutes 50% power for 30 seconds 25% power for 30 seconds 10% power for 30 seconds

Sunlight Ordinal: Starting at zero degrees, sun moves 1 degree every 3 seconds. 10% power is when the station is almost directly in the way, and the panel is facing the station. 100% power is when the station is not in the way and the panel is pointing directly at the sun.

Ship Systems

Artificial Environmental Gravity Induction System (AEGIS)

This creates a gravity field that allows crewmembers inside of a ship or station to walk on floors normally instead of floating around at random. AEGIS systems can be maintained for up to 24 hours without power; however, AEGIS cannot be disabled in a single room or compartment without disabling it on the rest of the ship, and as noted, this takes a very long time. A ship or station generates a large gravity well around it as a side effect of AEGIS, which can draw in objects. This includes, unfortunately, the Singularity, which has a significant chance to travel in the direction of the gravity well. Singularity Beacons are actually high-level AEGIS enhancers that dramatically increase the gravity well of a particular area based on the level of power available. While this is likely to cease operating as soon as it loses power, the momentum of a traveling Singularity is likely to annihilate large swaths of a space station.

Deflection Barrier System

A station's deflection barrier system consists of an array of deflection emitters along the outer hull that, when active, push away high-speed objects such as asteroids and meteors that might otherwise inflict severe damage on the station. These barrier emitters use up a lot of power, which means they are usually used only when advance warning of a problem exists.

Portable Deflection Barriers exist that can maintain a barrier using an internal power cell; these are most commonly utilized during emergency repairs or to establish perimeters when working in high-clutter space areas.

Gravitic Analysis System

The Gravitic Analysis System measures the effects of gravitic forces in order to identify large-scale objects of importance, such as other ships, asteroids, planetary bodies, and such. This basic scanner provides a general direction, speed, and location, with more information available based on the size of the object. The Singularity can always be detected on this system when active, and some basic monitoring can be done using this system. It is also handy for detecting the approach of certain ships, incoming meteor showers and other space debris, or other incredibly dense objects.

Crew Monitoring System

The Crew Monitor System tracks the movement and activities of crew via a series of biomonitors on their jumpsuit. When active, the Crew Monitor System can give warning when a crewmember is injured or deceased or is someplace they shouldn't be; likewise, activity noticed in an area where nobody shows up on the crew monitor is a sign that security may be needed.

Hull Integrity Verification System

The HIVS has the job of detecting hull breaches when and as they occur, and alerting the crew to them immediately. HIVS systems are incredibly useful, but are considered redundant and as such are not activated or not included on many modern stations.

Atmospheric Monitoring System

This system samples the air in any area where an atmospheric monitoring panel is set up to make sure that the contents are safe for living creatures. Will alert if systems are offline and report ongoing system concerns. Generally a good system to leave operational unless you're up to something devious.

Alert Status Green - No alert. Default operating level. No immediate or clear threat to the station. All departments may carry

out work as normal.

Security:

be done with a signed warrant by the Head of Security or higher, or if found with visible contraband.

Locations:

  Secure areas are recommended to be left unbolted. This includes EVA, Teleporter, AI Upload, Engineering Secure Storage, and 

Tech Storage.

Crew:

  Crew members may freely walk in the hallways.
  Suit sensors are not mandatory. 

Alert Status Blue: Suspected Threat

Raised alert level. Suspected threat to the station. Issued by Central Command, the Captain, or a Head of Staff vote.

Security:

the Head of Security)

Locations:

Crew:

Alert Status Red: Confirmed Threat

Maximum alert level. Confirmed threat to the station or severe damage. Issued by Central Command, the Captain, or a Head of

Staff vote.

Security:

(with Head of Security clearance).

Locations:

Crew:


Nutrient Paste

Nutrient Paste is a manufactured product produced by blending raw materials down and adding a thickening and stabilizing agent to the resultant biomass. Nutrient Paste is dispensed from paste dispensers, which are designed to make a consistent paste as long as appropriate material is available.


Singularities and You:

The Singularity Drive is deactivated by default, and must be brought online in order to power the station. The Singularity Drive

can be started by a single engineer with the following tools:

Fuel Tanks: Must be filled to maximum safe pressure for best results. You'll need six of them. Optical Meson Scanners: Required to protect your eyes from the radiation that's about to ensue. RIG Suit and Helmet: Required to protect the rest of you from the radiation that's about to ensue. Oxygen Tank: Necessary so you can go outside to set up the emitters and containment field generators. Breath Mask: Likewise necessary. Wrench: Required to secure the external Screwdriver: Cable Coil: You may need to manually wire systems into place with this.

Self-Destruct Sequence

Each station is equipped with a self-destruct sequence meant to destroy the station entirely in the event that it becomes

unmanageable, uncontrollable, or otherwise must be destroyed to protect civilization at large. As a rule, nobody – NOBODY –

wants this to happen, as the self-destruct sequence is designed to destroy ALL company assets in the region.

Self-Destruct Sequence Operations:

1) A remote signal arms every Self Destruct System on the station. Once armed, the self-destruct detonates as soon as the power

is cut. Note that the Self-Destruct System is a self-contained unit with its own battery. SDS systems wired into the main power

grid detonate when the power grid fails; others detonate as soon as the battery runs out (one minute).

2) All airlock, firelock, and ventilation doors are sent a Close and Bolt command.

3) All power systems are set to maximum output.

4) All environmental systems are set to maximum pump.

5) An automated message is broadcast on the Gamma frequency alerting the station that self-destruct protocols have been

initiated and advising immediate use of the escape pods or rescue shuttle.

SDS systems are installed in the main AI Core, as well as in Engineering, the Bridge, the Shuttle Docks, the Crew Quarters, etc.

Each SDS is designed to eliminate the vicinity, and multiple redundant SDS systems are installed to ensure maximum annihilation.

Assuming Direct Control

The AI can assume direct control of Automatons; while they are controlling an Automaton, they cannot perform other functions,

though! The most common use of an Automaton is for an AI that needs to move core functions - either because its AI Core is under

threat or because the station itself is falling apart.

Congratulations. You've made it to old Velo City, home of racing gods.

Components –

Factory Standard: These are the basic parts that came with the vehicle - they're designed for its general vehicle type, usually. Factory Standard parts give normal performance.

Substandard: Substandard parts are cheaper, and may or may not deliver worse performance, durability, etc. In general, you usually get what you pay for.

Fitted: Fitted parts are designed for a particular model of vehicle. They usually provide better performance.

Top-Notch: These parts provide high-end performance at a premium price.

Tweaked: These parts are mildly tweaked for improved performance.

Modded: These parts are moderately tweaked for improved performance.

Customized: These parts are specialized for improved performance on a specific vehicle.

Supercharged: These parts are heavily modified for performance.

Medical Tools

Biorhythm: While all of the aforementioned are harmful, you may suffer from other problems - body temperature going out of line due to extremes of cold or heat, heart rate collapsing due to critical damage or spiking due to abject terror, starvation, dehydration, malnutrition, and sleep deprivation, or even just a very strong urge to use the restrooms. A biorhythm monitor can display vital information about most of your needs, so you know when you should probably stop trying to play God with monkeys and go have a snack before you pass out.

Radcounter: The radcounter counts the number of rads you have suffered since activating the radcounter. As a typical rule, most people suffer the effects of radiation sickness starting at 200 rads, and death usually ensues at 1000 rads. However, personal fitness and health factor greatly into this, as does your degree of medical treatment before, during, and after exposure. Just be advised that high levels of radiation exposure can have potentially undesired effects on genetic structure, even assuming you survive the experience, though a Geneticist can usually reverse the effects with some effort and genome tinkering.

Each individual has a unique fingerprint

Genome Layout:

Identifier Block - A practically unique sixteen-character hexadecimal code corresponding to your genetic match, used by DNA scanners to identify individuals.

Appearance Block - Changes physical appearance traits (gender, skin color, hair color, eye color, hairstyle, etc)

Capability Block - Changes physical traits and capabilities (may grant powers or disabilities).

Biometric Systems:

Various biometric systems may be used to grant access to users. Fingerprints, voiceprints, and iris scans may be useful access determiners that can be difficult to fool – unless the subject can obtain these traces for themselves!

Zombie Wasteland

The good news? You're still alive. The bad news? 99.99% of the population - is not. In Zombie Wasteland, your basic objective is to scavenge for supplies, kill zombies, and stay alive as long as possible. Ammunition, food, water, weapons, first aid, and antibiotics will be vital to your long-term survival plan.

Power Generators -

These generators utilize plasma gas combustion to generate reliable power outputs - fuel goes in, power goes on. Typically, the only risk involved is in damaging the fuel supply. Efficiency depends on what it is currently being fueled with.

Solidified Plasma Ore: This solid rock is highly volatile and used to make plasma fuel. Plasma ore becomes liquid at temperatures of roughly 100 Kelvin. Liquefied Plasma Fuel: This liquid fuel is incredibly potent, and incredibly dangerous if not properly handled. Plasma fuel remains liquid at temperatures up to 375 Kelvin (200 degrees Fahrenheit) before vaporizing. Vaporized Plasma Fuel: This volatile substance is very dangerous; not only is it poisonous, but it can be ignited for massive explosions.

273.16 Kelvin - roughly 0.01 C; 0 Kelvin is about -273 C

Ionization

Power Generation Options

Solar Array

The Solar Arrays are the safest form of power generation available, collecting available light from the sun and other space bodies and converting it into electrical power. Solar arrays are designed to automatically re-angle themselves for best possible power output, although manual angling may be used if the automatic controls are inoperable or if someone really feels micromanagement-oriented. Power output is small per individual array panel, but it adds up to a significant benefit. Of course, solar panels are very likely to be wrecked by incoming space debris…

Thermoelectric Generator

Thermoelectric Generators convert heat differentials directly into electrical energy - typically, an internal combustion reaction generates the heat that charges the 'hot loop' as a byproduct of its power generation. Thermoelectric Generators can transform heat energy into electrical energy at about 5% to 10% efficiency in modern times, and in spacestation era may be up much higher.

Combustion Engine

The Combustion Engine uses an ignition chamber to produce extremely high pressure gases that are then used to provide power, with the side effect of providing waste heat that can be channeled into thermoelectric generators. The ignition chamber

Radioisotope Thermoelectric Generators use radioactive decay to generate electrical power at an efficiency of about 3 to 7%.

Plutonium generates 0.54 kW per kilogram, and has a half-life of 87.7 years (losing 0.787% of capacity per year.) Strontium generates 0.46 kW per kilogram, and has a half-life of 28.8 years. Polonium generates 140 kW per kilogram (2 inches square), and has a half-life of 138 days.

Thermophotovoltaic energy conversion converts infrared emissions to power.

Thermoelectric generators use silver as one of their core components.

Thermoelectric generators do not vary in amount of power supplied.

Nuclear Reactors: Uranium fission releases about 3 million times the energy of an equivalent mass of coal burned conventionally.

Uranium Reactor changes out one third of its supply every two years.

A large 3.5 GWt reactor has a core size of about 100,000 kg of fuel.


Nanofilament Radiation Collector Panels – Carbon, Gold, Lithium, Hydrogen. Offers 20x more efficiency than a radioactive thermoelectric battery.

Radiation Collector Screen - An electromagnetic screen that draws in radiation directly to convert into power, using a similar technique to deflector screen technology. These screens can be used to capture ambient radiation, as well as a Singularity's Hawking radiation.

Creating a singularity involves extremely-high-energy particle collision to force the creation of a black hole that is then actively fed to continue its expansion.

Particle Energy is rated in ScientificEquivalentHeres, and is measured in powers of ten, where 0 is marked as the minimum level required to safely sustain a singularity. In most cases, a power of 2 is used to get the singularity up to its target size, and then the device is turned to zero.

Singularity Drive Failure Points:

The Singularity Drive has a number of potential failure points:

Shutting down or breaking the containment field will allow the singularity to wander. Including straight through the ship.

Shutting down the particle emitters or leaving them set too low will eventually cause the singularity to shrink or close.

Turning the particle emitters up too high (or manually feeding the singularity too much) will eventually expand the singularity to the point where it may break containment.