Computer Skill
There are eight separate subskills to Computer skill: Operate Computer, Write
Programs, Defeat Security, Bypass Security, Display Information, Manipulate
Programs, Interface Computers and Repair Computers.
Computer programs have levels from 1 to 6, depending on their complexity.
Computers also have levels from 1 to 6, depending on what programs they hold.
These levels are explained in the descriptions of computers in the Equipment
section.
Computer specialists get only one chance to try a subskill on a computer.
Success is automatic for some subskills under certain conditions. If the
computer was built by aliens (not Dralasites Humans, Vrusk or Yazirians) the
success rates for the subskills are modified by -20%.
OPERATING COMPUTERS
Success Rate: 100% + skill level - computer level
Before he can use any other subskill, the computer specialist must be able to
operate the particular type of computer he is working on. The chance to
successfully operate a particular type of computer is 100% plus 10 x the
expert's level, minus 10 x the computer's level. A roll of 96-00 is not
automatic failure. Once a specialist has operated a computer successfully, he
can operate that computer anytime, unless it is modified.
WRITING PROGRAMS
Success Rate: special
Computer specialists learn to write their own programs. For every skill level
the specialist gains, he learns how to write one computer program. The player
should pick a program from the list of programs in the Equipment section. When a
specialist writes a program, its level is the same as his current level, no
matter when he learned the program. For example, a computer specialist that
learned the Installation Security program at 1st level can write a 4th level
Installation Security program when he reaches the 4th skill level. A specialist
can continue learning new programs after he reaches 6th level; each additional
program costs 4 experience points to learn.
A specialist that knows how to write a particular program can buy that
program at half-price for his own computer. He gains a 20% bonus when trying to
manipulate that program or detect security on it in any computer.
DEFEATING SECURITY
Success Rate: 60% + skill level - program level
If a computer has a Computer Security program, characters must break or
bypass this program before they can perform any other subskill except repair.
Defeating a security program involves a decoding process that can take a long
time. Characters trying to break security must spend 1-10 hours working at the
computer.
Also, before a specialist tries to manipulate a program, he must find out
whether the program itself has any security overrides. A security override will
sound an alarm if anyone tries to run, alter or purge the program without first
defeating or bypassing the security override. A security override is the same
level as the computer's security program. The referee should make the roll to
detect a security override secretly, since many programs have no overrides on
them.
BYPASSING SECURITY
Success Rate: 30% + skill level - program level
A computer specialist can bypass a security program manually by rewiring the
computer. This takes only 1dl0 minutes, but has several disadvantages: the
chance for success is lower, it requires a robcomkit, and failing the roll will
set off every alarm the computer has.
DISPLAYING INFORMATION
Success Rate: 80% + skill level - computer level
A specialist can use this skill to display any information in the computer's
memory. It is especially useful for getting lists of programs that are stored in
the computer, personal records, and raw, unprocessed data that is loaded and
waiting to be fed into a program. A specialist gets a +20 modifier if he is
trying to display information about a program he knows. He can automatically
display information about programs he wrote in the computer. If a specialist
displays an item successfully, he never needs to roll to display it again.
MANIPULATING PROGRAMS
Success Rate: 50% + skill level - program level
A computer specialist has a chance to successfully run a program, change it
or purge it from the computer. The normal chance of success is 50% plus 10 x the
character's level, minus 10 x the program's level. If the program is one that
the character has learned, he gets a +20% bonus.
A specialist can run a program automatically if it is one he programmed into
the computer himself, or if he has run it successfully in this computer before.
A specialist may want to alter a program before running it. For example, a
life support program will not let someone shut down the life support system or
release a poison into the air. The program could be altered, however, so it
would let the operator do either of those things. The referee should note that a
character usually must run the program successfully after altering it before the
changes will have any effect.
This subskill also lets a specialist try to wipe out a program from a
computer's memory, either to destroy the program or to make room for a different
program. A character can purge a program automatically if he wrote it in the
computer.
INTERFACING COMPUTERS
Success Rate: 30% + skill level - computer level
This subskill lets a character try to link two computers together, either by
connecting them with wires or through some communication system such as phone
lines or a radio link. Once the two computers are linked, the computer
specialist can perform all subskills (except bypass security and repair) from
either computer. The chance to successfully interface two computers is 30% plus
10 x the specialist's level, minus 10 x the highest of the two computers'
levels.
REPAIRING COMPUTERS
Success Rate. 40% + skill level
When computers break down or are damaged, they can be repaired only by a
computer specialist. The level of the computer does not affect the specialist's
chance to repair it. Computers are repaired according to the standard repair
rule.
A robotics expert specializes in robots. Robots are complex. mobile machines
that are designed to perform specific jobs. Many types of robots are available.
Eight common types are described in the Equipment section. The referee can
create new types if he wants them.
The robotics skill has nine subskills: Identify, Add Equipment, Repair,
Activate/Deactivate, Remove Security Lock, List Functions, Alter Function and
Alter Mission.
If the robot is an alien design, then the robotics expert has a -20% modifier
on his rolls to perform these subskills. A character must have a robcomkit to
work on a robot.
Robot Levels. There are six levels of robots. A robot's level
indicates how complex it is. High-level robots can perform more complicated
jobs.
Level 1 robots can do only simple jobs. They have been pre-programmed
for some specific job and usually can not do any other job. They can not
communicate, and often are nothing more than moving, self-operated appliances.
An example of a level 1 robot is a maintenance robot that washes and waxes the
floors of a building each night.
Level 2 robots can handle several simple jobs. They can receive and
follow radio commands in binary machine language sent from some other machine,
such as a robot brain or a computer. An example of a level 2 robot is a heavy
machine that digs into and smashes up rock, then separates out flecks of gold.
Level 3 robots can do more complicated jobs. In addition, all robots
that arc lcvcl 3 or highcr can talk and follow verbal instructions. If these
instructions disagree with the robot s programming, it will ignore the orders.
Level 4 robots can act semi-independently. Their programs are
flexible, letting the robot accomplish specific goals using different methods.
When asked, "How do I get to the starport?" one level 4 service robot might give
verbal directions, while another might photocopy a city map and mark the proper
route on it.
Level 5 robots can act independently and give orders to other robots
(level 6 robots can do this also). For example, a level 5 security robot might
decide to stop chasing a criminal because the criminal left victims tied up in a
burning house. The robot could organize a rescue mission of other robots.
Level 6 robots are self-programming. They can change the methods they
use and even their goals to account for changing conditions. They are almost,
but not quite, living machines. A robot brain that runs an automated
manufacturing plant and alters the manufacturing process in response to changing
economic conditions is an example of a level 6 robot.
Missions. All robots have a mission. A mission is a set of rules that
tell the robot what its job is. A robot's mission is the most important order it
has, and overrides any orders that conflict with it.
Functions. All robots have several functions that tell them how to
accomplish their mission. Low-level robots cannot make decisions, so their
functions must be very specific statements. Higher-level robots can make
decisions for themselves, so their functions can be more general statements.
For example, a level 3 security robot might have the mission: "Stop all
unauthorized personnel from entering this building." Its functions could define
"stop" as giving intruders a warning, then using the Restrain program to keep
them from entering. "All unauthorized personnel" could be defined as any person
or machine that is not wearing a special badge. The robot must be given a
function that defines "this building," and another that tells it what areas it
must patrol to look for intruders. Another function could instruct it to call
the police and report the break-in after an intruder has been restrained.
IDENTIFICATION
Success Rate: 100% + skill level - robot level
A robotics expert has a chance to determine a robot's type and level simply
by looking at the robot. The chance is 100% plus the specialist's level x 10,
minus the robot's level x 10. Once a robot has been successfully identified, the
expert can always identify that robot (unless its appearance is changed).
ADDING EQUIPMENT
Success Rate: 100%
A robotics expert can install new equipment on a robot himself and save the
10% installation fee.
REPAIRING ROBOTS
Success Rate 40% + skill level - robot level
Only robotics experts can repair robots. Robots are repaired according to the
standard repair rules.
ACTIVATE/DEACTIVATE
Success Rate: 100%
A robotics expert can deactivate (turn off) a robot regardless of its level.
The expert also can activate robots that have been deactivated.
However, before a robotics specialist can deactivate the robot, list its
functions, remove its security lock or alter its functions or mission, he must
get at the robot's internal circuitry. This requires removing a protective
plate, which takes one turn. (The plate can be removed in one turn even if the
robot is fighting the character, but the character probably will take damage
before he gets the plate off.) Once the plate is off, the robot can be
deactivated in one turn.
REMOVING SECURITY LOCKS
Success Rate: 70% + skill level - robot level
If a robot has a security lock, the lock must be removed before someone can
list the robot's functions or alter its functions or mission. A robot can be
deactivated before the security lock is removed. Once a security lock has been
removed it can not be used again.
LISTING FUNCTIONS
Success Rate: 90% + skill level - robot level
A robotics expert can learn a robot's exact mission and functions, as well as
get a list of all the programs in the robot, by using this subskill.Once a
character has successfully listed the robot's function's, he can always list
that robot's functions.
ALTERING FUNCTIONS
Success Rate: 60% + skill level - robot level
A robotics expert can change one of a robot's functions at a time. The
character must roll separately for each function altered. Changing an altered
function back to the original also requires a new roll. Changing a function
takes 1 d10 minutes. If the new function violates the robot's mission or
requires programs the robot does not have, the robot will ignore the new
function.
ALTERING MISSION
Success Rate: 50% + skill level - robot level
A robotics expert can try to alter a robot's mission. This takes 1d10 minutes
plus the robot's level. Changing the robot's mission does not affect its
functions; these must be altered individually. Once a mission has been changed,
changing it back to the original mission requires another roll. If the new
mission requires programs the robot does not have, the robot will still try to
follow its new mission however it can.
MALFUNTIONS
If a character fails a roll to remove a security lock or alter a robot's
function or mission, the robot can malfunction. When this happens, the referee
should roll d100 on the Malfunction Table.
| Die Roll | Effect | |
|
| ||
| 01 - 25 | No Malfunction | |
| 26 - 50 | Program Destroyed | |
| 51 - 75 | Short Circuit | |
| 76 - 90 | Haywire | |
| 91 - 00 | Explosion | |
No Malfunction -- The robot continues to function normally.
Program Destroyed -- One of the robot's programs (picked randomly by the referee) has been destroyed. The robot can not perform any functions requiring that program. If all The programs in a robot are destroyed, the robot shuts itself off.
Short Circuit -- The robot is still operating, but has been damaged. For example, a robot with a short circuit might stop suddenly every other turn, or rattle and spark while it works.
Haywire -- The robot is completely out of control. It might attack at random, spin in circles, recite the Gettysburg Address, or do anything else the referee thinks fits the situation.
Explosion -- The robot's parabattery explodes, causing 2d10 points of damage multiplied by the parabattery's type to the robotics expert.
| Dice Roll | Problem |
|
| |
| 2 | broken axle or hoverfan* |
| 3-5 | broken driveshaft or transmission* |
| 6-10 | minor engine failure |
| 11-15 | minor drive train failure |
| 16-17 | broken suspension |
| 18-19 | major engine failure, repairable* |
| 20 | blown engine, unrepairable** |
| * | This breakdown takes twice as long to repair as a normal breakdown. |
| ** | A blown engine can not be repaired in the field. In a shop, it
takes four times longer to repair than a normal breakdown. |
DETECTING ALARMS/DEFENSES
Success Rate: 60% + skill level - alarm level
Technicians have a chance to detect security alarms and defenses. The following table lists the types of alarms and traps and their levels. This same table is used with the Open Lock and Deactivate Alarm/ Defense subskills.
| Device | Level |
|
| |
| Simple Mechanical and Electrical | 1 |
| Motion and Pressure Sensitive | 2 |
| Infra-red Beams and Sound Sensitive | 3 |
| Video | 4 |
| Heat Sensitive | 5 |
| Personalized Recognition Devices (fingerprints, voice patterns, etc.) | 6 |
DEACTIVATING ALARMS/DEFENSES
Success Rate: 40% + skill level - alarm level
Once a technician has detected an alarm or defense, he can try to deactivate it. If the character fails, the referee must decide whether the alarm goes off; if the roll was missed by only a small amount, the alarm might not have been triggered.
OPENING LOCKS
Success Rate: 50% + skill level - lock level
A technician can try to open locks without the necessary "key." The level of a lock usually is the same as the level of any nearby security devices, but the referee may change this. The referee should reduce the chance to succeed if the lock is on a safe or security vault.