The computer systems on Jetsom
and the
Moneyspider form an important part of
this adventure, and the ways in which
these particular systems work are detailed
below. Characters accustomed to other
types of computer systems may need hints
in order to take full advantage of any
computer skills which they may have.
Starship Programs
The following programs in the Jetsom
and Moneyspider computer systems are
for use on starships or in similar situations
(they are fully described in the STAR
FRONTIERS® Knight Hawks rules):
Alarm: Monitors all programmed systems
on the ship and raises the alarm if a
malfunction occurs.
Astrogation: Used by the
ship's astro-
gator (navigator) to perform the complex
calculations necessary for journeying
through space.
Computer Lockout: Prevents unauthor-
ised control of a starship. It works in a
very similar way to a computer security
program and can be defeated or bypassed
in the same way.
Damage Control: Co-ordinates efforts to
repair damage to the ship.
Drive: Handles the highly complex task of
ensuring that the ship's engines respond
to the pilot's commands.
Processing: Operates the machinery etc.
needed to process or refine raw materials.
The Computer Systems
The systems are shown schematically in
Diagrams 1 and
2 (Pull-out Sheets I and
VII) and their components are described
on Pull-out Sheets II and
VIII. Each
consists of several terminals and com-
puters linked by command channels (see
below). Each computer holds several
programs whose functions relate to a
particular aspect of the workings of the
ship or platform.
Command Channels and Blocks
The Jetsom and Moneyspider computer
systems have two special features; com-
mand channels and command
blocks.
Command Channels are the routes by
which instructions are relayed from ter-
minals to programs or between programs.
New command channels may be installed
by characters using the interfacing com-
puters subskill, but can only be connected
to a computer through the program at the
top of its list (usually a security program).
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Command
blocks are devices fitted into
command channels. They allow computer
commands (including attempts to operate
computers, write programs, defeat sec-
urity, display information or
manipulate
programs) to pass in only one direction.
They may be removed from command
channels by a successful attempt to
interface computers. Command blocks
are physically located inside the com-
puters as shown on the diagrams.
Terminals
Terminals each consist of a display
screen and keyboard. They have time-
switches and, unless otherwise indicated,
a terminal will be shut-down when the
characters find it. Characters must
successfully operate computer in order
to activate the terminal. They will then
receive the following information:
- the identification number (e.g. "Term-
4") of the terminal
- the code-names (e.g. "J/MN") of the
computers which it can access directly.
Characters may automatically select
which one they want.
Operating the System
Most tasks using computer skills (i.e.
operating computers, writing programs,
defeating security, displaying inform-
ation and manipulating
programs - see
AD pages 12-13) can only be carried out
from a terminal. The others (i.e. bypassing
security, interfacing computers and re-
pairing computers) are only possible if
the character can physically reach the
unit(s) concerned.
Access and Lines of Communication
In order for characters to work on a
computer or program from a terminal
there must be a line of communication to
it from that terminal.
A line of communication can run through
any combination of command channels
and security, lockout, communication or
bureaucracy programs so long as any
remaining command blocks on the line
are pointing away from the terminal. All
terminals, therefore, have a line of com-
munication with the computers to which
they are connected.
Any security or lockout program in a line
of communication will block the passage
of commands unless its password is
known or it is defeated or bypassed.
Characters may attempt to use the defeat-
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ing security
and manipulating programs
(see Pull-out Sheet IV) subskills
on any
program linked to their terminals by a line
of communication.
A computer is only fully accessed if all
computer security or computer lockout
programs along the communication line
between the terminal and it are defeated
or bypassed. If the first program inside a
computer which a line of communication
reaches is a security or lockout program,
this must also be overcome before the
computer is accessed.
It is possible to access a computer
indirectly, through a line of communic-
ation built up from another computer
which has already been accessed. To do
this it will usually be necessary to
overcome security or lockout programs
and maybe even to remove command
blocks (see above) and/or
manipulate
programs (see Pull-out Sheet
IV).
Displaying Information
A successful attempt to display infor-
mation on a computer which is accessed
will reveal one of the following pieces of
information (whichever is closest to the
information being sought). Each piece of
information requires a separate, success-
ful attempt to display it.
For each computer, the information avail-
able is:
- its full designation and level (e.g.
"Main System (3)")
- its location (e.g. "module E - Computer
Room")
- a list of the code-names (e.g. "J/MN/
BE") of its programs
- a list of terminals and their locations
(e.g. "Term-13; Module E - Control
Room")
- a list of the code-names (e.g. "M/LS")
of the other computers it is connected
by a command channel.
For each program within a computer, the
available information is:
- its type and level (e.g. "bureaucracy
(3)")
- its command links, both with terminals
(e.g. "Command from Term-5") and
with programs; i.e. the code-names
of
which programs command it (e.g.
"Command from M/MN/C") and
which ones it commands (e.g. "Com-
mand to J/LS/LS")
- its purpose (the original purpose will
always be given, regardless of the
effects of the Matrix)
- information storage programs can give
many kinds of information (see the
individual descriptions - Pull-out
Sheets II
& VIII).
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