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.
Robotics Skill
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.
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.
Technician Skill
There are five Technician subskills: Operate Machinery, Repair, Detect
Alarm/Defense, Deactivate Alarm/Defense and Open Locks. A techkit is
needed for all these subskills except Operate Machinery.
OPERATING MACHINERY
Success Rate: 50% + skill level
Operating a vehicle includes starting it, driving it and using it to do
anything it was designed to do. The chance to succeed includes the
possibility that the technician may need to bypass a locked ignition to
start the vehicle. Obviously, if the vehicle is damaged or out of fuel, it
will not start until it is repaired or refueled.
A technician gets one chance to operate an unfamiliar vehicle. If the
technician has driven this type of machine before, he can start it and
drive it automatically. A technician can try to operate any ground or
water vehicle, regardless of his level. At 2nd level he can fly a
jetcopter. At 4th level he can fly an aircar, and at 6th level he can
operate rocket-powered machines.
REPAIRING MACHINERY
Success Rate: 40% + skill level
Technicians can repair vehicles, large and small machines, and
electrical equipment (including video and communication devices). They
can not repair computers or robots. Technicians use the standard repair
rule.
Besides repairing vehicles that have been damaged in combat, the
referee can include mechanical breakdowns on random encounter
tables. This is recommended if the characters are on a long
cross-country journey, where a breakdown is likely and the nearest
repair shop is several hundred kilometers (or light-years) away. When a
vehicle breaks down, roll 2d10 on the following table to determine what
has happened:
VEHICLE BREAKDOWNS
| 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.
SECURITY DEVICE LEVELS
| 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.