Computer Advanced Skill Action Table ------------------------------------ Bonus (Average) Skill Time | 1D | 2D | 3D | 4D | 5D | 6D | 7D | 8D | 9D | +1 | E | E | E | VE | VE | VE | VE | VE | VE | 1 +2 | M | E | E | E | VE | VE | VE | VE | VE | 1 +1D | M | M | E | E | E | VE | VE | VE | VE | 2 +1D+2 | D | M | M | M | E | E | VE | VE | VE | 3 +2D | D | M | M | M | E | E | VE | VE | VE | 4 +2D+2 | D | D | M | M | M | E | E | E | VE | 5 +3D | D | D | M | M | M | M | E | E | E | 6 +4D | D | D | D | M | M | M | E | E | E | 10 +5D | VD | D | D | D | M | M | M | E | E | 15 +6D | VD | VD | D | D | D | M | M | M | E | +7D | VD | VD | VD | D | D | D | M | M | M | +8D | H | VD | VD | VD | D | D | D | M | M | +9D | H | H | VD | VD | VD | D | D | D | M | +10D | H | H | H | VD | VD | VD | D | D | D | Difficulty Skills: Computer Programming - Normal Skill, For Using Computers Computer Repair - Normal Skill, For Repairing Computers Computer Engineering (A)- For Constructing Computers Software Engineering (A)- For Constructing Software Computer Intrusion (A) - For Breaking Into Computer Systems Computer Engineering (Advanced Skill) Needs: Computer Repair 5D Adds to Computer Repair for normal rolls. Used separately for constructing computers. Computer Parts: Processor Unit - Processor Power in Dice. Memory Unit - Memory Size in Dice. Interface Unit(s) - Keyboard, Display, Jack, ... Case - May be stationary or portable (and armoured). Software - Software Skill in Dice. Constructing Computers: To build a computer one needs the parts and the knowledge, the parts should have availability 2, 3 or 4 and -, F, R or X restriction. The knowledge is the Computer Engineering skill. When you have the parts you follow the rules below: 1. Decide what Power the computer should have (1D-10D and the memory capacity (in D, 5D-20D for portables, 1D-5D for pocket). 2. Using the Power and Memory/5 on the computer as the bonus and the CE skill as average skill, check the difficulty (Command Difficulty) and the Time (People Combined - Days) 3. The time can be shortened or for a cost of 1D skill per day, or the skill raised by 1D for every two days extra up to double the base time. 4. When the difficulty and the skill is set roll the dice, succsess means that the computer works and is ready to be programmed. Failure means that something is wrong with the computer and the GM should decide in what way (complications may be bugs not detected until a bad moment - MURPHYS LAW :). 5. Program the computer with desired software. Each program takes the programs Skill code of Memory and the computer cannot hold more programs than the memory size or execute larger programs than the Power rating. Making Computer Software: To make a program one needs a computer and the knowledge, the computer can be bought or built. The knowledge is the Software Engineering skill. Follow the rules below to make a program: 1. Decide what skill the program should enhance (ex. xx Repair, Echology, ..) and with how much - called Software Skill. 2. Using the Software Skill as the bonus and the average of the CE skill (plus computer Power) and the skill programmed as Average Skill (never over the skill programmed), check the difficulty (Command Difficulty) and the time (People Combined - Days). Formula: ((SE+Power)+Softskill)/2=Average Skill. If the programmed software is an advanced skill the "Softskill" in the above formula is halved. 3. See point 3 above. 4. See point 4 above. 5. The program is ready to use or loaded into another computer (computer programming vs size of the program). If you want to enhance the Software Skill of a program you have to do the same procedure BUT the time required is reduced by the time taken to make the orginal program. When a program is run for the first time (installed) it identifies the Computer it's executed on and after this it's not possible to copy it to another computer (the orginal programs "source-code" can be saved to install the program on more than one computer. Computer Intrusion (Advanced Skill) Needs: Computer Programming 5D and Security 5D Adds to Computer Programming or Security (Computerized only) for normal rolls. Used separately for breaking into Computer Systems. Breaking into computer systems: To break into a computer system one needs some way of communicating with the computer (a terminal or a portable computer and a jack or a computer linked to the same network) and the Computer Intrusion Skill. Follow the rules below to use CI skill: 1. The GM decides the security level of the system (normaly the security programs Software Skill). 2. Using this level as the bonus and the CI skill as the "Average Skill", check the difficulty (Command Difficulty) and the Time (People Combined - Minutes) 3. The time can be shortened or for a cost of 1D skill per minute, or the skill raised by 1D for every two minutes extra up to double the base time. 4. When the difficulty and the skill is set roll the dice, succsess means that the system is open for as many minutes as the roll beat the difficulty (GM decides what happens then). Failure means that something went wrong the GM should decide in what way. Some systems have sub-systems that have to be cracked before the main-system can be accsessed. More than one character having the CE, SE or CI skill may combine using the normal combined action rules. If a character don't have the advanced skills above he/she can try to use the skills anyway - every dice in the average of computer programming and computer repair/security counts as a pip (converted to dice) for the chart comparison and the roll is made with the average dice but the result is divided by 3 and the difficulty is raised by 10. A person with 6D computer prog/rep gets 2D for the comparison and rolls 6D/3-10 vs difficulty. To learn an advanced skill from start the first dice costs 10cp per pip and then double a normal skill cost with 5D added to the advanced skill level (this means that an advanced skill costs 12cp to raise from 1D to 1D+1 and takes double the amount of time AND requires a teacher (or time is doubled again). Half of the cost is for raising the orginal skill and the other half for raising the advanced skill. Optional : Advanced skill specialization (AS) : An advanced skill can have specializations just like other skills and the cost is half of the orginal cost (same cost as normal skills), an example: a character has Starfighter Repair - X-Wing at 5D and wants to develope the skill Starfighter Engineering X-Wing, the first three pips costs 5cp each and requires a teacher with Starfighter Engineering (X-Wing) Skill.