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Lost Saga Edition computer rules!

Posted on April 21, 2009 byGMSarli


I just wrote a post on the subject over on the Wizards of the Coast message boards, but I thought some of you
might enjoy seeing it as well. The whole post is quoted after the jump.
Quote:
Originally Posted by sol andras
Well they have a few detailed computers. Datacards have INT 2, Cred Chips have INT 10,
Datapads have INT 12, Portable Computer have INT 14. These are all in their descriptions. I
personally believe most home computers are better than laptops, thus I would say an actual
computer (or console) would have an INT 16. And the last one they officially have stated is
Banking Clan Super Computers at INT 40.well you can figure it out anyways. To hack into a
cred chip and change its money, you have to hack into the Banking Clan Super Computers. Its
will is listed as 30, and a computer has a Will Defense of 15 + Int mod. I would guess that other
mega un-sliceable computers would have 30-40 as well.
Heres a little behind-the-scenes trivia: Computers were originally designed to have a Will score of 10 + Int
mod + an equipment bonus based on their security system (ranging from +0 for a completely open,
undefended system to +10 for a top-notch security system). The security systems bonus couldnt exceed the Int
bonus of the computer, but there was an exception for hard-wired security installed on storage devices (such as
cred chips or code cylinders).
A banking computer, then, was actually meant to have Int 30 and a +10 security system (10 + 10 Int + 10
equipment = Will 30).
All that doesnt really apply now because the current system is really set up to assume a built-in +5 security
system, but you could still allow it to range from +0 (completely undefended system) to +2 (outdated security
system) to +5 (up-to-date security system) to +10 (cutting-edge security system).
In that earlier draft, I did write up some sample computers. Ive updated these to match the current rules and
added the typical Will Defense in parentheses:
Quote:
Datapad: Int 12 (Will 16)
Portable Computer: Int 14 (Will 17)
Desktop/terminal, space transport main computer: Int 16 (Will 18)
Local server/network, frigate main computer: Int 18 (Will 19)
City/district server/network, cruiser main computer: Int 20 (Will 20)
Continental server/network, space station main computer: Int 22 (Will 21)
Planetary server/network: Int 24 (Will 22)
Sector server/network: Int 26 (Will 23)
Oversector/regional server/network: Int 28 (Will 24)
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Galaxywide server/network, HoloNet: Int 30 (Will 25)
As I mentioned above, the Will Defenses could conceivably vary by +/- 5, but its rare to find anything more
complex than a terminal with an outdated security system.
Also, dont forget that the default starting attitude is unfriendly (-5 penalty on Use Computer checks):
Indifferent (-2) is appropriate for systems that are intentionally left open to the public (i.e. seeing public
HoloNet sites), and hostile (-10) is appropriate for any system with highly sensitive information (e.g.
intelligence, law enforcement, military, or financial systems).
Quote:
Originally Posted by strattj w
I would also be completely reasonable for a computer to have programing in place to alert
security personal when any user attempts to increase access with the computer (success or
failure). That would make it harder to hack into a Will defense 30 computer (which can be
make trivial with enough focus on your hacking skills.)
Well, sort of. The Improve Access action assumes that reasonable countermeasures are in place by the admins
and that the intruder is trying to avoid tripping any alarms if they want tighter security, they either set the
default attitude lower or they get advanced security systems.
That said, an admin could certainly have orders issued to monitor any routine commands issued to the
computer, so if someone new starts giving commands to the computer the admin would almost certainly be
alerted. From there on out, the admin would make opposed Use Computer checks to try to counter anything
the intruder does, and the admin always gets to add the computers Int bonus to these checks. (Assume a
typical admin has a Use Computer equal to the computers Will Defense 10 more important systems tend
to have more skilled people hired to watch them.)
Heres a snippet that was in a late draft of the rules a lot of this got absorbed by the opposed Use Computer
checks for contradictory routine commands, but it still add some nice additional details that fit easily into the
published rules:
Quote:
Counteri ntrusi on (Trai ned Onl y; requi res computer atti tude of hel pful ): You can
manually assist a computer in repelling an unauthorized user so long as you are aware of
the intruder. Any time a computers attitude becomes one step worse toward another
character, all active administrators (characters toward whom the computer is Helpful)
are notified immediately; once you are notified, you may make an opposed Use Computer
check as a reaction any time the intruder attempts to improve access, access programs,
alter programs, issue routine commands, or write programs on that computer. The
intruders action is not successful unless he wins the opposed Use Computer check; this is in
addition to any other requirements, such as equaling or exceeding the computers Will
Defense when attempting to improve access.
As a full-round action, you may attempt to isolate an intruder and limit his access to the
computer. Make an opposed Use Computer check against the intruder; if you are
successful, the computers attitude toward the intruder becomes one step worse. If the
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computers attitude toward the intruder ever becomes hostile, the computer has traced the
intruders exact location.
If two characters are treated as helpful by the same computer, it is possible for both to use
counterintrusion, each treating the other as an intruder.
I hope this helps.
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