Computer Modules
Computers can have any number of modules installed. Modules can be partitioned off from other parts of a computer if placed behind firewall countermeasures, which increases their security. A computer can have multiple modules of the same type, but the bonuses they grant to a system generally do not stack with themselves. For example, a system could have three copies of the security I module (which each grant a +1 bonus to the DC), but they do not stack to increase the DC to break into the computer.
Note that modules are a combination of both hardware and software, and as such they typically cannot be physically removed without damaging the system or rendering it inoperable. With the right amount of skill and time, a module can be disabled or manipulated, but this typically cannot be done during combat. See the Computers skill.
Module pricing is provided on Table: Module, Upgrade, and Countermeasure Pricing.
Control
The control module allows the computer to operate a complex device, to which it must be in some way connected. (Simpler devices can be controlled as part of a computer’s basic functions.)Some countermeasures might make use of a computer’s control modules when activated. Gaining control of a computer allows the user to activate the devices in any way allowed by the control module. The price of a control module depends on the complexity of the object being controlled. The control module for a more complex device, such as a spy Drone, Starship, Vehicle, or weapon turret, costs Purchase DC -8 (min. DC 9) of the device to be controlled.
When controlling a basic device that essentially has an on/off switch, the computer simply gains access to that switch and can activate or deactivate the connected device as instructed. When in charge of a device that can already operate autonomously (such as a robot or another computer), the controlling computer can give orders to that device. When operating a device that requires a skill check or attack roll (such as a computer hooked to a med-bed or weapon), the controlling computer can either allow a creature with authorized access to attempt a skill check or attack roll, or attempt the skill check or attack roll itself. When making its own check, the computer is assumed to have an attack bonus equal to its tier, proficiency with any weapon it controls, and a total skill bonus equal to 2-1/2 × its tier. Such controlled objects are normally mounted to a specific location (such as a controlled longarm placed in a turret with line of sight to the computer’s terminal), in which case the mount and related components are included in the control unit price.
A computer can also control another computer. In this case, hacking one computer allows you to attempt to hack any computer it controls, but this does not automatically give you access to those other computers. It’s common for a lower-tier computer to be set up to control a higher-tier computer, such as when a clerk’s desk computer is linked to a company mainframe. In these cases, the lower-tier computer can only send specific, authorized commands to the higher-tier computer, though it can still be used as an access point in an attempt to hack the higher-tier computer.
Secure Data
This module contains secured data relative to a specific topic, and is almost never available without root access or an action by someone with root access to grant another user the ability to access the secure data module. Since a secure data module serves to store information too important or sensitive to let fall into the hands of your average hacker, it is frequently also kept behind a firewall.
Secure data might consist of a few simple documents or a vast library of technical specifications. The only requirement is that the data be limited to one general topic (such as a ship’s design, correspondence among members of a group, local maps and charts, etc. additional topics require additional data modules. The price of the module depends on the topic’s size. A data module suitable for a specific small topic (such as a video log, a financial ledger, or a building schematic) costs Purchase DC 1. A data module for an average topic (such as Engineering specifications for a gun, a company’s employee database, or a large array of maps) costs Purchase DC 2. Modules for large topics (such as the plans for a Starship, a space station’s operations log, or a company’s master records) cost at least Purchase DC 9 and might cost as much as Purchase DC 17. In addition to storing data that might be valuable on its own (such as plans for a military invasion), a data module allows a character with access to it to take 20 when attempting a skill check to recall knowledge on a topic related to the data module’s contents.
Spell Chips
It is possible to create Spell gems in the form of chips that can be slotted into a computer system. A user capable of utilizing an equivalent Spell gem with access to the computer in which such Spell chips are installed can cast the related Spells whenever controlling the computer and gains a +2 circumstance bonus to any skill check involving these Spells. Spell chips cost Purchase DC +1 of a Spell gem @spellgem with the same Spells. When a Spell is expended from a Spell chip, the chip itself is not destroyed, and the Spells can be reloaded into the Spell chip for Purchase DC -1 of the normal price of a new Spell chip.
Upgrades
These modules improve the overall effectiveness, security, and utility of a computer system. A computer system can have any number of these modules, but their effects generally do not stack. For a better effect, a more expensive module must be purchased and installed on the computer.
Artificial Personality
An Artificial personality is a program designed to allow a computer to hold conversations in plain language with both users and creatures that lack access. Such computers are often given a name and are capable of parsing expressions, slang, social cues, tone of voice, and similar elements beyond a literal understanding of spoken or written words. They can respond appropriately through algorithms and lists of billions of known phrases and expressions, developed by programmers over centuries to allow for extremely natural-sounding conversations. Such computers can even display what appear to be emotions and insights. However, unlike androids, computers with Artificial personalities have not attained true consciousness. The ability of an Artificial personality to hold a conversation, learn names and habits, and even give advice is based purely on its complex code and extensive lexicons.
The primary advantage of an Artificial personality is that an authorized user can operate the computer by giving simple spoken or typed commands in plain language and receive information from the computer the same way. On Starships traveling far from civilized systems for months or years at a time, some owners also appreciate hearing a friendly voice and having someone to talk to, despite knowing that the “someone” isn’t an actual conscious being. Artificial personalities are sophisticated enough that the computer can attempt Bluff, Diplomacy, Intimidate, and Sense Motive checks with a total bonus equal to 2 × its tier. This upgrade costs Purchase DC -5 of the base price of the computer.
Hardened
The computer and its systems are encased in armored and energy-resistant shells. The computer’s hardness increases by 10, and it gains a +8 bonus to saving throws against energy attacks and effects that specifically target computers or electronic systems. This upgrade costs Purchase DC -2 of the base price of the computer.
Miniaturization
Treat your computer as 1 tier lower when calculating its bulk, to a minimum of tier –1. A tier-0 computer has light bulk, and a computer of tier –1 has negligible bulk. You can buy this upgrade multiple times. Each time it costs Purchase DC -5 of the base price of the computer.
Range
While most computers have access to remote systems and local infospheres, this connection does not necessarily extend to other devices. A computer that controls a comm unit can use that comm unit to send and receive messages but cannot use it to control devices. The range upgrade provides a secure, remote connection to a device which allows it to be controlled from a distance. Without this upgrade, a computer must be physically connected to the devices it controls with its control modules. Range I allows the computer to control a device wirelessly within 100 feet, and costs Purchase DC 2 (this includes the adjustments to both the computer and the connected device). Extending this range to 1 mile (Range II) costs Purchase DC 7, while increasing it to planetwide (Range III) costs Purchase DC 11 (requiring a Cortex connection for both the computer and device, see The Cortex Overview ).
Security
This bolsters the overall security of the computer, increasing the DC of the Computers check to hack the computer and gain access to its modules. This upgrade comes in multiple ranks, each stronger and more secure than the last. Refer to Table: Security Modules to determine the DC increase and the price (in percentage of the base price of the computer). A computer cannot benefit from more than one security upgrade.
| Table: Security Modules | ||
|---|---|---|
| Rank | DC Increase | Price |
| Security I | +1 | Purchase DC -5 of base computer |
| Security II | +2 | Purchase DC -3 of base computer |
| Security III | +3 | Purchase DC -2 of base computer |
| Security IV | +4 | Purchase DC +0 of base computer |
Self-Charging
While most computers can operate for up to 24 hours on internal batteries, this upgrade makes it so that the computer can function for up to 1 week on its internal power alone. Multiple purchases of this upgrade each extend the time by 1 additional week. This upgrade costs Purchase DC -5 of the base price of the computer.

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