Override All Security! Computers and Hacking in Starfinder

Friday, July 7, 2017

So let's just put it out there: Like many RPGs set in a universe with advanced technology, Starfinder has rules for computers, and hacking computers. And, like nearly all RPGs that do so, these rules aren't grounded in reality.

There are lots of good reasons for this, ranging from no one working on the game being an accredited IT security expert, to real-world computer issues often being slow, boring, and not the sort of thing we particularly want to have Starfinder stories focus on. Just as in Pathfinder we do not require people to be able to write in (or even identify) iambic pentameter to be able to use the Perform skill or have any archery skills at all to take Rapid Shot, we want people with no particular computer knowledge to be comfortable with the Computers skill (and the devices it works with) in Starfinder.

So, here are there basics. There is a Computers skill, which at its most basic is defined as the ability to operate, manipulate, and hack into computer systems. It's Intelligence based, cannot be used untrained (though there is an exception), and is a class skill for envoys, mechanics, operatives and technomancers. If you have access to a computer system's physical interface, you don't need any other tools, but if not you need a hacking kit to attempt to interact with a system.

If a computer is unsecured, a DC 10 Computers check allows you to use its most basic functions, and unlike other Computers skill tasks this can be done untrained if you take 20, so normally it isn't an issue unless you're in a hurry. If a computer is secured, there are tasks you can perform with the skill, all of which are built around defining computers with tiers, modules, and systems.

Computers themselves are defined in their own section in the equipment chapter. In general, a computer has an item level equal to double its tier. A tier 1 computer might be something as simple as a common datapad, while a tier 10 computer may be running an entire space station or handling major systems for a large company. Beyond its tier, a computer is defined by its size, user interface, access and authorization, basic function, modules (which define what the computer can do or control beyond its basic functions, and may include controlling other devices or computers), and countermeasures.

Computers skill checks have DCs based on the tier and countermeasures of the computer they are applied to, and generally take one round per tier of the computer. If you hack a computer and beat the DC to do so by 20, you gain root access, and can use the computer with no further checks. (And if you buy or build a computer, it comes with root access for you.) Otherwise, each module or system you attempt to manipulate requires its own check. As might be expected, there are various modifiers, special abilities, and tool kits that can affect this base system, but at its core the Computers skill allows a character to at least attempt anything software- or hardware-related that an adventuring character is likely to need to deal with.

The rules for computers also allow players to design and buy or build their own. Most starships are also assumed to have a computer with a tier equal to half the starship's tier, which can also be upgraded to help operate various ship systems. A computer can have upgrades or countermeasures installed to grant it new capabilities, make it more resistant to hacking, increase its battery life, and so on. Below is a preview of part of one common upgrade, the artificial personality.

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.

Owen KC Stephens
Developer

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It's math, Jim ... but not as we know it!


Magic pretty much always breaks math, as a science fantasy game it seems logical to assume that if something doesn't make sense through science then there's an element of magic involved.


Mashallah wrote:
Gilfalas wrote:
Mashallah wrote:

They don't alter the net vector, as that is simply mathematically impossible. The reaction cannon, as described, would alter the net vector.

I'm fine with laser swords and whatever, as they're cool. I'm not fine with plain math being blatantly contradicted.

Which is why it is science fiction/fantasy.

Are you ok with FTL travel? Are you ok with near light speed travel? Are you ok with magic? Are you ok with Nanotech? Are you ok with telepathic races?

But finding a way to store and redistribute reaction force in a gun is a game breaker?

So your ok with light sabres and blasters but hyper efficient bullet guns are no go.

I'm okay with all of those.

They make sense in-setting and I'm willing to suspend disbelief for them.
I'm not willing to suspend disbelief for "math doesn't work in this setting", though.

The point doesn't have to be "math doesn't work", the point can be that in the setting, "force" might be closer to a physical entity like light is. In a way that makes it less force less relational to direction than it is to reaction mass. Such that "vectors" while still being a viable mathematical construct in the setting, is less useful as a measurement of force.

That... Is all assuming it can't be hand waved away by saying that "conservation of energy doesn't exist in the setting"... Which from what I can tell, is maybe less the case with PF/SF, but often works in other settings. In this setting, its more that conservation of energy is just looser rather than in our world rather than plain broken.


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Mashallah wrote:
I'm not willing to suspend disbelief for "math doesn't work in this setting", though.

How about this:

Reaction guns use an advanced energy absorption/redirection tech based on the same tech that allows force fields/shields. Basically an extremely efficient solid energy barrier that absorbs and redirects force into capacitors/storage system. That gives a solid reaction mass against which a thermo chemical reaction can propel a projectile while at the same time creating energy for any use, which in this case is used to supplement the outgoing projectiles velocity and/or mass.

In Mass Effect all their tech is based around mass manipulation and in a far flung setting like Starfinder I am sure similar tech can exist.

The super efficient creation of energy storage and absorption is already something you have stated you are ok with in your example of laser swords, FTL travel and drives and force fields.

Now we are using those existing tech systems in a slightly different application to create the reaction cannon.

Very similar in concept to how current modern day automotive braking systems can create electricity from braking force, just infinitely more efficiently.

Sovereign Court

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Pathfinder Starfinder Society Subscriber

Conservation of Momentum is the important one for recoil.

If the recoil mass is the known universe, your subjective experience will be an absence of recoil.


Gilfalas wrote:
Mashallah wrote:
I'm not willing to suspend disbelief for "math doesn't work in this setting", though.

How about this:

Reaction guns use an advanced energy redirection tech based on the same tech that allows force fields/shields. Basically an extremely efficient solid energy barrier that absorbs and redirects force into capacitors/storage system. That gives a solid reaction mass against which a thermo chemical reaction can propel a projectile while at the same time creating energy for any use, which in this case is used to supplement the outgoing projectiles velocity and/or mass.

In Mass Effect all their tech is based around mass manipulation and in a far flung setting like Starfinder I am sure similar tech can exist.

The super efficient creation of energy storage and absorption is already something you have stated you are ok with in your example of laser swords, FTL travel and drives and force fields.

Now we are using those existing tech systems in a slightly different application to create the reaction cannon.

Very similar in concept to how current modern day automotive braking systems can create electricity from braking force, just infinitely more efficiently.

What you described wouldn't achieve what Owen described. You would still have momentum going in two directions instead of doubling down into one.


"for any use" includes propelling the bullet faster. It's why I suggested a 2 stage weapon with a coilgun second stage.


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Mashallah wrote:
What you described wouldn't achieve what Owen described. You would still have momentum going in two directions instead of doubling down into one.

OK. You hate reaction cannons. Got it. In no time and in no way can any fictional technology ever exist to allow the concept to happen.

Glad that is cleared up.


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Starfinder Charter Superscriber

This reminds me of all that criticism old school D&D used to get from medieval history buffs about inaccurate treatment of polearms. The more things change . . .


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

... In a setting where I can wear a ring that lets me move unhindered under water, I think it's already safe to say that math has been told to go sit in the back of the room and keep quiet unless called upon...


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Jhaeman wrote:
This reminds me of all that criticism old school D&D used to get from medieval history buffs about inaccurate treatment of polearms. The more things change . . .

Naming, use, or carrying 20 at once?


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The Sideromancer wrote:
Jhaeman wrote:
This reminds me of all that criticism old school D&D used to get from medieval history buffs about inaccurate treatment of polearms. The more things change . . .
Naming, use, or carrying 20 at once?

Yes.


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I used to be an Astrophysics postgrad (i.e. a professional scientist, junior grade). This is what you learn by studying science at the highest level:

Everything you think you know is wrong.


Fardragon wrote:

I used to be an Astrophysics postgrad (i.e. a professional scientist, junior grade). This is what you learn by studying science at the highest level:

Everything you think you know is wrong.

Best answer I have read about any scientific disscusion. Applause

Radiant Oath

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I am shocked...SHOCKED!...that RPG developers don't have such a complete understanding of how the science of their magi-tech setting compares to real world science. It's almost as if it's a throwaway technobabble explanation for an in-game mechanic, an explanation that 99.99% of the playerbase won't care about because they aren't being pedants over something that just does not matter.

In regards the actual topic of the thread, I'm glad that there's a Computer Use system in place that characters can focus on without bogging down the whole game for those that didn't. It's especially good to have it in the Core rules, as it means we're more likely to see it supported as the line goes on.


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Mashallah wrote:

They don't alter the net vector, as that is simply mathematically impossible. The reaction cannon, as described, would alter the net vector.

I'm fine with laser swords and whatever, as they're cool. I'm not fine with plain math being blatantly contradicted.

You are mixing up math and science here.

Mathematics tells us how vectors work. [An over-simplified statement, historically.]

Physics tells us that action/reaction works by vectors.

If physicists discover things that require them to change how action/reaction works, the math of vectors still holds up just fine.

[The math behind "acceleration due to gravity is constant" and "radioactive decay is an exponential function" works just fine, even though the statements are, technically, false.]


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The lack of fatigue from swinging a giant battleaxe all day in Pathfinder, or being able to operate at 100% physical capacity despite losing almost all your hitpoints without a magical explanation already breaks biology, which breaks chemistry, which breaks physics, which breaks math.

Silver Crusade

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Pathfinder Adventure Path Subscriber
Azih wrote:
The lack of fatigue from swinging a giant battleaxe all day in Pathfinder, or being able to operate at 100% physical capacity despite losing almost all your hitpoints without a magical explanation already breaks biology, which breaks chemistry, which breaks physics, which breaks math.

Let's not forget falling rules and lightning bolts underwater (altho Aquatic Adventures kind of dealt with the latter).

Dark Archive

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Well the Mashallah ranting are worse then just not nuancing the distinction between math and physics. Conservation of Energy as a physics concept has been flagrantly violated by every edition of the world oldest role playing game ever, because magic. There is no internal inconsistency, once you do not need to worry about conserving energy it is not hard to put together a viable technological/ magical solution to this horrible problem that violates a poster's suspension of disbelief. It's not like there a no strategies in the real world for reducing recoil.


So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.

also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?


Jaxom Faux wrote:

So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.

also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?

Androids and cybergear cannot be hacked. Something about them being in your living field and part of you means they are not hackable.

I am not sure of the reason. I am sure that they cannot be hacked.


1 person marked this as a favorite.
Gilfalas wrote:
Jaxom Faux wrote:

So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.

also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?

Androids and cybergear cannot be hacked. Something about them being in your living field and part of you means they are not hackable.

I am not sure of the reason. I am sure that they cannot be hacked.

Hacking the soul is the domain of magic.


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Ventnor wrote:
Gilfalas wrote:
Jaxom Faux wrote:

So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.

also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?

Androids and cybergear cannot be hacked. Something about them being in your living field and part of you means they are not hackable.

I am not sure of the reason. I am sure that they cannot be hacked.

Hacking the soul is the domain of magic.

What a coincidence, I'm also really interested in seeing what 6th-level technomancer spells look like.


Garrett Guillotte wrote:
Ventnor wrote:
Gilfalas wrote:
Jaxom Faux wrote:

So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.

also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?

Androids and cybergear cannot be hacked. Something about them being in your living field and part of you means they are not hackable.

I am not sure of the reason. I am sure that they cannot be hacked.

Hacking the soul is the domain of magic.
What a coincidence, I'm also really interested in seeing what 6th-level technomancer spells look like.

well played folks, well played.


1 person marked this as a favorite.
Jaxom Faux wrote:
Garrett Guillotte wrote:
Ventnor wrote:
Gilfalas wrote:
Jaxom Faux wrote:

So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.

also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?

Androids and cybergear cannot be hacked. Something about them being in your living field and part of you means they are not hackable.

I am not sure of the reason. I am sure that they cannot be hacked.

Hacking the soul is the domain of magic.
What a coincidence, I'm also really interested in seeing what 6th-level technomancer spells look like.
well played folks, well played.

Don't thank me. I have no idea what is going on.


Hmm, thinking about it, I like the +20 DC for root. Let's say you're the sort of person that likes certainty, so you convince the Technomancer to blow a highest-slot spell on you, grab a couple temporary bonuses, and boost things to guarantee success. Now you can roll to see if you get the benefit of all those temporary modifiers (guaranteed access) permanently.


I can't help but think the succeed by +20 is also there to help speed along some of the parts where not being able to can result in doubling (or more) the time it takes to get through a given scenario.

You can have a team that has decent hackers but none that concentrate on it so most every time has to go take each step as it occurs or have a team that has that code monkey that knows how to quickly get through the common and uncommon stuff with little time wasted. They both will have tense moments when coming up with the more rare cases of systems that are more protected than normal though one group will have less chances at bad times.

Hacking the computer for clearance into a facility might not be very hard but trying to get into the R&D computer files of that facility might be leaps and bounds above what getting into the building are.


Gilfalas wrote:
Jaxom Faux wrote:

So .... back to hacking, i'm in favor of the "one computer skill" and would love any other teasers in relation to such.

also i'm sure somebody is going to ask.... can androids be hacked? cyber arms? etc? are hackers in starfinder going to be as annoying as the random rogue stealing your gear in pathfinder?

Androids and cybergear cannot be hacked. Something about them being in your living field and part of you means they are not hackable.

I am not sure of the reason. I am sure that they cannot be hacked.

the distinction made between artificial personalities and 'true consciousness' lead me to think that the former is hackable but not the latter. Cybergear seems like it should be able to be hacked, just a high DC or something.


jack ferencz wrote:
the distinction made between artificial personalities and 'true consciousness' lead me to think that the former is hackable but not the latter. Cybergear seems like it should be able to be hacked, just a high DC or something.

They have already stated that that cannot happen in the cyberware/augmentations preview on the blog.

Paizo Blog wrote:
Once implanted, augmentations work just like your natural limbs and organs—a cybernetic arm is no more vulnerable to specific attacks or effects than your natural arm.

Scarab Sages

Gilfalas wrote:
jack ferencz wrote:
the distinction made between artificial personalities and 'true consciousness' lead me to think that the former is hackable but not the latter. Cybergear seems like it should be able to be hacked, just a high DC or something.

They have already stated that that cannot happen in the cyberware/augmentations preview on the blog.

Paizo Blog wrote:
Once implanted, augmentations work just like your natural limbs and organs—a cybernetic arm is no more vulnerable to specific attacks or effects than your natural arm.

However, this means that a cybernetic arm is as vulnerable to magic that affects limbs as a natural arm. Wither Limb would incapacitate a cyber arm as easily as a natural arm, for example.


Imbicatus wrote:
However, this means that a cybernetic arm is as vulnerable to magic that affects limbs as a natural arm. Wither Limb would incapacitate a cyber arm as easily as a natural arm, for example.

That would seem logical and reasonable give what they have said. It will be interesting to see what spells they have and how they interact now.

Grand Lodge

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I really wanted to be able to hack everyone's cyber-eyes and replace my head with an animated logo.

SM


StarMartyr365 wrote:

I really wanted to be able to hack everyone's cyber-eyes and replace my head with an animated logo.

SM

Just use a holographic faceplate and load up as many facial 'screen savers' as you can get and swap them out as you want. Or have them on slideshow.


Borderlands did that with Zero's faceplate displaying the character "0" idnt they? And the new Star Wars Battlefront is doing that with the emperor's messenger projecting Palpatine's face over their helmet. So there are a few good references for how it would look.

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