Table: Modules

Feature Module Price Source
Dispenser 10 credits per bulk of capacity RGG:SFC
Skill I 500 credits RGG:SFC
Skill II 2,000 credits RGG:SFC
Skill III 5,000 credits RGG:SFC
Skill IV 20,000 credits RGG:SFC
Skill V 50,000 credits RGG:SFC

Dispenser Module

This module stores and distributes items from a preloaded hopper. By default, a dispenser module can hold 1 bulk worth of items with light or negligible bulk. This type of dispenser module costs 10 credits and increases the weight of the computer by 1 bulk, plus the weight of the items within its hopper. (You must purchase separately or already have the items to be dispensed from the hopper.) Larger dispenser units are possible, with each increase in capacity proportionally increasing the module’s weight and price. For instance, a dispenser module that could hold 4 bulk of items would cost 40 credits and weigh 4 bulk. Dispenser modules can be fitted with a credstick interface that accepts payments in exchange for stored items, as long as the computer is connected to an infosphere or a banking system. Users with root access to the computer system can set parameters for distribution of the items in the dispenser module and open the hopper for loading or unloading.

Skill Module

Skill modules allow computers to attempt checks with a specific skill, determined at the time a module is created. Skill modules of the appropriate type may only attempt to accomplish tasks as listed on the table below—a Computers skill module cannot be used to Construct a Computer or Detect a False Shell, for instance.

Module Type Enabled Tasks Source
Computers Detect Forgeries RGG:SFC
Culture Decipher Writing, Recall Knowledge RGG:SFC
Engineering Identify Creature, Recall Knowledge RGG:SFC
Life Science Identify Creature, Recall Knowledge RGG:SFC
Mysticism Identify Creature, Identify Magic Item1, Recall Knowledge RGG:SFC
Physical Science Recall Knowledge RGG:SFC

1: A Mysticism skill module must also have a connected spell chip module with detect magic, identify, or a similar spell encoded in it to attempt to identify a magic item. Attempting such a check expends the spell chip.

After a user inputs information or a query as a standard action, a skill module attempts the appropriate skill check, taking the same amount of time to complete the check that a character would. The user can instruct the computer to Take 10 or Take 20 on this skill check. A skill module’s bonus on a skill check is determined by the module’s quality; see the table below. Skill modules created to detect forgeries or decipher writing typically contain integrated visual scanners. User input could influence the effectiveness of the module’s skill checks, at the GM’s discretion. For instance, a thorough spoken description of a creature might grant the skill module a +1 circumstance bonus on a check identify the creature, while an uploaded video recording might grant a +2 bonus. For the skill module to function, it must have access to an appropriate secure data module or an infosphere (typically via a controlled comm unit or a range upgrade).

Rank Skill Bonus Price Source
Skill I +2 500 credits RGG:SFC
Skill II +4 2,000 credits RGG:SFC
Skill III +6 5,000 credits RGG:SFC
Skill IV +8 20,000 credits RGG:SFC
Skill V +10 50,000 credits RGG:SFC


Table: Upgrades

Upgrade Price Source
Adaptive Ports 5 credits RGG:SFC
Hidden 10% of computer’s base price RGG:SFC
Hologram 50 credits RGG:SFC
Mobility I 20% of computer’s base price RGG:SFC
Mobility II 30% of computer’s base price RGG:SFC
Mobility III 40% of computer’s base price RGG:SFC

Adaptive Ports

Computers with the adaptive ports upgrade are designed to physically interface with a wide variety of technology, be it alien or ancient. Nano particles within the upgraded computer’s input ports rearrange themselves to successfully connect with any device’s output. Useful for those without hacking kits or a way to wirelessly access a computer system, adaptive ports are common on public computers like those at libraries or archives. Installing adaptive ports in a computer system costs 5 credits.


Some computers store such sensitive information or control such powerful systems that you might wish to hide their existence from unauthorized users. Computers with the hidden upgrade are generally disguised as innocuous furniture or built inconspicuously into a wall panel. You must succeed on a Perception check with a DC equal to 20 + the computer’s tier in order to locate a computer with the hidden upgrade. Additionally, computers with a hidden upgrade are constantly under the effect of nondetection with a caster level equal to 7 + the computer’s tier. A hidden upgrade costs 10% of the computer’s base price.


While most computers have some type of monitor to show graphical output, computers with the hologram upgrade can produce detailed three-dimensional displays. Useful in navigational computers or repositories for complex schematics, these specialized displays function as holographic image cast as a 1st-level spell, save that the image occurs adjacent to the computer and cannot extend more than one 10-foot cube in size. The Will save to disbelieve a hologram created by a computer has a DC of 10 + the computer’s tier. A hologram upgrade costs 50 credits.


Computers with the mobility upgrade are mounted on a motorized transport chassis rather than being stationary. A mobility I upgrade equips the computer with 4 to 6 wheels that grant a land speed of 15 feet. Mobility II equips the computer with an anti-gravity lift that increases the computer’s speed to 30 feet and allows it to ignore difficult terrain. Mobility III equips the computer with a jet propulsion system, giving it a fly speed of 30 feet. The mobility upgrade may only be added to a computer with a bulk of less than 25. A mobility I upgrade costs 20% of the computer’s base price, a mobility II upgrade costs 30% of the computer’s base price, a mobility III upgrade costs 40% of the computer’s base price.


Table: Countermeasures

Countermeasure Price Source
Port Lock 20 credits RGG:SFC
Spell Chip Trigger 50 credits RGG:SFC
Tracer 1,500 credits RGG:SFC

Port Lock

A port lock is meant to detain those seeking unauthorized access to a computer system. When unauthorized access is detected, the countermeasure snaps shut access panels on all input ports, trapping any devices physically connected to the computer. A successful Computers or Engineering check with a DC equal to that needed to hack the computer system frees the input device. You can attempt to disconnect the input using brute force with a DC 15 Strength check, but doing so has a 50% chance of giving the attached device the broken condition. The port lock countermeasure is typically installed only on computers without wireless access. A port lock costs 20 credits.

Spell Chip Trigger

This countermeasure triggers a spell chip when unauthorized access is detected. The countermeasure can be set to target either the unauthorized user or a device being used to access the system, as decided when the countermeasure is armed. A user with access to the computer who is capable of using the spell chip must arm this countermeasure. The user who arms the countermeasure determines the spell’s caster level, effect, and save DC as if they had cast the spell. This expends a spell slot of the appropriate level. A computer must have a spell chip module to install this countermeasure. A spell chip trigger costs 50 credits.


When a tracer countermeasure is triggered, it creates a scrying sensor, as clairaudience/clairvoyance, save that it automatically moves to follow the unauthorized user. The sensor has an effective caster level of 7 + the computer’s tier. Authorized users of the computer can use it to see or hear through the sensor from the computer console or any connected computer. The sensor lasts for 7 minutes plus 1 minute per tier of the computer. A tracer costs 1,500 credits.

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