tag:blogger.com,1999:blog-8624282562494068702024-02-21T23:33:21.428-08:00H-RepAn Eclipse Phase homebrew blogunitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.comBlogger220125tag:blogger.com,1999:blog-862428256249406870.post-78651305802926441202019-11-24T13:16:00.002-08:002019-11-24T13:16:22.253-08:00Hematic Weaponshematic, adj.<br />
relating to or affecting the blood.<br />
<br />
Blood captures the imagination. Weapons of blood are popular in culture throughout the ages, from mythology to modern vids and vidgames. And the rise in knowledge of bloodborne diseases (such as hemorrhagic fevers like Ebola, or HIV) in the 20th century has crystallized a human paranoia of blood. The sight of blood can be shocking, even for immortals. And of course, technology can improve the "weaponization" of blood, with medichines and nanophages improving our natural defensive capabilities, or things like Defiler exhumans with their highly acidic blood. But blood and other bodily fluids are also a vector for the Exsurgent Virus. Exposure to the blood of an exsurgent biological strain can lead to contagion. Many transhumans are conceited in their security against potential hazards, but the horrors of the Fall have made people understand certain "TITAN made" super pathogens are still a hazard. In Firewalls SOP threads on the Eye, people weaponizing exsurgent blood is called "Hematic Weapons".<br />
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Most Exsurgents are not stable enough to actually think to use their blood, or other infectious matter, in a more technical and sophisticated way. If they are driven to spread the infection, they do so usually directly, such as through physical contact or other specific infection vectors. They aren't afraid to spill a little blood (if they have any at that stage), and might do so for big gains (such as tainting air, food or water), but subtleties and technical refinement tends not to be how the infected work. The contagious period will also eventually cease in the body, though if extracted the bio-nanos will remain virulent for days or weeks. They have specific forms and purposes, and AOK hacks tend to make one aim higher, but not always. Most often you see these weapons in the hands of TITAN puppets and sleepers, those who are not themselves infectious but already on the side of the TITANs, in the hands of various Singularity Seeker or Brinker cultists who have their own twisted agenda, or occasionally by criminal elements who don't know any better, such as rendering down exsurgents for parts and finding the infectious blood useful for their purposes.<br />
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The uses are many formed, but fairly obvious; since exovirus pathogens are applicable dermally, inhaled, injected or orally. The simplest is large samples of contagious blood in a sprayer, which is basically a squirtgun. This can be done with any infected blood, not even exsurgent, and some see it as a prank or a protest (and others, bioterrorism). More serious efforts will actually load the blood into capsule or splash rounds to strike a target, hopefully incapacitating them then infecting. With range and suppressors, this can even be quite subtle as to the exact nature of the shot, some may not notice the infectious component until it is too late. Some might even go a more extreme route, loading weapons with infectious bone marrow or other substances. For area effect though, aerosolized blood in a gas grenade or seeker is a good way to go spreading it to cover surfaces or be inhaled, the bloody mist being a powerful visual image. One might also spike melee weapons, such as the wasp knife, but considering the close contact this is often excessive when dealing with infectious material.<br />
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Firewall and other X-risk agencies always try to keep contagion in mind when dealing with the ex-virus. While the hematic tactic is not widespread, it is still a serious risk along with other more traditional methods, and one which could potentially be exploited by parties other than the TITANs themselves - something Firewall is always wary of. To counteract, an immunogenic coating is usually enough to forestall an infection, even an exsurgent one, especially if it has been outside of it's host for an extended period. Preventative nanoswarms can also break down the bio-nanos and render them inert, such as in the case of a spill. Other than that, simple physics works, exposure to potent acids or alkalis, or extreme heat will neutralize the effect. Always consider carrying some bleach if you think you'll encounter such things.<br />
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(Here's another <i>Death Stranding</i> twist. In the game, it's the players blood which is useful against the unknowable horrors, but in another context, using "special blood" as a weapon can be quite intimidating. A good way to freak out players who may already be paranoid about infectious material)unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com1tag:blogger.com,1999:blog-862428256249406870.post-90534370444595264792019-11-19T13:20:00.000-08:002019-11-19T17:21:28.145-08:00ZSSedatives can serve several purposes. Anxiolytics reduce anxiety, tranquilizers are synonymous with antipsychotics, and soporifics or hypnotics promote sleep or unconsciousness. A calming and sleeping drug might be called "hypnotic-soporific". They have a variety of uses in the transhuman future, even with basic biomods improving the sleep cycle. They can be used to treat anxiety and insomnia which can still occur, or to create a sedated state for trauma surgery (though more specialized anesthesia are usually used). They are also used as a "chemical cosh", to "club" patients with hyperactivity or other mental disorders to make them manageable. In the espionage game, sleeping pills or gas can also be a useful alternative to wetwork. While killing someone these days is akin to putting them down for a short nap, violence risks a certain amount of "noise" and mess, and some groups will be more likely to retaliate based on the cost incurred (replacing a body) - on the other hand, sleep can be just as effective as a lethal poison, and might even be passed off as natural without a tox screen. The most common application of sedatives is ZS.<br />
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<b>ZS</b>: A common sedative-hypnotic drug which is typically used to treat sleep disorders (such as insomnia). It is formulated to work on most earthly biology, but some xenofauna or GMOs might be resistant to it. After onset time, the target makes a SOM check. If they fail, they fall Unconscious into a sleep which will last the duration unless interrupted (with normal modifiers), and gain the benefit of a long recharge. If they pass, they are impaired (-20) until the drug gets out of their system, being fatigued and lethargic. They also take a -10 to COG checks to remember events while under the effects of ZS. ZS can be countered by applying an appropriate stimulant (like creating an antidote), but mixing medication is to be warned against. [Minor]<br />
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ZS and derivative compounds are sold in multiple forms, for multiple applications. Most common is pills which are proscribed or self-administered for the aforementioned sleep disorders. It also comes in syrup form for those who prefer it that way. When using it as a chemical control, it can be directly injected or dispersed as a gas. "Does this rag smell like ZS to you?" is a running gag in many vid series. ZS can be habit forming, and long term abuse can lead to unnatural sleep cycles and persistent fugue states, which are hazardous. Major manufacturers warn against operating vehicles or heavy machinery for several hours after taking a dose of ZS.<br />
<br />
<table>
<tbody>
<tr>
<th>Drugs</th>
<th>Type</th>
<th>Application</th>
<th>Duration</th>
<th>Addiction Mod/Type</th>
<th>Complexity</th>
</tr>
<tr>
<td>ZS</td>
<td>Biochem</td>
<td>Inh, Inj, O</td>
<td>8 hours</td>
<td>-20/Mental</td>
<td>Minor</td>
</tr>
</tbody></table>
<div>
<br /></div>
<div>
(nb: caught an error with my html table, the duration should be 8 hours)</div>
unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-416357000177049792019-11-18T12:30:00.000-08:002019-11-18T12:30:07.882-08:00BloodFireThere are a variety of toxins and harmful chemicals out there for a "discerning" customer. Nerve agents and potent neurotoxins can kill a morph quickly, while other drugs incapacitate physically or emotionally. Flight and Twitch have their uses, but can be a bit volatile. Nanotoxins also function as "smart" poisons, a more reliable way of mechanically interacting with cells to kill or inflame them which is more reliable than biological methods, but are more expensive and regulated. Some "chemists" have a method which works more simply than these, but it less reliable because it interacts with biological system.<br />
<br />
<b>BloodFire</b>: This low-strength neurotoxin is a synthetic blend of several natural creature venoms, it is designed to inflict pain and incapacitation, not serious injury. Some enforcers who don't care much for manners or laws use it as a way to usually "non-lethally" capture someone, or it can be used by them for interrogation and torture. The poison spreads from the contact with an uncomfortable burning or stinging sensation which spreads throughout the body, causing severe discomfort, possibly incapacitating. When dosed with BloodFire, suffer 1d6 DV (halve this with Medichines) and must make a WIL check. If you succeed, you are Impaired (-20) for the duration and mostly functional. If you fail, you are Incapacitated for the duration instead, and depending on the situation may take Stress from helplessness. A character with Pain Tolerance (Level 1) gets a +30 on this check, and the impairment penalty is -10. A character with Pain Tolerance (Level 2) does not need to make the check. BloodFire may cause an allergic reaction or other complications on those with certain genetic defects, which could lead to more severe harm or even death. [Minor] (R)<br />
<br />
Because of it's natural composition and direct nature, BloodFire is cheaper and sometimes more common (especially among criminal outfits) than something more complex like <b>Neuropath</b> (p. 335). It's usually applied via splash or capsule rounds in a fight, but can be directly injected or ingested in another scenario. Because the incapacitation is not guaranteed, more serious outfits may skip it, but for those working fast it's a lot quicker and cheaper to acquire, if you know the right people or chemical formulae.<br />
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<table>
<tbody>
<tr>
<th>Toxins</th>
<th>Type</th>
<th>Application</th>
<th>Duration</th>
</tr>
<tr>
<td>BloodFire</td>
<td>Biochem</td>
<td>D, Inj, O</td>
<td>1 hour</td>
</tr>
</tbody></table>
unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-48702981710504724362019-11-16T23:10:00.002-08:002019-11-24T13:11:48.532-08:002E Drugs ConversionSo here's another fun one, updating several of my old drugs, toxins or chemicals to 2E rules. The use of enforced behavior can make a few of these more interesting than before. First a short description (and link to original work), then a table below for all the facts. I may or may not port over some of the others, but I think these are the most interesting. Listed complexity is for 5 doses.<br />
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<a href="http://ephrep.blogspot.com/2016/10/dcv.html">DCV</a>: A relaxant which assuages feelings of guilt, and keeps the body calm and relaxed, so one can perform deception better. Useful also for acting. It won't overcome a dedicated truth-detecting method, but makes lies easier. +10 to Deceive checks and gain Reduced Behavior: Guilt (2) for the duration. Usually comes as a vapor rub. [Minor] (R)<br />
<br />
<a href="http://ephrep.blogspot.com/2016/11/disinfect.html">DisInfect</a>: An inhaled stimulant for the immune system, sold as a health supplement in many locales. It makes the body more resistant to toxins and physical pathogens (such as designer diseases and super virii), and stimulates a slight uplifting or energized feeling. +20 on SOM checks to resist toxins, chemicals, drugs and pathogens for the duration, and +10 on SOM checks to resist biological exsurgent infection. No effect on nanodrugs or nanotoxins. Comes in the form of inhalers. [Moderate]<br />
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<a href="http://ephrep.blogspot.com/2016/10/oxford.html">Oxford</a>: Study drug. Stimulates the center of the brain related to memory and learning centers. Helps people recall facts and build knowledge easier. +20 to COG check to remember things learned on Oxford, and gain Enhanced Behavior: Studious (2) for the duration. If used during a downtime week, you may spend an additional RP to improve skills that week, but it can only be on Know skills. Comes in pills or powder form. [Minor]<br />
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<a href="http://ephrep.blogspot.com/2017/01/rainy-day.html">Rainy Day</a>: Short term depressant, a recreational drug. Creates a brief stint of depressed mood, but clouds memories, while giving a certain amount of inspiration to the user, may even be mildly hallucinogenic. Used sometimes by artists to create a certain ephemeral genre. +5 on INT checks, but -30 to checks to remember events while under the effects. Gain Restricted Behavior: Happy (2) for the duration. Sold in the form of tablets or cigarettes. [Moderate] (R)<br />
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<a href="http://ephrep.blogspot.com/2016/11/shutin.html">ShutIn</a>: A nanodrug which directly stimulates the brain to create a sense of introversion, isolation and inner focus, used sometimes to aid in work or just to alter the mind state. It makes the user more observant, more focused and attentive, but antisocial and risk averse. +10 to Perceive checks and COG checks for memory for the duration, but -10 to WIL checks to resist pain or fear, and gain the traits Enhanced Behavior: Introverted and Mental Disorder: Agoraphobia for the duration. [Minor]<br />
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<br />
<table>
<tbody>
<tr>
<th>Drugs</th>
<th>Type</th>
<th>Application</th>
<th>Duration</th>
<th>Addiction/Type</th>
<th>Complexity</th>
</tr>
<tr>
<td>DCV</td>
<td>Biochem</td>
<td>D, Inh</td>
<td>8 hours</td>
<td>-</td>
<td>Minor (R)</td>
</tr>
<tr>
<td>DisInfect</td>
<td>Biochem</td>
<td>Inh</td>
<td>3 hours</td>
<td>-10/Physical</td>
<td>Moderate</td>
</tr>
<tr>
<td>Oxford</td>
<td>Biochem</td>
<td>Inh, O</td>
<td>1 day</td>
<td>-10/Physical</td>
<td>Minor</td>
</tr>
<tr>
<td>Rainy Day</td>
<td>Biochem</td>
<td>Inh, O</td>
<td>1 hour</td>
<td>-/Physical</td>
<td>Moderate (R)</td>
</tr>
<tr>
<td>ShutIn</td>
<td>Nano</td>
<td>Inj, O</td>
<td>1 hour</td>
<td>+10/Physical</td>
<td>Minor</td>
</tr>
</tbody></table>
unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com1tag:blogger.com,1999:blog-862428256249406870.post-33546379804082203232019-11-15T12:37:00.000-08:002019-11-15T12:37:35.151-08:00Bola GunWhile "lethality" is an interesting subject with backups and resleeving, some physical bodies are not safe to destroy. One might need to capture a morph, a bot or a creature alive and relatively unharmed, so they can be detained or physically moved. And, if a kill is needed, it's much easier on an immobilized target. In the era of easy 3D modeling and assembly, engineers have developed a weapon based on a primitive concept which is useful in this futuristic setting.<br />
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<b>Bola Gun</b>: A favorite among (Ego) Hunters, the bola gun is based on the ancient hunting weapon of South America. Using an almost slingshot or catapult style design, the bola gun fires a pair of weighted balls connected by a smart material chord which extend to their full length counterweighted, and when they hit a target they then wrap them up, binding their limbs tightly. The weights are magnetized or have grip material in them, so they bind to each other or other surfaces to further the snare. Each bola has an RFID tag so it can be located, and has an option to Shock a target who is bound, similar to a Cuffband. If it is not destroyed, a bola can be recovered and shot again. The bolas are particularly hard to remove, they give a flat -20 to the SOM check to escape them, or must be cut by dealing 20 DV to the line. The primary weakness of the weapon is it's low rate of fire, and the fact that the bola cannot deploy at extremely close range. Bola Gun uses the Guns skill. Entangling, Knockdown, No Point-Blank, Two-Handed.<br />
2d6 DV SS Ammo 1 Range 35 [Minor]<br />
<br />
(You should all play Death Stranding, it's a great game and actually has some interesting themes which can carry over to EP)unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-23365195535638724132019-11-14T16:54:00.000-08:002019-11-14T16:54:06.985-08:00Mesh Combat Software v2I had a lot of fun with the last one, and so I have a few more ideas to trot out on this subject. A lot of these concepts can be used simply as plothooks, but can also be interesting mechanical tools to aid or challenge players.<br />
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<b>D2NA</b>: One of the most basic malware out there, D2NA (Digital DNA) is a basic program which has one instruction, self-replicate. When activated, it generates copies of itself as rapidly as possible, filling up free storage on the device and taking up processing cycles. The name comes from both its self-replicating nature, and the tendency to use incredibly complex data, such as DNA sequences, complex mathematical formulas or large number sequences to eat up data. If not caught, it will fill up spare storage on a device in a matter of days or hours, making it overloaded. Most trained system defenders or firewall tools will catch a spread of D2NA, especially during a security audit, but a skilled hacker can covertly install it or conceal its nature until it's done it's job. Because servers have so much storage space that it takes too long to fill up, D2NA attacks are usually used to gum up sensor motes, bots and the gear of specific computer users rather than large systems. [Minor] (R)<br />
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<b>Fog of War</b>: Also called "Static Wall", "Blue Screen" or "Blizzard" this software tool is adapted from actual forms of e-war defense used in the Fall. It is typically run to protect certain devices which have active administrators who are directly in control of a system, and takes the form of a new countermeasure when activated. The simplest is that Fog of War degrades the quality of connection and access for normal users. It throttles connections, spams additional UI features, AR mist or other sensory distractions and in general makes things harder to navigate. Admin accounts or other select system occupants (often certain Infomorphs or ALIs using the server) are protected from this, and can work as normal. This will slow down intruders and make it harder for them to accomplish their goals, but is also a real hassle for normal users so tends to be reserved for personal use or on highly secured servers. For normal users, they act as if they are on an overloaded device, taking a -10 penalty to all meshed actions on the device (and possibly higher if the Fog of War is particularly good) - and if this device includes an AR overlay they take the Distraction penalty as well. However, the Firewall, admin accounts and other select users suffer no penalty, able to function as normal while the enemy is bogged down. [Moderate]<br />
<br />
<b>Grond</b>: Grond and its many knock offs and clones are a down-and-dirty software designed to break into systems quick. It uses optimizing algorithms to smartly pick the proper exploits for a system, rather than running straight down the list, and can even multi-task to try multiple attack angles where possible. It's "siege algorithms" continue to work even after the initial intrusion, constantly trying to preempt countermeasures and predict standard software protocols. However, Grond is anything but subtle, and thus many hackers eschew the tool. It grants a +10 on Brute-Force Hacking (taking it to a -20 penalty) and on InfoSec checks while there is an active alert (removing the penalty). [Moderate] (R)<br />
<br />
<b>Honey Trap</b>: Honey Traps and their many variants are common on corporate servers to discourage or counteract espionage. Most professional hackers use proxy services and stealthed signals, and so even if one is aware of them tracking them is difficult. To do this, the Honey Trap is made - it looks like an attractive piece of data, such as crypto, blueprints, personal data, etc. However, when downloaded or opened by a hacker, it reveals itself to be a trap - if still on it's home device it will usually automatically trigger an active alert, and if it has been copied elsewhere, it has a protocol to immediately "phone home" via the Mesh with the Mesh ID of device it is currently on and positioning data unless the hacker acts fast. Nastier versions of this are known as "data mines" or "wasp nests" and instead of tracking they will "detonate" when opened, revealing malware, corrupt data or overwhelming signal traffic, dealing 2d10 DV to the offending Infomorph, ALI or Account Shell. A skilled Hacker can detect if a program is trapped with InfoSec, but only if they care to look. [Minor+] (R)<br />
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<b>Icewall</b>: Normal firewall software uses a neural net filter to smartly detect potential intrusions or unusual activity, a constant crucible which puts pressure on any hacker who is operating through it. The Icewall takes a different tactic, it is a single, rigid defense. A hardened structure constantly patching itself against exploits, usually with stricter than normal authentication methods. Icewalls are very firm against Brute-Force hacks, as they have very few vulnerabilities and tend to rapidly patch them, applying a further -10 (total -40 modifier). They are also hard to attack directly, having 10 AV in Mesh Combat. However, because of their front-loaded defense, they are vulnerable to spoofing, and their passive threat detection once an intruder is inside may be weaker than normal. [Minor]<br />
<br />
<b>KeyChain</b>: This software comes by many names (Skeleton Key, Key Ring, MasterKey, Pick Lock, etc), and is a fairly common hacking tool, though often not a reliable one. Normally, to Spoof, one must first sniff data transmissions, or forge an authentication by copying the original somehow. KeyChain is a type of software which skips that step, instead it brute-forces a spoofed authentication by studying the authentication, then rapidly making attempts to enter it via a brute-force attack. This functions as a normal spoof attack, but doesn't require sniffing, and imposes a -30 penalty on the hacking test, as it is highly likely the attempt will be flagged by the Firewall as suspicious. KeyChain cannot defeat some forms of authentication, and systems with particularly complex authentication (like very long passcodes) might take more time than a complex action. [Minor] (R)<br />
<br />
<b>Logic Gate</b>: Logic Gates are an unusual form of authentication which resembles a passkey, but requires one not just know (or have stored) their passcode, or possess a specific key, biometric, Ego or device, but to actively solve a puzzle. These can come in the form of Captcha, or riddles, visual puzzles or even complex subjective ethics questions which an administrator will assess. Because of this, spoofing a Logic Gate is not possible, and most of them have a complex library of questions to ask, so simply listening in to a correct answer won't work either. You either can solve it, or not. Clearing a Logic Gate requires a COG test, which might be opposed if it is an assessment test. Failure causes a passive alert as normal. Because there is no "convenient" way to pass them, Logic Gates are incredibly unpopular for systems which are heavily trafficked, but are often used by personal eccentries, or to guard specific devices, storage spaces and tiers in networks by limiting who can access. Guanxi operators often us a Logic Gate variance which offers "tests of loyalty" to check a user's bona fides, and some servers who wish to prevent ALI access will use them. They can also be used as an active form of authentication, giving a specific user a test and kicking them out if they fail. [Minor]<br />
<br />
<b>Plumber</b>: Networking has sometimes been referred to as a series of pipes or tubes. And who better to check on your pipes than a plumber? Plumber is a form of software used by both hackers and system defenders - originally intended as a simple script to check network health, a few iterations and it is a sophisticated tracking system. A Firewall can normally re-authenticate or terminate connections if threatened, and a security account can trace specific users, but sometimes you want to do a lot of tracing all at once, and not let anybody know you're doing it. Fire up Plumber and let it run. In the normal timeframe of a re-authentication, it will instead actively run a trace on all accounts on the system, attempting to ping their connection and trace them to a Mesh ID or other tag, and note and report all discrepancies to the system defender (such as proxy services, user accounts in privacy mode, duplicate accounts and other unusual transmissions). This is useful for an admin to trace all suspicious connections and flag them to lock them out or otherwise catch them, though obviously it rarely beats efforts to prevent tracing a hacker. Intruders on the other hand, will often use Plumber to trace all users on a network for further traffic analysis, or figure out where the next device or node in a network or tier is. [Minor]<br />
<br />
<b>Poison Pill</b>: Another one of the classic malware tricks, a poison pill looks like good software, but it is actually bad. It can be seen as kind of a reverse honey trap. Firewalls actively monitor for unusual activity, so a hacker can try and cloak their work by making it seem like normal data. Most poison pills will fail against a dedicated scan of their code (an InfoSec test), but for purposes of passive defenses, can be safely uploaded or copies to most devices. Depending on what exactly is in the poison pill, it can do multiple things. Most when opened will dry and directly crash the OS (including possibly the Cyberbrain of a morph) of the system it is stored on with viral or corrupt data, but can also be used to damage infomoprhs or account shells which handle the data. When opened it deals 2d10 DV to the appropriate software. [Minor] (R)<br />
<br />
<b>Remora</b>: Sometimes, you don't want to crash software, delete data, or even read secret files - you want to see where that data goes. Enter Remora, a common style of spyware script which attaches itself to a file and then is designed to log where that file goes. Installed with a Program test as a complex action, Remora embeds itself in the data and then covertly logs whenever that file is accessed, modified, copied or moved. If a the data is duplicated, the Remora is duplicated with it. What it does with the log depends on how the specific Remora is configured, some will simply "phone home", using an encrypted communication to upload the log to the hacker or a secure cloud storage they can access later - but this is risky if intercepted. More commonly, after a period of time, Remora will disconnect itself and through normal network processes "swim" home, connecting through public networks to find it's home device. This means that if a file with Remora attached ever makes it to an air-gapped network, however, it's useless unless the hacker can hook back up with it. [Minor] (R)<br />
<br />unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-26127536000271439632019-11-12T20:36:00.000-08:002019-11-14T17:07:04.663-08:00Mesh Combat Programs(On page 264 it describes mesh combat as an abstraction with "no dueling avatars, no digital maneuvering, no deadly programs", but sadly that's not very fun. Below are a list of some specific software and other special features which can offer some customization and flavor to Mesh Combat, but with the understanding that using these types of things will add layers of complexity to the game and may further slow play, but they can still be entertaining. Use them just as flavor or apply the mechanical concepts as you see fit)<br />
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<b>Aegis</b>: A standard software package utilized by governments and security contractors, Aegis is designed to protect software from crashing. Utilizing a filtering system, it's constantly updating database can identify common malware and exploits and automatically block or remove them, as well as intercepting bad data packets. It also has real time crash protection which can check for most obvious software errors and compensate. Aegis adds 5 AV in Mesh Combat to all software on the same device as it. [Minor]<br />
<br />
<b>Attack Barrier</b>: Also sometimes called a "lava wall", this form of advanced Firewall has counter-intrusion protocols. Increase the Firewall rating (p. 260) by 10, and if any intruder or attacker fails an opposed test with the Attack Barrier, their relevant software (Account Shell, Infomorph, etc) takes 2d10 DV. If they are physically connected to the system running the Attack Barrier, the device takes 1d6+Shock DV as it overloads them with an electrical surge. [Moderate] (R)<br />
<br />
<b>Daemon</b>: Daemons are a sub-ALI script or process which system administrators use to delegate tasks, usually when they have a large system to run. Because they are not intelligent, they are relatively compact files, effectively spare account shells for the device or OS itself. When installed by an administrator, they decide their privilege level. Daemons can undertake certain account actions in place of their masters, either by preprogrammed signals, or by receiving an order from an authorized security/admin user as a Quick Action. They aren't very sophisticated, so anything requiring a roll they perform at a 30, but they can be helpful to pull useful information, trigger alerts or perform additional attacks in large systems while still allowing the active defender to focus on their own tasks. Even if they don't act, a Daemon adds +10 to any tests an active defender of a system makes for teamwork, as they are designed to help. [Minor]<br />
<br />
<b>Labyrinth</b>: Labyrinth or a number of related softwares are known as "barrier mazes". These are complex systems which evolve over time, and thus are not allowed in many polities. In addition to normal Firewall functions which block conventional access to those without authorization, they build in deliberate traps and weak-points which an intruder might think are safe to enter, but lead to dead ends. Some versions of Labyrinths can even alter or mask the internal file registries and databases, literally shifting information to confuse and delay attackers so they can be locked in or traced. Using a Labyrinth increases the timeframe of Hacking task actions by 50%, and gives system defenders a +10 on tests to zero-in, trace and crash/lockout an intruder. [Major] (R)<br />
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<b>Mad World</b>: Developed by criminal and anarchist hackers, Mad World is a software somewhat akin to a Scorcher designed to crash a wide variety of software at once ("Mad" standing for Mutually Assured Destruction). Once installed and opened, Mad World will try and crash the operating software, and any apps, accounts or informorphs using the device by creating junk files, sending bad data and making an overwhelming number of connections and input options. This will seriously degrade the user experience and eventually crash a system if not disabled or deleted. It deals 1d10 DV to all software per Action Turn, other than itself (this includes the hacker who placed it). In some cases, Mad World or it's variants can even overload hardware, taking up so much processing power and stressing the system, causing physical damage to the hardware device it is hosted on. [Minor] (R)<br />
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<b>Muramasa</b>: Named after a legendary Japanese swordsmith, Muramasa (and many copies and variants) is one of the most basic tools a hacker has to disrupt and crash software. Instead of overloading programs with bad data or too many signals, Muramasa "cuts" into software and deletes small snippets of their code, increasing the likelihood of errors, glitches and crashes. Add +1d6 DV to damage you inflict in Mesh Combat. [Minor] (R)<br />
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<b>Oculus</b>: One of the scariest software a hacker can meet, but luckily very expensive and restricted. Firewalls already have threat modelling algorithms which learn normal user activity, and will flag suspicious actions and work to locate intruders. Oculus takes this one step further, it not only learns to spot likely signs of an intruder, it learns about specific intruders. Through heuristic programming, Oculus will gather data about the actions of a spotted intruder, or potential intruders and identify their patterns. It gathers passive flags and data cues, even if no official record is made of a hack, and can always apply these later by cross referencing it's database. For every time you complete a hack against a system with an Oculus active, the Firewall and active defender(s) gain a +10 bonus on all opposed tests with you specifically (maximum +60). This persists even if the hacker is anonymized, as it learns based on activity, not IDs, but it can be confused by group hacking or making an effort to alter your normal activity patterns. This bonus is lost if the Oculus is crashed or deleted. [Major] (R)<br />
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<b>Partition</b>: Also sometimes called a "great wall", software partitions are used to block out access to certain software by an attacker. This can be either an app which controls access, or be fundamentally built into an operating system. While a Partition is active, one cannot make Mesh Combat attacks (local or remote) on any software which is protected by the Partition. At the GM's discretion, it may also prevent otherwise normal user functions (like using apps or terminating software processes) without Security/Admin access. Operating systems, Cyberbrains and Account shells cannot be protected by a partition. ALI and Informorphs can, but in doing so they are limited by the restrictions of the Partition to software which is not contained within it. Partitions can be circumvented by crashing or disabling them via Hacking, or by faking authentication. [Minor]<br />
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<b>Red Dress</b>: Hacking is not all about brute-forcing, cracking, trash & crash or nuking. Many professional hackers prefer to be subtle and not alert the system at all. To this end, some of them use programs like Red Dress - a sub-ALI script which is designed very simply, as a distraction. Activating Red Dress takes a Complex Action, when it is active the app creates a distraction. What this looks like depends on the system being hacked and it's current conditions. Red Dress may attempt to physically distract a sysadmin with a personal message, or a standard request for help, but this doesn't work on a small private system. In most cases, it creates a new fake account which lacks proper authentication, a "fake" intruder which a system or operator will spot and remove, after which security functions are usually reset. This can be used to "take the heat" if a hacker thinks they're about to get spotted or dumped by giving the admins something to catch - but it doesn't always work as the Red Dress' dummy account does nothing to fight back or escape. [Minor] (R)<br />
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<b>Shield Wall</b>: An upgraded version of <i>Aegis</i>, this system not only blocks common malware attacks, but actively hunts for them in a system. It can be used to spot corrupted files, viral data and more, and will flag or delete them as necessary. Running Shield Wall in public systems or high traffic is uncommon, but more paranoid users like the additional layer of protection besides their default firewall. Shield Wall assists in Security Audits, scheduling and running them with regularity, and offering a +10 on the Infosec check to perform them as well as halving the timeframe. If there is no system defender to run it, the Shield Wall has an Infosec of 40 (counting it's own +10) to do so. In addition to patching exploits and backdoors, the Shield Wall will locate any lingering corrupt data, malware, spyware and other bad-actor software lingering in the system after an intrusion, so long as it's not too well concealed and fits its filters. Shield Wall also still provides 5 AV to all software on the same device as it. [Major]<br />
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<b>Time Bomb</b>: Sometimes, you just want to fire-and-forget. Time Bomb is a form of malware akin to a scorcher which does just that, it produces a single burst of viral data, bad packets or network noise to destabilize a program, then is gone. A hacker (or just an angry user) uploads or copies the software onto the system, then "points" it at a particular piece of software. When it is commanded to run (which can be set to timers, remote triggers and more) it automatically inflicts 3d10+5 DV to that software. Having "fired", Time Bomb is then effectively deleted from the device. A defender aware of a use of Time Bomb can roll a simple success Infosec test to intercept it. Most professional networks know to find lingering Time Bombs in file uploads or delete them in regular security audits, but not always. Computer Forensics can sometimes trace the origin of a Time Bomb. [Minor] (R)<br />
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<b>Wrench Wench</b>: Normally, apps cannot repair damage inflicted in Mesh Combat - one has to close and reboot the app to restore normal processes. Wrench Wench helps with this, it uses active system recovery functions to scan all running apps and data files, and attempt to correct glitches, troubleshoot errors and even patch in bad code. Wrench Wench repairs any apps 1d10 DV every minute, just like OS, Infomorphs, accounts and cyberbrains. Additionally, all software on the same device as Wrench Wench ignore the penalties from 1 wound, as it's functions compensate for damage by finding work-arounds. [Moderate]<br />
<br />unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-24087861581438647702019-11-10T18:38:00.000-08:002019-11-10T18:38:15.500-08:00The World of Tomorrow<b>The World of Tomorrow</b><br />
Station Type: O'Neill Cylinder<br />
Allegiance: Independant (Morningstar Constellation)<br />
Primary Language: English, French, Japanese<br />
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Tucked into the Venus/Sun L4 point, The World of Tomorrow is an unusual habitat. Earth Nostalgia is a huge factor in the post-Fall era, whether people admit it or not. The World of Tomorrow is a send-up of those dreams of the futurepast, a habitat modeled on humanity's vision of the future in the 20th century. This is the world our ancestors thought would be the future, which never came. A world of art deco and streamlined chrome, powered by THE ATOM and more. Sprawling skyscrapers of an early style dot its interior skyline, combined with exotic flying or suspended structures as there is a lot of emphasis on the air, and influence of Venusian culture. The cylinder is designed to mimic earthlike gravity and atmosphere.<br />
World of Tomorrow is effectively a tourist destination, though there is some more serious work for some residents. Established by some Venusian hypercorps, it is run by the "Science Council" who built the hab and maintain it's specific atmosphere. People dress in retro sleek clothing, go about their daily commute using personal thruster packs or flying cars, and servitor bots wearing aprons and frilly headdresses scoot around doing menial work. AR skins can complete the transformation, turning any piece of decor or tech into a deliberate retro-ism. Some even can render the world in black and white. The aesthetics constantly reference early atomic and rocket science, and unnecessary blinking lights abound. Visitors will find quaint little throwbacks like "food pills", typewriters and public telephones. Permanent residents form a blend of actors, otaku and actual scientists doing some work.<br />
For visitors, there are a variety of packages and levels of experience. "Day trippers" just out for a quick sleeve and go often simply just tour the hab, seeing the specific detail of life here and taking in some of the sights. One can hit up the range to play with some exotic beam weapons, visit the best recreation of a milkshake parlor in the solar system, or visit a variety of museums which explore the early history of spaceflight, atomic energy, computers and robotics. Several of the hypercorps which are invested into World of Tomorrow also operate "show labs" here, they do little in the way of actual research but are able to run demonstrations and presentations to advertise their companies and technology. There's even several drive in film theaters. For those who wish to recapture their child-like wonder, World of Tomorrow has a large stock of neotenic morphs to sleeve in to. For those paying for an extended stay, or especially who arrive physically, there are more amenities. World of Tomorrow has several comprehensive resort hotels which model several cultures and periods of Earth history, offer gourmet dining, robot butlers, the works. The various districts of World of Tomorrow are crammed with various unusual shops and services - specialists in retro tech. World of Tomorrow is one of the foremost places to either copy or produce retro storage media, like vinyl discs, wax cylinders and magnetic tapes. Art boutiques are masters of reproducing the hab's look and feel to any modern technology as well, selling various custom-made souvenirs to visitors, using one-time blueprints for those who did not travel there physically. And in some corners, one can find very expensive and elite stores selling actual Old Earth antiques and artifacts. The best of these have Reclaimer connections and occasionally sell objects recovered from the post-Fall Earth. If the simple art and culture aren't enough, there are many themed packages, which use actors, ALI and AR effects to create all kinds of neat scenarios you can interact with. You can fight (or be) a mad scientist, experience a kaiju attack or repel an alien invasion (Grey morphs are also popular sight on the hab), be part of a viral outbreak movie, be a giant robot pilot or space captain, and more. Depending on how much you're willing to spend, you can do group scenarios, generic ones, or even custom tailored things right to you. Those without an excess of funds will have to settle for XP.<br />
For the residents of World of Tomorrow, things are slightly different. Corporate employees from sponsors are basically on permanent work visas - they're responsible to their employers, but still bound by the charter of the hab (based on Venusian common law), and still perform all their normal functions. While a lot of them handle PR, some real scientists and researchers are employed to do actual work, or just provide accurate technical descriptions of their work. Working at World of Tomorrow is usually considered a relaxed and positive posting, though some more serious workers find it a bit grating. Next are the "actors", or just the personnel hired directly by the Science Council. They are employed, and live a life many in a corporate owned hab would find familiar, though with the "softness" the Morningstar Constellation is known for. Many of them are indeed "actors", or at least roleplaying - they perform normal jobs such as repairing or directing bots, policing the streets, customer service and more, but must do so "in character". Indentures are rare in the World of Tomorrow as a result, few applicants have the personality and social skills for the work - instead a lot of glitterati types often end up here, trying to get a "break". For those who can't or need a rest from constantly dealing with tourists, like most Cylinders World of Tomorrow has large sections of green space which are used both for environments and to grow food - many earth classics. There are even some stock of cattle herds for that authentic "beef burger" experience (so yes, there are space cowboys. And girls, and neuters, and herms). While not an extensive shipyard, World of Tomorrow does have some facilities to build and repair spacecraft, often adding their retro flare. Other menial tasks are usually handled by ALI. Then there are the hobbyists. They come from all strains. Some are permanent tourists, some are former infugees looking to recapture the past, others wish to take a break from the "real" world of Luna and Earth Orbit. Even some are born from wandering Scum Swarms or emigrate from the Outer System to experience a world they never saw, having been born far from earth. While all of these are enthusiasts, their flavor can vary. A very few are actual experts, historians, anthropologists and documentarians who are consultants for the Science Council, or just want to get as close as possible to their subject matter. Many are artists, who are trying to recreate the style of "raygun gothic", producing vids, games, VR and more based on the aesthetics of the hab. Some may blend with the next group, the gearheads, who are the masters of the old mediums, understanding various outdated and retro tech - and even producing media on it. World of Tomorrow has one of the few functioning facilities to produce actual "film" vids in the solar system. And then there are those who are here just because they want to escape the modern solar system, and engage in a little nostalgia full-time. These all make their way as one does in the hypercapitalist economy, acting as freelancers or flexible employees to sell their wares or services.<br />
Unfortunately, World of Tomorrow is heavily reliant on tourism and outside sponsorship. The system of Venus orbit is fairly open, requiring all materials to be recycled or imported, which can be expensive. The place generates positive PR and rep for most involved, so for now it is fairly stable, but if Earth Nostalgia ever becomes passe, the habitat could be in trouble sustaining itself. It is also a bit of hotbed for Reclaimer activities in the Venusian area. While the most hardcore are stationed around Earth, there is plenty of agitation, especially from the wing of Morningstar opposed to complete Venus terraforming. Those with these opinions tend to keep quiet in public, however, as the Planetary Consortium officially pushes that earth is dead and gone, despite being a large source of the tourism.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-39758377242150871612019-11-09T21:23:00.000-08:002019-11-09T22:55:23.960-08:00Melee Weapon Mods 2E(This was much requested by my home group players to bring over <a href="http://ephrep.blogspot.com/2016/11/melee-weapon-enhancements.html">this</a> original article to 2E. So without further ado, here are some weapon modifications and accessories which can be added to melee weapons.)<br />
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<b>Ballistic Grip</b>: Melee weapons always have a range disadvantage. To combat this, some weapons embed a single shot of kinetic ammunition in a hidden grip, with a barrel concealed with a small cutout (or disposable protector) which can be released with a hidden latch or trigger. This has all the stats of a Holdout Pistol, but is only SS. The hidden round cannot be sensed except by X-rays or other penetrating scans. [Minor] (R)<br />
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<b>Custom Grip</b>: Specially crafted grip made of shape-changing memory materials, and special density alterations to contour perfectly to the hand of the wielder and adhere to them. Configures in 3 Action Turns, the user it is set to gains a +10 on Melee tests, but all other wielders take a -10 to Melee until they reconfigure it. [Minor]<br />
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<b>Folding Weapon</b>: Weapon is made to be collapsible. The business end is made of extending or telescoping materials and shape-adjusting smart materials, and the handle is rebuild to collapse the weapon inside of it. In short order the weapon can be extended or retracted to just the handle. While collapsed, the weapon is much more innocuous. The weapon collapses to Very Small size (and thus is Concealable). [Minor] (R)<br />
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<b>Ghost Sword</b>: Weapon is remade with metamaterials along the "business" end, which render it invisible to the naked eye and several types of scanners. this also makes it hard to wield, as it must be done by feel. -20 on attack rolls with the weapon, but -20 on Fray to dodge or parry a successful hit. This penalty also applies to certain sensor rolls to find the weapon (but it is not necessarily easier to hide). [Minor] (R)<br />
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<b>HF Blade</b>: The weapon is armed with an oscillating module which causes the weapon to vibrate at ultra-high frequencies, like a Vibroblade. This effect is not very pronounced in most cases, but does allow it to slip through or grind down armor more easily. When careful action, such as a sawing motion, is applied, add +1d10 DV. The weapon is Armor Piercing. [Minor] (R)<br />
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<b>Masterwork Blade</b>: Most weapons are produced by fabricators, using standard metallurgy. Rarely, a skilled smith who has experience will craft the weapon, using fine quality metals, though this requires additional resources. The weapon with this mod deals +1d6 DV. [Minor]<br />
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<b>Oversized Weapon</b>: Some morphs are bigger and stronger than others, so they need bigger weapons. This mod can only be applied to a weapon which is not already Two-Handed. The weapon becomes two-handed, and gains Reach, but loses Concealable if it had it. If it already had reach, it gets the next level of reach (+20). [Minor]<br />
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<b>Quick-Draw Sheath</b>: While it can be fairly easy to draw many melee weapons, with a combination of some skill and tech this can be done very rapidly to allow surprise strikes on an enemy. This can be a spring-loaded or tactical sheath, a perfectly angled scabbard or a set of electromagnetic locks which can switch from holding to repelling a weapon in a flash. Allows one to draw and attack with a Melee weapon with a single Complex action. [Minor]<br />
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<b>Shock Capacitor</b>: Weapon has an embedded battery, capacitor and conductive lead, which causes it to generate an electric shock on contact which discharges the capacitor - flooding the target with incapacitating electric current. The weapon gains the Shock quality, which can be used in touch-only attacks. [Minor]<br />
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<b>Thermic Weapon</b>: Similar to the shock capacitor, this weapon is embedded with a nuclear battery, but also a heat conducting element that when activated superheats the blade. Thermic weapons are incredibly dangerous, but will boil straight through armor and even deck plate. The weapon gains Armor-Piercing and now affects Energy armor. If the attacker scores a superior success, the target is set On Fire, taking 2d10 DV per turn until extinguished. [Minor] (R)<br />
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<b>Viper Capsule</b>: The handle of the weapon is rebuilt to hold several doses of drugs, toxins or nanotoxins. Then, in a pinch, they can be released with slight pressure to flood the blade, delivering their payload to a target on a strike. The target must be damaged by the attack to deliver the payload. Holds up to 5 doses, bladed weapons only. [Minor] (R)unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-73023961436957410952019-11-08T12:44:00.000-08:002019-11-08T13:12:32.687-08:00RevolversRevolvers or "Wheel Guns" have been a common style of handgun for several centuries, originally holding more rounds than traditional single-shot guns, after the rise of automatics they became prefered as an emergency weapon as their mechanisms are much less likely to jam, and because they could load different ammunition or even allow customization of ammo load. After the Fall, Revolvers of several types are still used for these purposes, by those who want slightly more stopping power, control over ammunition loads, or who don't trust modern kinetic designs. Modern revolvers are made with advanced polymer frames to reduce weight and speed production, and can load the same style of caseless ammunition as other kinetics. They are all double-action or have a recoil based action, and are designed to be used with speedloaders or have disposable cylinders. Antique revolvers may require additional Complex actions to reload. In addition to having Smartlink and Safety Systems, all modern revolvers are equipped with mesh-controlled "smart cylinders" which allow you to load specific chambers with ammunition and freely switch to them quickly (i/e have the Smart Magazine effect). Because of their design, Revolvers cannot be equipped with Extended Magazines or Sound Suppressors, but can be Railguns.<br />
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<b>Snubnose Revolver</b>: Ultra-compact revolver, designed to be pocketed easily. These typically fire from the bottom cylinder instead of the top in order to better manage recoil. They are used as an emergency weapon by some military and law enforcement, or a self-defense weapon. Concealable. [Minor] (R)<br />
1d10+1d6+2 DV SA Ammo 6 Range 30<br />
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<b>Revolver</b>: Standard size revolver. Uses slightly heavier ammunition than normal pistols, with a decent barrel length giving it increased power and range over conventional automatics, which helps mitigate the small ammo capacity. [Minor] (R)<br />
2d10+1d6 DV SA Ammo 7 Range 50<br />
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<b>Hunting Revolver</b>: A veritable "hand cannon", these revolvers have very long barrels and high caliber ammo (more akin to a rifle than a pistol round), and were originally used for sport shooting. Some are still used this way, but they may also be used as a showy equalizer. Modern morphs <i>can</i> fire them one-handed, but two hands is recommended for stability. Knockdown, Long. [Minor] (R)<br />
2d10+1d6+2 DV SA Ammo 5 Range 100<br />
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<b>Polygun Revolver</b>: Shape-adjusting version of the revolver. Using this technology, it can manipulate barrel size and shape and the cylinder to accept a variety of ammunition and alter it's profile. Can switch between Snubnose, Revolver and Hunting Revolver in 3 Action Turns, using the original weapon's profile, but each accepts different ammunition. [Moderate] (R)unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-52656251404926015172019-11-04T13:27:00.000-08:002019-11-04T13:27:03.202-08:00Actual Play UpdateHey y'all, still alive! And better than that, my group is actually moving forward on some EP 2nd edition, we've already posted a session zero and our first play session (part 1 of the classic Glory scenario) will be up soon. If you want to keep up, check out the playlist <a href="https://www.youtube.com/playlist?list=PLAyuaZr_R-oqvNMZam7lS5112q0JD5hck">here</a>.<br />
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Actually working with 2nd Ed Eclipse Phase does have some of my gears turning, you might expect a few new homebrew subjects or maybe some scenarios out of me before long, there's definitely some ideas which could be remade in 2E, or which work now we've got some new or streamlined rules, so look forward to it!unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-33976754409422175952019-08-05T12:36:00.000-07:002019-08-05T12:36:03.153-07:00Gacha(Hey, been a while, huh guys? The simple version is basically that I pivoted a lot of my work to my <a href="https://www.youtube.com/channel/UCRcljCungJ2yGRZjxx7GViQ">YouTube</a> channel and growing and refining that, which combined with kind of the stagnation I felt while the 2E was being developed and tested meant I didn't feel like firing in on some EP ideas for a while. But since 2E is out and about and I've been reading it and getting a bit back into EP, I've been thinking about occasionally scratching a few ol' ideas off my list, and maybe some new ones. If you want to hear my thoughts on the new edition, check out the most recent episode of our podcast <a href="https://www.youtube.com/watch?v=57Ja4qR0Ke4">What's Up?</a> w/ Omega & Lucky where me and the co-host get into it. Also considering subbing us for future Actual Plays and other discussions. Otherwise, here's a bit of a look at what has been consuming a lot of my time for the past couple years...)<br />
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"Gacha" is a term for a type of randomized mechanic from the Japanese "gashapon" the term for capsule machines. The western way of referring to this mechanic was popularized as "loot boxes". They are commonly a form of monetization, where one redeems in-game items or currency for a randomized reward, and the currency can be purchased with real-world money. It draws its origins from real life capsule toy machines, where one feeds in physical currency to get a randomly distributed toy (often with specific items having specific rarity), or from the "booster pack" model of many trading card games. Over the years, various concerns and definitions have been raised over the system, theorizing it is anti-consumer, exploits addictive tendencies, or is tantamount to gambling - but also it's incredibly lucrative. This means that obviously even in AF 10, the profitability of these models and familiarity means they are still used in certain types of entertainment.<br />
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Randomized trading and collectible card games are still popular, though to conserve resources they are often now purely digital and played via AR. The general outlines for a lot of these games are the same, they involve building up resources to play various personalities or entities, who appear in the AR skin and do battle with your opponent - who can be another person or an ALI. There is a wealth of these games, and often amateur game designers will cut their teeth producing such games, with only a few taking off. Some are licensed products in a franchise, others are their own original creation involving specific art styles and "lore" (For instance, <i>Monsters' Duel</i> has an artstyle based on traditional Japanese pop culture, while <i>Spells: Archived</i> has a western look somewhere between fantasy novel cover and a metal album cover. Both are owned and operated by the same hypercorp). There are even sports based games which involve trading of current and historical players, and often integrate into Fantasy Sports teams who compete against other fantasy teams and clubs. While some of these games offer fixed distribution, most are randomized. Players can either pay real money outright, or grind for in-game points which can be converted into boosters. If players can actually trade their libraries, there is also often a secondary market for specific cards of high rarity.<br />
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In the AR or vid-game space, there are also many traditional "gacha games", which rely entirely on this randomized mechanic. One's available "units" or other game pieces are entirely random, and one must spend an in-game currency (often premium) to receive new units. Units often have special increases in rarity (rate ups) or are time limited to drive sales, and some games are not well balanced, meaning new units are often required to keep advancing in play. Many of these games use characters from media franchises, or contain original stories set in fictional universe in order to get engagement from players and build a roster. Still others use public domain characters from history and folklore in their own art style, such as <i>Destiny & Chaos</i> which uses characters from many traditional mythologies, or <i>Tactics Crest</i>, which has famous military commanders. Or the even more esoteric collab between Direct Action and Go-nin, <i>Foxhole Girls</i>, which personifies military hardware with an asian pop-artist style. These rely more heavily on gameplay and appealing to classic questions like, "Who was a better commander, Caesar or George Washington" or "What would happen if Hercules and Cu Chulainn fought?". Some do use entirely original rosters, though often with very archetypal setup for why one must collect all these characters - these models often have to try very hard to get noticed in the market.<br />
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Other games, especially VR games, may utilize this form of monetization as an extra revenue source. While many allow custom adaptations by the community, quite a few also randomly distribute cosmetic in-game items randomly, adding new "skins" to the simulmorph or various aspects of the game universe. Some of these are quite rare, and often highly valued in the secondary market either just for the prestige, or because they're often designed by the professional art team. Some of these items may be available in non-randomized form, but often require large expenses of in-game, even premium, currency, incentivising the "gambling" aspect. Some games take this a step further, pushing closer to the "gacha" model to randomize actual game elements such as in-game equipment, abilities, characters, etc in the rewards system. If these are mechanically superior, this is often seen as a warning sign for consumers, as those with lots of free time and money can often gain an edge over players with shallow pockets or who lack time to grind.<br />
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How these games are handled depends very highly on the "market place". While quite a few polities don't necessarily feel any moral compunctions against gambling, some may not like the monetization angle, others are money driven but note the stigma. The LLA is a more socially conservative locale, who carefully regulates many of these models - requiring rarities to be posted, availability to be clearly stated and leaving exploitive tricks (such as making a unit appear for a limited time, then reappear later permanently without noting) open to litigation. Morningstar operates similarly, trying to enact a more "concerned" hypercapitalism, and avoid the appearance of praying on addicts. Such games are somewhat rare in the Jovian republic, especially as they tend to be less focused on some of the technologies - but may still be made available with some of the same regulations. In addition, if a game deals with sensitive subjects (such as nanotechnology, AGI, Uplifts, Anarchism, etc) it may be censored by the government, in addition to removing blatant sacreligious elements. The Planetary Consortium and allies polities, on the other hand, fully embrace the free market. Little restriction is put on these games other than the default protections one might assume (such as outright scams or frauds), and let the consumers take care of the rest. This tends to mean the most exploitative or profit driven games have smaller player bases or build slowly over time, while more "approachable" games are more acceptable, liked by their players for not being a "blatant" cash-grab or having more respectable mechanics for free or small-budget players which keep them interested.<br />
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Extropians have an interesting approach - as obviously they see nothing philosophically wrong with any model where the customer voluntarily pays in, fully knowing the terms of the payment. Extropians may often play the same games as the PC. However, their open source and remixing culture puts them at odds sometimes as well, leading to many "hacked" servers, homebrews, or "custom" games where underlying codes and elements are altered, units and items added, currencies and probabilities changed, etc. Players of these versions of the games are often barred from the "normal" versions, but some of these offshoots get popular on their own. The New Economy also has interesting thoughts on the model. Autonomy isn't restricted, so there's nothing wrong with people playing these games or the gambling aspect, but exploitative monetization is frowned upon also. Like the Extropians, Anarchists and Titanians often have to host their own versions of these games (or are distributed a different version) with the monetization elements removed, and in-game points only used. Some have even integrated this with the rep system, players in good rep standing generate steady amounts of in-game currency to trade in for the randomized materials. Players with bad habits or who have a low rep will find themselves struggling to earn new items, cards or units.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com1tag:blogger.com,1999:blog-862428256249406870.post-81407401954269320842018-02-20T12:30:00.000-08:002018-02-20T12:31:25.514-08:00So, You've Just Been Resleeved<span style="color: red;">[EDITOR'S NOTE: Variations of this Article have been circulated by the Planetary Consortium since shortly after the Fall. All too often Sentinels forget about their basic procedures in a rush to get back in to the action, so it's good to refresh yourself on the basics. I've edited a lot of their political BS out of this version, and kept it to just the stuff you actually need to keep in mind, with some additional comments.
-Yumiko Akiyama, Veteran Sentinel]
</span><br />
<br />
1. Remain calm and take it slow when you resleeve. Physical side-effects can include dizziness and lightheadedness, shakes or shivers, temporary loss of balance, exhaustion and poor fine control, which persist for a statistically average 24-48 hours. This acclimation period is perfectly normal, so remember to plan your sleeves accordingly. This effect is noted to be less if one uses a familiar Morph type, or a clone of a previous morph.<br />
<br />
<span style="color: red;">[Yumiko: This is actually good advice. If you're not lucky enough to be a person who has developed strong adaptability, you'll feel a little off your game for a day or two. Don't push too hard even if the case is hot, make sure your new body works first. I recommend finding a safehouse, getting the lay of the land, or making sure to reup any implants you need to kill the time until you adjust.]</span><br />
<br />
2. You may experience mental or physical artifacts when resleeving. This is perfectly normal, and will pass in time. If you are unsure if your behavior is normal for you, or if you experience excessive amounts of memory, emotion or habitual artifacting, check with your Muse, or a resleeving technician for assistance and psychological analysis. Otherwise, remain calm and act as comes natural to you.<br />
<br />
<span style="color: red;">[Yumiko: Artifacts are the worst, usually. Sometimes you get an embedded skill, but almost every Sentinel has experienced a sudden bout of nicotine or caffeine addiction, or something harder. Pods are the shittiest, the underlying cyberbrain architecture can come on very strong. I've had bad experiences being all "oorah devil dog" in Security Pods, or worse in a Pleasure Pod. I recommend contacting The Eye for help first though, if you don't have a mind-doc in your team.]</span><br />
<br />
3. Normally, your HUD will be turned off not to display date and time, and there are no reflective surfaces in the resleeving room, to prevent unwanted panic over continuity and identity. Take your time before examining yourself and checking the time. Your Muse is equipped with psychology software, and will let you know when you are ready to examine your new body and circumstances.<br />
<br />
<span style="color: red;">[Yumiko: Sentinels ignore this part a lot, we're busy. I kept it in mostly for contrast - don't rush back into action if you're coming off a violent resleeve, but familiarize yourself with your morph as soon as possible. Try not to be too obvious about it though, you might weird out the technicians in a public body bank or clinic - they're used to dealing with rich tourists, travelling corp-men and indentures cashing out their contracts most of the time.]</span><br />
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4. Take time to adjust to your new physical situation - this includes both any changes to height, weight and balance of your new morph, but also different conditions of gravity, atmospheric pressure and other environmental conditions. Proceed with caution when you get up from the ego bridge and begin moving around.<br />
<br />
<span style="color: red;">[Yumiko: I honestly think this should be higher up the list, but to the PC I guess it's more expensive and time consuming to have to fix your mental problems instead of a stubbed toe or bump on the head. Just stay relaxed like they say and get a feel for the new body and where you're operating. Understanding your physical capabilities and limitations can mean the difference between needing a new Morph]</span><br />
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5. If you have spent an extended period in a Virtual environment, be aware some sensations may be sharper or more defined in "real space". Please remember to consider your surroundings and local customs when refreshing yourself on "real" sensations.<br />
<br />
<span style="color: red;">[Yumiko: Not often a problem for Sentinels, even if they have been in VR or Infomorph states for a long period of time, but the last part stands all the time. As an operative, be familiar with the terrain, both physical and social, and account for it in your actions. Anything you do which is worth remarking might come up later if an opposing group tries to track you. But, if you're an AGI who hasn't tried a physical morph out before, this does apply. Keep it relaxed until you're in private]</span><br />
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6. Be aware, unless you have made a custom order, your Morph may have been previously used. Be cautious leaving yourself in Privacy Mode as people may see your face and think you are someone else. Depending on what your Morph was doing recently, and how long it has been in storage, you may feel the need to "catch up" on bodily functions preserved during stasis. Do not be alarmed if you feel a strong desire to sleep, eat, excrete or experience physical or emotional arousal.<br />
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<span style="color: red;">[Yumiko: The face part is the most important here, especially if the organization is providing your bodies and doesn't give you full provenance. Given how we have to operate in secret, operating anonymously is not unknown. Cover your face if it's going to be a problem. Getting a quick meal or lay in right after resleeving can sometimes help you adjust, however. I edited out the lovely implication you can often pay for a new face right away in the shop - find somebody on the street who can do it cheaper.]</span><br />
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7. If your new body comes with additional implants, take your time to familiarize yourself with their features, to avoid accidents and make the most of your Morph.<br />
<br />
<span style="color: red;">[Yumiko: Again, damned good advice. Sentinels can go crazy ordering new 'ware for an OP, make sure you know how to use everything. As a freelancer before Firewall I knew some guys who accidentally hit themselves in the groin with an implant blade or hand laser because they forgot which muscle groups set them off. Enhanced Senses also can take some adjusting too. Again, edited out the bits where the Consortium tries to shill you on ordering new mods right away.]</span><br />
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8. Remember to be polite to the Resleeving technicians. They are here to help.<br />
<br />
<span style="color: red;">[Yumiko: Presented without comment.]</span>unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-88414361798434689482018-01-14T16:44:00.000-08:002018-01-14T16:44:11.472-08:00PsychovorePSYCHOVORE<br />
A species which is found on <a href="http://ephrep.blogspot.com/2018/01/psyche.html">Bromeliad</a>, but probably not native to there. Their normal appearance is a semi-amorphous quadruped with blue-black skin about the size of a medium to small dog. They have no apparent eyes, but do have some photosensitivity in their skin, allowing them to "see", as well as sense Near IR (body heat) and their own Psi senses. The Psychovore name comes from their unusual "diet", which is to make physical contact with the brain or CNS and parasitize the neuroelectric and neurochemical energy there, killing the host. To assist in this, they are effectively boneless, with variable tension in their outer skin and internal fibers, making them fairly strong and fast moving. They can grip to surfaces and their "limbs" can sub-divide up to the nanoscale level like fractal digits - a capability beyond Transhuman biology. Their limbs can even stretch and flex, giving them some surprising reach. Other internal structures are flexible and adaptable. They self-repair quickly with healing organelles which are as efficient as medichines, and their internal composition is very variable - with "storage" organelles halfway between power plants and neurons. They are also resistant to vacuum and do not need to "breathe" for their metabolism. Combined with the fact that they reproduce asexually by fission after large meals, the complex internal structure, this all around hardiness means it is highly likely Psychovores are artificial creations - some kind of alien bioweapon. Initial studies indicate they may have been on Bromeliad for upwards of 100,000 years.<br />
Behaviorally, Psychovores are solo or small pack hunters. Their skin is chameleonic, and they can climb fast and well, so they tend to hide out of line of sight and ambush, utilizing their Psi abilities to sense even through solid material. They can also fit through or in small spaces as needed. They have a pronounced range of senses. They tend to immediately go for wherever the brain is located with a pounce or drop, but if they don't have easy access, they can grapple or even use Psi Sleights to try and stun the target, both on contact and remotely. If threatened, they will try and provoke a fear response or "disappear from perception" of observers. Psychovores are hostile to drones and synthmorphs, destructively attacking them when spotted - possibly due to their inability to sense or attack them with Psi.<br />
Initial examinations of their structure is that they're basically all "brain" equivalent, and digesting brains of others allows them to grow new neural tissue - which is also all their other tissues, and divide or grow in strength. While they are not actively sapient, they do have animal cunning and appear to be able to "learn" by consuming animals to know their behaviors. Given their chamelonic and adaptive abilities, this gives great concern if they should ever be able to consume a large number of Transhuman brains. What might they learn about hunting us?<br />
<b>Threat Level</b>: Orange<br />
<b>Numbers</b>: 1-4<br />
<b>COG 5 COO 20 INT 15 REF 20 SAV 5 SOM 15</b><br />
<b>WIL 20 INIT 7 SPD 2 DUR 25 WT 5 DR 38</b><br />
<b>Tendril</b>: 1d10+1 DV, AP 0, Reach, Subdual<br />
<b>Fractal Stab</b>: 1d10+4 DV, AP -8<br />
<b>Psychic Vampire</b>: After making a successful Subdual attack, the Psychovore can spend a Complex Action to perform a Psychic Vampire attack, which is an opposed WILx3 test. If the Psychovore succeeds, it deals 1d10/2 DV which ignores normal armor (but not Psi Armor). It will latch on until the target is dead and they are removed and deal 1d10/2 DV this way each round. The target must have a biological brain.<br />
<b>Fray/Armor</b>: 50, 2/3<br />
<b>Perception</b>: 40<br />
<b>Move</b>: 4/20 Walker<br />
<b>Skills</b>: Climbing 40, Control 40, Infiltration 40, Sense 40, Psi Assault 40, Unarmed Combat 50<br />
<b>Ware</b>: Chameleon Skin, Infrared Vision, Grip Pads, Fractal Digits, Medichines, Squishbot, Vacuum Sealing<br />
<b>Traits</b>: Limber (2), Small Size, Psi (2)<br />
<b>Psi Sleights</b>: Agony, Confusion, Drive Emotion, Ego Sense, Extend Range<br />
<b>Absorption</b>: When the Psychovore successfully makes a Psychic Vampire attack, it heals a number of DV equal to half the DV it deals with each attack. If it kills a sentient creature it gains a +10 to COG, INT and WIL for 1d10 Hours <i>or</i> can divide to form 1d6/2 Psychovores.<br />
<b>Stress Test</b>: 1d10/2 +3<br />
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[SIDEBAR: Psychovores Of Unusual Size]<br />
Theoretical simulations based on examinations of their physical structure and preliminary survey reports indicate there may be larger Psychovores out there - some kind of mature stage when they fail to divide - or perhaps upon many divisions. These forms are more flexible, some may even be able to walk upright or have even more multipurpose limbs. When upgrading the Size Trait of a Psychovore increase all it's Attributes by 5 (and make sure to also increase derived stats and skills appropriately). If it is Medium Size, it has a DUR of 35, if it is Large size it has a DUR of 50. Psychovores of this larger size also begin displaying more complex behaviors as they absorb knowledge and skills from victims. They can add any skill (including Knowledge skills) they like when they kill a victim, and can also copy any of their Psi Sleights. They can mimic the form and shape of other things, akin to Skinflex/Shape Adjusting wares but do not normally gain the Disguise or Impersonate skills, so their ability to pretend to be something complex (like a Transhuman) is limited. Their physical forms can also mimic any Bio or Nanoware they consume, particularly sensory and mental augmentations. The more they consume, the smarter and more adaptable they get. At a GM's discrecion they may even being displaying <a href="http://ephrep.blogspot.com/2017/02/psi-level-3-psi-episilon.html">Psi Epsilon</a> abilities.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-29387666748708632512018-01-13T14:09:00.000-08:002018-01-13T14:09:06.516-08:00Psyche<b>Harker</b><br />
Type: Rocky Moon<br />
Satellite Of: Bromeliad<br />
Gravity: .15 g<br />
Diameter: 3275 km<br />
Atmospheric Pressure: N/A<br />
Atmospheric Composition: N/A<br />
Surface Temperature (Mean): -60 C<br />
Day Length: N/A<br />
Orbital Period: 36 Days<br />
Gate Access: Martian Gate (vis Psyche Station)<br />
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<b>Bromeliad</b></div>
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Type: Terrestrial (Tundral)</div>
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Primary Star: M5V (Red Dwarf)</div>
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Gravity: .8 g</div>
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Diameter: 11313 km</div>
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Atmospheric Pressure: 1 atm</div>
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Atmospheric Composition: 65% Nitrogen, 21% Oxygen, 6% CO2, 4% Hydrogen Sulfide, trace other gasses</div>
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Surface Temperature (Mean): -5 C (26 C in Volcanic Regions)</div>
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Day Length: 28.5 Hours</div>
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Orbital Period: </div>
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Satellites: Harker</div>
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Gate Access: Martian Gate (vis Psyche Station)</div>
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The Harker/Bromeliad system is the classic example of "dirty little secret" exoplanets. It should be of intense interest to the public, and scientific data from it of utmost interest to all researchers - but it is incredibly unknown. The gate, now named "Psyche" for the station built around it, stood in the LaGrange point between Harker and Bromeliad. Harker is named after the Gatecrasher who explore the system first - and is a mostly unremarkable terrestrial moon, a rough analog for Luna. It has a decent amount of metallic and silicate elements which are drawn on for mining projects, and some water ice in frozen pockets which has been also utilized for settlers. It is not of major interest.</div>
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Bromeliad on the other hand, is quite interesting. A tundral terrestrial, slightly smaller than Earth with a slightly toxic atmosphere due to lots of volcanic activity - this geothermal heating is the only thing which keeps it remotely habitable on the far edges of its dim star's habitable zone. Most of it's surface is bare rock, or layers of water ice and other volatiles. But, large volcanic activity has cut through glacial zones in certain regions, in valleys, dormant or extinct craters, geothermal vents and hot springs and sinkholes. These regions, which give the exoplanet it's name, have a bearable (and hot even) temperature, enough humidity they have rain or mist and standing liquid water. And it is here that life has evolved on this planet.</div>
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Microbes flourish of course, both chemo and photosynthesising living in otherwise acidic or toxic pools, leeching elements from standing water or geysers, etc. While their biochemistry is slightly different, they do not lend any serious research opportunities to Transhumanity. Complex organisms do, and Bromeliad has them. Exoflora is decently diversified. Their structure and chemistry is sufficiently different from terrestrial plants most of them are indigestible to humans, but otherwise they're roughly analogous to Earth plants. Their chlorophyll analog is called "erythrophylla" because it is a majority reddish in color to our eyes, with slight tinges of orange. Many of them also process sulfur and other volcanic gas elements and secrete them to avoid toxicity, so they smell unpleasant and would be poisonous for even some of the local animals to eat. </div>
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Initial surveys by probes launched from Harker or directly through the Gate did not indicate much interesting in the way of Exofauna. Almost all larger life on Bromeliad is semi- or fully amphibious. They exist in various pools and flows of water, or stalk overland from pool to pool, filtering microbes, eating the less toxic plants or even engaging in predatory behavior. They have a sophisticated DNA/RNA analog which makes them very resistant to diseases, parasites and carcinogens, and they have a slightly acidic biochemistry compared to Terrestrial life. Most of them are limbless or quadrupedal, or just have gripping forearms. While not considered aesthetically pleasing, they are similar enough looking to Earth animals for familiar names. Eelsnakes, Bromeliad Salamanders, Frog-monkeys, Craterskippers and Fanged Toads are examples of these identified species. Smaller life includes amphibious insect analogs, who pollinate or try and parasitize plant and animal life to survive. These can have between 4-8 limbs, and are exoskeletal, while the other macrofauna is endoskeletal - though they seem to be more like sharks with a cartilage-like substance providing most of their internal structure. </div>
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This should make Bromeliad a prime place for colonization. With minimal mods or equipment, transhumans could visit to study the lifeforms, even see them like some kind of nature preserve or zoo. And the volcanic activity means there are valuable heavy metals in the crust to exploit, along with large volumes of water ice. And yet the Gate is mostly locked down, and there are no permanent settlements on the surface of Bromeliad. </div>
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This is because of the other residents of Bromeliad. First discovered when a manned mission was sent to try and find a good place to set up an initial outpost by Pathfinder. Mission logs were heavily classified afterward, but if you know where to look, they can be found. The mission was wiped out to a man by an exofauna form now called "Psychovore". Pathfinder was ready to black out the address for a hostile alien life form, or possible TITAN activity, but this is where the Trinity Foundation stepped in. Officially, Trinity is a group dedicated fostering cooperation between Hypercorps in similar industries to promote the growth of the Planetary Consortium and it's Four-Point Plan. Their name is derived from their motto "<i>Mind. Body. Soul.</i>". But in reality, they are a shell company. Their majority stakeholders are all tied into Cognite, with the rest of their executive slots filled by people tied to corps like Ecologene, Skinaesthesia and NanoSys. </div>
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Trinity vastly overpaid to buy exclusive rights to the Gate destination over Bromeliad, and used it to establish a largely unknown research base, Psyche Station.</div>
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<i>Psyche</i></div>
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Station Type: Cluster</div>
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Allegiance: Trinity Foundation (Hypercorps) </div>
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Primary Languages: English, Cantonese, Russian</div>
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Population: 1,200</div>
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Psyche is the variable configuration cluster habitat built by Trinity around the Gate, thus located in the LaGrange point between Harker and Bromeliad. The station's primary purpose is research and development, though it has some business elements and quarters for visitors to scope out Bromeliad, though they are rarely used. Officially, Trinity Foundation uses it as space for it's "cooperating hypercorps" to launch joint research projects based on unique conditions of the Harker/Bromeliad system. Again, the reality is that it is a black box lab, connected to major hypercorps, who can perform exotic research away from prying eyes, under conditions of total control. While the labs and their projects are frequently modified and rotated, ultimately a lot of their research is based on the data of the Psychovore species.</div>
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What Trinity has been able to determine about the Psychovore is that they are a complex, amorphous or semi-amorphous species, with usually dark coloration. Their internal structure is more advanced and complex than most other species on Bromeliad, and due to their external appearance many think it is similar to the Factors. However, their internal components and behaviors are different enough to posit they are not directly related. Additionally, Psychovores do not appear highly intelligent or sapient. They are called "Psychovores" because of their unique form of gathering metabolic energy. The flowery way to put it is they "feed on consciousness", but the most accurate way is to say that Psychovores gather metabolic energy by lethally parasitizing the nervous system. They invade and "feast" on brains and CNS systems (or analogous) and absorb neuroelectric and neurochemical energy. More complex organisms with larger brains like Transhumans have more of this energy stored and thus are more nourishing, and a more desirable prey. While feeding on less-complex organisms is enough to sustain them for extended periods, eating large entities means that they can initiate rapid cellular analog division - this allows them either to grow in size and complexity or to reproduce via fission, adding anywhere from 1-4 new forms. This reproduction is aesexual completely, and akin to the growth of a virus or bacterium - mutation and adaptation seems to occur naturally in response to environmental pressures. The worst part of the Psychovore is that appears naturally Asynchronous - that is it possesses what we call "Psi" abilities, in addition to flexible and adaptive biochemistry. Small Psychovores can create a psychosomatic "shock" in the target at a touch, and generate some kind of psychic field which provokes fear responses in large sophonts. Larger forms show more exotic abilities, able to lure targets toward them, or cause them to ignore the Psychovore from their perception. This element seems to be what peaked Cognite's interest. </div>
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Thus, Psyche is built to contain and study these entities.</div>
<div>
Psyche, being a large cluster, has all the normal functions you might expect from a space habitat. Given that primary access is via the Gate, there is a large central sphere built around it, which serves as a primary customs access point, with round the clock security and support shifts to move cargo and people. This area is immediately connected to central spar which provides primary support to the station's structures. Along this spar first is the Administrative modules, which handle all command and control stations, and house primary nodes for station infrastructure to be managed. They also have central security offices. It has a permanent residence of about 1200, and this number can balloon as high as 1800 for specific project rotations. This of course means quarters and support for all these people - mostly in the form of habitat modules just beyond admin, connected directly to the gate via transport tubes, some of which are lightly spun for lunar-level gravity. However, some labs have overflow or extra habitat modules attached to them so researchers don't have to go far from their projects. As expected from a group mostly backed by Cognite, the decor is surprisingly detailed and even gaudy - a Neo-Victorian stretching to Art Nouveau style. </div>
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Beyond this point, access is all controlled, which has made it very hard for Firewall to examine the labs closer. Most of this data is based on reports and schematics back in-system, not first hand HUMINT. Access to areas beyond the public ones are handled usually by some form of two-step authentication. Station employees carry physical token IDs or have nanotat IDs which are matched to Ego ID data recorded in the central hab servers. Tokens and Mesh IDs are rigorously tracked by internal security, and logged by various sub-networks. Access points are paired with the Ego ID authentication, which means only authorized personnel with their proper entry materials can enter a given section, which is primarily done to prevent people from accessing areas off-shift or when they have been reassigned, but they cannot be accessed by just stealing the right token access cards. Infomorphs utilize Digital ID codes instead, which are checked when logging into or transferring to certain devices. Coupled with many isolated or outright air-gapped internal networks makes Mesh access also limited. </div>
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General purpose of sections is originally related to Psychovore phenomena, but this has branched out into several covert research operations under these strict security measures. This is similar to the function of the Aten station in the Solar Corona in-system, but there is no involvement with groups like Direct Action, and minimal interference from Oversight. Instead, internal security is handled by an in-house Security division, and primary oversight comes in the form of (well paid) Pathfinder reps. </div>
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The central spar sections are primarily infrastructural. Hooked into and extended from main habitation modules is public services modules, with medical and resleeving facilities as well as psychological care stations. Past them is mostly a network of storage modules and inventory management. From here a lot of repair and reconfiguration ops are run. Opposite side of the spar from Admin and Habitation is the primary infrastructure sections. First is Life Support, with primary water-treatment and atmospheric and environmental control modules, though sub-modules are embedded in various strands of the cluster. Past this is the Power Plant and Resource Refinement modules. Primary power output is a DPF fusion reactor, which provides power via hardened transmission lines or wi-tricity transmitters. Backup power is provided to individual modules by large nuclear batteries or supplemental solar, though solar efficiency is weak due to the dim local star. Resource refinement combines waste management with mining and harvesting operations conducted by ALIs and teleoperation on Harker. Access to these modules is limited to technicians mostly. Both ends of the spars are capped off with shuttle and drone bays, where ops can be launched to Harker and Bromeliad directly.</div>
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Out from the spar are the lab clusters. Many of them are designed to be reconfigurable and expanded or contracted as needed. They can also be jettisoned or quarantined easily in case of some emergency. While the exact labs and projects can vary at any given time, there are a few major internal departments which almost never fully close. </div>
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<ul>
<li>Exobiology is the largest and oldest - they directly study the Psychovores as well as other flora and fauna on Bromeliad. They make observations both on carefully contained "live samples" and surveys of the planet. They are also attempting to deeper understand their physical structure. Notable modules within this department include Genetics and Behavioral Analysis labs. There is also the "Paleontology" module, which is more like a Xenoarchaeology section - studying the history of Bromeliad to look for clues about the appearance of the Psychovores and the common theory that they are some kind of artificial bioweapon deployed by an earlier species. </li>
<li>Parapsychology is the next oldest and largest, but by far the darkest lab. Almost nobody knows what goes on there, other than reports back to Cognite indicate that their primary purpose is to study Psi phenomena. Originally, it seems like their purpose was to study the effects of Psi on transhumans, as well as detect and interfere with psi and asynchronous brain-waves as per the Psychovores, but has since expanded. They now appear to conduct research on Transhuman Asyncs and their capabilities, as well as run complex simulations on the limits of psi phenomena exhibited by exsurgents and xenofauna. As the only known way for transhumans to develop async abilities is to be exposed to certain strains of the Exsurgent Virus, this is deeply troubling research. </li>
<li>Neurogenetic Hardware Labs are a small, permanent and prestigious posting - which appears to be the open face of Parapsychology. Trinity promotes their work the hardest, which is mainly on development of morphs and cyberbrains to ever expand the transhuman limits. Covertly they also appear to be working on cultivating morph lines which are resistant to Psi. They have notable sub-divisions, an AI lab, a Forking lab and Psychosurgery lab. The AI lab seems to focus on standard AGI generation from neural maps or ALI generation from pruning to suit station needs and research tasks. Forking, however, is more dangerously experimenting with exotic fork-hives and merges into Transcendant forking. Psychosurgery works closely with Human Augmentation (see below) to perform skill grafting, scanning as well as developing new techniques and hardware tools. </li>
<li>Human Augmentation is the most volatile division. While almost always up and running, it's various departments are constantly swapping, closing and reconfiguring modules. It is probably one of the most active departments on Psyche. Their three primary wings are Implants, Pharmaceuticals and Software. The Implant group is self-explanatory, working on new ware, primarily bio and nano based on other researches. Primarily cognitive and sensory enhancements, but they also have built some mods from exotic xeno-life samples. Software is primarily focused on skillsofts, particularly exotic skills or knowledge bases. While high quality, many of these are esoteric, projects which couldn't survive normal working conditions at places like Cognite or Experia. They also work on software plugins and upgrades for infomorphs. Pharmaceuticals is probably the largest consistently, working on nootropics and supplements derived from xenosamples. They also are notable for the development of various Psi Drugs. </li>
<li>Remaining labs come and go as projects and funding run through them. Exotic Particle labs have opened and closed several times when they weren't cost-effective. The Planetary Science lab was opened at the same time as Exobiology, but was shuttered only months after and has never been reopened, but also never reconfigured. Resources from other labs and infrastructure are occasionally repurposed to construct Robotics or Nanotech testing labs. An "uplift division" cluster of modules tends to drift from major department to department as they focus on particular projects. The Computer Science lab was subject to some kind of accident and several modules were breached, after which it was quarantined and ejected, only to be stripped down to basic modules re-attached to other labs. And various scientists and department heads have "pet" modules which cover small personal projects, such as Astronomy, Quantum Physics, Linguistics and Memetics. </li>
</ul>
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unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-20371830978355902202018-01-07T18:37:00.002-08:002018-01-07T18:45:18.882-08:00Installing ImplantsHow we go about installing the many implants known in the Solar System is not often given too much detail. In general, the upgrading process is not something most care to think about. But before Healing Vats became ubiquitous, and even now in places where they cannot be found one way or another, there were other forms of "installing" implants. This complex and messy topic is usually ignored in favor of promoting "safe" and "clean" installs and upgrades at your favorite corporate owned mod shop or open-source, public access medbay. But a Firewall Sentinel should familiarize themselves with the alternate ways implants can be handled, both so they can install in a pinch and know what potential opposition is doing. Illegal mod shops are a not-uncommon X-risk vector.<br />
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Software plug-ins for Infomorphs and Cyberbrains are the simplest. This can be done in moments with just about any software. Infomorph upgrades are most complex which require formatting to a particular Ego and require an integration suite of software to pull off. This can take days depending on the complexity of the Upgrade - so most are done in Simulspace time dilation, adding another set of equipment you'll need. Other than the software tools, however, most of this gear is pretty standard. And infomorph running on basically any server with a mesh connection can do this integration on their own or with a partner. This can make tracking such software mods a real pain.<br />
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Bioware is a different issue. Usually this sort of thing is handled entirely by a Healing Vat. The ability to permeate all tissues of the morph and provide micro-scale editing and healing can't be underestimated. Some bioware can't be installed at all without a Healing Vat, unless you start from scratch and program a new Morph with the DNA to develop it naturally. Minor bio- or neurochemistry modifications are pretty simple. Medical injectors filled with retrovirii or medical nanos can "install" such changes fairly quickly, and a few doses over time can ensure their permanence. Any idiot can follow the instructions to inject, though getting into the brain via eye socket or nose can turn a lot of stomachs. Glands and organ implants aren't too hard, it'll take about an hour for a medical maker or other form of wet-fab to clone the right part from blueprints. The messy part is the install. This will require somebody else to perform Implant Surgery, a process which can take several hours, to get everything transplanted right. Even with modern medicine, there's usually a short recovery time.<br />
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Full-body bioware, like muscle augs, chameleon skin or bioweave armor can be implanted out of a vat sometimes too. This involves a lot of treatments from head to toe, however, and is about as convenient as climbing in a tub full of nanos anyway, most people don't bother. The process to thoroughly install can take an hour or two, but expect it to take longer for the mods to actually fully manifest.<br />
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Cyberware is, in some ways, much simpler. Any piece of cyberware can be installed outside of a Healing Vat by a professional. The only downside is that it's all surgical. And a lot of cyberware is heavily neurological, meaning a lot of complex work to be done. But, it can all be done on a slab. This is why you see not just anti-genemod groups like the Jovians sporting old "chrome". A street gang might not be able to afford a jailbroken healing vat, medical-scale cloning and a proper environment to install bioware. But they can probably find a fabber and some rubbing alcohol to sterilize, so you'll see them adapting a lot of cyberware alternates to systems like enhanced hearing and vision on top of cyberlimbs and the like.<br />
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For small, non-invasive implants, basic stuff like a new set of access jacks (assuming you already have a cranial computer), ghostriders or liferecorders, you can get these placed in the body in a couple hours and get stitched up. Unfortunately, a lot of cyberware involves hooking into or going near your brain, as discussed above. This is slow, delicate work. The fastest (not necessarily the best) surgeons can get this kind of work done in 6-8 hours. A more realistic timeframe is about 12 hours, and none of this accounts for recovery time. Twelve is also a hard minimum to a serious structural mod, like a Hardened Skeleton. And expect to be down for at least twice that long on the other end.<br />
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Now, installing Nanoware is both a lot easier, but also trickier. Assuming your actual nanos are all in order and undamaged, they can be applied basically anywhere via all kinds of methods. Nanodrugs, direct injection, etc. However, because they're so tiny, they're also slow. It can take upwards of twelve hours of steady introduction for medichines to fully circulate in the body and be settled in. Same with something like Nanophages or Oracles. The upside here is that there's no surgical element a lot of the time. Once they've been introduced to your body you can get up and go - the only thing you're waiting on is for them to take full effect. This can be a little disorienting for some kinds of nanoware though, so I'd recommend sleeping on it. Nearly all these units are pre-programmed by default, but having somebody skilled with Nanomedicine around to make sure everything is working fine won't hurt.<br />
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On the other hand, some nanoware involves physical integration. Wrist-Mounted Tools are flexible sure, but they don't just assemble themselves inside your wrists - or else they could assemble themselves other places. This sort of stuff <i>does</i> involve implant surgery. It might be a bit quicker or cleaner than with cyber or bioware, but you'll get cut open nonetheless. A healing vat does it much easier, but a surgeon can do it in somewhere between 8-12 hours depending on what you're getting installed. Finding back-alley doctors willing to implant a nuclear thermocouple in your guts is another matter. This is what keeps jailbroken nanoware from running wild - lack of expertise. Nanomedicine is still advancing, and is fairly prestigious. Finding somebody who knows what he's doing can be hard, and while some of them are sure shady, they won't be hanging out in the same places are your regular chop-shop guy.<br />
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Robotic Enhancements are much simpler. Synthmorphs don't start bleeding out when you pop their outer shell off with an allen wrench set. They also have their own anaesthetic. Any robotics tech with a fully stocked tool kit and a fabber can install these augmentations. How long it takes depends on the aug and it's complexity. Stuff which integrates heavily into cyberbrains is much more sophisticated work than bolting a new layer of armor on. And don't get me started on the waiting time involved for Brain Boxes... The real problem is that IP protection on Synths can be a lot worse than some bios for the advanced ones, meaning shit like proprietary tools and non-standard sizes. Cheap mass-produced models can go too far the other end, cramming augs into a Case is often like trying to hot-rod your ghetto hoopty. You'll look real cool with a machine gun weapon mount right up until the servomotors in your legs blow out because the morph wasn't calibrated to handle the extra weight.<br />
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-B0n3z, Firewall Registerunitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com1tag:blogger.com,1999:blog-862428256249406870.post-15282991115368723242017-12-06T18:34:00.001-08:002017-12-06T18:34:48.316-08:00Cyberbrain CaseThe <b>Cyberbrain</b> (p. 300 <i>EP</i>) is probably one of the most important every day technological developments in cybernetics technology (along with other standard augmentations, like the Mesh Insert and Cortical Stack). The long-term impact of a human-scale computing device with the capability to emulate the conditions of the human mind - even beyond the biological standard is probably of unknowable value. It allows not only pods and synthmorphs, but is an augmentation even added to biomorphs to enhance interaction with computer devices directly. They are much quicker and sometimes cheaper to manufacture than an organic brain, and incredibly easy to recall and transfer memory data, sleeve into and out of, and fork from. While cyberbrain hacking and scorcher programs are a real risk, they are not as easy as people make them sound. Even AAA hackers, the so-called "wizard-class" require concentrated focus and periods of time measured in minutes to break into and run operations on a Cyberbrain. And this requires an expensive set-up of specialized equipment to maximize.<br />
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But what if a cyberbrain has something you need, but has an annoying body attached to it? What if you can't carry a whole person unseen to a location where you can scan their brain, or wait for psychosurgery to break in in public? What if you want to get a resleeve with a cyberbrain done without contracting a body bank or resleeve clinic? There are many unusual cases where one might want to access the cyberbrain - even transport it. In this case, one buys a <i>Cyberbrain Case</i>.<br />
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<b>Cyberbrain Case</b>: The size of a large briefcase normally, this armored case has a secure, impact-resistant lining and sufficient space inside to hold a cyberbrain. It is designed to be opened and shut quickly, and often mold to hold the brain securely, and sterile for transport. Typically these cases are hardened to be opaque to most sensors and not penetrated by wi-fi, similar to a <b>Prisoner Mask</b> (p. 316 <i>EP</i>). They also often have a system similar to a <b>Disabler</b> (p. 316 <i>EP</i>) which locks into the Access Jacks, completely shutting down the Cyberbrain while in storage. They might, however, be equipped with a small power-pack which allows a Cyberbrain to run while in storage, but it has no additional sensory inputs and no external computer access. An alternate version of the case exists with a life-support unit, which can contain a brain box outside of a synthmorph for a period of a month. These two variants can be combined, but at a higher cost, and more likelihood of being discovered. [Moderate], [High] for combined<br />
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As noted above, the purpose of the Cyberbrain Case is simple. You take a cyberbrain outside a morph, put it in the case, and move it without raising too many questions. The most obvious purpose is to "steal" the brain of a target and move it to a location where hacking it would be much easier - however as Cortical Stacks have become so ubiquitous this particular form of Ego theft is not as common. Instead, now this is used for Ego smuggling (differentiating from trafficking) to move persons in fully active Cyberbrains into a physical location covertly. One might even use it as a method to covertly "resleeve" and hijack a morph by removing one Cyberbrain and installing another. In rare instances Cyberbrain Cases are used by investigators or analysts who which to examine a Cyberbrain itself.<br />
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Removing a Cyberbrain from a Biomorph with one is a messy process of surgery similar to removing a Cortical Stack (requiring some form of Medicine skill), and "reinstalling" one is an even longer surgical process, so it it's often not feasible. Inserting one into a Pod or Synth is can be Medicine: Pods or Hardware: Implants or Robotics, and assuming one has the proper tools can be done in minutes. An Ego in a cyberbrain which is removed does not have to make Resleeving tests (though should probably make a Trauma check) until linked to a new body, but installing a new cyberbrain whole with an Ego does involve Resleeving tests.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-80651520879049037452017-12-05T13:08:00.001-08:002017-12-05T13:08:01.668-08:00Wine Funding(Sorry it's been awhile again guys, been juggling other concerns and had little time to nail down more H-Rep ideas. If you want to see what I've been up to and keep supporting me, go ahead and check out my YouTube channel <a href="https://www.youtube.com/channel/UCRcljCungJ2yGRZjxx7GViQ">here</a>. There's even some Actual Play episodes on it, including one of EP)<br />
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Given the prospect of relative immortality, investing in the future is very important for many Transhumans. You can't live forever if you can't provide for yourself forever. While many Outer System communities and cultures work toward this by pooling resources, in Capitalist economies one has to think of things to do in order to preserve and generate that capital. Investing in stocks, bonds or rare materials remains popular, and is how many continue to do it. But for certain customers needs, there are other investments which can be made, such as in works of art, morphs, or even <a href="http://ephrep.blogspot.com/2016/12/drinks.html">Wine</a>. This is known as Wine Funding or Wine Investing, and can have quite positive returns in AF 10.<br />
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Wines can be held for a long period if stored properly, and tend to appreciate in value. They can also be difficult to fake properly, while one can fabricate something with a roughly similar composition to a fine wine, but also doing the work to make it pass various authentication tests as to it's appropriate date and history are often more trouble than it's worth. Wine Funding is not without drawbacks, however, as a physical investment it needs to be stored and insured while also not generating any profit until actually sold, so these costs will need to be offset - leaving only large banks and the wealthiest private individuals to manage these funds. Investing in this way can either be done by buying and selling wine (cases) directly, usually for investment these are sets of 3, 6, 9, 12 or 3, or by investing in a pool which takes all the capital of investors and places it in the appropriate wines. These are usually done with the consultation of brokers or other experts, and surprising amounts of literature circulates the System on the subject.<br />
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Historically, the highest quality of Wines which were acceptable for funding came mostly from the Bordeaux region in France, though "cult wines" can also make investments if one guesses the trends and vintage Port also being a solid choice. Naturally, Earth Nostalgia drives the Wine Fund market these days - Bordeaux is still the most popular, but any wine of Earth and of sufficient quality can become a solid investment due to limited supply. This also makes Wine Funding ideal for money laundering - one can easily lie about the source of Pre-Fall Vintages from Earth given the destruction of data and simply say one came across the case and then sell it when you need liquid cash again. Some extraterrestrial vintages have become "cult wines", but in general anything produced after The Fall is too new to have properly appreciated in value to show a return on any investment, leaving the future of the market still with plenty of room to explore.<br />
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As noted above, Wine Funding is usually handled by ultrarich hyperelites personally, or through various banks and investment firms. It is most popular in the LLA, the Morningstar Confederacy and on Mars, though most limited on Mars due to the PC's attempts to downplay Earth Nostalgia. Firms will arrange the purchase and storage of wines for their customers, and then can be directed to sell on demand, or when certain thresholds are met. They take their cut of the sales, and usually handle any insurance costs. When allowed by local laws, they tend to use predictive AI systems to track values and physical locations of wines, as well as their overall rarity - to optimally predict the best times to buy and sell. Some funds offer this information freely to all customers, others prefer to only offer it to those who pay for the service. They also have access to all the best authentication technology to determine the proper age and value of a wine. Though often smaller, do not think of Wine Banks as easy targets - due to the rarity and physical presence of their goods, their security systems are some of the sharpest in the Solar System.<br />
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And, as noted above, there is still sometimes fraudulent wine investments. Forged wines are rare, and thought of as a sucker's bet, it's hard to produce a high-quality forgery and make your money back. More often you get the usual fraud, lying about the value of wines or selling low-quality wine which is not investment grade at a high price which the investor cannot return. Doing this can depreciate the value of the market, so wine funds tend to take investigations into fraudulent wines and sales seriously. While this is mostly done by individual con men or organized crime outfits in the Inner System, some of this fraud can be linked to anti-Capitalist agitators attempting to "redistribute wealth". Even more of this type of fraud is attributed to anti-Capitalist agitators in an attempt to drive animosity toward the Autonomist Alliance.<br />
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While not wholly opposed to it, the non-hierarchical nature of Anarchocapitalism makes Wine Funding a less useful prospect - space is often at a premium price in ancap habitats, which can make investing hard for both individuals and firms, and tends to be done by contracting with "off-site" services. It also can make fraud protection harder depending on fine-wording of contracts, altering legal repercussions which make outside investors wary of the climate.<br />
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Interestingly, a similar system can be pulled off in the Reputation Economy - though obviously not for the purpose of investing or returning on capital. Instead the idea is usually to hold on to a wine or similar product until it (or it's maker) gets a certain reputation or level of reputation, then by sharing, trading, using or gifting the wine at the right time one can increase their own reputableness. One can even capitalize on the "investment" in different ways, such as by remixing it, or making XP of it. This is a precarious path, however. Holding on to a product too long without intent to utilize it in some way is often seen as hoarding resources, and will tank your rep.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com1tag:blogger.com,1999:blog-862428256249406870.post-44173039915667369812017-11-13T07:00:00.000-08:002017-11-13T18:11:02.930-08:00Spacecraft ModsWhile fully fleshed out mechanics for operating spaceships in a combat scale are yet forthcoming, below is a list of some possibly modifications to most forms of spacecraft which should work in any campaign featuring them more heavily, without getting too into the mechanical nitty gritty. One can use any or all of these ideas as they like - as normal use common sense deciding which attachments make sense to stack with one another. Like most things, robotic enhancements and even armor mods can probably be installed in most vehicles without too much adjustment.<br />
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For purposes of categorizing, this concept uses (read: steals) a "Silhouette" system. A given spacecraft has a Silhouette based on it's rough size category without needing to get into specifics, similar to Size Traits for morphs. Something human-sized is a Silhouette 0, which also includes all Personal Vehicles. Very spacecraft, either autonomous or intended for small occupancy, including Fighters, Interceptors and RKVs and most other drones are Silhouette 1. Small spacecraft, designed for local transit with small crews/passengers and cargo are Silhouette 2 - this includes GEVs, SLOTVs and Outsystem Skimmers. Medium ships that are larger and have more rounded capacity numbers, but are still of a fairly average in that size and capacity are Silhouette 3, such as the Courier, Mining Tugs, Salvage Ships and the LLOTV (and probably the Hab Lifeboat). Silhouette 4 is fairly large, longer-range ships, including Bulk Carriers, Transports of both kinds and Destroyers. Silhouette 5 is for the very large ships of incredible bulk or capacity, such as Scum Barges, Factory Ships, LaFrance Rigs or Battlecruisers. Silhouette of a target ship may affect cost of a mod, or some mods may be limited to ships of certain Silhouettes.<br />
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4CI SUITE<br />
"4CI" stands for Command, Control, Communication, Computers and Intelligence. Essentially, this modification acts as a Tactical Network node for the spaceship. It involves dedicated computing and communications equipment, which hooks up to every friendly ship in the vicinity, feeding in and organizing sensor information, positioning data and tactical data. This is all done on encrypted machines and frequencies for better security. It coordinates this data into multiple feeds and interfaces it with the normal functions of the ship. It allows for secure and fast sharing of tactical data to coordinate multiple ships, and can be networked with individual crewman's Tactical Networks as well. Typically, because of the vast amounts of information being collated, 4CI modules utilize a dedicated crewman, or one or more supervising AI. This is usually installed in command or flag ships, but might be placed in any ship coordinating others. [Moderate]<br />
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AFTERBURNER<br />
While this type of modification is often called "Afterburners", this may not be true in the strictest sense. It does, however, follow the same principle - it increases the thrust of the engine slightly by consuming a higher amount of fuel. Suitable for short bursts, this can slightly improve acelleration, and is mostly used by smaller ships with tighter maneuvering profiles, such as security patrols or other orbital operators. It improves the thrust of a ship by about 10% (amounts vary based on type of rocket motor) but has a considerable impact on the fuel efficiency of the ship. Silhouette 3 or less only. [High]<br />
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AMENITIES SUITE<br />
A common modification to passenger ships, though sometimes placed on long-haul cargo ships. This gives a ship a full set of amenities for a pleasant space travel. It includes proper storage and preparation facilities for proper food, one or more VR couches for simulspace access, dedicated wireless networks for visitors, and high output environmental systems for clean and pleasant air conditions. They also often include additional recreation spaces, media libraries and convenient interior spaces. These help passengers relax and have a stress-free time on a journey, and help crewmen unwind. It grants crew members a +10 on certain Social skill tests with people who are using the Amenities, and may prevent requirements for stress tests on a long journey. [Expensive]<br />
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BATTERING RAM<br />
While ships are not often in close enough quarters to come into physical contact, this can be a quite dangerous situation. To alleviate this fact, some ships are equipped with frontal armor to protect the ship. This is most common on light military and security vehicles, and on pirate ships (who may engage frontal contact as part of a boarding maneuver). Additional armor plating on the fore of a ship is also rarely a bad thing. A ship with a battering ram is considered to be travelling half as fast when calculating a head-on collision, and reduces any damage crew and passengers take from such an impact by half. It also grants an additional 10/10 armor against any strikes from the front. However, the added weight will upset the maneuverability of most ships, giving them -10 Handling. [High]<br />
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BOARDING UMBILICAL<br />
Boarding ships can be quite complex. Most ships have reinforced external airlocks to protect them from accidental decompression, with secured interfaces to prevent sabotage. For pirates and security ships, this presents a problem to board ships without authorization. In this case, they typically use a boarding umbilical. This flexible attachment unfolds from one's own airlock with a maximum reach of several meters, and uses nano-grip material to hook on to the ship. This creates a temporary pressure seal and attaches the two ships. This also has a specialized cutting torch on the end, designed to cut through airlock doors. It will burn completely through the door in about 3 Action Turns. It can attach and breach hulls directly as well, but this takes much longer. One can attempt to wrest away from the boarding tube, assuming they have power, with a -20 Pilot check. [High]<br />
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COLD GAS MANEUVERING JETS<br />
This modification replaces the type of fuel used in a ship's normal maneuvering and RCS systems with highly pressurized, super-cooled gasses. The result is that the ship can control it's maneuvering without expending large amounts of heat, and thus is less obvious to sensors. While "hiding" in space is very difficult and mostly a matter of time and relative positioning, this modification can allow small maneuvers while remaining relatively hidden, or fail to draw the attention of many observers. The only downside is the cost of the system, and the fact that installing it is likely to raise a few eyebrows. This grants a -20 on tests to notice the ship when using just maneuvering thrusters. [High]<br />
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CONTAINMENT CELLS<br />
Also called a "brig", Containment Cells are fairly straightforward - secure holding cells for transhumans. Space travel is the epitome of physical travel, thus people will often have to deal with people in physical instances on these trips - or even arrange a physical transportation of them. This can be done with a containment cell. It involves hardened rooms which are shielded from wireless transmissions, and hardy enough that they should resist smuggled tools for an extended period. They contain cameras and microphones for constant monitoring of prisoners, and can be reconfigured for other sensors as well. They feature a secure, wired intercom on the outside for interrogation as well, and a space for one or more security guards. They may also be equipped with other security measures, such as a nonlethal portal denial system or anesthetic gas. Without too much trouble, one can use them as quarantine cells as well. Installing Containment Cells reduces passenger capacity by 5, and makes 5 secure cells. This mod can be purchased multiple times, each time adding 5 more cells and reducing the passenger capacity by the same amount. Military ships may already have Containment Cells installed. [High]<br />
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DRONE RACK<br />
An incredibly common modification on ships of all sizes (and even on smaller air or ground vehicles), this simply adds an internal storage bay to hold and maintain drones for use by the ship's crew - which can be deployed internally or externally as needed. A typical drone rack holds up to 6 bots (less if they are particularly large) and contains all tools needed to maintain them. A single bot can be deployed from the rack as a Simple Action by anybody with proper controls and authorization. This upgrade can be bought multiple times, each adding more racks for drones, to a maximum number of the ship's passenger amount +6. Silhouette 2 or larger only. [Moderate]<br />
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ECM SUITE<br />
Electronic Countermeasures are a major part of spaceship combat, and many other spacecraft operations. This suite when added to a ship gives it powerful radio antennas, signal boosters and other equipment to jam radio transmissions and other sensor systems in the immediate area of the ship. It also can double as ECCM equipment when needed. As is typical with many of these add-ons, ECM suites usually require a dedicated crewman or AI operator to utilize properly. A ship equipped with an ECM suite gains a +20 on Interfacing tests to perform universal jamming (p. 262), and a +10 on all opposed interface tests related to Radio Jamming (including Radar Jamming). [High]<br />
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EJECTOR SEAT/ESCAPE POD<br />
One of the most common modifications to ships, a way to exit a ship quickly if it should be disabled or destroyed. Ejector Seats are simple, but more risky. These typically shed the canopy or cockpit on smaller vessels and eject just the pilot and other operators with a thruster unit, equivalent to a thruster pack. It is also equipped with a drag chute if deployed near a planet with atmosphere, but does not have full re-entry shielding. More commonly, larger ships will attach an Escape Pod instead, which is basically an better armored and pre-inflated Emergency Bubble. Escape Pods can launch with a Simple Action, and have an AV of 10/10 in addition to all the normal functions of an Emergency Bubble. [Low] for Ejector Seats, [Moderate] for Escape Pod (cost is per seat/pod)<br />
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EXTERNAL DOCKING CLAMPS<br />
Most ships are equipped with standardized airlocks, or flexible soft-locks to dock with other ships and stations. This serves most purposes, but can be a little awkward when attempting to move with or even transport other ships (or external attachments such as cargo containers). In this case, many ships attach external docking clamps. Reinforced, secured and usually utilizing a pneumatic or magnetic grip, they will safely hold the docked object until released by the carrier ship. A ship can hold something at maximum 1 Silhouette less than itself in a clamp. Docked ships and items cannot usually interact with or transfer directly to the host ship. This mod can be installed multiple times. [Moderate]<br />
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EXTERNAL ORDNANCE LAUNCHERS<br />
Sometimes nicknamed "pack n' racks", this is one of the most common weapon systems installed on spacecraft. This system is a prebuilt, preloaded set of disposable launchers for Seekers, usually in packs of ten. They are designed to be modular and easily fit on any configuration of spaceship. Once all the seekers are deployed, one simply removes the rack and purchases a new one. Armed spaceships are a touchy legal area, but when operating in packed space regions which may involve pirates, aggressive governments or other unsavory persons they have a great range and damage potential. The only complication is that one cannot reload in the middle of a combat without going out onto the hull and replacing the rack. For an additional cost, the rack can be put on a turret mount for a 360 degree firing arc. [High] (includes missiles) [High] again for the 360 mount<br />
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FALSE TRANSPONDER<br />
While there's no such thing as a "universal" ship registry in the Solar System, most traffic control offices can and will be in touch to check up on ships, and law enforcement will but out bulletins on suspicious or criminal vessels. This can be a problem, because most ships are equipped with unique registry or serial numbers by the manufacturer to keep track of the ship and as a standard safety measure - even if this is just as simple as a slightly more prominent form of device ID. These are also very important to IFF systems used by government ships. Modifying these transponder codes is universally illegal, and even in anarchist habitats is seen as anti-social. But this doesn't stop those who do dirty deeds from making the modifications. With some tech and a little work, most ships can not only disable their transponders (mostly an obvious sign you're doing something shifty) or more commonly install false transponders which display altered details about the origin, history and ownership of the craft. It's relatively cheap to install a singular altered transponder, those with contacts and cash will spring for a special rolling transponder which can alter registry and authorization codes as needed, so long as it can be securely updated. A ship with an altered transponder imposes a -30 to Research and other tests to track it's (accurate) history and flight plans. [Moderate] for a single transponder, [High] for rolling<br />
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FLAK CANNON<br />
"Flak" is a term derived from the name for point defense and anti-aircraft weapons (in German). While the technology is an outdated system, principle of point-defense still apply and it is a very cost effective way for small or civilian ships to defend themselves from attackers while not being interpreted as "militarized" These cannons use high-caliber fragmenting shells, usually on proximity or timed detonation to explode into small clouds of high-velocity shrapnel. This is highly destructive to small targets like enemy missiles and AKVs or other drones, and will damage the micrometeorite protection of many smaller ships, reducing their hull integrity. Flak cannons are usually built into turreted systems, which are controlled manually or remotely. They are also typically Linked weapons (see below). Flak ammunition costs [Low] for 1000 rounds, and has the Proximity quality, and cannot be combined with other Kinetic/Smart ammo types. Note that the damage listed below is the typical profile. For spaceship weapons an appropriate multiplier (x2, x5 or x10) should be applied based on the size of the ship using the gun. [Moderate]<br />
AP -4 2d10+6 DV SA Ammo 1000<br />
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HANGAR BAY<br />
Another incredibly common modification for larger ships, this adds an internal bay where small craft can be stored and deployed rapidly. It can only built in ships Silhouette 3 or higher, and the bay can only contain vehicles of a Silhouette less than or equal to the host ship's Silhouette -2. The bay holds a maximum number of Silhouettes as the host ship (I/E a Silhouette 5 ship with a Bay can hold 5 SIL 1 ships, or one SIL 2 and a SIL 3). These ships can launch and dock as a single Complex Action, and the Hangar contains all necessary tools and equipment to maintain the complement of ships and restock them with their own fuel and ammunition, in the case of armed Fighters/AKVs. Many military ships, such as the Destroyer, already have hangars. Cost starts at [Moderate] for Silhouette 3, and goes up by one for each increase in Silhouette<br />
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INTERNAL HEAT SINK<br />
Heat dissipation is one of many things which makes stealth in space difficult. Almost any heat level will stand out against the background. Some steps can be taken against some of the things which release heat, though not all of them. The Heat Sink is one of these. Using special advanced materials in a shielded location the sink can absorb waste heat generated by certain systems of a ship and effectively store them for a period of time. This can't mask active sensors or primary engines (which basically radiate their own heat from the ship), but can mask the heat of morphs, power systems and other internals. How long it operates depends on the size of the sink and the ship, but it's usually a couple hours. Eventually the heat sink will become so hot it either causes a catastrophic failure, or is able to be detected through the shielding material. At this point, it either needs to vent heat (a long process due to radiation being such a poor method) which takes about 10 times the amount of time it was operating, or the sink to be ejected and replaced. When active it gives a -30 for a ship to be detected via infrared or similar sensors, but only when not actively scanning or using primary engines. [High]<br />
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LINKED WEAPONS<br />
Spaceship weapons are incredibly powerful, but due to their size and nature, they do not always have the ability to fire rapidly at scale like personal weapons. To alleviate this, one usually links weapons up, building pairs or quads of weapons - often in turrets. Linking a weapon requires paying 50% of the original weapon cost (if not sure, it's [High]), linking it a second time for x3 is that 50% again, and so on. A weapon linked once (so two weapons) can do either +1d10 DV or +10 to hit, but uses twice as much ammo. Triple weapons (linked twice) does +2d10 or +20 to hit but uses x3 ammo, and quads (linked 3 times) can add +3d10 DV or +30 to hit, but uses x4 ammo per shot. This allows weapons with slow rates of fire to put more shots down range for more effect on target, but uses much more ammunition from storage - and so is usually only the choice of hardcore ship operators. [50% of Weapon System]<br />
<br />
LUXURY CABINS<br />
Physical space is at a premium in the Solar System, especially in Space. This means people value it, and ships can find providing this space helpful. Luxury cabins are larger, single (or couple) occupancy with fine internal features such as dedicated thermostats, air handling, luxury beds or grav couches, personal refreshments and more. They are the pride of any ship they are installed in, and a perfect way to relax even in a tin can flying through the void. Anybody who stays in a Luxury Cabin heals one more DV when healing naturally, and heals one more SV from all sources. This limits the amount of space a ship devotes to passengers and crew, however. Installing it halves the normal passenger capacity. [Expensive]<br />
<br />
MARINES MODULE<br />
Marines, sometimes called "Security" or "Tactical" personnel are not uncommon on military or police ships - and may be utilized by pirates or militias. They provide internal security and can be used to board and interdict other ships. This mod increases a ship's passenger capacity by 12, by adding space for up to 12 marines to bunk and keep their equipment and be ready to move at a moment's notice. However, these quarters are cramped and spartan, and staying in them for long periods may cause Stress tests. Can be combined with a Hangar Bay to store Battlesuits or other vehicles for the marines to use and deploy in combat. A ship must be SIL 3 or higher to install this modification. For each SIL over 3, a ship may install this modification an additional time, adding more space for another 12 marines for each new purchase. [Expensive]<br />
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MEDICAL SUITE<br />
Due to the nature of space travel, medical emergencies usually come with other problems, but it's possible to get serious injuries in long-haul flights or daring maneuvers. In this case, it's good to install the Medical Suite. This comes with at least one Healing Vat (more in larger ships), a set of pharmaceutical makers with common medical blueprints, an exam room with diagnostic equipment, and a fully-robotic surgery suite. It even comes equipped with a standard medical AI which can provide basic medical instructions and attention. In a pinch, it can also double as a coronary and forensic pathology lab. Installing this reduces passenger capacity by 10% (Min 1). [Expensive]<br />
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MILITARY TARGETING COMPUTER<br />
Civilian spec ships do not typically come with weapons, and even when weapons are installed, they do not normally have the same equipment used to target and coordinate those guns. This can be solved with some (expensive, illegal) modifications. This makes sure to add appropriate gunsight cameras, configure sensors for proper range-finding and a variety of other features to make sure added guns can be as accurate as possible. Using a Military Targeting Computer adds a +10 to all Gunnery checks to use mounted weapons, similar to a Smartlink system. Most military ships come with this already installed. [Expensive]<br />
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MULTIPURPOSE ARM<br />
Since the Fall "spaceships with hands" makes some people wary, ships can benefit from an extendable armature. This mod installs a flexible arm onto the ship, of appropriate length and scale for the size of the ship. The arm can fold up and stow inside the ship. The end of the arm can have a variety of relevant attachments for for it. It can be a gripping arm to grasp cargo, debris for salvage or EVA morphs, it can be a large cutting arm for salvage or boarding, drilling or excavator arms for digging or a winch arm for towing, and more. Some have even modified the arm to hold a gun, but this is wildly inefficient. [Moderate]<br />
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ONBOARD RESOURCE REFINEMENT<br />
Space travel is fairly time consuming, and by it's nature requires physical resources - which are finite. To better manage these resources, some ships are equipped with onboard facilities to gather and process resources, which are gathered via external workers or drones. This facilities include both fabricators and conventional technology to process various materials, such as prepare or refine many types of fuel, process or recycle additional oxygen, seperate organics and even grow plants or clone meats, and process raw metals and rocks into more usable, pure materials. Other than intake, refinement is mostly automated and runs at all time power is available, but does not fabricate finished products, just the refined materials. Ships can use this to repair and refuel, or even just as part of normal trade or resource gathering for the hab. Some ships are already installed with these facilities. Installing this reduces passenger capacity by 25% (Min 1). [Expensive]<br />
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PHYSICAL COUNTERMEASURES<br />
Even in this advanced computer age, physical deterrents still work for many offensive or even sensor systems. This modification installs launchers which can release flares, chaff and decoys to throw off guided weapons of several varieties and targeting systems. Releasing Flares is usually a Free Action. These countermeasures add a -30 to all guided weapon attacks (such as Seekers) and removes the benefits for using Smartlinks/Homing Ammo for the rest of the Action Turn. It may also add penalties of -10 to -30 to certain sensor tests for the rest of the Action Turn. A ship holds a number of uses of Countermeasures equal to it's Silhouette x10. Restocking flares is a cost of [Low] per 10. [Moderate]<br />
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PIRATE BROADCAST ARRAY<br />
Governments and corporations will engage in certain broad area jamming or radio censorship to block certain information from getting out or in. They may also take over certain frequencies for government use. To combat this, criminals and anti-establishment types often use pirate radio, and specifically use specialized radio arrays. This modification installs a large, high-definition radio array. This array automatically scans radio frequencies for ones which are opened and not jammed or blocked, and can boost its own signal to push through jamming or weaker signals it picks up. It also has directional, tight beam radio and laser communicators for more covert comms. The array also has tools to decrypt and listen in on military and government frequencies. In a pinch, this system can also hook up to QE comms or neutrino farcasting rigs, but this has it's own practical concerns. [Expensive]<br />
<br />
RAM SCOOP<br />
Aka, a "Bussard Collector", this system long proposed by sci-fi authors and rocket scientists, is finally practical in the AF 10 period. This system involves a large collection scoop on the front or sides of the craft intended to draw in hydrogen or other particles in the vacuum for conversion into fuel. Interstellar hydrogen is rare, but it can be gathered in amounts near gas giants or just in areas of the solar system (or other solar systems for gatecrashing vehicles). The scale requirements to indefinitely power a ship are mind-boggling (multiple hundreds or thousands km across), so instead most ships install this as an efficiency measure, extending their operation time and lowering their operational budget. Ram Scoops work best powering MH or Fusion-based ships, but could theoretically pull oxygen or other gasses from an actual planetary body as well. How much efficiency a ship gets from a scoop depends on where it travels and at what rate. [Moderate]<br />
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REDUNDANT SUBSYSTEMS<br />
Ships are very delicate things, and can be destroyed or disabled with very small amounts of damage to the right places. To combat this, some ships who experience rough conditions regularly (often combat) will install redundant failsafes and systems in excess of the typical safety measures to harden the ship and make it more reliable. This means minor damages to specific systems will be less likely to cause failures or detract from normal ship operations. This modification increases the ship's Wound Threshold by 2. It also grants Hardware: Aerospace tests to repair the ship a +10. [High]<br />
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REINFORCED SECURITY<br />
For many people, spaceships are their livelihood. This means getting them damaged or stolen is a serious risk, as ships can be quite an investment. For this case, their owners may enhance the security of their ship. This modification hardens airlocks, improving their AV and DUR by 25%. It safeguards major passages with portal denial systems, and may integrate bug zappers. The exterior of the ship incorporates at least one lockbot unit to protect the entry way. Additionally, to start up the ship requires passing an electronic authorization, usually biometric or token-based, but sometimes a keycode. Wireless networks are also shielded and guarded from the outside. [Expensive]<br />
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SHIP CYBERBRAIN<br />
Like most devices, a spacecraft has a sufficient computer system to run an AI or infomorph in its computers. However, this may not be particularly comfortable place for infomorphs for an extended journey. In this case, ship crews will install a Ship Cyberbrain. This system is somewhere between a normal cyberbrain and a Habitat Cyberbrain in power. The Ship Cyberbrain allows certain levels of parallel processing, allowing up to two Multitasking implants. Operating such a brain is somewhere between jamming a vehicle and sleeving into a habitat, including allowing access to appropriate junctions of a Habitat brain where relevant. A ship can install multiple brains to house multiple infomorphs. [Expensive]<br />
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SMUGGLING COMPARTMENT<br />
A common modification, known to smugglers everywhere. This hides compartments in the normal cargo space of the ship to make them hard to find. This does not increase the cargo capacity of a ship, just gives it spaces to hide it's cargo. These compartments are at a -30 to detect, and even if found may be secured. [Low]<br />
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SOLAR SHIELDING<br />
Modification to the external plating of a ship designed to make it more durable in high-temperature conditions, notably relatively near the Sun or other stars. This modification drastically improves the the heat-resistance of the ship, roughly equivalent to solar adapted morphs such as the Sundiver. It includes magnetic shielding as well as heat absorption and radiation systems. This also gives the ship +10 armor against energy attacks only. [Expensive]<br />
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SUBMERSIBLE<br />
Despite many comparisons between the two, spacecraft are not submarines. Containing atmosphere against low pressure of vacuum is a different engineering question than preventing high pressure conditions from crushing objects of lower pressure. However, conditions may arise where a ship wishes to enter a body of water, or a high-pressure atmosphere such as of a gas giant. This modification greatly strengthens the structure of the ship to resist higher pressures than normal, to a maximum of 100 atm of pressure. It also installs limited Submarine mobility systems to move while underwater. This can be installed multiple times to increase the tolerance by 100 atm, to a maximum of 1,000 atm of pressure. [High]<br />
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SURVEYOR SUITE<br />
This modification installs a set of planetology based sensors for surveying asteroids and planetoid objects, commonly for mining or exploring ships. It includes ground penetrating radar, a variety of spectroscopy sensors and many other methods. It also has internal lab equipment to analyze samples gathered. This can accurately detect the composition of bodies, gas clouds and other materials. It can also map both surface terrain and sub-surface areas and convert them into digital maps via normal mapping software. This is like using the mapping software, and will produce analysis of temperature, topography, elements and radiation, etc. As usual, the Surveyor Suite usually requires a dedicated AI or crewman to operate properly. [Moderate]unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-32037031511590456012017-11-11T23:50:00.001-08:002017-11-11T23:50:36.179-08:00Hunter-Killer Grenades<b>Hunter-Killer Grenades</b>: Also known as HK grenades or "spider grenades", this modification to the normal grenade is a curious and insidious one. Related to Smart Mines (p. 163<i> X-Risks</i>), but much more portable and flexible, this system is basically a little four-legged drone which can mount a standard grenade to it. This enables the grenade to be moved around and placed without just needing to throw it, and more precision than seekers at close range. The drone can walk up walls using grip pad material, and can detonate via any normal grenade methods, and be controlled either by a primitive AI or by remote. This AI can be told to do a variety of things, such as "search and destroy", move to specific locations, wait for someone to approach, etc. Additionally, due to the grip materials, the HK grenade doubles as a Sticky Grenade. [Low], plus Payload cost.<br />
<br />
Activating a HK grenade is as simple as triggering a regular grenade. Just dropping one on the floor is a Simple Action, but throwing it is an attack roll as normal. The drone then moves at a rate of 4 meters per round, and detonates when it is triggered remotely or otherwise meets it's detonation condition. If attempting to latch on to a specific person or object, the Grenade can make one Unarmed check to grapple per Action Turn at a rating of 40. One can shoot an HK grenade, and they do not dodge, but do count as Very Small targets (-30). Dealing any amount of DV to the drone will cause it to explode where it is currently. The drone is armed with a basic microphone and 360 camera to navigate with. The drone only has enough battery life for 24 hours, and then will need to be replaced or linked to wi-tricity.<br />
<br />
HK grenades are not necessarily more effective than throwing regular or sticky grenades, but are more intimidating, and offer more opportunities to be clever. Some one perfectly skilled in lobbing grenades will not get much use out of them, but those who set traps or maybe need some help getting grenades on target may find them useful. Due to their propensity for use in sabotage or covert attacks, HK Grenades are illegal in most habs.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-17814962559018100372017-11-05T13:20:00.002-08:002017-11-12T09:20:03.129-08:00Case TARKIN DOCTRINE<b>Cetus</b><br />
Type: Artificial Satellite<br />
Primary Star: M3V (Red Dwarf)<br />
Gravity: .75 g<br />
Length: 2,500 km<br />
Atmospheric Pressure: 1.5 atm<br />
Atmospheric Composition: 2% Water Vapor, 3% Methane, 10% Carbon Dioxide, 15% Oxygen, 68% Nitrogen, 2% Argon<br />
Temperature (Mean): 2 C<br />
Day Length: N/A<br />
Orbital Period: Variable<br />
Satellite Of : Jonah<br />
Gate Access: Cinder Gate<br />
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<br /></div>
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The short version is: We know what Cetus <i>is</i>. Questions of who, why and how elude us. And we're not entirely sure we want to know. The Cetus Gate was discovered by a routine check of library addresses for the Cinder operation, to ensure that nothing particularly dangerous was waiting just a quick wormhole away. While Cetus is probably very dangerous, it's probably too large to come through the gate. Initial reports indicated the discovery of an artificial structure, a bit like Wormwood, but this one clearly artificial. The walls were formed of some exotic polymers and carbon nanomaterials. It also seemed to indicate a gravitic force like a small terrestrial planet, and has an oppressive, humid atmosphere (which is, in turn, toxic to humans by default). The first assumption was that it was a structure built by an alien species to hold the gate. This both is, and isn't true. Long periods of scouting using drones and sensors have indicated what Cetus really is. This was confirmed by a scout team of Sentinels who were not pleased by what they saw, and several of them requested to be restored from backup after the mission. Firewall has classified this as Case TARKIN DOCTRINE. </div>
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The long version is that Cetus is like a thing out of an old twencen sci-fi series. It appears to be a massive "ship" or artificial satellite, a couple thousand kilometers long (meaning it would cover a noticeable chunk of small planets like Mercury). And what this ship does is, for lack of a better term, <i>eat</i> planetoids. The sentinel team discovered this by finding what appears to be an observational window on the fore of the ship, and witnessed it's process. Currently consuming a dwarf planet Firewall has codenamed "Jonah", Cetus was named after the legendary sea monster (despite the fact that astronomically, it does not appear to be anywhere neat the constellation, Cetus). The ship is roughly cylindrical, with one end forming a giant "mouth", and the other end is a narrower port which seems to function for ejection. Exact details are hard to get however, as there does not appear to be a way to access the exterior from the passages connected to the gate, or the central span running through the ship. These interior passages almost seem like they were created by an organic algorithm, and seem to have some kind of arterial function - but nothing passes through them except the dense atmosphere. They have variable size, the largest being 4 or more meters across and roughly tubular in their own right, others are smaller than one meter and have undulating interior surfaces. The polymers the ship's interior is made from inhibit penetrating sensors, including X-rays, though passive electrical sense indicates some kind of power infrastructure which moves through the area around the tunnels. </div>
<div>
How it works, though, is probably the most unnerving (read: terrifying). As far as can be told through the observation windows and sensors, Cetus is powered by some kind of exotic gravitational drive. It latches onto and eats planets via a gravitic bessel beam technology, not dissimilar to the alien bots Firewall has been calling "Slouches" but on a much larger scale. It generates a shearing force in excess of the planetoid's own gravity and simply begins drawing up pieces of it's crust and then interior. Once inside the core axis, Cetus seems to seperate out what it wants, burning it as fuel or otherwise storing it, then matter it isn't interested in is discarded out the rear via repulsion beams. Since exterior instrumentation is not available, we can only make minimal optical guesses but it looks like Cetus prefers volatiles, rare metals and carbon compounds. The ejecta appears to be, oddly enough; radioactives, noble gasses, and certain metalloids, as well as other compounds we can't identify. Cetus appears to be able to propel itself through a combination of riding "tides" of gravity and somehow pushing itself using it's own manipulation. It's gravitic axis is also evenly cylindrical - even if you stood on the front, you'd be pulled down (or "up" if you were on the apparent underside) toward the center. Best guess for how the gate came to be inside it is that one of the bodies it "ate" had a Gate on it, and as we know they are particularly hard to destroy. The gate is almost like a parasite, or an infection on the interior of the craft. </div>
<div>
Details of Cetus' age, construction, creators and so on are all a mystery. Based on what can be seen from "observation windows" in the surface, there are several debris fields in this solar system which could be consumed planets - as many as four or five, depending on their size. From this range and our limited windows of observation, there also appears to be a partially destroyed terrestrial planet, possibly of previously Earthlike dimension, closer to the star, in what might have been a habitable region. It does appear, based on simulations of the debris clouds, that Cetus has a limited speed at which it can impulse itself around the system and has a cap on how much power it can use - this means that it probably cannot easily jump itself out of the system, nor defy conventional physics to arrive in another solar system in a timely manner. Based on this projected speed, it has been in this solar system for a few centuries. This, of course, makes the question of how it got into it's system a bit of a mystery nobody particularly wants to answer. Nor do we want to know how Cetus knows where to "feed" next. It has no wireless transmissions or any particular readings which indicate a central intelligence point or command center. And the only thing audible inside the ship itself is the steady, pulsing thrum of the bessel engine working. Firewall has developed several contingency plans should Cetus or any new subjects for Case TARKIN DOCTRINE be found to be an imminent threat. This might be hard, however, as the exterior is projected to be very hardened and the gravitic drive seems to warp local gravity which might deflect projectile energy. </div>
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In conclusion, Cetus is existentially terrifying, but unlikely to cause any Transhumans other than my research team any serious problems - it's just further evidence we're small fish in a very, <i>very</i> large pond, and Cetus probably isn't anywhere close to the biggest fish. </div>
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Though some of my pragmatics colleagues on Cinder have wondered if a TITAN world-brain project like Iapetus seemed to be would be able to do much vs a TARKIN DOCTRINE subject...</div>
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<i>-Blue Mab, Firewall Crow</i></div>
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<b><br /></b></div>
<div>
<b>SIDEBAR: TARKIN DOCTRINE SUPPLEMENTAL REPORT</b></div>
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OP NECRONOMICON EYES ONLY</div>
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Well, it cost us a few asyncs and some resources, but the little "think tank" circle operation was a success - in a sense. We've got new intel about Cetus which might be useful. For opsec the six members brought in will use codenames, Alpha through Zeta. </div>
<div>
Gamma was the most immediately helpful, probably should have tipped me off. He was able to make predictions about the pattern of the arterial passages which we verified with mapping drones. He also said that it seemed like the structure was based on a mathematical principle, but not an original one, it was mimicking something else. No way to prove it, but might be relevant. He said he was going to try and walk the passages to see if there were any more clues. Could hours later we lost his signal. Turns out he smuggled in a plasma cutter and tried to get into the walls. All that was left was a blackened corpse, just a carbonized shell. We didn't tell him we knew it had a self-defense mechanism like a bug zapper. </div>
<div>
Alpha was the most cryptic. She kept touching the walls with her bare hands, speaking in bad poetry. Something about how Cetus would eat the stars, and through it flowed the blood of planets and it being a life-drinker or something. She seemed to think Cetus was partially organic, or had an organic mind in it. Well, she called it a soul but claimed it was something she could sense, psionically. Unfortunately somebody else will have to pick her stack for more details, as after a while she seemed to break. She got a nosebleed and started ranting about the "Worldeater's brood" and that it's sire would come hunting for those who "bled it" and it "feasted on civilizations melancholia". Since she was getting violent and disturbing the other operatives, security dropped her and took her back to the gate. </div>
<div>
Beta and Zeta weren't very helpful, but at least stayed reasonable. I guess this was outside their normal areas of expertise. They marveled a lot at Cetus symmetry though, but also on it's non-symmetrical portion. I'm not sure how much is supposition and how much was Psi, but they both agreed it was probable that Cetus was designed, at least, by an organic race or if it was built by an alien AI, they were clearly mimicking something known to their own creators. Possibly something aquatic? They couldn't agree between themselves if it was some kind of war-machine or just a ludicrous mining drone. </div>
<div>
Delta has straight up vanished. Security has been advised to treat them as a risk if they run into Delta. Supplies in particular are being closely watched. I expect drones will find a corpse in a few days unless they can acquire some water. What exactly was Delta's MOS again?</div>
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Epsilon stayed close to me most of my survey. She insisted on telepathically linking to me, and it was an... unusual experience. Never felt like that outside of infomorph working groups. Her insights flowing straight to my mind helped me concept some things, but I think she was probing for something from me as well. I lost track of her while disposing of Gamma's body. Last we got was a transmission which appeared to emerge from the core axis, where the gravitic beam was. The message was about as useful as "my god it's full of stars" and is cut off part way - we think she was destroyed by gravitic shear. I've had forensic drones trying to find out how she accessed the core area, something we haven't been able to do, but have so far not been able to find any sign of her. It was progress in a sense, but I can't figure out what data she had to make it on her own. Do I have it and just don't know it?</div>
<div>
I think I need some time off the case, too. I've been dreaming about Epsilon. She tries to speak to me, but I can't understand her - it's like we're trying to talk underwater. Last night, I took some stuff which is supposed to help make dreams lucid - I tried to speak back. But when I did, I tasted the liquid we were in, it tasted like blood. I still couldn't understand, or be understood. Don't know what it means. Then my dream got esoteric: I dreamed of sharks made of starlight swimming through the Milky Way. Their stomachs were singularities, and their teeth were plasma. They kept swimming, devouring all the smaller, more sedentary fish they came across. Only the fish were alien worlds, with architecture and technology like I'd never seen. But they could not stop, because something was hunting them. The only thing I can think about the dream is "What the fuck scares sharks?"</div>
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<i>-Blue Mab, Firewall Crow</i></div>
unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com2tag:blogger.com,1999:blog-862428256249406870.post-8896270004037827852017-10-24T14:27:00.001-07:002017-10-24T14:27:16.714-07:00Neo-ShintoAs discussed previously, <a href="http://ephrep.blogspot.com/2017/10/shinto.html">Shinto</a> is a spiritual and religious practice native to Japan, which has stayed with Japanese cultures in the diaspora through the System and perhaps a bit beyond, as it has some applications which are considered more "cultural" than "religious. However, similar to the Buddhism it is sometimes syncretized with, there have been evolutions of thought and belief connected to Shinto, especially where technology is concerned. While small, these new belief strains have interesting interpretations which may have more interest and concern for Firewall.<br />
<br />
Neo- or Techno-Shinto strongly integrates areas of technology, like many new strains or iterations of beliefs. Shinto itself has little commentary on technology, with some folklore saying <i>kami</i> dislike machines or electricity. This is most common in Japanese community clusters in the Outer System, and with AI and Infomorph groups as it promotes AI rights and fair treatment. Firstly, Techno-Shinto theorizes that much as kami personify the energy of natural phenomena, they too may also embody phenomena shaped by man - as we can alter the environment and create new natural order. To this end, an AI is akin to an artificial <i>kami</i>, the spirit which inhabits a system or aspect of the "natural" or artificial order of transhuman life. To get things done, one should be polite, respectful to AI and even make them appropriate offerings to put them at peace (though obviously many ALI are happy simply to perform their accorded tasks). To install an AI into something is to bridge the gap between technology and spirituality, to personify an item and it's natural energy and give it a way to interact with transhumankind. More complex and larger systems require more complex and higher order AI, akin to great features and natural phenomena having more potent and sacred <i>kami</i>. Mutterings about "machine spirits" is probably just an old joke.<br />
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Resleeving is a natural process of finding the Ego a new home, much like a spirit can be given a home in a shrine. Occupying the same space where an AI can go reinforced that the Ego can become more divine, and ultimately human minds and the divine spirit of the <i>kami</i> can be one and the same. So, resleeving and even instancing as an Infomorph is acceptable, even encouraged. Artificial bodies are shaped by humans controlling nature's rules to advance themselves. This can even extend to an approval of terraforming, nano-ecology and Reclaiming of Earth. Because it is relatively recent, however, actually identifying any Egos who have reached a "divine state" is still in the process of identification and distillation - for now it is one aspect of an evolving belief system.<br />
<br />
Cleanliness and purification are still important to this belief system, but also includes mental and "digital" cleanliness. Perhaps drawn from how many members are infomorphs or AGI specifically, attitudes on mental health take cues from infosec thinking, due to familiarity with the risks of brain-hacking. Damaging or subverting AIs and Egos is an unclean and unholy act, and security methods and updates have almost ritual significance. Scorchers and other viral programs are also unclean of thought. Psychosurgery to cleanse stress, unwanted memories or "unnatural" thoughts and behaviors is similarly encouraged and to be performed with reverence. Firewalls and defensive programs are akin to charms and rituals. DRM is viewed akin to religious mysteries - it might be discouraged but is not outright antithetical. All of this blends to a very odd strain of thought to most outsiders, and even some insiders trying to grasp underlying beliefs. Their views on "classical" <i>kami</i> remain much the same, though many of them feel obliged to investigate "sacred bodies", and several Techno-Shinto philosophers have emigrated to the Sun as a result.<br />
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To Firewall, this nigh-deification of increasingly more powerful AI systems can be seen as dangerous. While they officially seem to regard the TITANs and their various physical and digital infection vectors in an almost satanic light, there is still risk from ASI if mishandled. Rumors abound that they have an ASI system, such as a Sibyl or Promethean class unit swarm the Eye. Their beliefs can also be shifted close to Techno-Creationist thinkers, if one continues the trend that a powerful AI is akin to a God, then perhaps the gods were powerful AIs? This is a thorny issue as well for many Sentinels and Proxies. Investigation of Neo-Shintoists is not easy, due to their small size, often remote communities and their emphasis on information security. Initial passes seem mostly harmless, however, an evolving train of thought which seeks to reconcile the spiritual and the technological - and man's place in an increasingly "unnatural" order.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-85122379820103659642017-10-19T15:58:00.000-07:002017-10-19T15:58:04.974-07:00Shinto<i>Shinto</i> ("way of the gods") is the indigenous spirituality or religion of Japan. It is a broad religion focusing on many ritual practices which many of the Japanese people participate in even if they do not belong to formal sects. It can be used to effectively refer to all "native" Japanese spirituality as opposed to external influences, such as Islam, Christianity and Buddhism. <i>Koshinto</i> ("Old Shinto") is a subset which refers to pre-Buddhist beliefs mostly taken from even more ancient indigenous Ainu and Ryukyuan practices. It's practices are focused on the <i>kami</i>, spiritual or divine entities which represent the phenomena of nature, who are said to be many and are linked to physical places and elements such as rocks and trees. The way or path of the <i>kami</i> is the natural order of things, and through it humans should find the right way to live; with purity, sincerity and honesty.<br />
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Many of these beliefs and concepts are deeply cultural to various Japanese clades throughout the Solar System, even if they do not identify as explicitly religious. Wherever you go and find people of a Japanese background, language or cultural influence aspects of these beliefs such as certain festivals, rituals or various charms and amulets persist. Elements of Shinto and Buddhism are syncretized, contributing to the spread and retention of these elements among broader practitioners. And of course, most media libraries have complete versions of the historical works of the <i>Kojiki</i> and <i>Nihon Shoki</i>.<br />
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Shrines are considered to be a physical home for the kami, and a place where humans may connect with them to understand them and gain their blessing. As such, the Fall is said to have been quite disruptive to religious practices and destroyed several shrines. Famous replicas have been built many places, such as on Luna or Mars, in the hope of granting many famous and important deities "new" homes. As on Earth, most of these are private institutions who rely on the congregation or other visitors to remain solvent. Japanese communities will use these shrines as a focus for many cultural festivals. There are quite a few Japanese settlements on Mars, and even some nomads of Japanese ancestry who also may practice elements of harmony with nature and ritual purity, and speak to kami they feel dwell in quite a few of Mars' natural landmarks. "Superstitions" and traditions of respect for nature and the terrain have even bled into some groups not of a Japanese cultural origin. Europa's unique landscape and Japanese influence has also led to similar practices arising. The belief that the most senior and important deity in Japan is solar does not hinder such practices.<br />
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Various talismans and amulets, too, remain popular. Shrines and shrine replicas are swamped with <i>ema</i> (wishes), usually by refugees and indentures. Personal amulets (<i>Omamori</i>) are available at your local shrine or Japanese cultural goods store, with the best being handmade and digital amulets (written with digital calligraphy) of lesser quality - and are carried by all manner of individuals who seek protection and good fortune. It was also common to integrate aspects of shrines into homes and other structures, including shrines on top of office buildings. Thus, household shrines are still common, and it is rare to find an operation run by Go-Nin which does not feature a sizable and functional shrine - usually to Inari or the Eight Lucky Gods. Some would say this is further evidence Go-Nin is "behind the times". Street gangs and mercenary groups of a Japanese background will also often use symbolism of the war god Hachiman or the storm god Susano-o.<br />
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Beliefs on the afterlife in Shinto are somewhat muddled and dependant on historical periods, and due to syncretism with Buddhism, most are content to follow some understanding of reincarnation, which makes resleeving an acceptable practice. Alternatively, it is felt that one only spends a short time in the land of the dead before being revived. Aspects of resurrection and apotheosis pervade Shinto, so finding a new morph can be seen as simply finding a new home for one's spirit on the path to becoming more divine. Those who practice or simply live near shrines will find their names etched as "family kami" should they permanently die, and they may be honored there or in household shrines. Dead bodies are unclean, however, and so tend to be disposed of with appropriate thoroughness. Those with sufficient piety and time will even perform proper funeral rituals to dispose of a previous morph and pray that any "uncleanliness" leaves the Ego when they are revived. Due to folklore that spirits do not care for machinery and electronics, Synthmorphs are not often the first choice of any practicing Shintoist, but only the most hardline bioconservative shrines bar Synths from entering their grounds. To counteract this belief, pious synthmorphs may even integrate elements of amulets or portable shrines into their shells. <br />
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<br />unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-70494737819265569482017-10-17T12:25:00.001-07:002017-10-17T12:25:10.622-07:00Power Glove<b>Skinlink</b> (p. 309 <i>EP</i>) is a wonderful but relatively new technology, using skin-deep nanobots to instantly build wired connections when one touches a device. This is relatively free of interference, and can be highly covert. However, installing such nanoware can be expensive, and may be prohibited in certain polities. It's also not very secure, as far as covert operative go - a direct wired connection into one's morph can be very dangerous when interfacing with advanced computer systems, such as those subverted by the TITANs. Use of skinlink also raises thorny questions of forensic science, possibly leaving fingerprints, skin cells or other trace evidence which can mean the need for an expensive morph swap. Luckily, similar to Fractal Gloves, there is an external hardware solution for those who are security conscious. <br />
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<b>Power Glove</b>: Also called the "skinlink glove", this is basically a smart material glove that forms a wearable version of Skinlink, allowing the user to build a wired interface to a device simply by touching it. The glove then contains an interface on the back which can be wired in to Access Jacks or a <a href="http://ephrep.blogspot.com/2016/10/dummy-barrier.html">Dummy Barrier</a>, or create a wireless signal like a Grey Box. The glove has it's own power source, and thus can also double as a <b>Shock Glove</b> (p. 334 <i>EP</i>), though the glove itself may not come as a pair. Because the Glove is a device, it may be outfitted with it's own AI or security software to act as an additional layer between the user and the computer system, an can be disposed of if needed. [Low]<br />
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These gloves aren't common among your typical hackers or computer operators - they usually just spring for the Skinlink and trust in their skills. Instead, you see Power Gloves in the hands of operatives working highly sensitive and "hot" operations, like Firewall Sentinels, or in the hands of those who work for groups or governments which do not usually authorize costly nanoware in their agents, such as various Jovian intelligence agencies. Arming an operative with full-body nanoware is costly and hard to reverse, but a Power Glove can be thrown away if needed.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0tag:blogger.com,1999:blog-862428256249406870.post-25621357404733795622017-10-10T15:11:00.000-07:002017-10-10T15:11:34.328-07:00Freezing Foam GrenadeThe <b>Freezer</b> (p. 341 <i>EP</i>) is a pretty common weapon platform for crowd control, less-lethal action and generally trying to make sure people don't bother you. Their main drawbacks are that they are somewhat bulky, being two-handed, and they have a somewhat limited range of effect, at best working at up to 50 yards. But, the quick-hardening foam they use is a relatively in-expensive chemical compound, and can be re-packaged into other delivery systems with relative ease for additional options.<br />
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<b>Freezing Foam Grenade</b>: A type of grenade or seeker loaded with an aerosolized variant of the same quick-hardening foam used in a Freezer. When it detonates, it sprays the foam in a wide area, causing all in that area to need to make REF x3 tests or become trapped and unable to move, and makes this at a -30 if the attacker scored an Excellent Success. Like normal, the foam is permeable and allows those stuck to breathe if covered, but will block vision. Similar to a regular freezer, the grenade may also be laced with a contact toxin or drug to affect the targets, though many find Splash or Gas grenades more effective in that regard. Unlike a Freezer however, the grenade is too haphazard and short-lived to use to construct barricades or cover using the foam. The foam degrades over a period of 12 hours like normal. [Low]<br />
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Freezing Foam Grenades see a lot of use loaded as anti-riot rounds in large seeker weapons on vehicles, or occasionally as an alternate for Ego Hunters or cops to other methods of suppressing groups. They also make handy booby traps with various grenade triggers, and have the advantage of keeping the target around to examine or interrogate later. They might also be scaled appropriately and used from significant range to trap and disable armored vehicles which resist conventional projectiles, but paralyze their weapon and mobility systems. Due to their non-lethal nature, they're fairly easy to procure in most polities. Some people do not necessarily understand the nature of the grenade - and people have mistaken them for fire suppressants at inopportune times. The fact that the foam is not air tight means it does little to stifle most fires.unitomegahttp://www.blogger.com/profile/17948987757079768907noreply@blogger.com0