Showing posts with label covert tech. Show all posts
Showing posts with label covert tech. Show all posts

Wednesday, December 6, 2017

Cyberbrain Case

The Cyberbrain (p. 300 EP) 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.

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 Cyberbrain Case.

Cyberbrain Case: 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 Prisoner Mask (p. 316 EP). They also often have a system similar to a Disabler (p. 316 EP) 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

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.

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.

Tuesday, October 17, 2017

Power Glove

Skinlink (p. 309 EP) 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. 

Power Glove: 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 Dummy Barrier, or create a wireless signal like a Grey Box. The glove has it's own power source, and thus can also double as a Shock Glove (p. 334 EP), 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]

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.

Thursday, June 22, 2017

Web Grenade

Area denial is an interesting area in AF10. While landmines are still made (and due to less issue of lasting injury, slightly less stigmatized) they can present issues in tight spaces of transhuman construction, and risk infrastructure or even depressurization in enclosed habs. A mantrap can block a door or other route - but only covers a single surface. To this end, there is some desire for a device which can offer an expanded area of coverage to block doors and halls and hopefully cause less destruction than explosive traps. Luckily, materials science has solutions.

Web Grenade: While coming in grenade form, this device is more like a container for spools of carbon nanomaterial fibers, which end in grip head micro-anchors. When detonated (ideally in an airburst) the coils fly out in all directions to a maximum length of about 1.5 meters and anchor to surfaces, creating a web of black coils. These strands impede visibility, and are strong enough to be impossible for a morph to break under their own strength - they have to be cut with a tool, or the core grenade found and dismantled so the webs lose their anchor. Such a process can take several minutes, buying valuable time in a pursuit or security situation. Anyone unfortunate enough to be caught in the blast radius of a Web Grenade takes 2d10 DV with an AP of -5, and will effectively be grappled to the web grenade until they can extract themselves. This can be done as a Complex Action with a SOMx3 test, but causes 1d10/2 DV which ignores armor as the anchors are ripped out - or can be done as a more delicate proceedure over about 5 minutes (possibly requiring some form of Medicine test). This is available both as a minimissile and a grenade, but not as micromissiles, standard missiles or minigrenades. [Moderate]

Web Grenades are often used by scavengers and zone runners to keep away hostile exsurgents, TITAN bots or just fellow scavs by blocking narrow access points and delay long enough to escape. Some criminal operations (especially smugglers) also occasionally use them to delay rivals or law enforcement so they can get away. Military and security forces are also known to carry them, however, should they need to improvise security on a location with methods less permanent.

Addendum 2E: If converting to the 2E playtest, count the Web Grenade as Moderate Complexity. It still inflicts 2d10 DV, and applies Grappled status to anyone hit with it, and inflicts a d6 of DV which ignores armor if ripped out. They probably shouldn't be restricted, and also note the lack of the "Armor Piercing" trait. Any other aspects of Seekers and Grenades normally applies.

Saturday, May 13, 2017

Swordstick

The "swordstick" or "swordcane" is an invention which has existed for long periods of human history - concealing a sword-length blade inside a cane or other stick which can appear harmless. While certain technological advances might make this seem obsolete, transhumans still have a lot of the same cognition as before the introduction of transhuman technology - biases and assumptions brought on by cultural memes and instinct can persist so carrying a "cane" which hides a weapon can be beneficial.

Swordstick: Also called a swordcane, this weapon has a thin blade concealed inside the body of an appropriately sized stick or cane, with the head of the stick serving as a handle for the sword. Some models use mechanical releases to retrieve the sword, but most use meshed systems similar to a smartlink to ensure the release is done properly. Originally made of wood, the exterior of the stick can be any material - and tends to be made of particularly dense things to try and hide the blade from sensors. It's a -30 Perception test to determine the stick is also a sword if one is not aware of it. Sheathed, the stick acts as a Club, dealing damage appropriately (and using the Clubs skill), but when unsheathed it is a Monofilament Sword (and uses the Blades) skill. [Low]

The swordcane is still quite useful to many people - retro or anachronist fashion sometimes makes use of canes and walking sticks, which the swordstick can turn into a deadly weapon in a pinch. Some people may have persistent injuries, or more bioconservative souls may not wish for the rapid healing miracle of a Healing Vat and thus have injuries last longer. And of course, in certain areas which might include rugged terrain, a hearty stick is never out of place - thus allowing one to also get away with carrying a sword. In legal terms, swordsticks usually count as a concealed weapon intrinsically - and are regulated as such.

(nb - While as of this writing skills/CC hasn't been released for the 2E playtest, based on what I've seen from the initial preview this weapon will probably be a lot more neat under 2E's more condensed skill list. So keep that in mind)

Monday, March 13, 2017

Mantrap

While many are effective or even insidious, many forms of "Traps" available to Eclipse Phase are distinctly non-portable, and even complex. Those that aren't tend to be explosives or otherwise highly destructive. While for TITANs, criminals or private security forces who really like their privacy, this makes sense, there are many situations where a regular individual in their course of life might with to lay out a "trap" to catch or discourage vermin, wild artificials or trespassers. In this case, there is the Mantrap.

Mantrap: The mantrap is a portable anti-personnel trap which folds up to be about the size of an early 21st century portable computer. It is "armed" by opening it and setting it on the floor. There are two, primary varieties of mantrap, harmful and adhesive. The adhesive trap, also known as a glue trap or a "roach" trap, has an adhesive covering which activates in contact with air. If stepped in, a character will become stuck to the trap, which may prevent them from moving entirely, or greatly restrict their movement by encumbering one leg (half movement rate) and giving them a -20 penalty on Fray and other movement skills unless they can pass a SOM test to break free. If anchored to the floor or another surface, it can effectively immobilize like an Adhesive Surface (p. 181 X-Risks).

The harmful or injurious type is referred to as a "maneater", a "welcome mat" and many other names. It has folding "jaws" with offset teeth lined with nearly monomolecular edges - which are not designed to be self-sharpening and thus dull inside the target to catch better once they enter. These traps can even be lethal if they cause the right damage, and are armed with a pressure plate and a remote trigger to activate. When they do so, they slam shut, they deal an amount of DV equal to the target's Wound Threshold x3, with an AP of -6. This will typically incapacitate most morphs, though those in heavy armor compared to their smaller weight may find relatively little harm as the force is offset and thus allow them to escape relatively unharmed. A trapped character is likely to be knocked prone and forced to move that way (recommend limiting them to 1/4 movement) or otherwise have their movement significantly hampered, granting a -30 penalty to Fray and other movement tests unless they can remove the trap with a SOM x2 test, or someone else might damage or destroy it.

Both types of traps are equipped with mesh signals to send radio alerts or telemetry data when they are activated. Spotting a mantrap is at -10. [Low]

Thursday, March 9, 2017

Poisoner's Ring

Historically, a poison ring, or a pillbox ring is a ring which hides a compartment in the bezel which can hold a dose of an illicit substance. It popularized in the 16th century, in Europe, but has a long tradition in India and the Far East. The ring can be used to covertly poison enemies, or keep a toxin to perform suicide if captured. Even now, some cultures find the way of pouring or serving drinks so a poison ring could be used incredibly rude and distrustful. While more advanced methods of administering poison or suicide are available, modern minifacturing and fabrication makes traditional jewelry a breeze to make, and administering a compartment even easier with smart or other shape-altering materials.

Poisoner's Ring: Typical ring or similar jewelry with a hidden compartment inside it. Metallic composition of the ring and shielding of the compartment make it almost impenetrable to most sensors and only the most advanced chem sniffers might detect what is inside. The compartment can hold a single dose of any drug or poison which is administered Orally, and grants a +10 bonus on Palming tests to administer the hidden dose. [Low]

Such rings can be a fairly commonplace equipment to many assassins or covert operators, giving easy access to drugs or poisons at hand - and can even be used to hold doses for one to use on their own. Poisoning might not be as effective with resleeving, but can be used to quietly disable an enemy in a private setting to obtain their stack or clear them out of the way for some other operation. Non-toxic substances might also be popular to disable, confuse or manipulate a target. Non-sinister rings also exist, of course, as part of a growing "Earth nostalgia". Rings with storage compartments to hold images or project small holograms as known as "locket rings", and "box", "socket" or "funeral" rings is the common term for a ring which has a small storage space in it - though functionally they are identical to the Poison variety.

Wednesday, February 15, 2017

Jamming Gun

EWAR is a function which still exists in AF 10, and can be vitally important when dealing with certain kinds of technology or opponents. While completely shutting down local radio/mesh networks is very difficult due to their inherent nature and limited power, blocking singular targets or small groups can be possible. Jamming rounds (p. 338 EP) can perform this function, creating minute, basic jamming on targets utilizing firearms - while not very powerful they can be accurately placed as needed. EMP Grenades or Seekers (p. 340 EP) do not shut out radio directly, but will damage antennae and significantly reduce maximum radio range. But for dedicated, potent jamming on a singular target, there are other solutions.

Jamming Gun: Roughly rifle-sized, this device is designed to look and work a bit like a gun, but unlike other Beam Weapons it fires a beam of focused EM signals, mostly radio waves, in a relatively tight beam. This will block most bands of radio communication, and has a maximum effective range in most environments of about 1000m (less in a situation which would reduce radios). Attempting to hit a target who is actively avoiding the beam is Opposed Beam Weapons vs Fray, with success hitting the target and causing radio jamming (p. 262 EP). Attempting to overcome the jamming is an Opposed Interfacing test. Originally designed to disable flying drones, this device can be used to shut down bots, stop remote interfacing on vehicles, or prevent a person from using normal radio communication. It also has a potent effect on nanoswarms, who are damaged by the loss of communication. Jamming a nanoswarm causes it to take 1d10 DV and a -10 penalty to all actions like from a Wound - and while jammed a nanoswarm only has minimal functions. Works off batteries which have over 100 hours of use in them. [Low]

While Radio Jamming in general is illegal (or at least socially unacceptable) in most habs, the Jamming Gun is slightly less restricted. While not always available to the general public (as they could target infrastructural bots, like security drones) they are used by government officials and available to many private security groups, to stop espionage and protect against potentially hostile bots. Teams going into hot TITAN zones often carry at least one Jamming Gun should they encounter hostile war-machines.

Sunday, October 30, 2016

Dummy Barrier

Dummy Barrier: Basic piece of computer security tech which works with Access Jacks or Skinlink. It comes with it's own length of Fiberoptic Cable installed. While active, the unit acts as a buffer between the user and potentially hostile computer systems, with specially configured data inputs and outputs so that in order for a hacker or virus to access the original user's Mesh Inserts or Cyberbrain, they must first completely subvert the Dummy Barrier before being able to access, while the Barrier itself is meant to be quickly ejected in a pinch. The system typically contains no other data than the interface system, and is designed so that an AI can be placed on it to monitor and actively defend the Dummy Barrier. [Low]

The Dummy Barrier is a device which has it's roots in the early days of Cyberbrain technology. Based on ideas from several old entries into cyberpunk fiction, the Dummy Barrier was envisioned as a way to shield a user from accessing a computer system which might contain an active defender or malware which could attack the Cyberbrain of an intruder. It would also act as a buffer to catch any quick and dirty uploads of "Black ICE" or Scorcher programs lying around, and be disconnected relatively quickly (Typically, a Dummy Barrier can be safely ejected as a Quick Action). Usually designed as a big plugbox or some kind of neckband or necklace, the Dummy Barrier also served as a physical obstacle to others wanting to access somebody's Access Jacks - such as with a Disabler (p. 316 EP).

However, the Dummy Barrier was usually a fairly niche device until after the Fall, at which time transhumanity received several grim reminders about information security, and the proportion of people with cyberbrains drastically increased. This has let to a resurgence in use of the Dummy Barrier, mostly for InfoSec professionals, but also for some data miners and scavengers, covert operatives and of course criminals of all stripes. Due to this revitalization, variants of the Dummy Barrier which utilize Skinlink technology are increasingly common. Firewall heavy recommends use of Dummy Barriers along with Analog Tools (p. 176 Firewall) to insulate Sentinels against potentially infected or TITAN-trapped computer systems.