Thursday, November 3, 2016

Agora server

Agora Server
Mission: Monitor/Analysis
Target: Society/Economics
Mission-focused
Territory: 300,000-1,500,000
12 Proxies
Well-Equipped (HR)
Rich (MR)
Pragmatic
Very Structuralist
Backup Neutral
Hands-off Proxies
Close Ties to another Agency

“Agora” is a small, economics focused Server operated on Progress in Mars Orbit, focuses on long term monitoring of the Planetary Consortium and their economics. While many in Firewall may not approve of the PC, it is generally accepted that it’s sudden collapse could be very harmful to stability in the Solar System. So Agora tracks economic climate at the Consortium HQ, and runs many long-term projections on economic stability - occasionally recommending operations Firewall might undergo or back to keep things static. Agora proxies are fairly evenly split between Firewall’s roles (except Erasers), many of whom are also also are embedded in several other agencies or groups inside the Consortium. To emphasize their neutrality as an economic analysis and tallying group, the various proxies of Agora tend to be hands-off, and feature pragmatic, structuralist leanings due to their association with classical business and government. While not excessively funded, it’s members have access to significant physical resources through personal efforts, and can keep their limited number of Sentinels well equipped.

(This server and all other Firewall servers I may post generated via this random generator)

Wednesday, November 2, 2016

Brand Name Weapons #4 - Ultimate Security

Ultimate Security Agneyastra Seeker Rifle:
One of the first proprietary weapon systems of Ultimate Security (now just "the Ultimates"), this is a high-power and rapid fire Seeker weapon to deliver damaging payloads of a variety was originally envisioned to fight armored vehicles and drones, but became useful against TITAN warbots and Exhuman invaders, and so is commonly seen in the hands of Rajput and Purifiers. The Agneyastra only fires Minimissiles, but has an expanded magazine and multi-fire capacity. It's also made balanced to be used in multiple environments. It is commonly used with HEAP, Plasmaburst or Thermobaric seekers. [High]
SA/BF Ammo 9

Ultimate Security Indraastra Railgun Automatic Rifle:
The Indraastra is a rifle designed after the Fall specifically for use by Ultimates advanced forces deployed to Exoplanets and other high security sites, such as against rogue TITAN tech. The Indraastra is a powerful, railgun rifle with enhanced range and ammo capacity designed to deliver high armor penetration and kinetic impact to armored targets. These weapons aren't friendly to non-humanoid morphs, and tend to be complex to repair but fairly reliable. On needs skill to fix, but it should function for long periods in the field. Increase maximum range on this weapon by 20%. [High]
AP -9 2d10+10 DV SA/BF/FA  Ammo 36

Ultimate Security Vajra Plasma Rifle:
Another tool common to the Purifiers among the Ultimates based around the Pandora Gates, the Vajra is a powerful model which pushes the capabilities of a Plasma Rifle with cutting edge magnetic focused systems. This gives it a slightly better range and kinetic force when fired. The Vajra also has cutting edge heat sinks, meaning it can be fired in Vacuum for an additional round before needing to cool. Vajras also come equipped with Nuclear Batteries at all times to build back up power at all times. This also makes them maintenance heavy and complex to repair. Increase maximum range on this weapon by 10%. [Expensive (Minimum 30,000)]
AP -8 3d10+22 DV SA  Ammo 10

Tuesday, November 1, 2016

Lamia pod

Lamia (Pod)
Another Fortean creation, The Lamia pod is less transgenic and rather a clever use of cybernetics. The lower body, where most of the legs would be, is replaced by a long, cybernetic tail shielded in synthetic scales. The tail not only touches the ground, but has enough length to coil around slightly and act as a prehensile limb. This means that generally, the Pod is only about the height of an average transhuman. They are also armed with several snake-like features, like the enhanced sense of smell and taste, the ability to see into IR, and a poison gland located in the mouth. The hands and snake tail are also covered in grip pad material, giving them a great natural ability to climb and slide up and down objects. Lamias are also equipped with digging claws to burrow if they so desire. Additionally, there are more cosmetic alterations, such as the ability to dislocate the jaw, and powerful digestion nanotech which allows them to consume animals whole. Variants of the Lamia both with and without butts exist.
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Heavy), Cortical Stack, Cyberbrain, Digging Claws, Enhanced Smell, Enhanced Vision, Grip Pads,  Lateral Line, Mnemonic Augmentation, Muscle Augmentation, Poison Gland (BTX2), Prehensile Tail, Puppet Sock
Movement Rate: 4/16 (Snake)
Aptitude Maximum: 30
Durability: 35
Wound Threshold: 7
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +10 Climbing, Limber (1) traits, Striking Looks (1) trait
Notes: Social Stigma (Pod)
CP Cost: 40
Credit Cost: Expensive (40,000+)

(Another concept which has been through several iterations on the internet, this being my own take. Like others, this was an early design I went through several internal variations on. I wanted this less for the mythological theme, and more just because I wanted to do something interesting with the Snake mobility. From there, it was easy to think about some classically snake-y features which could be incorporated into a morph. The climbing/digging, COO bonus and sensory augs make a Lamia a viable stealth morph (combine with Chameleon Skin for more fun), but the Muscle Augmentation and Poison Gland make it more combat focused, including with an unarmed weapon - so there's some variation of utility. The butts comment harkens back to an old internet discussion about the merits of various snakemen and snakewomen.)

Monday, October 31, 2016

Nightfall

Nightfall
Type: Rocky Moon
Primary Star: F2V (Yellow-White Dwarf)
Secondary Star: F4V (Yellow-White Dwarf)
Satellite Of: Eclipse (1 Jovian Masses)
Gravity: .4 g
Diameter: 5463.24 km
Atmospheric Pressure: .52 atm
Atmospheric Composition: 81% hydrogen, 19% methane, trace other gases
Surface Temperature (Mean): 25 C
Day Length: 21 Hours
Orbital Period: 12 Days
Gate Access: Fissure Gate, Volcanoid Gate
Notes: High Population of System Bodies, Impressive Natural Terrain, Active Volcanoes
Rocky moon of a hot jupiter in the inner system of a populated, moderately aged binary system, Nightfall's "mean" temperature is a misnomer, this arid, volcanic moon is blisteringly cold on its night side or in the shadow of it's planet (~-95 C), and swelteringly hot during the day (~45 C). It's host system has a large number of system bodies, making many groups interested in exploring it's other planets, but this massive moon is bathed in hot solar radiation due to lack of a magnetic field and protective gases in the atmosphere. People report it as being "washed out" in bright yellowish-orange light. It takes 12 days to rotate around Eclipse, putting it in complete darkness for extended periods. It's atmosphere is non-toxic, but highly volatile, which concerns long-term resource development, combined with regular volcanic activity. Nightfall, however, does have a decent amount of Iron and Silicates. Most problematic, however, is that there is a conflict between TerraGenesis and various autonomist interests. Nightfall was found by first by the Inner System corp, who immediately began an interest in settling the planet as a mining community. Within the following 3 months, however, a group of brinkers out of Fissure discovered the world, and believed it to be an ideal place to set up a Synth-friendly colony. This has led to claim disputes - Fissure makes no claims of ownership and demands sharing, while Vulcanoid has very careful procedures to determine ownership. While TerraGenesis scientists have worked with anarchists in the past, the explorers and isolates interested in synth living question what they see as a "resource grab". To settle this, a small Extropian corp was founded to handle Gate Security, territory disputes, and "communal" services, called Harceleur. They constitute what counts as the "law" on Nightfall, and go between the TerraGenesis backed mining colony (mostly automated) called Afvoer, and the brinker/autonomist settlement Malebolge. The gate complex itself is a small bridge city called "First Light", connected to the small notch in a canyon wall where the Pandora Gate lies. Rumors persist that before Harceleur was established and started bringing order that an extremophile exhuman clade managed to make it through the gate, and now hunt in the hills and dunes at night for wayward prospectors and surveyors.

First Light, Malebolge and Afvoer
Station Type: Bridge (First Light), Tin Can (Malebolge and Afvoer)
Allegiance: Independent (Hypercorp/Autonomist/Brinker)
Primary Languages: English, French, Dutch
Population: 7,500 (total)
First Light is the name of the largest settlement on Nightfall, built by a co-op of Extropian corps through a combination of Venusian and Mutualist banks who supported the two parties of Nightfall. A low, slim bridge similar to habs on Mars, First light bridges from a shallow canyon wall where the Gate existed in a small niche carved by wind to the far side. Several exploratory tunnels have also been dug in either canyon side. The top layer of the bridge is coated in intense mirroring and shielding materials to keep out the extreme heat and solar radiation of Eclipse's twin suns, Chariot A and Chariot B. This also provides power to the station during Nightfall's day cycles. First Light is visible from quite a distance off during both the day and night, as it has extensive flood lighting systems around it. Power is provided by nuclear materials, or geothermal generation. Under the bridge is a souk of ramshackle and prefab buildings, mostly inhabited by those who can tolerate the harsh conditions of Nightfall. The bridge itself has a modest population, roughly half of whom are contractors related to Harceleur, the Extropian corp who acts peacekeepers and mediators on the colony. Harceleur is the security, law and basic hab service provider for First Light and manages contracts with several other extropian businesses who have set up shop in First Light, though many of those have mutualist or utilitarian bents. The local Autonomists tend to call this combined bloc of settlers "vultures", and many feel the violate the policies of the Fissure Gate. The rest of the population is freelance gatecrashers, a handful of tourists and assorted associates of the vested parties on Nightfall. Access to the other settlements is done via canyon hugging maglev lines - and attempts to sabotage either line is handled harshly by Harceleur. Harceleur also has marshals, who get clad in fireproofed, sealed armor and thermal cloaks and patrol the surface for problems or to help wayward travelers in air cars or buggies. On the canyon rim are the first foundations for what will eventually be a spaceport ready to explore the orbit of Eclipse and even probe the rest of this system.

Afvoer ("Watering Hole" in Dutch) is the earlier "settlement" of Nightfall, up the canyon run and into the foothills of a now extinct volcano chain. Mostly automated, this is a small cluster of tin can and dome modules over racks for mining drones which have begun sinking shafts to obtain valuable elements. Population is a lot of infomorphs working Morningstar-style indenture contracts for TerraGenesis and a handful of technician overseers, usually sleeved in Ruster or Alpiner variants so they can survive outside in just breath-masks for short periods. Not much goes on here, though for a research and mining platform, everyone is unusually heavily armed, as several Anarchists have tried to slip up to the mine and sabotage it. Malbolge (from a circle of Hell which name translates to "evil pockets") is on the opposite end of the canyon as it trends more shallow, leading onto a plantia of rocky desert. It gets its name from the hellish conditions of Nightfall, and the fact that the settlement is mostly carved or dug into the surface in "pouches", some of which are covered over to offer more traditional habitation. Malbolge is mostly an autonomist/brinker settlement, where people are interested in an "honest" exoplanet living, mostly as Synths. They have some tension with First Light and Afvoer, but a lot of them prefer to be left alone, and they tend to shun violent anti-socials. Malbolge is a center for a lot of prospecting and surveying of Nightfall, where occasionally settlers go missing.

Nightgaunt Exhumans (Biomorph)
An interesting strain of the Predator clade, these Exhumans from the Saturnian or Uranian system have obtained a variant of the Ariel biomorph and customized it to be even more extreme. The end result is a pitch black, carapaced creature with wings, long bladed tails, horns and clawed limbs. They can survive hot and cold for extended periods. They came through the Fissure Gate and populated out on Nightfall before Harceleur came along. Now there are a few dozen scattered up in the mountains and deserts of the moon. They prefer "live" prey, but can still capture synthmorphs and process them for raw materials, and use their egos for amusement. They prefer to hunt at night, where the relative cold and dark makes prey easier to detect, and biomorphs slightly more common due to the lack of solar radiation. To this end, they will often hibernate through several "day" periods until the long night comes. Currently, Harceleur and First Light are unwilling to confirm "rumors" of hostile Exhumans in the colony.

Skills: Blades 60, Fray 60, Free Fall 50, Freerunning 80, Investigation 50, Perception 60, Unarmed Combat 70
Implants: Basic Biomods, Basic Mesh Inserts, Claws, Cortical Stack, Direction Sense, Enhanced Vision, Long-Term Life Support, Low Pressure Tolerance, Oxygen Reserve, Prehensile Feet, Radiation Sense, Temperature Tolerance (Cryonic), Wings, Adrenal Boost, Carapace Armor, Chameleon Skin, Endocrine Control, Enhanced Hearing, Enhanced Smell, Enhanced Vision, Grip Pads, Hardened Skeleton, Medichines, Muscle Augmentation, Neurachem (Rating 2), Oxygen Reserve, Poison Gland, Prehensile Tail, Respirocytes, Toxin Filters, Hibernation
Notes: Flight (Movement Rate 8/40), Nonmammalian Biochemistry trait, Mental Disorder x2
Attacks: Claws 1d10+5 DV AP -1
Armor: 11/11

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.

Friday, October 28, 2016

Electrogravitics System

Electrogravitics is a bit of a misnomer, in that it is a system to counteract the natural effects of gravity utilizing electrical discharge - not generating gravity through electricity (though many Argonaut research papers are being written on this perspective). Normally, this comes in the form of the Electrogravitics Net (p. 332 EP), or "safety net", a web of electrical generators designed to catch a person who is falling and negate the effects of falling at a height. However, as an external device, the safety net requires some preparation to use, and requires access to external power to recharge - which may not be optimal in a safety situation. To this end, technicians have designed a variant of the technology which can be installed directly in Synthmorphs.

Electrogravitics System: This augmentation for synthmorphs embeds an electrical discharge system which can produce massive charge to counteract the effects of gravity, just like the Electrogravitics Net. The capability is roughly matched with that system, able to reduce all damage from a fall of ~50m in 1 G of gravity. Like the Net, this system requires a lot of energy to utilize, and after it is used, it is depleted and must recharge over one hour using the internal power supply of the Synthmorph. Unlike the net, however, the EGS can also be utilized by a Synthmorph for quick bursts of lateral movement. This can grant a +30 to an appropriate Freerunning or Free Fall test to bypass obstacles or reach locations, or in structured time allow the user to quickly burst to move up to 6 meters in a single quick action. The EGS is not usually equipped on flying frames, and cannot be equipped to a Swarmanoid morph. [Moderate]

(Why yes, I do own Deus Ex: Human Revolution and Deus Ex: Mankind Divided. Why do you ask?)

Thursday, October 27, 2016

Harpy pod

Harpy (Pod)
A Fortean creation, this pod splices transhuman lines from Furies and Lunar Fliers with large raptor genetics to produce a flight-capable combat pod. Unlike a majority of Lunar Fliers, the harpy is more like a Neo-Avian, with wings on the arms which have flexible hands tipped with sharp talons for gripping. The feet are also reinforced and fully prehensile and armed with claws - and allow the Harpy to grip and manipulate objects with it's legs while its arms are in flight. Harpies are also heavily muscled, with enhanced torso muscle groups to give them the ability to fly, and are gifted with sensory augmentations and low pressure protection to operate at high altitudes. For "thematic" purposes, the Harpy are nearly always produced as female, with sharp, austere features.
Implants: Access Jacks, Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Claws, Cortical Stack, Cyberbrain, Direction Sense, Enhanced Hearing, Enhanced Vision, Low Pressure Tolerance, Mnemonic Augmentation, Muscle Augmentation, Neurachem (1), Prehensile Feet, Wings
Movement Rate: Walker (3/19), Flight (8/40)
Aptitude Maximum: 30
Durability: 50
Wound Threshold: 10
Advantages: +10 SOM (w/ Muscle Augmentation), +5 COO, +5 INT, +5 to one Aptitude of your choice, +1 Speed (Neurachem)
Notes: Nonmammalian Biochemistry, Social Stigma (Pod)
CP Cost: 55
Credit Cost: Expensive (55,000+)

-Siren Variant
While some use the Harpy for combat and survival purposes, a variant designed for socialization also exists - the Siren. This model has its maximum combat potential toned down to make way for more socially focused implants. Similarly, the morph is respecc'd both for physical appearance and social acumen. Sirens tend to be more thin and finely built than Harpies, with softer, more alluring features.
Implants: Remove Neurachem (1), add Clean Metabolism, Enhanced Pheromones and Lyre's Syrinx
Advantages: +5 SOM (w/ Muscle Augmentation), +5 SAV, +5 COO, +5 INT, +5 to one Aptitude of your choice, add Striking Looks (1) trait
CP Cost: 60
Credit Cost: Expensive (60,000+)

(Though ultimately made as another pod from Fortean, my Harpy design as a combat morph+wings has gone through a couple of iterations, including just as a Fury variant with the Wings. Thematically, mods which make sense for the Harpy also interestingly make it ideal for a fighting morph, with the claws, strong upper-body strength for the wings, the enhanced sensory, etc. Once it stood on it's own, it was possible to produce the more expensive Siren variant, which moves around its bonuses to allow a more social focus, which bridges the gap between avian and humanoid morphs. It might be interesting to see how a Neo-Avian handles the presence of the Pod - do some communities like them for allowing them to interact with humanoids while retaining many natural capabilities, or do they find it an offensive "cultural appropriation" (and some with a less than positive view of Mercurials might point out Neo-Avians didn't have a culture when the Greeks were making urns). The Lyre's Syrinx is an interesting implant which originates from Seedware. I don't often cross-reference other big homebrew works, but the nature of the implant both mechanically and fluff-wise made it an ideal pick for the Siren variant)