| Banging Heads with the Dead | |||||||||||||||||||||||||||||
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| Story Janis sat quietly in the bush that hid her. In her field of vision her headware clock flashed the time. She waited for a few seconds more, before she heard the two razors behind her start to get anxious to do something. Janis spotted the target, Dirk Dentry a 45 year old Human. Janis stood and gently brushed off her dress, and calmly walked up to him and said "Hi Dirk." "Well, hello Becki, how are you?" Dirk stuttered out. "Fine." said Janis. "You did remember me!" "Of course I did, Miss James" Dirk said, controlled. "I am very impressed!" she exclaimed. Janis noticed that he suddenly went silent. She looked at him, and saw him backing up from her. "Dirk, what's wrong?" she asked. "Miss James, I am sorry to tell you that your friends hiding in the bushes over there are now dead." Dirk said calmly, but she did see a slight smile. "But..." Janis stammered out and looked at the bushes, but saw nothing. Scanning the area she did now see parts of the two hired razors. She quickly looked back at her mark. He just stood there looking at her, when another man walked up to him, and looked at her. "Janis? Is that your name? You told me it was Becki." Dirk said calmly. Janis now sure that her cover has been blown cursed to herself for not getting a headware comm package. Nervous now she felt the edge leaving and wanted to escape as well. She turned but stopped as she saw something rush toward her, she didn't even have time to scream before it opened her chest. The man looked at Dirk expressionless. "Well done." Dirk said. "It is what I am programmed to do Mr. Dentry." the man said. NOTE: In this adventure there is a great need for some heavy fire power. And there is a very real possibility of character death, so it is not for the shy GMs ;-) The Job: To retrieve a piece of Cyberware, that a person called Maxus has. Mr. Johnson wants the item called �the Heart�, it is very valuable to him. He has on him 80,000�, and can get up to 100,000� more (increase it by 10,000� for each success). The target is very rich, he owns an island in the Mariana Islands (he calls it Island of Domination). He also works at the Dyna-Com Corporation. |
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| Dyna-Com Secret Base | |||||||||||||||||||||||||||||
| Dyna-Com Base | |||||||||||||||||||||||||||||
| Island of Domination | |||||||||||||||||||||||||||||
| Security of Complex: Physical: Dyna-Com Max guards. Patrol in pairs. Matrix: This complex is not connected to the matrix. Astral: the whole place is generally dead. No magic security here... that the character can tell. |
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| Security of Complex: Physical: Patrols of Dyna-Com in Groups of 2. Random placement of Dyna-Com in facility. Matrix: See Dyna-Com Matrix System Astral: High. Ivy growing on outside of building, with bacteria filters in air vents and between the walls of several rooms. Patrols of Watchers (in pairs), with back-up from Elementals. |
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| Security of Complex: Physical: Dyna-Com guards do single patrols around the island. The rest is Dyna-Com Max guards and Dyna-Com Max DH guards! Matrix: No connection, it�s a medieval castle that RECENTLY got renovated. Astral: Low. Total of two mages here at any time. One, or both, might be sleeping. |
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| Dyna-Com System Map | |||||||||||||||||||||||||||||
| List of Characters | |||||||||||||||||||||||||||||
| The Entity Body: 0 Armor 5 Quickness: 0 Strength: 0 Charisma: 8 Intelligence: 10 Willpower: 8 Reaction: 5 Dice: 1 Magic: 12 Innate: 6 Threat/Professional: 5/3 Skills Leadership 6 Interrogation 9 Psychology 9 Sociology 9 Physical Sciences 9 Spells Overstimulate 4 Trid Entertainment 10 Sleep 8 Urban Renewal 7 Influence 7 Barrier 6 Control Emotions 9 Mob Mind 6 Petrify 7 Mind Link Group 8 Howard K. Larsen (39H) Dock Manager Body: 6 Quickness: 4 Strength: 5 Charisma: 4 Intelligence: 5 Willpower: 3 Reaction: 4 Dice: 1 Essence: 6 Threat/Professional: 1/1 Skills Athletics 5 Computer 3 Electronics 4 Leadership 2 Negotiation 2 Etiquette(Dock) 3 Jim Callahan (48H) Engineering Director Body: 5 Quickness: 6 Strength: 4 Charisma: 3 Intelligence: 6 Willpower: 2 Reaction: 6 Dice: 1 Essence: 6 Threat/Professional: 1/2 Skills Physical Science 5 Electronics 6 Leadership 3 Firearms 4 Amy Swanson (32H) Engineering Director Body: 3 Quickness: 6 Strength: 2 Charisma: 5 Intelligence: 6 Willpower: 3 Reaction: 6 Dice: 1 Essence: 6 Threat/Professional: 3/2 Skills Firearms 4 Unarmed Combat 5 Electronics 5 Etiquette(Street) 2 Computer 4 Computer Theory 3 Blain Kant (37H) Dock Director Body: 5 Quickness: 4 Strength: 4 Charisma: 3 Intelligence: 4 Willpower: 1 Reaction: 4 Dice: 1 Essence: 6 Threat/Professional: 1/1 Skills Firearms 2 Unarmed Combat 5 Leadership 3 Sam Horn (26O). Dock Director Body: 5 Quickness: 5 Strength: 4 Charisma: 3 Intelligence: 3 Willpower: 2 Reaction: 4 Dice: 1 Essence: 6 Threat/Professional: 1/3 Skills Unarmed Combat 4 Leadership 2 Negotiation 2 Hardman (?X) Body: 6 Quickness: 6 Strength: 3 Charisma: 5 Intelligence: 6 Willpower: 5 Reaction: 6 Dice: 1 Essence: 6 Magic: Unk Innate: Unk Threat/Professional: 6/4 Skills Stealth 6 Firearms 2 Gunnery (B/R) 2 Electronics 4 Demolitions 5 Psychology 5 Sorcery 6 Conjuring 6 Enchanting 6 Spells Ram 6 Sleep 8 Urban Renewal 8 Detect Life 7 Detect Gun Powder 8 Imp Invisibility 9 Overstimulate 9 Dec -4 Cyb Attrib 6 Petrify 7 Turn to Tree 9 Flamethrower 7 Jim Durnan (53H) Network Administrator Body: 3 Quickness: 6 Strength: 3 Charisma: 3 Intelligence: 6 Willpower: 5 Reaction: 6 Dice: 1 Essence: 5 Threat/Professional: 3/2 Skills Firearms 3 Computers 8 Computers (B/R) 7 Electronics 7 Electronics (B/R) 6 Computer Theory 7 Etiquette(Corp) 4 Cyberware Data Jack .2 Chip Jack .2 Scramble Breaker 4 .2 SPU (Induction) .2 EM Probe .2 |
James O'Donnel (37E) Dock Supervisor and Security Guard Body: 5 Quickness: 6 Strength: 4 Charisma: 3 Intelligence: 6 Willpower: 5 Reaction: 6 Dice: 1 Essence: 6 Threat/Professional: 3/2 Skills Firearms 4 Unarmed Combat 3 Armed Combat 3 Military Theory 5 Sociology 4 Leadership 3 Dirk Dentry (45H) Security Secretary Body: 5 Quickness: 6 Strength: 4 Charisma: 4 Intelligence: 6 Willpower: 5 Reaction: 6 Dice: 1 Essence: 5 Threat/Professional: 4/2 Skills Athletics 4 Firearms 3 Interrogation 6 Etiquette(Corp) 4 Etiquette(Street) 3 Psychology 3 Sociology 4 Cyberware Data Jack .2 Commlink 4 .3 SmartGun Link .5 Kyle Fredris (58E) Warehouse Administrator Body: 5 Quickness: 4 Strength: 4 Charisma: 3 Intelligence: 6 Willpower: 3 Reaction: 5 Dice: 1 Essence: 6 Threat/Professional: 1/1 Skills Leadership 3 Athletics 2 Etiquette(Corp) 3 Peter Shumway (34H) Scientist Genetics Body: 5 Quickness: 6 Strength: 4 Charisma: 3 Intelligence: 6 Willpower: 5 Reaction: 5 Dice: 1 Essence: 5.4 Threat/Professional: 3/2 Skills Biotech 8 Physical Sciences 7 Biology 7 Cyberware Data jack .2 Chip jack .2 SPU (Math) 1 .1 SPU (Data) 1 .1 Maxus (?H) Body: 5 Quickness: 6 Strength: 4 Charisma: 1 Intelligence: 6 Willpower: 1 Reaction: 6 Dice: 1 Essence: .9 Threat/Professional: 7/4 Skills Stealth 8 Firearms 7 Throwing 4 Unarmed Combat 7 Demolitions 7 Electronics (B/R) 5 Computer (B/R) 5 Interrogation 9 Etiquette(Runner) 5 Cyberware Data jack .2 Chip jack .2 Wired Reflex 2 3.0 Commlink 4 .3 Smartgun Link .5 Spurs Retractable .3 Orientation System .5 Display Link .1 Dyna-Com Guards Security Guard Body: 5 Quickness: 5 Strength: 4 Charisma: 2 Intelligence: 5 Willpower: 3 Reaction: 5 Dice: 1 Essence: 5.5 Threat/Profes: 3/2 Skills Stealth 4 Firearms 6 Armed Combat 3 Unarmed Combat 4 Throwing 3 Cyberware Smartgun Link .5 Mage Guard Body: 3 Quickness: 5 Strength: 2 Charisma: 4 Intelligence: 5 Willpower: 5 Reaction: 5 Dice: 1 Magic: 6 Threat/Profes: 3/2 Skills Armed Combat 3 Firearms 5 Unarmed Combat 3 Sorcery 6 Conjuring 4 Spells Sleep 5 Invisibility 4 Stun Missile 6 Dyna-Com Scientist Body: 3 Quickness: 4 Strength: 4 Charisma: 4 Intelligence: 6 Willpower: 3 Reaction: 5 Dice: 1 Essence: 4.65 Threat/Profes: 1/1 Skills Computer 3 Electronics 5 Biotech 4 Cyberdrone B/R 6 Physical Sciences 4 Cybertechnology 4 Etiquette(Science) 5 Cyberware Data jack .2 Chip jack .2 Encephalon 1 .5 SPU(Math) 1 .1 SPU(Medic) 1 .15 Data soft Link .1 Display Link .1 |
Dyna-Com Max Guards Heavy Response Guard Body: 6 Quickness: 6 Strength: 5 Charisma: 3 Intelligence: 6 Willpower: 4 Reaction: 10 Dice: 3 Essence: 2.5 Threat/Profes: 5/4 Skills Stealth 6 Firearms 6 Armed Combat 5 Unarmed Combat 5 Gunnery 5 Military Theory 4 Cyberware SmartGun Link .5 Wired Reflexes 2 3 Heavy Response Mage Guard Body: 4 Quickness: 6 Strength: 2 Charisma: 6 Intelligence: 6 Willpower: 6 Reaction: 6 Dice: 1 Magic: 6 Threat/Profes: 5/4 Skills Stealth 5 Firearms 6 Sorcery 6 Conjuring 6 Magical Theory 6 Unarmed Combat 2 Spells Stun Missile 6 Power Missile 6 Sleep 6 Petrify 6 Turn to Goo 4 Dyna-Com Max Agents Normal: Body: 6 Quickness: 6 Strength: 4 Charisma: 4 Intelligence: 6 Willpower: 5 Reaction: 10 Dice: 3 Essence: 2.2 Threat/Profes: 4/4 Skills Firearms 5 Biotech 5 Etiquette(Street) 4 Etiquette(Corp) 4 Physical Science 5 Psychology 4 Cyberware SmartGun Link .5 Voice Modulator .2 Wired Reflexes 2 3 Mages: Body: 4 Quickness: 6 Strength: 4 Charisma: 5 Intelligence: 6 Willpower: 6 Reaction: 6 Dice: 1 Essence: Magic: Threat/Profes: 4/4 Skills Firearms 5 Biotech 5 Physical Science 5 Sorcery 6 Conjuring 6 Spells Stun Bolt 6 Analyze Truth 6 Detect Enemies 6 Detect life 6 Detect Individual 6 Mind Probe 6 Acid 6 Judas Girls: Body: 1 Quickness: 2 Strength: 1 Charisma: 0 Intelligence: 3 Willpower: 0 Reaction: 2 Dice: 1 Threat/Profes 8/4 Essence: DEAD Cyberware: Commlink 4 Hearing Amp Data soft Link Encephalon 1 Camera Select Sound Filter 1 Vision Mag Electronic 1 Plastic Comp IV 10 Orientation System Eye Laser Tool Oral Spur Skillwire Plus 5 Chipjack Memory 600MP Notes: See Dyna-Com Max DH Agents. Dyna-Com Max DH Guards Body: 7 Quickness: 5 (8) Strength: 12 Charisma: - Intelligence: 6 Willpower: - Reaction: 7 (23) Dice: 6 Essence: DEAD Threat/Profes 10/4 Skills Athletics 8 Stealth 8 Firearms 5 Gunnery 5 Armed Combat 5 Unarmed Combat 5 English 5 Cyberware: Wired Reflexes 2 Thermographic Eyes Tactical Computer 2 Vision Mag Optical 3 Ultrasonic Vision 2 Ultraviolet Vision 1 Orientation System EM Field 3 Camera Skillwire Plus 5 Hearing Amp Hi/Low Freq Olfactory Booster 4 Chameleon Skin (+10) Encephalon 2 SPU(Vision) 2 Reaction Enhancer 6 Move-By-Wire System 3 Data Soft Link Commlink 4 SmartGun Link CyberWeapon Shotgun* Chip jack Spurs Explosive Comp IV 10 Gas Spectrometer 3 Magnetic System 7 Memory 1200MP Notes: See Dyna-Com Max DH Agents. |
Dyna-Com Max DH Agents Body: 7 Quickness: 5 (8) Strength: 12 Charisma: - Intelligence: 6 Willpower: - Reaction 7 (23) Dice: 6 Essence: DEAD Threat/Profes 10/4 Skills Interrogation 5 Stealth 8 Firearms 5 English 8 Armed Combat 5 Unarmed Combat 5 Cyberware: Wired Reflexes 2 Thermographic Eyes Tactical Computer 2 Vision Mag Optical 3 Ultrasonic Vision 2 Ultraviolet Vision 1 Orientation System EM Field 3 Camera Skillwire Plus 5 Hearing Amp Hi/Low Freq Olfactory Booster 4 Skin Encephalon 2 SPU(Vision) 2 Reaction Enhancer 6 Fly-By-Wire System 3 Data Soft Link Commlink 4 SmartGun Link CyberWeapon Shotgun* Chip jack Spurs Retractable Explosive Comp IV 10 Gas Spectrometer 3 Memory 3000MP Notes: Astrally Invisible (Appear as "dead" objects) and +10 to spot them from Chameleon Skin (Guards Only, Agents do not have the Chameleon Skin). If unit is "Off Line" it takes 3 turns to activate, during that time it's eye's open and it analyzes all people within its field of view. If you run across a guard that is not active it only vaguely looks human, with long claws for fingers (the spurs), it looks similar to a tall man that is chromed-up and hunched over with extra long hands, arms, and legs. These beings have a translucent skin, and usually do not wear clothing. Once the Guard is "On Line" it activates it's Chameleon Skin and stays that way, even during combat. The Main Directives: Guards: #1 �Obey Dyna-Com" #2 "Leave no survivors" Agents: #1 Obey Dyna-Com #2 Find Target #3 NO WITNESS' The Agents prefers not to fight, if possible (it will send the guards to attack). The Agents look and act very human, but they lack any kind of social skills, other than Interrogation, they are dressed in Fine Clothing. The other version of these beings, is called a Judas Girl. These almost always will look like a beautiful woman that sits alone in a bar, ignoring the come-ons of men, dressed in very fine clothing. She is actually a scout looking for her targets. Her favorite weapon is to kiss a man then send out her Oral Spur into him, but that is only if she actually is put in a situation where she must act, to defend herself. The Explosive Compound in these units will explode 1 Turn after they "Die" doing 13D damage -1 Power level per meter. Also there are SMALL Thermite charges next to all Memory chips as well as normal memory, to hide all information linking Dyna-Com to these things. What is in their heads... Guards: Firearms 5, Unarmed Combat (Cyber) 5 Stealth 5 Biotech 5 Military Theory 5 English 5 Storage for the Personnel ID's of all Dyna-Com employee's (Normal picture, Thermographic view, EM, etc.). Agents: English 8 Stealth 5 Firearms 5 Unarmed Combat 5 Biotech 5 Computer 5 Interrogation 5 Psychology 5 Electronics 5 Demolitions 5 Athletics 5 Storage for the picture of the target they are looking for. Judas Girls: English 8 Unarmed 5 Stealth 5 Storage for the picture of the target. The Cyberweapon Shotgun that these beings have are loaded with a special ammo. It has the same range as the shotgun, the damage is the normal damage a shotgun does PLUS an added effect of when it impacts with what-ever the round explodes into a fine cloud of Thermite, doing an additional 8S damage of burns. -1 Power level for each turn until it stops, or is put out. This new ammo is called ThermaShot and it does have a nasty side effect, after about 20 shots the barrel of the shotgun will need to be replaced, if it is not replaced it will cause a cascade effect of the next, and rest of the ammo in the weapon (i.e. the gun explodes, and the character is bathed in Thermite... OUCH). Remember if a weapon takes a Deadly damage it is destroyed, and that goes for equipment as well. Standard Operating Procedures: First: some Judas' come the bar and Street doc clinics in the area looking for their target. Second: the target is found she sends a data message of where she is located, an updated picture of the target, and who the target is with or associating with. Third: the signal is sent out an Agent arrives to verify the target. Once that is complete Dyna-Com can send Whom/What ever they deem necessary to Solve that specific problem. Note on cost: Dyna-Com Max DH guard Cost about 4,944,400 NuYen. Dyna-Com Max DH Agent Cost about 4,949,400 NuYen. Judas Girl Cost about 1,163,200 NuYen |
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| Other Notes | |||||||||||||||||||||||||||||
| FREEFORM IC Chris Beauregard <[email protected]> File 2100-67-B Dated 9 Jun 2050 Protected-C Summary of Contract 2100-4-A "Intrusion Countermeasure Verification of Mi-Tech Security Systems Incorporated FF-IC Freeform" INITIAL TESTING Simulation system was formatted after standard insurance company and small holding bank systems, the presumed client for this form of countermeasures. See Appendix A for full system plans. The FF- IC Freeform was placed in the SAN to the internal layer, and both CPUs. A lighter version was placed in the inner layer DLJ between the central CPU and the file storage area. >>>>[That's a layered system for you slow types...]<<<< - Barron The first testing consisted of a selection of program frames attacking the FF-IC in the SAN. The program frames consisted of light attack utilities and variable analysis utilities. The FF-IC attacked the frames when in range and used the Nasan Helles patented engulfing attack to destroy the frames. Appendix B contains statistics on frame strength, FF-IC strength, and engagement times for all tests. >>>>[Freeform IC seems to be an adaptive IC. It has no defined matrix construct. Normally, it appears as an energized mist until it has a target. Then it transforms into whatever it thinks can do the job and nails the target to the wall. The engulfing technique mentioned is what it uses against slow and stupid targets. Doesn't even bother transforming, just wraps around the target and nukes it.]<<<< - Barron The second initial test consisted of more intelligent and less straightforward attacks, still using the frames. The FF-IC invariably adapted to the best icon form and destroyed the penetrating frames. The only exceptions occurred when the frames used high masking and evasion levels. Very high levels tended to increase the node load to such a point that the FF-IC could not take the most efficient form. On several instances, the program frame managed to cause significant damage to the FF-IC. Another possibility is that high masking decreased the information available to the FF-IC such that it could not take on a form sufficient to damage the frame. >>>>[The transform process eats power bigtime. Takes a little while to do. Once it makes it though, she's like a three-year old with wired 'flexes and too much sugar. Fast. Those high levels of masking and evasion, by the way, are probably well into the milspec levels. Not just boosted reaction here, chummers.]<<<< - Barron ADVANCED TESTING The first of the advanced tests consisted of a simulated life form. Full analysis hardware was connected through a bio-chip with a simulated low-intelligence. The anti-personnel version of the FF-IC was used for this test. The intelligence was programmed for straightforward attacks on the target IC. As can be seen from Appendix D, the simulated intelligence performed extremely poorly against the FF-IC. Analysis indicates that the FF-IC exploited its adaptive features to bypass all the deck protective measures and deliver the anti-personnel capacity directly to the intelligence. This feature was not seen in preliminary testing, and is likely specific to the anti-personnel versions of the FF- IC. Analysis of the attack method indicates a slightly improved version of standard anti-personnel algorithms. Also noted was the effects of the engulfing attack. Exiting the matrix when subjected to this form of attack increased significantly in difficulty. The second test consisted of a live intelligence. In each case, a trained monkey was used in a variety of attacks on the FF-IC and its node. Again, high masking and evasion levels seemed to cause trouble for the FF-IC. The high quality anti-personnel algorithm was responsible for a much higher body count than usual, and more than offset these rare occurrences. Final testing consisted of a number of human intelligences. because of the limited number available, testing was not as thorough as in other areas. However, as can be seen by Appendix F, the FF-IC was more than capable of handling penetrations to all areas of the sample system. Analysis indicates that the FF-IC offered a very high psychological impact on targets, decreasing their resistance to its unique attack forms. >>>>[This form of testing was basically suckering wannabees into takin' a run at their sample base. Figures that it took out so many. On the other hand, it seems a few real hot cowboys got pegged by this stuff too. We're still lookin' for names, but it could be bad news.]<<<< - Barron ANALYSIS High adaptivity of the FF-IC resulted in much faster and higher kill rates. The engulfing attack especially increased the exposure to the attack mechanisms of the FF-IC. High load required in transformations is a definite hindrance in its effectiveness. RECOMMENDATIONS Possibly decrease the size of the construct in order to increase transformation speed and decrease load. The high effectiveness of the FF-IC should more than offset any loss in strength from these changes. >>>>[Other notes. They have all kinds of versions of Freeform IC ready for the market. The Black versions are especially nasty, but there're versions with Blaster, Killer, and some weird psychological attack forms. Except for a pretty high load, these things have similar capabilities as yer standard Gray/Black IC. The effects of the transformation are pretty ugly though. Any attack you make against it, it's pretty much immune to a second shot. You can't slow this stuff at all, and I doubt seriously that you can plant a virus on it. If you try, make sure it's real adaptive. The other problem is that every attack it gets in on you, the one after it hits harder. Changing your defensives on the run seems to screw it up for a bit.]<<<< - Barron GM NOTES Load Rating is double Rating when transforming, Rating otherwise. It takes one action to transform to optimum shape. Target must be in Observation Range. If optimum configuration is reached, the IC has a negative modifier (bonus) on its attack target number. To reach optimum, roll the IC rating against the average of the target's evasion and masking levels. The IC gets -1 on the attack for each success scored. Freeform IC must transform to attack, even if it gets no successes. Treat Freeform IC as having shifting defensive form with no increased load rating. Trying to jack out when attacked by Freeform-Black IC requires an Unresisted Willpower Test against twice the IC rating. Each hit by Freeform IC on a target decreases the target of the next attack by 1. This is cumulative. Any changes in the Masking or Evasion rating of the target requires a new transformation by the IC. All target numbers for attacks are reset. Slow utilities have no effect on Freeform IC. EXAMPLE: Davison Hack is running the Mi-Tech system. He pops into a node with Freeform-Killer-5. The IC is in Probe mode, and Davison blows his rolls. The battle begins. The IC wins initiative and gets the first action. It transforms. Davison's average Evasion and Masking is 5. The IC rolls 5 dice with a target of 5, and gets 3 successes. This could be bad. Davison gets the next action. He slams the IC with an Attack-4, and hits for light damage. The IC hits Davison next. It's got a -3 on the target number. It hits for Moderate damage. Davison tries a Slow-5. Bummer. The IC attacks again. This time, it's got a -4. -3 from the transform, and -1 from the last hit. Davison lucks out, and takes light damage. Next time though, the IC is hitting at -5. Next round, Davison gets first action, takes the hint and puts on a Cloak-6. The IC transforms again. This time, Davison's Masking and Evasion average is at 7. The IC manages one success, enough for a -1 modifier. Davison, in a burst of intelligence, skips out before the FF's buddies show up. >>>[Hoi chummers, hate to be the bearer of bad news, but a bud of mine got herself toasted last week. It seems that something hunted her down and fried her deck. I thought it was a corp decker, but when I went after it, I found it wasn't a persona I was fighting, but rather a construct. I neutralized the fragger, and picked it apart. Really fascinating stuff, but scary. The author is very egotistical, and there's traces of the guy's ID throughout the construct. This ain't ICe, but rather is a smart-frame with movement abilities, sensors, a self-encryption and mutation ability, a masking program, defensive and attack capabilities, and a tracking program. The tracking program is similar to the trace and report, but instead it acts like a bloodhound, leading the construct after the target. Every decker leaves little footprints, no matter how good he or she truly is. These are code fragments that are left after the decker passes through a node. They are parts of the persona chips, whose code is partially placed within the node to facilitate ease of execution. The fragments are very minute, and it is next to impossible to find them, unless you know exactly were to look. Apparently, this program does. Taken singularly, they are meaningless, but enough of them allow you to begin to put together a 'picture' of who they belong to. This is similar to the techniques used by anti-viral programs of the last century. The chance for error is fairly high, about 35-45%, but even still, it makes one think about covering ones tracks. The author was some deckhead who lived near Detroit, some old fragger. He called it the Ulciscor Strain, which is supposed to be some form of Latin, meaning revenge or something like that. I destroyed the source code, but I couldn't find the backups. I can only hope that the fire destroyed them.]<<< - Epilogue (22:42:49/12-04-52) |
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| The Ulciscor Strain Paul Devisser <[email protected]> Copyright (C) 1992 Paul Devisser All rights reserved. Note that all articles, unless otherwise specified, are Copyrighted, with the copyright owned by the respective author. Paul included his notice in the article, and so I've reproduced it here. But this in no way indicates that articles without such a notice are not copyrighted. A viral construct much like a smart-frame, with the ability to move about in the matrix. It has attack (6), shield (4), capabilities. It also can lock-on to a matrix trail, and follow it until it encounters the cause of the trail. The ability to track a target is not new. Trace-and-Report programs and the variations do it all the time, but they have the original personas to work with. This virus is imprinted with a recording of the persona of the intended target. It uses this recording to search the matrix, looking for data trails that bear a similar imprint. This is currently beyond what most corporations are capable of producing, and unless a corp gets wind of this, it will be a several years before this becomes more then an isolated incident. After finding its target, it will then attack until it destroys the target, or is defeated. Before it engages, it will send a transmission which is encrypted, to a predesignated point. The message contains information concerning the constructs current location, and the fact that it has found its target. If it survives it sends another message, in the same manner, that it has succeeded, and returns to a predesignated point to await further instructions. The virus locks on to the BOD persona of the target if attacking a decker. Data has a BOD of 1. The target can resist by using the EVASION persona. Again, data has an EVASION of 1. If the virus follows the trail to a point where the decker left the matrix, the construct will mark the place, and will continue to search for a new trail. If the trail leads into a construct that the virus cannot follow, search around to try to find a new trail, and failing that will actually attempt to enter the construct to find the target. If it encounters resistance that it must fight, it will withdraw. When the virus locks onto a trail, it begins sending updates back to its origin. The route by which these are relayed is complex and very difficult to trace. In addition, the encryption scheme is unbreakable without access to a mainframe. |
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