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tower:worlds:granitecity2155:equipment:security

Security and Surveillance

Even as technology gives thieves and spies the ability to bypass old security systems, it creates new ones to replace them. In addition, as the average criminal becomes more sophisticated, so does the cop who has to track him down. This chapter covers security systems that protect against both physical and electronic intrusion, as well as advanced law-enforcement tools that allow police and security forces to track, identify and detain criminals more effectively – or simply suppress a riot.

It might be possible to build an impregnable security system – but the more layers of security that are added, the harder it is get anything else done. If an executive has to go through six different scans every time she enters or leaves her office for a cup of coffee, or a computer requires 20 minutes of identity verification before it will let anyone use it, personal convenience and efficiency will be sacrificed. Most systems compromise between security and ease of use. A system that is too complex or too sensitive can easily be degraded, overloading its monitors with input. The simplest method of fooling an electronic security system is to convince the human component of the security system that the electronic element is malfunctioning. After receiving several false alarms, a human operator or self-programming computer may ignore input from a sensor or just turn it off, leaving a hole in the defenses.

BARRIERS, MINES, AND TRAPS

Many dangerous traps have low LC. Even low-CR societies frequently ban lethal traps, on the principle that property is not as important as life. In addition to the systems described here, construction foam makes a useful barrier in a pinch.

Armored Doors

Still the most basic way to keep somebody out. A heavy door made of an inch of composite armor will be HP 50 with DR 100 (for $500 and 100 lbs per 10 square feet, made of ceramic composites) or DR 150 (for $1,000, 200 lbs. per 10 square feet, made of metal-matrix composites). The lock is usually in the adjacent wall rather than the door itself. Panic-room doors go one step further, with the locking mechanism being inside the room itself where the intruder can't reach it to disable it.

Laser Fences

These project a continuous beam between two emitters, which may be built into fence posts, doorways, or corridors. Each emitter weighs 10 pounds and may be no more than 10 yards apart.

Open: The standard “cinematic” beam fence, this produces a fixed or moving pattern that can be avoided with an Acrobatics-3 or Escape-3 roll.

Tight: A tight grid of beams, or a thick, continuous energy field. It can’t be avoided; anyone passing through takes damage. (It does, however, require more power to generate.) A computer-controlled system could start with an open pattern, then switch to a tight pattern if an intruder avoids the beams.

Laser Fence: This inflicts up to 6d(2) tight-beam burn damage. $2,500 per post for an open fence, double cost for a tight fence. LC3.

Electrolaser Fence: An electrical fence using energy beams instead of wires. It delivers a HT-6 (2) affliction attack plus linked 1d-3 burn damage; use the rules for military electrolasers. The fence can be set to “stun” or “kill.” $2,500 per post for an open fence, double cost for a tight fence. LC3.

Rainbow Laser Fence: This inflicts up to 6d(3) tight-beam burn damage. $3,000 per post for an open fence, double cost for a tight fence. LC2.

All of these fences use external power.

Electronic Locks

An electronic lock may be mounted on doors, consoles, briefcases, and anything else that needs to keep people out. It uses a numeric keypad, or a small electronic key card. Picking it requires Electronic Repair tools or an electronic lockpick.

Simple Lock: Typical of homes, hotel or shipboard staterooms, etc. No modifier to Lockpicking rolls. Uses building power. $15. LC4.

Complex Lock: Typical of secure installations. -4 to skill. $100. LC4.

Electronic locks may also incorporate a scanlock for additional security.

Remote-Controlled Weapons

These are usually connected to sensors with a cable and controlled by a computer, either manually or via an AI. Roll vs. Traps-9 to spot them first.

Defense Globe: A remote-control weapon mounted in a small turret, usually disguised as an ordinary light fixture or smoke detector. Install any ranged weapon up to 4 lbs. weight, such as a blaster pistol or a sonic stun pistol. It is SM-6, HP 8, and can’t use active defenses. Beam weapons use building power. $50/lb. of weapon, plus the cost of a weapon and a smart sight.

Spray Canisters: These do not require sophisticated mounting systems; they’re normally disguised as building fire extinguishers, or placed in air ducts. They can be built by adding optical cable or a communicator to a spray tank. Numerous types of gas and nano can be deployed – see Gases and Clouds. $50 for installation.

Safes and Vaults

These delay or deter thieves. Safes use electronic locks (above) and biometric scanners to limit access to valuables; add normal cost and weight to the safe. A particularly nasty trick is to station defensive robots or swarmbots inside a safe.

Wall Safe: A typical home or business safe; one cubic foot, DR 100, HP 25. $50, 25 lbs. LC4.

Armored Wall Safe: A state-of-the-art wall safe meant to resist heavy assault. DR 150, HP 25. $100, 50 lbs. LC4.

Small Safe. A high-security safe; five cubic feet, DR 300, 80 HP. $250, 500 lb. LC4.

Armored Small Safe. A heavy-duty safe resistant to extreme assault. Five cubic feet, DR 450, 80 HP. $500, 0.5 ton. LC4.

Armored Vault. A small walk-in vault. 50 cubic feet, DR 400, 100 HP. $15,000, 1 ton. LC4.

Heavily Armored Vault. A small walk-in vault with extreme resistance to breaking and entering. 50 cubic feet, DR 600, 100 HP. $30,000, 2 tons. LC4.

Sonic Barrier

This generates a curtain of high-intensity sound, inaudible until someone tries to cross it. It can be turned on or off remotely. There may be a faint ripple in the air (make a Vision roll to notice) from the sonic field. It inflicts a HT-6 affliction attack on anyone trying to cross, with the effect of a sonic nauseator beam weapon. $1,500, 5 lbs. per 10 square yards of field, external power. LC4.

Wire Fences

The fencing materials described here are designed to be easily stored and quickly deployed. A typical “unit” of fencing stretches up to 15 yards when uncoiled or unfolded, and stands four feet tall. All fencing is freestanding, and flexible enough to form a curved enclosure or surround an odd-shaped area. Stakes and other fixtures can make the fencing more permanent. Multiple layers of fencing can be “stacked” for extra protection.

It takes one man-minute per yard to deploy fencing. If protective gloves, wirecutters, and fasteners are not available, the time required is tripled.

Cutting Wire

Cutting wire comes coiled into tight rolls. The wire is wound with triangular segments of memory metal that extend when the wire is subjected to an electric pulse, forming thousands of small jagged cutting edges. Once “popped”, the wire cannot be returned to its original form. The inner core of the wire is flexible and shear-resistant, making it difficult to cut. Passing through an area of cutting wire requires a roll at DX-5 each yard. Failure deals 1d-1 cutting damage, and may require a Will roll to avoid yelping or cursing as the barbs tear clothing and skin. The easiest way to cross cutting wire is to lay something on top of it – a log, a sheet of metal or thick plastic, a body – and climb over. A 15-yard coil of cutting wire is $50, 8 lbs. LC4.

Fragwire

This looks like ordinary wire, but the core is tightly coiled memory-metal. When cut, the wire explodes outward with a loud ping! The burst of sharp fragments does 1d-1 cutting damage over a two-yard radius. Fragwire is often wound around cutting or sensor wire to dissuade infiltrators. While fragwire does little harm to armored troops, it is an effective deterrent against civilian trespassers. A 15-yard coil of fragwire is $100, 15 lbs. LC2.

Sensor Wire

This wire includes an optical-fiber core. Each end of a strand terminates in a short wire plug that can be connected to another strand of wire or a hidden transmitter. If the wire is cut or snapped, the signal running between the two emitters is interrupted and the communicator sends an alert. Each coil has a unique identification code, allowing security monitors to determine exactly where the wire was breached. A 15-yard coil of sensor wire costs $75 and weighs 8 lbs. LC4.

Monowire

Deadly and nearly invisible, monowire can cut an intruder to pieces without warning. People who prefer less lethal defenses use fragwire or sensor wire, or mix an outer perimeter of ordinary wire with an inner perimeter of monowire.

Any roll to see monowire requires a Vision or Traps roll at -4 (-1 if a searcher is specifically looking for it). Anyone walking through a monowire “spiderweb” will take 2d(10) cutting damage per strand. This damage is reduced to 1d(10) if moving very slowly, and increased to 3d(10) if running. Care must be taken to avoid injury when stringing monowire, since it is hard to see and cuts almost anything. On a critical failure when using it, the user takes 1d(10) cutting damage to one hand. LC3.

Neural Disruptor Field

This device is built into furniture or flooring. It produces an area effect identical to a neural disruptor. The grid can be left on, activated by sensors, or activated by remote control. Anyone moving through or ending his turn in an activated field must roll against HT-1 or suffer the effects of the neural disruptor. Add +1 to HT to resist for every DR 2 of sealed armor worn.

The effect lasts for as long as the power remains on and the victim remains on the grid, and for minutes equal to the margin of failure afterward. Neural disruptor fields producing a specific effect such as agony or paralysis are $10,000 to install, plus $1,000 per square yard. (Tunable fields are double cost.) Neural disruptor fields run on building or ship power. LC3.

SECURITY SCANNERS

Security scanners are fixed sensor installations designed to identify intruders.

Biometric Scanner

This is a multipurpose identity scanner. It can identify a fingerprint, a retina print, a voiceprint, or a DNA print, if this data is in a database accessible to it. Fingerprints and retina prints must be taken from a one-yard range, while DNA prints require a hair or blood sample. At TL9, it takes 10 seconds to scan a fingerprint, retina print, or DNA print; voiceprints can be scanned in one second. At TL10+, all scans take one second.

Handheld Biometric Scanner: A handheld device used by security personnel to check identities. $1,000, 1 lb., A/1 day.

Biometric Scanlock: Integrated into a lock on a door, case, or other device. Cost, weight, and power are the same as the handheld scanner.

Surveillance Sensors

Security sensors are designed to detect an intruder and then take action, whether sounding an alarm, activating gas, or closing doors. They run indefinitely using vehicle or building power; most have backup power cells. Make a Traps-2 roll to spot them. Electro-optical cameras (p. 60), infrared cameras (p. 61), hyperspectral cameras (p. 61), short-range terahertz radars (p. 65), and imaging radars (p. 65) are among the most common types. Add $100/lb. to cover the mount and installation costs.

Portal Scanners

These are short-range, ultra-high resolution sensors that scan whatever passes between them. The device usually consists of transmitter and receiver with a one- to threeyard range. They can be concealed in doorways or luggage conveyer belts, and may be set to trigger automatic doors, weapons, or force fields if they detect anything. They are remotely controlled, with information displayed on a video screen or other interface. They work automatically, but their results must be interpreted by the Search skill roll of a person or AI.

X-ray Scanner: This device uses X-rays to see inside objects, and is much lighter than lower-TL systems. It comes with a microcommunicator, a data port, and X-ray analysis software. Add +4 to Explosives (EOD) skill when using it to defuse a bomb, and to Search skill when examining the contents of a package. $2,000, 5 lbs. (2.5 lbs. per module), C/4 hr. LC3.

T-Ray Portal Scanner: This illuminates its target with tunable terahertz radiation. The absorption spectra of the resulting image is analyzed and cross-referenced with a database to check for chemicals of interest. This is good for locating drugs or other chemicals, explosives, and weapons. Gives +4 to Search skill for identifying non-living objects. $10,000, 10 lbs., C/4 hr. LC3.

Explosives Scanner: A nuclear quadrupole resonance (NQR) scanner excites a specific material (typically nitrogen) into a higher quantum mechanical energy state using a radiofrequency beam. When the material “relaxes” it gives off a distinct signal. The scan provides an unambiguous yes/no answer to the presence of all chemical explosives, but does not detect energy-based explosives. It provides +4 to Search skill to detect chemical explosives. $4,000, 10 lbs. C/4 hr. LC3.

Ultrascan Portal: This uses para-radar to perform an fast atomic-level scan of the target’s body, including a detailed bio-scan. It gives a +TL/2 (quality) bonus to Search rolls to find anything, and can match a person by their genetic code against a database. It can be fooled by distortion fields (p. 99). $10,000, 10 lbs., D/100 hr. LC3.

Security Swarm

A swarm of data-gathering microbots with short-range infrared, tactile, visual, and chemical sensors. They search anyone they contact with Search-12 and Diagnosis-8, crawling over the subject’s body and noting what is carried where. They are limited to performing either a skin search

(+3 to Search skill) or a body cavity search (+5 to Search skill); see Search, p. B219. They also record the subject’s physical dimensions (height and build), species, gender, and can note if he’s running a fever.

Since a swarm can’t store data from more than one sweep, it should be uploaded to a computer and reviewed. It can also be accessed in real time as it is used. In addition to performing their own search, security swarms can be teleoperated to remotely perform skin or body cavity searches; as such, they provide a +1 (quality) bonus to Search skill. $1,000/square yard. LC3.

SURVEILLANCE AND TRACKING DEVICES

Passive sensors and audio-visual recorders are the basic tools of surveillance. Active sensors are useful if the subject lacks appropriate detection gear, or if letting him know he’s being watched isn’t a problem.

The devices that follow are useful for covertly obtaining information, or for following people or objects.

Com Tap

This device can tap into an optical or electrical cable line. It is a 100-yard, hair-thin optical cable ending in a clip head, connected to a pocket-sized unit which includes both a monitor and a recorder that uses standard computer storage media. An Electronics Operation (Surveillance) roll is needed to succeed without damaging the line being tapped into; tapping an optical cable is at -3 to skill. $500, 0.1 lb., A/100 hr. LC3.

Homing Beacon

This tiny tracer (SM -11) can be set to activate when it receives a coded signal (sleeper mode), or to broadcast continuously. Its signal can be picked up by radio emissions scanners up to 10 miles away. $40, neg., AA/100 hrs. (1 year in “sleeper” mode). LC4.

At higher TLs, its range is x5 at TL10.

Nanobug

A pinhead-sized sensor/recorder unit (SM -18) with an adhesive backing, which is usually placed somewhere where it can scan an entire room. Its camera and microphone can record constantly, listen for a specific voice before recording, scan at specific times of day, or scan when its sensors detect light or motion in the room. It includes a microcommunicator (p. 43) that can transmit recorded data in a short “burst” upon receiving a coded radio command. It can also be set to transmit after a specific time has passed. Once it transmits, it may be programmed to erase everything it has stored and begin recording again, or to self-destruct. It will also self-destruct if tampered with (roll vs. Explosives (EOD)-3 or Traps-3 to defuse). $100, AA (1 year).

Emissions Nanobug: As above, but instead of audiovisual sensors, it has field-emission sensors that can read data being sent to or from an electronic device that the bug is in direct contact with. It cannot read stored data that is not being accessed.

Microbot Nanobug: A single, tiny microbot spy (SM -16). As a regular nanobug, above, but add any microbot swarm chassis (pp. 35-36) at 1% the usual cost. Mobility is as per a cyberswarm. One hit destroys it.

Laser Microphone

This device turns any window or faceplate into a bug by reflecting an invisible laser beam off the glass and picking up vibrations caused by speech within the room. The user may roll Electronics Operation (Surveillance) to hear whatever is behind the window as if he were present on the other side of it. Extraneous noise such as loud music or running faucets is easily filtered out. Very heavy curtains, anti-laser coating, or triple-glazing may defeat this method; bug stompers and privacy field white-noise generators always do. Laser sensors can sense a laser mike.

Laser Microphone. Range 6,000 yards. $200, 2.5 lbs., C/10 hr. LC3.

Pocket Laser Mike. Range 600 yards. $40, 0.1 lb., A/1 hr. LC3.

Surveillance Worm

A flexible robotic snake only 0.1” wide and 2” long. These devices replace lower-TL endoscopes for examinations of body cavities or small cracks. Its light source illuminates a two-yard cone, and TL10+ worms also have Infravision. The user can see whatever the worm is looking at, but has No Depth Perception (p. B145).

The worm uses myoelectric muscles to flex and bend. It can be controlled via fiber-optic cable (to avoid emitting any signals), or it can operate using its built-in microcommunicator. A series of surveillance worms can also relay signals to each other.

Surveillance worms provide +3 on Search attempts. A Vision-5 roll is required to spot the worm. $4,500, 2 lbs.

Computer Pill

Designed to be disguised as a piece of candy, a raisin, a pill, or a seed, this is a disposable organic computer that activates once swallowed. It attaches itself to the user’s stomach, remaining in the body. It has its own microcommunicator, which only has a range of a few feet inside a body. That’s enough to contact any radio communicator implanted in or carried by the person who consumed the pill.

The computer is complexity 3, stores 1 TB, and costs $50. Its integral power supply operates it for one week.

Messenger Pill: A computer pill that incorporates a genetic scanner that can determine if it’s been swallowed by the right person (or family, or species, or whatever). If the scan comes up with a match, the pill will try to call the communicator of its host. If not, it self-destructs, and is dissolved by the body’s own digestive system. Messenger pills are double normal cost.

Surveillance Swarm (“Surveillance Dust”)

This microbot swarm mounts tiny video cameras and audio sensors, collectively equivalent to a nanobug (see p. 105). The swarm is programmed to remain in a particular place, observe for a period of time, and then return; it can also transmit information or be ordered to go to a different location. Base cost is $500/square yard; modify this for Swarm Chassis. LC3.

COUNTER-SURVEILLANCE AND ECM

These devices are used to warn of or defeat surveillance attempts.

Bug Detectors

RF Bug Detector: Detects and locates radio transmitters and microphones. This requires a Quick Contest between the operator’s Electronics Operation (Surveillance) skill and the Electronics Operation (Surveillance) skill of whoever hid the bug. Locating a bug involves sweeping the room with the device (range 1 yard). The detector has a range of one yard, and takes 10 seconds to scan 100 square feet. $200, 0.1 lb., A/10 hr. LC4.

Multispectral Bug Sweeper: A countersurveillance radio frequency detector integrated with IR sensors and sensitive microphones. Adds +2 (quality) to Electronics Operation (Surveillance) skills when used to sweep for transmitters (infrared, sonic, and radio), comm taps, microphones, recorders, sound detectors, and other bugs. It can scan automatically with its own skill of (TL+5). It can check or monitor comm lines, or everything within a 10- yard radius. It folds up into a small briefcase. $10,000, 5 lbs., C/10 hr. LC3.

Bug Stomper

This is a pocket-sized “pink noise” generator, which prevents audio surveillance device from picking up anything but static within three yards of the device. It will jam the listening ability of a programmable bug, but not its visual sensors. It has no effect on laser mikes, and a bug of a higher TL can filter out the noise. $600, 0.25 lbs., B/24 hr. LC3.

Bughunter Swarm

This microbot swarm is equipped with emissions sensors. Each square yard of bughunters can sweep one square yard per minute to locate nanobugs, comm taps, surveillance swarms, or other surveillance devices. They have Electronics Operation (Surveillance) at TL+2 for this function only, or give a +2 (quality) to a director’s skill. $4,000/square yard. LC3.

Privacy Field

This sonic generator creates a spherical interference pattern that blocks all normal sound waves. No one inside the field’s boundaries can hear any sound originating outside the field, and no sounds within the field are audible to anyone outside it. The generator can only be used in an atmosphere, with the diameter of the field increasing with atmospheric density. In a standard atmosphere, the bubble has a four-yard radius. A privacy bubble will block audio bugs, but not laser listening devices. It also gives DR 15 against sonic weapons fired across its boundaries. $5,000, 4 lbs., D/100W.

Enforcement and Coercion

This equipment is used to enforce laws, control populations, and compel obedience. It can also easily be used for sinister purposes, such as torture and mind control. Many Fifth Wave technologies are available to the developing-world police forces at reduced rates or free.

FORENSICS AND LIE DETECTION

Forensic equipment is used to analyze clues, usually at crime scenes. In addition to this specialized gear, investigators use chemsniffers, portable labs, medscanners, and ultra-scan.

Lie detectors help determine whether the subject believes he is telling the truth. It’s up to the investigator to decide if that subject is correct, or if he has a faulty memory, is delusional, or was brainwashed. Within these limits, ultra-tech gear using advanced neurotech is much more reliable than the polygraphs used at lower TLs.

Verifier Software

This computer program monitors a person’s facial expression, especially facial movements near the eye muscles; different programs are needed for nonhumans. Creating software for other races requires knowledge of the race’s biology and psychology. The software uses passive visual sensors, and has Detect Lies-12. Complexity 4. LC3.

Lie Detector

It has been known for much of the last century that conscious deception induces a specific pattern of brain activity. By 2055, magnetic-imaging brainscanner technology was sophisticated enough to decisively distinguish between deception patterns and random brain noise, and moved from the lab to the field over subsequent decades. Most law-enforcement departments now have access to one or more brainscanners used as lie-detection devices. The person scanned must be seated and minimally cooperative; lie detectors cannot be used at a distance. These lie detectors give an effective Detect Lies skill of 20, which substitutes for the Detect Lies skill of the person running the scanner. These devices can only indicate when the person examined is being consciously deceptive (including not telling the “whole” truth), and does not pick up falsehoods that the teller is unaware are untrue. $100,000, 100 lbs., runs off of building power.

Neural Veridicator

This provides highly accurate lie detection by monitoring brain waves transmitted through a braintap neural interface. It gives a human or computer a bonus of +5 to Detect Lies skill.

Neural veridicators are completely reliable, providing an automatic success on a Detect Lies roll. However, people can forget, delude themselves, be fooled, or have their memories altered by brainwashing technology. A veridicator does not provide absolute truth; it just tells if someone believes they are telling the truth.

Veridicator Helmet: This incorporates a dedicated neural interface and veridicator software. The user wears the helmet; a light goes on or a buzzer sounds if he’s lying. $12,000, 2 lbs., B/24 hr. LC3.

Veridicator Program: Complexity 6. LC3.

Behavior Monitors

Dedicated NAI and software used in conjunction with camera and p-tag monitoring system to watch for anomalous behavior. People preparing to engage in criminal activity (theft, robbery, vandalism, etc.) usually move differently from “normal” crowds. Behavior monitors pick up on aberrant behavior and notify the police. If a behavior-monitor system is in place where a crime is about to be committed, roll against the system’s IQ + Alertness score. For example, if a complexity 5 behavior-monitor software (with a +4 Alertness bonus) is loaded on an IQ 11 NAI, the GM rolls against a score of 15 to determine whether the system picked up on an incipient crime. The system usually provides 1d minutes warning of a possible crime.

Complexity 5 Behavior Monitor System: +4 Alertness. $3,000 (plus cost of computer, cameras, ptags, and other monitoring hardware).

Complexity 7 Behavior Monitor System: +8 Alertness. $75,000 (plus cost of computer, cameras, etc.).

Aegis Film Sheets

Aegis film, developed in 2065, has a specially designed molecular shape and electrostatic charge that repels over 99% of all organic material it contacts. Used to seal off a crime scene by covering the exterior of windows, doors, and any accessible openings, Aegis film sheets – and Aegis film tents, used outdoors – improve the likelihood of a forensic examination finding relevant biological detritus. Use of Aegis film at a crime scene gives a +4 bonus to Criminology or Forensics rolls to find biological evidence. $500 per 10’ × 10’ sheet ($5,000 for non-law-enforcement customers), 1 lb.

Aegis Film Suit

In order to prevent contamination of a crime scene, Aegis film suits are used. Also employed in biohazard clean-ups. Has sufficient oxygen for 4 hours of work, one size fits most. $250, ($2,500 for non-lawenforcement customers), 3.5 lbs.

Forensic Swarm

These swarms can provide detailed information on the room’s occupants and visitors for the past several years by analyzing the buildup of organic and inorganic detritus: skin flakes, blood, clothing fibers, food residue, presence of other nano, etc. When gathering forensic evidence, each square yard of swarm can sweep one square yard per hour. The data collected from people or animals will reveal their sex, race, blood type, genetic pattern and approximate age. It can form the basis of a computer simulation of what they might look like, but will not identify someone unless he is listed in a database available to the investigator. Forensic swarms can also perform pathological analysis without an autopsy.

A forensic swarm gives a +3 (quality) bonus to Forensics skill for gathering evidence. Analyzing the data requires Forensics (or Biology) skill or an appropriate expert-system program. $4,000/square yard. LC2.

Crime Scene Investigations

The development of Fourth Wave forensic technology has revolutionized law enforcement. Being able to match genetic material to an international-population database has eased the process of identifying suspects. Aegis film, which repels organic material, helped to reduce the contamination of samples, further simplifying forensic investigation. Genome- and proteome-analysis devices are early-Fourth-Wave technology, readily available to the police forces in larger Third Wave cities. Contamination-reducing equipment is a more recent development, but Nimes Biochemie, the French developer of Aegis film, provides aggressive pricing for law-enforcement agencies worldwide. A pirated version of Aegis is also in wide use in TSA states.

The basic in-situ forensic-examination process is simple. The crime scene is sealed off as much as possible with sheets of Aegis film – outdoors, a tent is used. The examination team, dressed in Aegis-film suits, enters the crime scene. If able, the team uses a cleanlock – this washes and sterilizes the suits – to enter the area. All surfaces are examined by forensic microbot swarms. Vacuum systems sample the air and check locations that the forensic microbots may have missed.

All collected material is identified by type, and any biological material undergoes a genomic and proteomic check. The age of the material can be determined to a rough six-hour window, if environmental conditions at the crime scene are known. Human and parahuman DNA is checked against genetic databases. Uplift, bioshell, and bioroid DNA is checked for an encoded manufacturer serial number and a DNA-serial code (a BIN – Body Identification Number). Bioshell or bioroid DNA without those numbers is considered suspect, as it was likely created by an unlicensed (or TSA) facility. The BIN includes a unique serial number, manufacturer code, date of birth, and original design-type specification.

RESTRAINT AND RIOT CONTROL DEVICES

This equipment is used by security forces to restrain individuals, or to control and disperse crowds of demonstrators or rioters. Other useful equipment includes:

Barricades: Construction foam (p. 83), construction swarms, and slipspray allow quick erection of barricades to channel crowds and block streets. Holoprojectors may create illusionary barriers to divert an unwary mob.

Dispersion: Techniques useful for scattering crowds without leaving a field of stunned, injured, or dead bodies are microwave pain beams (MAD) and sonic nauseators. Launchers or sprays may deliver riot gas, sonic nauseators, or warbler warheads. Shock clubs and neurolashes let an officer defend himself, and can be a painful but nonlethal deterrent.

Shields: Riot shields can be used not only as defenses, but also to push or slam rioters.

Cufftape

This looks like duct tape, but the sticky side is a memory polymer that tightens if the prisoner struggles. A twofoot- long strip has ST 20, and is sufficient to restrain arms or legs. Each failure to escape does one point of damage to the taped area. Cufftape has DR 1; six points of cutting, corrosion, or burning damage severs it. $10, 0.5 lb. per 100- foot spool. LC3.

Razortape

This cufftape has a thin strand of sharp wire embedded in it. On a successful attempt to break free using brute force (a Quick Contest of ST), the wire does thrust cutting damage using the escapee’s own ST. $40, 0.5 lb. per 100-foot spool. LC2.

Monowire Razortape: As razortape, but it costs twice as much and does +1d damage. The damage has an armor divisor of (10).

Electronic Cuffs

This is a rigid pair of handcuffs or leg irons, padded to avoid abrasions and used for restraining people or animals. It is controlled by an embedded remote-controlled microcommunicator, and incorporates a homing beacon (p. 105) for tracking the prisoner.

To break free of the restraints, win a Quick Contest of ST or make an Escape roll at -6 (-8 if both arms and legs are cuffed). The first try takes one second; further attempts require 10 minutes of struggle. Also available with collar and 10’ leash (same weight) for animals, slaves, etc. It may incorporate neuronic restraints or a neural pacifier.

Electronic Cuffs: This has ST 25 and DR 15. $40, 0.25 lbs., A/1 wk. LC4.

Heavy-Duty Electronic Cuffs: ST 45 and DR 20. Uncomfortable to wear. $100, 0.5 lbs., A/1 wk. LC3.

Explosive Collar

This locked, plastic-alloy collar attaches around a prisoner’s neck. It contains an inertial compass, secure radio, and a tiny computer – none of them usable by the wearer – along with explosives equivalent to a 15mm HE warhead. The radio and computer constantly broadcast the prisoner’s exact coordinates. A coded signal can detonate the explosive liner, decapitating the wearer. The collar can also be broken (it has DR 10 and 2 HP), but any attempt to damage it that fails to immediately remove it results in detonation next to the subject’s neck. Disarming the explosives requires appropriate tools and a Traps-4 roll; failure means the collar explodes. $200, 0.25 lbs., B/100 hr. LC2.

Power Damper

A neural-feedback device that is designed to restrain people with psionic powers, or possibly another type of biologically- based super power; each origin may require a different device. It prevents the subject consciously using an advantage associated with that power origin. The subject can attempt to overcome the device by deliberately pushing himself: each time he tries to use an advantage that would be impeded by the device, he must win a Quick Contest of Will against the device’s Will. He may add his relevant Talent, if any. If he succeeds, he overloads the device, which burns out. If he fails, he cannot try again for hours equal to the margin of failure. A power damper may be combined with neuronic restraints (below), triggering a “punishment circuit.” This activates the neurolash after any attempt to overcome the damper.

Power-Damper Band: A small headband. The damper can also be built into electronic cuffs, a collar, or a sensory restraint. It has an effective Will 18. $2,000, 0.1 lb., B/100 hr. LC3.

Power-Damping Field: This covers a 2-yard radius; it is usually built into a cell, giant test tube, or similar small prison. Effective Will 20. $20,000, 70 lbs., E/100 hr. LC3.

Add +2 to the device’s effective Will for every TL after TL9^.

Sensory Control Restraints

A single-piece device containing a video visor (p. 60) and ear muffs designed to control the reality perceived by the wearer. It can also see and hear what the prisoner does (and if desired, record it). The visor can blank out the prisoner’s vision or hearing, restore it, or let the controller overlay false sounds and images. It can be controlled by any external interface with the proper codes. It includes a tiny computer, and at high TLs could even have its own AI. It has DR 6.

Smart Blindfold: Locks onto the head, covering eyes and ears. Gives a +1 (quality) bonus to Interrogation skill against the wearer. $100, 1.5 lbs. C/100 hr. LC2.

Restraint Mask: A flexible helmet that covers the entire head and locks into place; it takes six seconds to attach or remove. It blocks the senses of smell and taste, and also includes a removable gag/feeding tube and respirator tube. Gives a +2 (quality) bonus to Interrogation rolls against the wearer. $500, 2 lbs. 2C/100 hr. LC2.

Sensory Deprivation Tank: Completely removes all sensation except that permitted by the operator by suspending the subject in a sense-deadening liquid medium. Treat as a restraint mask, but the bonus to Interrogation rolls increases to +3 after the subject has been in the tank for an hour. Long stays may require Fright Checks: use the Size and Speed/Range Table, reading “yards” as “hours” and rolling every time an interval passes at the listed penalty. The tank includes a restraint mask, a respirator, and feeding tubes. $10,000, 200 lbs., D/100 hr. LC3.

At higher TLs, a combination of neural interfaces (p. 48) and either sensie or total virtual reality (p. 54) technology are used for sensory control.

Neuronic Restraints

An add-on for electronic cuffs or collars, these use a tailored electrical impulse to deliver a neurolash effect if tampered with, or if triggered by communicator. They are available in all standard neurolash settings, although the seizure, pain, paralysis, and ecstasy effects are the most common (the latter is sometimes also purchased for recreational purposes). The effect is identical to a neurolash strike (roll vs. HT-5 to resist). However, since the victim is restrained and the effect can be continued each turn, neuronic restraints are very effective!

This option can also be built into sensory restraints (above). A neurolash delivering pain or pleasure in a sensory deprivation tank is especially effective; add an extra -1 to the roll to resist. $200, 0.25 lbs., B/100 sec. LC2. Tunable versions are +50% per setting.

Neural Pacifier

Used legally by police, prison guards and hospitals, this restraint band projects a soothing hypnagogic field into the wearer’s brain, keeping him sedated and compliant without risking drugs or injury.

The neural pacifier has two settings: sleep and control. On “sleep,” it places the wearer into a deep slumber. He cannot be awakened until the device is removed or turned off. On “control,” the headband projects frequencies that allow the user to retain consciousness while suppressing aggressive tendencies, making the subject easily led. It effectively gives him the Slave Mentality disadvantage.

The device can be resisted. After it is activated, the wearer gets a roll against the higher of HT-3 or Will-3 each second to avoid succumbing to the effects. Once a roll is failed, the effects persist for as long as the device remains on. $500, 0.25 lbs., B/100 hr. LC3. This option can also be built into sensory restraints (above).

INTERROGATION, BRAINWASHING, AND ANIMAL CONTROL

Unlike passive lie detection gear, these systems are used to actively retrieve information, as well as to alter, erase, or enslave the minds of people or animals. See also Drugs and Nano.

Beamed Audio Sound System

This device has numerous deception applications. One obvious use is to distract or lure away sentries by beaming recorded voices or other suspicious noises that appear to come from one direction, then approaching from a different direction.

Beamed audio can also be used to psychologically manipulate victims by beaming whispers to them from hundreds of feet away. This is merely annoying to anyone who knows what is going on, but targets unaware of this technology may believe they are going mad, talking to divine or supernatural entities, or, if the voice was engineered to sound like their own, talking to some part of themselves. Beamed audio may even be used to hypnotize someone over a distance; the normal rules and limits for Hypnotism skill apply to any such attempt.

Biopresence Software

This software allows the user to teleoperate another living entity’s body (the host). The host must have a puppet implant, and the user must be in telecommunication with the host, or physically jacked into him. The user must be using a direct neural interface (p. 48) connected to the computer running this software, or be a digital mind. Control can be achieved automatically if the user has the appropriate passwords for full access to the puppet’s mind; gaining these may require Computer Hacking skill. The user remotely teleoperates the host’s body, completely suppressing the host’s personality. His own body is in a trance; he may choose to return at any time, and must do so if the host falls unconscious or dies or if the communications link is interrupted. Sleep does not break the link, but if it is ever jammed or out of range, the operator loses control.

The user gains the host’s ST, DX, HT, and secondary characteristics calculated from these scores, as well as the host’s physical advantages and disadvantages. The user keeps his own IQ, Perception, Will, and mental traits. Social traits may or may not apply. The user’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. For instance, if the user has Guns at DX+3, then he would have Guns-12 in a DX 9 body and Guns-14 in a DX 11 body.

The user has no access to the subject’s memories. If someone has biopresence software and appropriate equipment implanted in his body, the GM may require him to take the Puppet advantage (p. B78) for each Ally or Dependent (or group of them) whose mind he has access codes for.

The software is Complexity 7, double standard cost. LC3. Note that this is similar to the Possession (p. B76) advantage with the Telecontrol enhancement, and the Mindlink Required and No Memory Access limitations.

Brainwipe Machine

This technology is much less subtle than neural programming. It involves using focused energy fields or nanomachines to alter brain structure and destroy memories.

Brainwipe is used to punish criminals or dissidents, and to erase sensitive information from the minds of those who know too much. Brainwipe causes classic amnesia, erasing all memories of the subject’s personal life. It leaves personality and abilities intact. After brainwipe, a victim’s skills and mental disadvantages remain unchanged. He can function in society, but can’t remember his name, or anything from his past, even when confronted with the evidence. It can only be used to give the subject the Amnesia disadvantage.

Clinical Brainwipe Machine: This is a room-sized device incorporating a specialized diagnostic bed. It gives a +1 (quality) bonus to operator skill. $100,000, 100 lbs., D/10 days. LC2.

Portable Brainwipe Machine: A helmet-sized device, plus an attached briefcase-sized control unit. $10,000, 5 lbs., C/24 hr. LC2.

Message Bomb

A smart grenade may be equipped with a tiny speaker and player. This lets it be programmed to deliver an audio message. This is usually set to play when the grenade is used with a time-delay fuse, typically for the purpose of warning civilians (“You have 20 seconds to leave the area. 19, 18…”) or delivering some pronouncement (“Free Mexico! Death to the American Empire!”) before detonation. The maximum duration of the message is 20 minutes. Add $10 per weapon. LC3.

Neural Programmer

This technique uses a neural interface to “get inside” the subject’s head, then alter his perceptions through subtle and overt applications of total virtual reality.

The subject must be fitted with a neural interface and connected to a computer system running neural programmer software. He is then put through multiple scenarios, some realistic, some bizarre or even hellish. The operator does not require a neural interface. Neural programming may add or remove a permanent self-imposed mental disadvantage (p. B121). It may give the subject a set of false memories or beliefs, which take the form of Delusions (p. B130). It can also induce a Phobia (p. B149).

The process is handled as a regular contest of Brainwashing skill vs. the subject’s Will; add the equipment bonuses given below, and apply a penalty of -1 to skill for every -5 points or fraction the disadvantage is worth. Base time is one day, but more or less time can be taken – see Time Spent (p. B346).

The process cannot actually erase memories (see Brainwipe Machine, p. 109) but it can give the subject the Delusion that a brainwashing, kidnapping, or other traumatic event was actually a dream or a false memory.

Neural programmer software is Complexity 7. Good-quality software (+1 quality bonus) is Complexity 9; fine-quality software (+2 quality bonus) is Complexity 11. LC1.

Mechanical Mind Probe

This device, also called an extractor, probes a subject’s mind and retrieves memories. As the operator questions the subject, the extractor stimulates the brain to recall specific memories. It then uses electrochemical means to read those memories as they are formed.

Use of the device takes a specified time per attempt, and requires a successful Electronics Operation (Medical) skill. Critical success retrieves the exact memory the questioner wishes to evoke. Success retrieves some of the desired memories, mixed up with exaggerations, errors, or unrelated associations. Failure retrieves fragmentary memories of no interest to the interrogator, or obviously false memories. Critical failure results in the subject’s brain constructing false memories that seem realistic.

All memories are in the form of a raw sensie feed. Its length depends on the duration of the probe. This information must be accessed via neural interface before the user knows whether the attempt succeeded or failed; see Sensies (p. 57-58).

A mind probe may be used as a fast or slow probe. A slow probe is safe, but takes eight hours per attempt. A fast probe takes only an hour per attempt, but is dangerous to the subject: whether the probe succeeds or fails, he must roll vs. the lower of his HT or the operator’s skill. Failure means brain damage (-1 to IQ); critical failure means he suffers the Coma mortal condition, and cannot be further interrogated until he recovers. Repeated fast mind probes can reduce a subject to a drooling idiot.

Clinical Mind Probe: This is a room-sized scanning device incorporating a specialized diagnostic bed. At this time, it’s the only system available. $200,000, 200 lbs., D/10 days. LC2.

A mechanical mind probe can also incorporate a brainwipe setting, equivalent to a similar-sized brainwipe machine, for +50% to cost and no extra weight.

BLACK OPS ROBOTS

Robots are perfect for many security and intelligence missions. They don’t fall asleep during boring patrols or on surveillance missions, they can be relied on to sacrifice themselves or act without remorse as necessary, and they may willingly self-destruct or wipe their memories to avoid capture.

In addition to the types covered below, combat androids, scoutbots, and warbots are often used for these jobs. Nursebots also make effective interrogators.

Robobug - -32 points

This is a single robot the size of a large insect. It is bigger than most microbots, but still small enough to easily escape notice. It is designed for surveillance, forensics, scouting, or assassination. It may also patrol power conduits or air ducts, performing security or maintenance tasks. Its weapon mount can hold a weapon up to 0.01 lbs. weight, such as a micro-laser or a drug injector.

Attribute Modifiers: ST-9 [-90].

Secondary Characteristic Modifiers: SM-9; Basic Move -3 [-15].

Advantages: Absolute Direction (Requires signal, -20%) [4]; Clinging [20]; Doesn’t Breathe [20]; DR 1 (Can’t Wear Armor, -40%) [3]; Extra Arm (Weapon Mount, -80%) [2]; Machine [25]; Peripheral Vision [15]; Protected Vision [5]; Radio (Burst, +30%; Reduced Range 1/10, -30%; Secure, +20%; Video, +40%) [16]; Sealed [15]; Sharp Teeth [1].

Perks: Accessories (Flashlight, tiny computer) [2].

Disadvantages: Bad Sight (Nearsighted) [-25]; Electrical [-20]; Restricted Diet (Very Common, power cells) [-10].

Lenses

Choose a TL lens (see below), configuration lens (see below), machine intelligence lens (p. 27) and biomorphic lens (p. 28). Consider the optional upgrade lenses.

TL9 Model (-80 points): Add Increased Consumption 3 [-30], Maintenance (one person, weekly) [-5], Mute [-25], and Numb [-20]. $100, 0.01 lbs., 2A/1 hr. LC4.

TL10 Model (+5 points): Add Discriminatory Smell [15], Infravision [10], Disturbing Voice [-10], and Increased Consumption 1 [-10]; $50, 0.01 lbs., 2A/4 hr. LC4.

Robobugs come in various shapes, not all of them bug-like.

Crawler (+16 points): A spider-bot that crawls along the ground. Add Extra Legs (6 legs) [10] and Super Climbing 2 [6].

Flier (+41 points): A dragonfly-like ornithopter. Add Extra Legs (4 legs) [5] and Flight (Small Wings, -10%) [36].

Rodent (-35 points): A mouse-sized robot. Add the Quadruped [-35] meta-trait.

Toy Soldier (-15 points): A humanoid robot, like a miniature figure. Delete Peripheral Vision [15].

Worm (-35 points): A serpentine robot slim enough to squirm through a keyhole-sized opening, along a drain pipe, or even down a throat to explore someone’s stomach. Add the Vermiform [-35] meta-trait.

Vehicle (-80 points): A tiny robot all-terrain vehicle, like a toy car. Add Enhanced Move 1 (Ground) [20] and Ground Vehicle [-100], with wheels or tracks. Half cost.

Optional Upgrade Lenses

Chameleon (+21 points): Add Chameleon 3 (Extended, Infravision, and Ultravision +40%) [21]. +$100. LC3.

Water Jets (+10 points): Add Amphibious [10]. +50% cost.

tower/worlds/granitecity2155/equipment/security.txt · Last modified: 2024/08/18 00:52 by wizardofaus_doku

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