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Tinfoiler
Captain

PostPosted: Mon Dec 11, 2006 4:48 pm



This Page will have lists and descriptions of most every CP piece of gear that you can shove in you body.

Remember: Metal is always better than Meat

Post 1: Intro
Post 2: Cyberware and Bioware
Post 3: Cyberware List and descriptions
Post 4: Bioware List and descriptions
Post 5: Cosmetic Enhancements
Post 6: Guns & Other Shooty Things
Post 7: Types of ammunition
Post 8: Other weapons
Post 9: Types of Armour
Post10: Servo Assisted Armoured Suits [S.A.A.S]
Post11: Vehicles
Post12: Microsofts
Post13: Decker/Anti-Decker Software
Post14: Drugs & Other Fun Stuff
Post15: Everyday Equipment

Updates coming soon!!!
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PostPosted: Mon Dec 11, 2006 4:51 pm


Post 2: Cyberware and Bioware

Cyberware
Cyberware is a slang term referring to electronic implants installed in the human body and merged with organic tissue to replace lost functions [like an artificial limb in place of a severed one], enhance its capabilities [like muscle replacemtns to increase physical strength], or provide new abilities [like infrared vision]. These implants are speciall designed to merge with the host's tissues and interact with them. In short, they become extensions of the host's body. The main advantage of cyberware is that they can be very powerful and versatile, bringing the perfection of machines to the fragile human body. Unfortunatly, they are foriegn bodies and take a heavy toll on the body's health and immune system.

Bioware
Bioware is a slang term for generic modifications. They generally do the same job with cyberware, improving body functions or adding new ones. However, whereas cyberware are based on artifical devices merging with living tissue, bioware are made of liviving tissue themselves, produced by alterations in the subject's genetic code. This makes bioware less potent, but also gives them distinct advantages like subtlety. Also, being organic, they don't face any rejection problems and take a lighter toll on the body.

Tinfoiler
Captain


Tinfoiler
Captain

PostPosted: Mon Dec 11, 2006 4:52 pm


Post 3: Cyberware List and descriptions

Acoustic Jack
This implant connects directly to the user's acoustic nerve and can feed sound to the brain, originatiing from any external sorce tuned to the right frequency. Usually used with micro-transmitters as a tool of spying.

Adrenal Chip
This small implant connects to the adrenal glands and is controlled by a nanocomputer. Through the nanocomputer, the user can activate the chip to trigger increased production of adrealine, increasing reflexes, reaction speed, and physical strength. This overall boost lasts for a limited amount of time, because the adrenaline is quickly metabolized and afterwards the user feels drained of energy. This feeling of exhaustion only worsens with each activation of the chip, so most users refrain from using it occasionally, saving it for special occasions.

Air Tank
This small reservior connects tot he lungs and stores highly compressed air for use in emergencies. A chemical detector in the pulmonary vein measures the concentration of oxygen in the blood and releases air from the tank into the lungs when it drops low. The tank automatically replenishes its supply by drawing air from within the lungs when the user breathes normally.

Bioscanner
A small but very useful implant, the bioscanner monitors several body functions, like heart rate, blood pressure, blood gases, white blood cells, etc, and presents the information to the user through an optijack.

Body Plating
Body plating consists of subdermal layers of impact-resistant fibers which cover most f the recipient's torso. Although not as protective as most armours, the plating is completely invisble and my be combined with armour for maximum protection. The heaviest types of plating cannot be supported by the body on their own and need to be mounted on an endoskeleton.

Concealed Compartment
Technically, this isn't an implant but a hollow space designed into a cyberlimb to store small items.

Concealed Firearm
This is actually a heavily modified firearm concealed inside a cyberlimb. The weapond in fired through a port in the palm, which closes when not needed, and its action is controlled by a nanocomputer. There are several choices of weapons that can be installed in a cyberarm. Although the weapon cannot be effectivly aimed and reloading it is a difficult and time-consuming procedure, it compensates with its incredible concealability.

Control Interface
This implant allows the user to control a properly configured vehicle [one that has an installed remote control platform] with their thought through a nanocomputer, as well as any accessories or weapons rigged to the platform. It's very popular among pilots and race drivers since control via thought is always faster and smother than manual control.

Cranial Bomb
A rather radical means of ensuring someone's loyalty, a cranial bomb is a small explosive charge installed deep inside the cranial cavity. It can be remotely detonated and its explosive power is just enough to turn most of the brain into a pulp, instantly killing the victim.

CyberEar
This implant is an artificial ear, made from flecible platics and concealed by synthetic skin, that replaces the user's natural one. It is intended to restore hearing in people who have last an ear to disease or injury and can recieve upgrades like directional or parabolic hearing.

CyberEye
This implant is an artifical eye to replace the user's natural one. It connects to an optijack and is controlled by a nanocomputer. Commonly used by those who have lost an eye to disease or injury, the cybereye can accept many upgrades like night or thermographic vision to improve its functionality.

Cyberlimb
Cyberlimbs [arms and legs] use hydraulic servomotors to greatly enhance the uer's physical strength and can accept a variety of other accessories, like concealed compartments and firearms. they are built from ceramics, high-grade plastics and light alloys and usually covered by synthetic skin which resembles natural skin almost perfectly. The heaviest cyberlimbs cannot be supported by the natural skeleton and need to be mounted on an endoskeleton.

Datajack
A datajack connects a nanocomputer and the implants it controls to the outside world. A nanocomputer without a datajack is an isolated system useful only for controlling other implants. With a datajack, a nanocomputer can send and recieve data, and control external devices.
The basic datajack has one cable port, usually located somewhere on the head, concealed by hair and synthetic skin. It is able to interact and communicate with one device through a cable. To improve a datajack's functionality, the user can add more ports, either cable ones or the following:
-Infrared port: An infrared port can communicate remotly with any other device having an infrared port. Its range is rather limited, but it allows some subtlety to the user, especially when working around people who might be repulsed by the sight of a cable running out of your head.
-Remote Port: A remote prot uses a small but powerful radio to recieve from and transmit data to a device also equipped with a trasmitter/reciever. it has great range, but the data transmissions may be intercepted or disrupted by countermeasures.
-Body Port: This revolutionary port uses currents of bioelectricity runing through the uer's body to communicate with another body port in contact. it is considered the ultimate in secure information exchange; transmission of data from one nanocomputer ot another may simply take the form of a handshake between two people with body ports. The body port is a very specialized item, since it can't be used to communicate with any device other than a body port.
-Induction Port: The induction port takes the form of a magnetic induction device hidden in the user's palm, just under the skin. Mostly considred an espionage device, the induction port is able to read any data passing through a cable the user holds in his hands, as well as transmit data through it.

Directional Hearing
This implant pinpoints the souce of any sound reaching the user's ears

Endoskeleton
Primarily used to mount other implants, such as cyberlimbs or body plating, and endoskeleton also offers considerable protection since it adds titanium alloy reinforcement to most bones in teh body, particularly to vital areas like the chest, spine and skull.

Filters
Filers are small lung implants filtering incoming air. They provide adequate protection aginst dust particles, irritants, toxic gases and airborne diseases, although not as good as gas masks. Still, they are invisible and constantly functioning.

Flare Compensator
This implant monitors the level of light reaching the user's reina through a secondary lid and turns sudden changes in intesity into gradual ones, preventing temporary or permanent eye damage.

GPS Pod
A GPS pod uses the Global Positioning System's satellite network to calulate the user's position and coordinates and display the data superimposed on a digital map also recieve by the network.

Hyperactivity
This extensive modification over the central and autonomous nervous system rewires entire nervous paths and uses the optic fiber infrastructure of synaptic boost cyberware to provide a burst of activity. A person under the effects of hyperactivity becomes impossibly fast, in many occasions faster than the eye. However, the hyperactivity state takes a heavy toll on the body" neurotransmitters are exhausted at an alarming rate, the physical enery required to sustain this state is tremenous and the uers may suffer severe harm after spending too much time in this state.

Lifesaver
A lifesaver is a small implant capible of holding up to ten doses of various substances and administering them to the body when they're needed. The implant is installed subdermally and stubstances are loaded into it via a small tube exiting at the left arm. Medication is administered by use of a nanocomputer, either through consious will or, if combined with a bioscanner, when certain pre-programmed conditions are met.

Magscanner
A magscanner connects to an optijack and uses advanced magnetic resonance technology to examine what lies beyond solid obstacles, like walls and doors. this requires proximity to the obstacle and the scanner isn't capable of seeing through very thick or metallic objects.

Microscopic Vision
This implant uses a system of potical lenses to provide the user with the magnifying capabilites of a microscope.

Mnemonic Jack
This complex device connects to a nanocomputer and uses its links to the user's memory and specialized data chips known as mnemochips. Mnemochips are essentially high-density storage devices capible of storing an incredible amount of data in 'memory format.' When the user connects a mnemochip to his datajack, he can access the data it contains through a mnemonic jack as if it was in his memory.
Mnemochips have many uses. People which suffer from memory loss may find some relief in the use of mnemochips, although a backup of an adult's entire memory takes up several chips. The most obvious and marketed use of mnemochips is to provide skills and knowledge the user doesn't have. Someone who can't add two and two can plug in an algebra mnemochip and suddenly be able to solve advanced equations. However, a mnomochip can only hold that much memory and how this information is interpreted and utilized depends on the user's mental facilities.

Muscle Replacements
These are synthetic muscles made from strong carbon fibers to provide a boost to the user's physical strength.

Nanocomputer
One of the most basic implants, a nanocomputer's job is to control other implants, although it can also be used for more mundane computer tasks. It is connected to most major brain centers and this enables the user to control it and any equipment connected to it with his thought. The addition of a datajack makes a nanocomputer able to communicate with external peripherals and devices located outside of the user's body. there is a wide variety of nanocomputer models to choose from.

Night Vision
This implant functions as a startlight scope, amplifying any ambient light to provide effective low light vision. It doesn't provide any benefit in total darkness, fog, or smoke.

Optijack
An Optijack is an implant which connects directly into the optic nerve and can feed images tot he brain, as well as video coming through a datajack or info from any other implant. In essence, it is a personal display monitor.

Pain Dampener
This implant hijacks the central nervous routes carrying pain signals, reducing any stimulant to a logical amount of discomfort. Although someone with a pain dampener may seem impervious to physical pain, he is not able to realize how much he has been hurt and a critical injury may seem as a flesh wound until it's too late. Fortunately, a pain dampener can be slaved to a nanocomputer and activated or deactivated at will.

Parabolic Hearing
Working like a parabolic mike, this implant connects to an acoustic jack and enables the uers to hear sounds originating far away with great detail. In put sound is automatically reduced or amplified to a level enabling comfortable hearing.

Retractable Claws
This is an efficient surprise weapon, consisting of steel claws that spring up and retreat into the knuckles when not needed. Both larger and smaller versions exist where the larger claws can be built into a cyberarm and the smaller are bascially razorblades that retract under the nails of the user

Retractable Spurs
Spurs are sharp, steel blades concealed within the user's ankles. When extended, they can be used by a martial artist to perfom deadly kick attacks. Just as the claws, both larger and smaller forms exist.

Sonic Compensator
This useful little implant hijacks the acoustic nerve and blocks any incoming signal strong enough to cause loss of hearing

Sonic Vision
This cutting-edge implant requires an optijack to work and gives the user a refined, highly detailed form of echolocation. the user can literally see sound, functioning as a high resolution sonar that can pierce darkeness and any other kind of visibility obstacles. The echolocation's effective range is unfortunatly limited to 300m.

Subdermal Comm Set
The subdermal comm set is a nice name for an implanted cell phone that connects to an acoustic jack and has a miniature microphone in the oral cavity. Speaking on a whisper-level is generally enough to send a loud and clear transmission - this gives someone all the privacy he'll ever need. the extended version of this implant adds a broadband radio transmitter/receiver to the basic package. the secure version adds real-time encryption for those handling senitive information.

Synaptic Boost
This implant consists of optic fibers which transfer signals from kinetic centers to muscles blindingly fast, improving quickness and reation times.

Telescopic Vision
Telescopic Vision uses a system of lenses controled by a nanocomputer to zoom in on anything within the user's line of sight, functioning as a standard scope. It is very popular with snipers and mercenaries.

Thermographic Vision
Using an infrared sensor and an optijack, this implant provides infrared vison, enabling the user to see oblects and persons radiating heat. Thermographic vision is effective in any degree of darkness, fog and smoke and will even penetrait foliage. However, the user can only see heat sources and 'hot' smoke of smoke grenades and simlar devices will blind thermographic vision.

Voice Mask
This implant functions pretty much as an external voice distortion device, making a user's voice unrecognizable. The user can select one of many pre-programmed maskes or 'play' with the settings to create a mask of his own, although the implant is not accurate enough to imitate someone's voice. The extended version, highly illegal, adds voice recording, analyzing and reconstructing capablitites. this version can be used to record the voice of soemone and, after analysis of the voice pattern concludes, imitate it.
PostPosted: Mon Dec 11, 2006 4:53 pm


Post 4: Bioware List and descriptions

Analytic Smell
This bioware enhances a human's sense of scent so that he becomes able to detect even traces of chemicals in the vicinity [and identify known substances]. There are rumors of those using analytic smell to track down someone by scent.

Analytic Taste

This bioware enhances a human's sense of taste so much that he becomes able to detect even traces of chemicals diluted in other substances.

Analytic Touch
This bioware enhances a human's tactile sense, especially in the fingertips. The increase is such that the recipient is able to 'read' printed books with his fingers. he also becomes much more efficent in tasks requiring delicate manual manipulation.

Balance Enhancer
Balance enhancer modifies the inner ear's balance mechanism to provide an unparalleled sense of stability

Cateyes
This bioware modifies the recipient's retinas to include more lowlight-sensitive cells, huts increasing his ability to see clearly in darkness. Cateyes is generally considered a poor man's version of night vision cyberware. While not as good as an implant, it is less expensive and intrusive on the body. Cateyes is sometimes considered a cosmetic enhancment and there are many that see this form of bioware as so.

Chloroskin
Popular in areas of the world plagued by food shortages or among space colonists, chloroskin enables the recipiant to photosynthesize hydrocarbons, using them to cover a part of his daily dietary needs. Its only drawback is the strange skin colouration.

Coagulant Factory
This small gland produces improved blood coagulant factors which speed up the closure of wounds, boosting natural healing and possibly saving the recipient's life by quickly halting internal bleeding.

Combat Reflexes
This bioware accelerates instinctive reaction time and natural alertness so that the recipient can effectivly avoid incoming attacks and other threats.

Deep Diver
This bioware adapts the body to high pressure environments. A modified recipient with an oxygen sorce can dive to great depths without any of the concerns plaguing divers, like using special mixtures of breathable gases, depth cramps or depressurization.

Desertborn
This bioware enhances the heat exchange system of the recipient, allowing him to shed off heat more quickly and effectivly in hot climates

Flexi-joints
this bioware is a heavy modification to the recipient's bone structure, granting him a flexible skeleton. The recipient can dislocate most of his joints with minimal discomfort, fit in tight spaces and escape conventional bonds. The downside is that bones become much more fragile.

Gills
This bioware equips the recipient with gill-like structures, enabling him to breath underwater while using his mundane respiratory system on land.

Immunoglobulin Factory
This bioware is a gland that produces efficient, fast-acting antibodies, enhancing the body's resistance aginst any disease. It comes 'pre-programmed' to generate antibodies for most common diseases someone is likely to encounter.

Kinetic Network
This bioware increases the distribution of kinetic nerve fibers to the limbs to augment movement precision and manual dexterity.

Learning Enhancer
This bioware modifies an adult's brain chemistry so as to exhibit the learning potential of a child. It is commonly known that children are able to make new knowledge theirs faster than any adult and this bioware's recipient shows this accelerated learing rate.

Mnemonic Enchancer
This bioware enhances and sharpens the recipient's mnemonic capabilites, allowing him to instantly recall in detail almost anything in his memory. Individuals with a mnemonic enhancer have been known to memorize up to 10,000 digit numbers and be able to recall them after years in perfect detail.

Neural Boost
This bioweare affects the nerons of the central nervous ssystem and provides better processing of stimuli and information, enhancing the ability to concentrate and solve problems.

Neural Bridge
This bioware creates new nerve fibers and new kinetic synapses, making the recipient fully ambidextrous and imporiving his ability to use both hands simultaneously, without loss of coordination or competence.

Neuron Processor
A neuron processor is a group of neurons grown to perform a specific function. It acts a s a biological coprocessor that can enhance the recipient's ability in certain mundane tasks.

Nictating Membranes
These are slim, transparent films protecting the recipient's retinas on somatic command [usually blinking hard]. They act as an extra eyelid protecting from dust, smoke and liquids.

Owl
This bioware modifies the recipient so as to abolish the need for sleep. Instead, the recipient replenishes his neurotransmitters and rests simply by meditationg for a small part of the day.

Pheromone Control
This bioware modifies the recipient so as to exude subtle but potent pheromones that are detected by those near him, making him appear more attractive and charismatic.

Polarborn
The recipient of this bioware has his vital organs reconfigured to work at low body temperatures. he can survive in temperatures much lower than those a normal human is able to endure. Polarborn is popular among people living in artic climates.

Resilience
Resilience fortifies the body with more fat and tougher bones, to provide greater resistance against external threats.

Screech
The recipient's voicebox is modified by this bioware in such a way as to be capable of emitting a high-frequency scream. This can break glass and cause temporary deafness to those nearby, but frequent use of this ability can result in temporary or permanent damage to the recipient's vocal cords.

Spring Motion
This bioware rewires the legs' tendons so as to provide greater force. it dramatically increases the jumping capabilities of any man and trained users can better absorb the impact of a fall.

Tesla Shielding
This bioware modifies the composistion of the skin so as to increas the body's resistance aginst electrical currents.

Zero-G Adaptation
A must for anyone serious in making a living in space, this bioware adapts the body to the absence of gravity.

Tinfoiler
Captain


Tinfoiler
Captain

PostPosted: Mon Dec 11, 2006 4:55 pm


Post 5: Cosmetic Enhancements

Coming Soon
PostPosted: Mon Dec 11, 2006 5:07 pm


Post 6: Guns & Other Shooty Things

Types:

Assault Rifles
The workhorses of modern infantry, assault rifles combine the accuracy of a rifle with the firepower of a machine gun. Since the end of the 20th century, the light assault rifle has dominated the battlefield with its lightweight versatility. The heavy assault rifle is all but obsolete; those that are still around are old models out of production. Reduced assault rifles are shortened rifles that prove more handy in closed spaces without sacrificing firepower; they equip special groups operating in urban environments.

Compressor Guns
These short-range weapons fire waves of compressed air that cause nasty bruises and may knock someone down. Most of them are used to subdue an opponent, but some fire waves powerful enough to shatter bones. Their short range is compensated by their ability to affect armoured opponents.

Dart Guns
Dart guns fire small, aerodynamic darts designed to introduce a chemical substance into the target's circulation. Dart gun ammunition is mostly filled with tranquilizer drugs, although any kind of liquid may be loaded.

Gatling Guns
Gatling guns, sometimes called miniguns, are multi-barreled weapons with usually six barrels rotated by an electric motor. Each barrel, as it rotates, enters a different stage of loading, firing and extracting the ammunition. As a result, gatling guns achieve a phenomenal rate of fire, sometimes over 10,000 rounds per minute. They exist in many versions, from the truly portable to the monstrous gatling cannon [with caliburs over 20mm]. Because of their high rates of ammo consumption, they're best suited as vehicle weapons in a vehicle capable of carrying lots of ammo.

Graser
Graser is an acronym for Gamma Ray Amplification by Stimulated Emission of Radiation. It is the legendary 'cancer gun',a weapon that is rumored to be in use by amoural secret agencies [this may well mean all secret agencies]. but on one is certain it exists [except of course those who have used it]. Theoretically, a graser is akin to a laser byt fires bursts of intense gama radiation that are highly carcinogenic. Invisible, silent and lethal, the graser s the perfect weapon for assassinations; the target will develop leukemia or cancer some time after the weapon is used on him and will die seemingly of natural causes. The gamma radiation used by the graser penetrates most materials easily, although it can't get past any EM shielding.

Grenade Launcher
Grenade Launchers are weapons designed to make grenades more effective. the accept 40mm grenades as their ammo, smaller versions of the the ordinary hand grenades, and can launch them much further than any human can. they're also essential for using the more technologically advanced grenades, like airbursts and cluster grenades. They exist in many versions, from stand-alone weapons to barrel-mounted launchers to grenade machine guns.

Gyrojet Weapons
These weapons resemble large handguns or small rifles and fire the revolutionary mini-rockets. They are slowly beginning to replace grenade launchers, since mini-rockets have more range and effciency than grenades.

Handguns
Although handguns lack in range, accuracy and stopping power when compared to rifles and are considered back up weapons by the military, they are among the most common firearms today, prized for their small size, concealability and ease of use. The great majority of modern handguns are semi-automatic autoloaders, coming out in a great variety of calibers and sizes. Some revolvers still exist today, but are seen as inferior weapons of a past era, suitable only for romatics.

Lasers
Since their appearance, lasters have revolutionizd ranged combat. Although still expensive and somewhat unwieldy, they provide any distinct advantages over traditional firearms. The greatest is their superior armour penetration capability; few armours can withstand the concentrated energy of a laser beam. Moreover, lasers are completely silent and recoilless [actually, there is a backwards momentum, but it is negligible]. On the downside, they have poor accuracy in smoke or rain, which deflect and disperse the laser beam. Weapons of finess and accuracy, they lack the brutal power of firearms and allow for surgical strikes. Combat Lasers today are infrared ones, using a low-powered visible light beam to assist targeting. the visible beam can be deactivated to make truly invisible shots, although this undermines the laser's accuracy.

Machinery Guns
Machine guns have revolutionized infantry combat since WW I, when they were extensively used, and they still remain the best way to defend a position aginst the advance of infantry or to support a small squad. Three types of machine guns exist today. The light machine gun, also known as a squad automatic weapon is best suited as a portable weapon for infantry squads. The medium machine gun is a hybrid that is fully portable but can be set as a point-defense gun as well. The heavy machine gun is essentially a vehicle weapon and used against lightly armoured vehicles; its use aginst personnel is overkill.

Machine Pistols
Machine pistols belong to the same category of personal automatic weapons as submachine guns, but are generally smaller, utilizing the frame of handguns, and more concealable. These traits have made them the favourite weapons of criminals and terrorists.

Mortars
Mortars can be thought of as large grenade launchers which toss explosive shells over large distances using a parabolic arc. They are usually small enough to be carried and manned by a small squad. Simple weapons, the basic mortar is a tube with a firing pin at its bottom; when a mortar shell is dropped in the tube, it hits the pin, its propelling charge is detonated and the shell is launched. Mortars work best when an observer that notes the misses and gives correcting feedback is available.

Needlers
Needlers are weapons using a compressed gas canister to propel thin, needle-like projectiles called flechettes. Even non-automatic needlers fire lots of flechettes with each press of the trigger, creating a deadly shower that can tear an unprotected target apart at close range. In a way, needlers are very similar to shotguns firing buckshot: they are especially accurate at close range and lethal aginst targets without protections, but lose lethality at longer ranges and even light armour can stop them.

Railguns
Railsguns follow a radical approach towards projectile propelling, doing away with any propellant charge and using an electromagnetic accelerator. Because fo the phenomenal velocities their projectiles achieve, railguns are considered to be the ultimate armour-piercing weapons and work better with armour-piercing rounds, enhancing their properties.

Rocket Launchers
Rocket Launchers are essentially tubes used to launch self-prepelled projectiles. They have advanced much since the days of the WW II bazooka, using composite fibers to reduce their weight and having the option to accept a wide variety of targeting systems.

Shotguns
Shotguns are smooth bore weapons made for close range mayhem. Originally, shotguns could only fire buckshot, a load of numerous small pellets which disperse after leaving the barrel, thereby greatly increasing the chances of a hit [at least in close range]. At close range buckshot is deadly aginst a soft target, able to carve a hole through a man, but the pellets are especially ineffective against armour or hard targets and they rapidly lose lethality as range increases. Modern shotguns are also able to fire slugs. Slugs are solid projectiles resembling bullets fired by conventional firearms. They are large and powerful but rather inaccurate, as the shotgun's barrel lacks any rifling.

Sniper Rifles
These semi-automatic weapons fire powerful shots and are extremely accurate over long distances. They are the preferred weapons of police snipers and professional assassins, albe to take out a target from a long distance. Sniper rifles are weapons of finesse and not suited for close action.

Submachine Guns
These small assault weapons are well suited for an urban environment, where the ballistics of a large automatic weapon would be undesirable. they are extensively used by securityforces and military groups operating in closed spaces

Tinfoiler
Captain


Tinfoiler
Captain

PostPosted: Mon Dec 11, 2006 5:08 pm


Post 7: Types of ammunition

Bullets
Metal ammunition has been used since the invention of the cannon, they come in many sizes to suit the gun firing the it. backed with a metal pocket of gunpowder that propels the bullt forward when struck.

Batteries
The main electrical source for all portable laser, sound, magnetic and filiment based weapons. Powered by electricly charged liquid (battery acid) or a specific allignment of metal

Tungsten rails
Tungsten bars used to replace the rails on railguns as they quickly overheat and break or even melt when used. A strange and humorous thing about these is that copper rails can be can be found in some toster-ovens and possibly substituted for the tungsten.

Ferric rods
The steel or iron rods fired from coilguns. Can also be used as a melee weapon if you need to smash something.

Ferric rounds
Like ferric rods, only in ball berring form and fired from a railgun.

Darts
Small hollow tipped syringes fired from a dart gun, or thrown by hand if nessicary. Often filled with poison or a sedative drug (tranquilizers).
PostPosted: Mon Dec 11, 2006 5:10 pm


Post 8: Other Weapons

Filament Blades
These fearsome weapons are called blades but in reality they are more akin to whips. A filament blade resembles a small handle. With the press of a button, it extends a 5ft long extreamly thin but also very durable tungsten wire. The filament is so thin as to be invisible, but a constant electrical charge run through it cause it to emit sparks so the user can see it [this also causes a characteristic humming sound]. A filament blade can slice through most materials easily and cause massive damage, loping off hands or even slicing someone in half. However, the filament is very unwieldly and the user must show extra carefulness lest he injures himself.

Flamers
Flamers are powerful, intimidating weapons spraying opponents with jets of chemical fire. Although they have n extremely short effective range, they are very effective in closed spaces. Modern flamers use a relativly inert fuel which is ignited by an electronic catalyst as it exits the muzzle; this prevents being incinerated by your own weapon if a luck shot hits the fuel tank. Apart from the cumbersome heavy flamer [with fuel tank worn as a backpack] there are also hand flamers [resembling oversized handguns] ans special flamers for mounting under the barrel of rifles.

Pulsers
Pulsers are specialized weapons producing an electromagnetic pulse that doesn't harm living targets but is effective against electronic equipment, temporarilly disabling or even destroying it. They can become very dangerous when used aginst someone with extensive cybernetics in their body.

Screamers
Screamers are weapons using focused sound to inflict temporary deafness and disorientation Screamers are usually non-lethal weapons, although some models that use oltrasonics to produce lethal resonances do exist. they are preferred by the police aginst rioting crowds and are prized for their ability to affect multiple targets at once.

Tasers
Tasers are weapons relying on an electrical charge to incapacitate the target. Most tasers are subduel weapon, temporarily disabling the target, although there are some models using a lethal charge. Tasers are either hand models, functioning as melee weapons, or projectiles weapons firing flechettes carring the electrical charge.

Vibroweapons
These edged weapons contain within their blades an ultrasonic generator that, when activated, will cause the blade to rapidly vibrate, maximizing its penetrating ability and damage potential. The rapid vibration of the blade will also produce a distinct ringing sound.

Tinfoiler
Captain


Tinfoiler
Captain

PostPosted: Mon Dec 11, 2006 5:12 pm


Post 9: Types of Armour

Kevlar vest
An almost archaic form of bullet-proof armor made from strenthed vinyl used mostly by police and security for protection from bullets to the vital organs in the torso. Also it prevents most bullets from penetrating the flesh it still does not prevent the pushing force from the bullets momentum, thus causing the one shot to be blown back as if hit by a slow-moving truck.

Electro-magnetic nutralization field (EMN-field for short)
n electro-magnetic field worn around the waist as a belt, sometimes worn simply for fashion. It eminates a short-length yet strong wave of magnetic energy that blocks out emp waves but can also damage some older cyberware within in feild, including the wearer's if used for long periods of time.

Bettles
Little moth shaped metal robots that climb onto the user and form an outer shell around the person's body. It is actvated by pressing a button on a remote.

Hard gel
A super-durable gel like substance put on armored vehicles to give moderate protection from vibro-weapons by absorbing the vibrations. It must be re-applyied after it has been hit, for it does not reseal itself after being pierced by a projectile.

More to come
PostPosted: Mon Dec 11, 2006 5:13 pm


Post10: Servo Assisted Armoured Suits [S.A.A.S]

Coming Soon

Tinfoiler
Captain


Tinfoiler
Captain

PostPosted: Mon Dec 11, 2006 5:15 pm


Post11: Vehicles

Operator vans
A hacker's dream RV, a huge tank-sized vehicle with tons of space for computers and servers. Run on a motor that uses elecricity to separate the carbon and oxygen from CO2 and combust them both.

Airships
Airships are basically giant planes used for living in by those with jobs that require them to travel alot.


still more to come...
PostPosted: Mon Dec 11, 2006 5:16 pm


Post12: Microsofts

Coming Soon

Tinfoiler
Captain


Tinfoiler
Captain

PostPosted: Mon Dec 11, 2006 5:20 pm


Post13: Decker/Anti-Decker Software

Backdoor
This highlty illegal security crack program is used to set up a backdoor tailored to the system a hacker has infiltrated.

Decryptor
A decryptor progra is used to attack and break an encryption algorithm. Because there is no set method to break modern encryption, the use of a decryptor is both difficult and time-consuming, requiring a great deal of input by the user. the availability of decryptor programs is strictly regulated by the megacorps; possession by citizens is illegal since decryptors are classified as weapons.

Destroyer
Destroyers are attack programs that target hardware by overriding a computer's control over its circuits and causing catastrophic power surges.

Dbase Tools
This set of tools makes the use of databases faster and more efficient.

Digital Armour
This group of defensive programs use a variety of algorithms and screens to disrupt attack signals. Although each functions in a different way they all serve the same purpose: protect the user from attack programs.

Discology
This program consists of several utilities handling file tasks, including copying, deleting, renaming etc. which free up the user's hands and allows him to deal with more important tasks.

Disruptor
Disruptors are attack programs that disrupt comm lines and can delete files or block access to memory.

Drone
Drones are the fear of all hackers. These programs are automated security & combat software platforms sent by a security system to attack infiltrators. they use the same technology as attack programs, so they are divided into disruptors, destroyer and killer drones. However, they also incorporate intelligent coding to track and assault intruders and defenses to resist their attacks, making them truly sophisticated pieces of software.

Encryptor
An encryptor encodes files or other forms of data so that they cant be accessed without the proper password. Modern encryption uses advanced cryptographic algorithms that are very hard to break, although even the best encryption is in danger of being broken by someone skilled in cryptography with access to fast computer and efficient software.

File Scanner
This program specializes in quick file scanning to locate data matching the keywords inserted by the user. It is 'intelligent' enough to recover data similar but not identical to the provided keywords, thus broadening the results obtained.

Houndbot
This simple program is sent to 'hunt' information on the hivenet, using intelligent search algorithms to find the maximum possible results as well as sort them out according to their relevance.

ID Scanner
This program automates the process of extracting a user's ID key and using it to locate hiim in the hivenet.

Killer
Killers are attack programs that mostly function like destroyers, but can also turn a nanocomputer aginst its user, inflicting severe harm on his brain.

Lockpick
This highly illegal program is used to detect weak spots in a remote system, assisting a hacker in the difficult task of accessing it.

Log Analyzer
This program assists a security expert to perfrom an extensive analysis of the logs left behind by a hacker and extract every tiny bit of information from them.

Log Deleter
This program assists a hacker in erasing his trails after he successfullyhacks a remote system.

Network Mask
This program, extensiely utilized by hackers, is used to mask someone's connection sign, thus making him harder to detect in a network.

Network Scanner
This program automates to a great extent the process of scanning a computer system for logged-on users and uses specialized algorithms to detect hidden users.

Retroactive Tracer
This specialized program is an advanced type of tracer that can even defeat moblie hackers [those using a satellite link to make a hack while on the move]. It does this by embedding an extreamely small, very difficult to detect, file in the target's computer, which sends a signal back to you whenever the target is connected to the hivenet.

Tap Detector
This program monitors the signal of a cable port or an optic cable fienet connection and can detect anomalies caused by dataline taps placed to 'eavesdrop' on the data passing through the cable. It cannot, however, detect an induction jack, as it doesnt interfere with a cable's signal.

Threat Scanner
This program is used to scan a system for the existence of dangerous files, like backdoors, retroactive tracers or viruses.

Trace Monitor
A must for any serious hacker, this extremely useful program informs the user if there is trace on his location in progress. Higher quality monitors can also give an estimate on the time remaining before a trace will be completed.

Tracer
This is a specialized security program designed to help a user in tracking another user through his hivenet connection to his physical location.

Virus
Viruses are tiny programs made for a single purpose: to spread havoc in computer systems. Their name is derived by the fact that they have many things in common with biological viruses: they are hard to detect they 'multiply' b copying themselves on other systems, thereby infecting them, and they 'live' as parasites in a computer system, utilizing its resources until the wholes system is brought to its knees. Much like biological viruses they range from the relatively harmless [those that are more of a nuisance than a real therat] to the deadly [those that corrupt data or even destroy hardware].
PostPosted: Mon Dec 11, 2006 5:23 pm


Post14: Drugs & Other Fun Stuff

Drugs which produce a speedy effect

Amphetamine (amphetamine sulphate, speed, whizz, billy)

The most widely used dance drug, probably because it is seen as more reliable than Ecstasy and it is cheaper. Mostly sold in wraps about 10% pure, cut with filler or sometimes other drugs. Provides energy and is often used for dancing, carries the same physical dangers as MDMA but is addictive and may cause amphetamine psychosis. May be responsible for many deaths attributed to Ecstasy. Energy gained has to be repaid by exhaustion. Overdose results in feeling irritable and even violent. Lasts 8 hours. Snorted, dabbed with a finger onto the gums (this eventually rots the teeth), added to a drink or injected.


Methamphetamine (ice or crystal meth, speed in US)

A more potent relative of amphetamine. Very toxic over 25-30mg. Can be smoked, snorted or injected. Lasts up to 24 hours. A white crystalline solid. When heated gives off a vapour which is inhaled.


Cocaine (cocaine hydrochloride, coke, charlie, snow)
Similar to amphetamine in effect but gives a characteristic numbness where it touches the mouth or throat. Usually snorted up a nostril using a rolled up banknote. More expensive and less long lasting than amphetamine, which may account for its luxury image and cocky attitudes of users. Comes on quickly, but only lasts about half an hour. Became more popular as a dance drug (particularly in House and Garage clubs) in 1993 when poor quality Ecstasy flooded the market. May eventually dissolve the division between nostrils.


Crack cocaine (rocks, freebase)

Derived from cocaine. It is smoked and gives a shorter, bigger burst of energy but is more addictive. The high is almost instant, but quickly diminishes and is over in about 10 minutes.


Ephedrine
Ephedrine is found in the form of pseudoephedrine hydrochloride in an over-the-counter drug called Sudafed. About 3 tablets (60 mg each) have a similar effect to a wrap of speed. Ephedrine is a prescription drug with a maximum dose of 60 mg, but according to the British National Formulary an overdose produces restlessness, muscle spasms, racing heart, dry throat and cold extremities. It is "not recommended and should be avoided whenever possible". Note that the recreational dose is several times the prescription dose, and is potentially dangerous for people with weak hearts. Physical effects last 3-4 hours with gentle comedown, but you may feel high for several days.


Dexedrine (Dexys)
5 mg white scored tablet marked EVANS.DBS. Consists of dexamphetamine sulphate. Effect is similar to speed and causes high blood pressure. Should not be used with MAO inhibitors.


Cat (khat or qat)
A herb (Catha Edulis) that is chewed to produce an amphetamine-like effect. Somali immigrants use it as a legal high in the UK, and recently also party goers, although it is illegal in the US and some other countries. It only works when fresh, so avoid if limp or dried up. The active component Cathinone or Methcathinone can be derived from the herb.


Poppers (Iso-butyl nitrite)
Legal in Britain, sold in sex shops and some clubs in small bottles. Sniffed or breathed in open mouth. Gives strong rushes of euphoria for a minute or two, especially while on E. Can cause black out, headache, nausea and even heart attacks. Less common is 'English poppers' (amyl nitrate). Traditionally popular among homosexual men for sex as it relaxes the a**s without loss of erection.



Drugs which produce relaxation

DXM (Dextromethorphan Hydrobromide)
Low dose is similar to alcohol producing carefree clumsiness with a touch of psychedelic and speedy effect. Intense and rhythmic music induces a state of euphoria and dancing becomes fun. On a higher dose imagination can become vividly experienced (not always pleasant), feelings of dissociation from the body can occur and on very high doses "profound alterations in consciousness". Contained in over-the-counter cough medicines sold as syrups, capsules and sometimes in pill form. Popular sources are Robitussin Maximum Strength Cough and Vicks Formula 44, but Drixoral Cough gelcaps contain 20 mg DXM. Cough mixtures listing other active ingredients may have unpleasant effects. Dose: 100-300 mg for someone weighing 70 kg (150 lbs or 11 stone). Topping up tends to increase duration rather than intensity. Duration: 4-8 hours. Avoid if you are taking an antidepressant of the MAOI type. Other types such as Prozac may increase the effect.


GHB, (liquid E or GBH)
An enthusiast says it removes inhibitions much like E but the biggest difference is that it slows you down until you eventually fall asleep. "After a night out on E and Speed, GHB is an alternative to smoking dope on comedown, and if you have sex it's good for a while until you fall asleep." My one experience was of feeling relaxed in a drunken way but giddy also and nauseous, but I was told this effect is caused by taking too much. It comes in small bottles, looks like water and tastes salty.


Temazepam (jellies or wobbly eggs)
Sold in 10-30mg capsules; also 10-20 mg tablets. Muscle relaxant and sleeping pill. Popular in Scotland when coming down after E, and its use is spreading. Normally swallowed, but when melted and injected can solidify and cause circulation problems. In 1994, 50 deaths were linked to Temazepam in the Glasgow area alone.



Drugs which produce altered states of consciousness

2CB (bees)
A mild psychedelic which lasts about 4 hours and is sometimes sold as ecstasy. For some people the effect is similar to ecstasy, but less warm and more intellectual. Does not remove the ability to have an erection, so it is possible for people to have sex who cannot on ecstasy. Dose: 15-25mg. People vary as to the correct dose, and this is critical as too much produuces an uncomfortable edgy feeling. Often sold in small white 5mg tablets, sometimes as Erox "to treat male impotency."


Cannabis, marijuana (hash, smoke, draw, weed)

Most common illicit drug. Normally smoked either as dried leaves (grass) or the resin (hash) mixed with tobacco. Can also be eaten but the effect is not immediate so it's hard to judge how much to take. Effects are amusement, enhanced sound and colour, but can also produce paranoia and even LSD-like hallucinations in high doses. Generally regarded as harmless, but probably more harmful that tobacco. Skunk is a particularly potent variety of marijuana developed in Holland.


MDMA (ecstasy, XTC, adam, E, X)

Metheylenedimethoxymethamphetamine. Is an analog of MDA (methylenedimethoxyamphetamine). The physical effects of usual doses of MDMA are subtle and variable: some users report dryness of mouth, jaw clenching, teeth grinding, nystagmus (eye wiggles), sweating, or nausea. Others report feelings of profound physical relaxation. At higher doses (overdoses), the physical effects of MDMA resemble those of amphetamines: fast or pounding heartbeat, sweating, dizziness, restlessness, etc. The psychological effects are a bit more difficult to describe, since they are many and of widely varying effects. The major ones are: Entactogenesis ("touching within") , empathogenesis (a feeling of emotional closeness to others), and an enhancement of the senses.
Raves are common settings for taking MDMA. The atmosphere of a Rave is designed to be conducive to enjoying the MDMA experience, in the company of other people who may also be taking MDMA, or who can be as friendly and open without chemical assistance. MDMA's enhancement of proprioception (deep body sense) makes movement notably pleasant, so Ravers on MDMA often dance for long periods of time (remember to drink water frequently!). The feeling of unity and shared ecstatic joy at a successful Rave can be overwhelmingly wonderful. Some ravers regard this as spiritual or religious practice.
More, and actually everything, in E for Ecstasy at ecstacy.org by Nicholas Saunders.


Ketamine (Special K)
Hardly a dance drug, but sometimes sold as Ecstasy, usually mixed with other drugs such as ephedrine and caffeine. Low doses produce a floppy relaxed feeling but higher doses produce dissociation (feeling separate from your body), near death experiences and insights. Higher doses may cause more powerful hallucinations than LSD; these can be confused with reality. Since it is used as an anaesthetic in far higher doses, Ketamine is not physically dangerous although its mental effects can be.


LSD (acid, A, trips and type names such as Microdots or Strawberries)
In low doses can enhance sound and lights, but in higher doses produces strong visual and emotional effects (not always pleasant). Blotters (small bits of paper with a logo) usually contain about 50 �g (1 �g is a microgram or millionth of a gram). The dose normally taken in the sixties was 250 �g. This produces a different level of consciousness which provides dramatic new insights but which may prove hard to relate to everyday life. Hallucinations can be powerful, but can be distinguished from reality. The experience may be personal when communication is difficult, although in some situations trips are shared as though telepathically. The very low dose of LSD (a thousand trips contain less drug than a single E) has two important results. There is so little that it causes no physical damage, and purity can be pretty well guaranteed simply because active amounts of other drugs would not fit on a blotter. The LSD experience is convincingly real, but in fact depends very much on the situation. This gives rise to myths about different varieties of acid having different effects. Bad trips are often blamed on strychnine (rat poison) in LSD, this is a myth. The amount of strychnine that could fit on a blotter would not be enough to have any effect. Bad trips result from your own fears becoming magnified, so don't do acid where you may not feel completely secure.


Magic Mushrooms (psilocybin, Liberty Caps, mushies, shrooms)
Effect: similar to LSD with the added attraction of being natural, free and even legal if eaten fresh from the field. Processing, which could include handling and drying, makes it a Class A drug. Appearance: Usually dried and are thin dark brown, but may be powdered. Typical mushroom smell. These are found in pasture in the autumn, but tend to be hidden in the grass. They are among the smallest mushrooms, and are distinguished by being uneven greyish rather than brown; their pointed caps and wiggly stems. The whole stem is active. Can be eaten or stewed and drunk as tea. Dose: 0.5-3 grams dried or 5-30 small mushrooms. Strength varies.]<<<

Tinfoiler
Captain


Tinfoiler
Captain

PostPosted: Mon Dec 11, 2006 5:39 pm


Post15: Everyday Equipment

Coming Soon
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