Joe Kerr
VILE Trickster
(Note to all members of VILE: The following will be progressively implemented after the events of Ultramarine.)
1. Increased defenses for all VILE crafts, especially the MAMBA
      
A) Current Situation:
Current situation:
While Stone Harbor is a well-disguised HQ, it is still vulnerable to attacks from foes should they discover our location.
Solution: Improve defences
(i) Lockdown system to lockout intruders/traitors
(ii) Corridor/Hall traps
(iii) Sea Defences
(iv) Air Defences
3. Agent Safety
Current Situation: VILE Agents usually opt for their signature flamboyant attire when out on capers, and while they are expert thieves, they are ill-equipped for encounters against foes who are out to kill/equipped for lethal combat.
Solution: Better equip VILE Agents for high-risk encounters
(i) Recon Droids
(ii) Improved weapons
(iii) Personal Protective Equipment
								1. Increased defenses for all VILE crafts, especially the MAMBA
A) Current Situation:
- The MAMBA, whilst using biometrics, is still susceptible to theft if someone gains Carmen’s master access codes or if they somehow manage to ‘brute-force’ hack the system.
 - Other VILE crafts & vehicles are even more susceptible to theft as they have no such protection mechanisms
 
- Full Biometrics (fingerprint scanner, retina scanner, voice recognition, facial recognition)
- The Mamba will be modified to require a special set of circumstances for operation
- Full Biometric credentials of one admin (Carmen, Joe, Vic) AND one other authorised agent (Patty, Neb, Flag)
OR - Full Biometric credentials of two admins (Carmen, Joe, Vic) OR
 - Full Biometric credentials of one admin + vocally given overwrite command (each admin has a different vocally recorded phrase)
 
 - Full Biometric credentials of one admin (Carmen, Joe, Vic) AND one other authorised agent (Patty, Neb, Flag)
 
 - The Mamba will be modified to require a special set of circumstances for operation
 - If incorrect or forged credentials are presented, craft will instantly lock user in and release knockout gas in the interior. Craft will then be stuck in a ‘frozen’ state unless admin credentials are given.
 - Mamba to send out a silent alarm to VILE HQ if the overwrite command is ever used, if the craft is in danger of being stolen or if heavy damage has been taken.
 - Other VILE crafts/vehicles will be modified to at least require a fingerprint and retina scan for operation.
 - GPS tracking on all crafts and last user login info
- Enables VILE HQ to keep track on location of all crafts and who was the last known user
 
 - Mamba and other key VILE crafts to potentially also have CCTV incorporating facial recognition technology to identify possible hostiles and automatically trigger the security system
 
- The MAMBA is vulnerable to attacks from other crafts
 - VILE’s stance on not killing makes retaliation difficult to accomplish
 
- Doppler illusion projection drones
- MAMBA can launch some expendable drones as a decoy
 - Drones will emit projection of craft to create a doppler illusion
 - Drones, when activated, will also be visible on radar/sonar so as to mislead missiles/hostile crafts
 - Note: This tech works best when combined with stealth tech or cloaking tech
 
 - Improved stealth tech (can also be installed on other selected VILE crafts)
- Makes craft completely undetectable by Radar & Sonar by emitting special jamming/neutralizing signal.
 - The downside to this tech is that it requires a fair bit of energy to maintain the stealth mode. MAMBA has no issue with this unless power cells are damaged.
 - For other crafts, this mode might possibly be usable only in short bursts.
 
 - Cloaking tech (Mamba only)
- Special tech allows Mamba surface to either
- Totally stop bending/reflecting light
 - Use LED mirrors to create illusion that the craft is not there
 
 - Visual cloaking technique. Does not hide craft from Radar.
 - Use in tandem with stealth tech for maximum effectiveness
 - Can only be used in short bursts as it drains a lot of power
 
 - Special tech allows Mamba surface to either
 - Flares
- For misleading heat-seekers
 - Works underwater also
 
 - Smokescreen
- Aerial version releases smoke
 - Underwater version is an ink-screen
 - Can be used in tandem with either doppler drones & stealth tech or cloaking tech
 
 - Bubblefoam shield
- Special foam released to cover certain surfaces on the craft
 - Foam hardens on contact with air or water
 - Can absorb enough impact from a missile/torpedo/mine to preserve the craft
 - Foam is non-flammable so will also put out potential fires from missile/torpedo/bombs
 
 - Hacking drones
- MAMBA can release special drones equipped to remotely hack the guidance and navigation systems of opposing crafts.
 - Hacked systems can then be remotely controlled to be forced to land/surface or be diverted away from Mamba
 - Drones can also hack and erase blackbox/recording data so that no digital records of any encounter with the MAMBA exist/remain.
 
 - Gag Depth Charges
- Explodes to emit biodegradable sticky foam into sea that makes it hard for vessels to chase the MAMBA
 
 
Current situation:
While Stone Harbor is a well-disguised HQ, it is still vulnerable to attacks from foes should they discover our location.
Solution: Improve defences
(i) Lockdown system to lockout intruders/traitors
- Facial recognition system and database linked to all cameras
- Same database as used by VILE crafts and Mamba
 - MAMBA to contain backup servers
 - Cameras in key areas of compound to identify threats / hostiles
 - Cameras in regular (publicly accessible) areas around Stone Harbour to pre-emptively identify possible problems
 - Cameras in strategic locations on outskirts of stone harbor for identifying possible threats in the area
 - Hits on database feedbacked to operations room / system admins
 - Possible backdoor into various law enforcement and intelligence community database systems?
 - Possibly linked in some way to monitor law enforcement and intelligence community ‘chatter’
 - Possible satellite tracking system?
 
 - Limited administrative access
- The system admins are Carmen and Joe (potentially Patty? Vic?)
 - Only admins can shut off the system and/or reset it. Other admins will be notified when such actions are taken.
 
 - Ability for admins to remove someone from authorised list from ALL VILE facilities
- If any VILE agent is found to be a traitor, admins have the ability to remove their authorization from ALL VILE crafts and VILE facilities
 
 - Ability for admins to remote activate traps and defences in stone harbour
 - Lockdown system will activate signal jammers in compound to jam all communications
- Can be tweaked to not affect VILE’s specific communication channels unless a traitor situation has occurred.
 
 - Silent alarm sent to VILE communication devices and VILE facilities
- Warns all of VILE to be on the alert and lay low if the base or MAMBA is under siege
 - Another version of the silent alarm can be activated by VILE agents to indicate one of their own is down/compromised.
 
 
(ii) Corridor/Hall traps
- Strategic/key corridors can be rigged to be able to emit one or more substances to incapacitate intruders/hostiles:
- Knockout gas
 - Pepper Spray
 - Super Glue / Quick-dry Epoxy
 - Small beads that burst into a paralysing foam
 - Smokescreen/Fog
 - Glitter Flash Bangs (the glitter is a distraction for the chemical spray released at the same time; the spray can be seen/tracked via ultraviolet or black light - good for tracking foes)
 - High frequency sound waves that may immobilize/disorientate certain targets
 
 - Trapped corridors mentioned in previous point can also have ability to be sealed off, trapping intruders/hostiles.
 - Key walls modified so that once damaged/breached they release a quick-dry, fire retardant, epoxy foam which when dried is hard as steel?
 - Areas with smokescreen/fog trap can be rigged with projectors to project illusions
 - Defence Droids
- Modified Roomba with ability to release any of the same trap substances as the rigged corridors
 - Swarm of small aerial drones for distracting foe and emitting high frequency sound waves
 - Drones equipped with facial recognition tech to scan and identify hostiles
 - Patrol key areas / non-trapped areas
 - Can also be remote activated as defensive soldiers
 
 
(iii) Sea Defences
- Theatre sponsored buoys around sea front of harbour.
- Buoys can be equipped with cameras running with the facial recognition tech and also ability to scan all ships for contraband
 - Buoys can also be rigged to do one of the following:
- Have an infrared laser tripwire that if broken can activate silent alarm/traps
 - Emit a mist and illusion projection to misrepresent the area
 - Sonar/Radar scramblers
 
 - Anti-marine light turrets stationed along the shore that can be activated at night to shine bright lights and blind the ships
 - Artificial reef
- Man-made metal structure that can be raised or lowered from seabed.
 - Raising structure provides another obstacle for hostile crafts to overcome
 
 - Gag depth charges
- Explodes to emit biodegradable sticky foam into sea that makes it hard for vessels to enter the harbour (1 hour half-life for the substance once it makes contact with sea water)
 
 
 
(iv) Air Defences
- Area cloaking
- Similar stealth cloaking system to Mamba.
 - Turns entire area invisible from sky view
 - Con: Drains power to keep activated?
 
 - Radar scramblers (similar to those on MAMBA)
 - Flares and anti-missile system
- Will look like fireworks to locals/un-informed
 - Uses flare missiles to neutralize any incoming missile threats
 - NOT for S.A.M. purposes
 
 - Fog generators to make it unsafe for aircraft to attempt landing
- Can be coupled with illusion projectors as a backup cloaking option
 
 
3. Agent Safety
Current Situation: VILE Agents usually opt for their signature flamboyant attire when out on capers, and while they are expert thieves, they are ill-equipped for encounters against foes who are out to kill/equipped for lethal combat.
Solution: Better equip VILE Agents for high-risk encounters
(i) Recon Droids
- A collection of drones of various shapes and sizes available for any VILE agent to use
 - Can fly in air and swim in water
 - Can be equipped with facial recognition camera system
 - Can also have infra-red and night-vision options for the cameras
 - Can be equipped to fire off knock-out gas / knock-out darts
 - Can release mild electrical pulse to short-circuit security systems
- Mild electrical shock can also be used to ward off capture by ‘hostile’ agents
 
 - Can be equipped to emit ultraviolet / black light
 - Larger variant of drones can be modified to hold/retrieve small items
 - Micro sized drones can also be used for GPS tracking (insect-sized)
 
(ii) Improved weapons
- Knock-out gas beads (all 'beads' can be disguised as part of jewelry and accessories - refer to section on PPE)
 - Silly Putty/Crazy Glue beads
 - Stun Foam beads
 - Smoke beads
 - Glitter Flash Bang (not only does it blind your foes, it tags them)
 - Modified Tonfas (emits mild electrical pulses?)
 - Telescopic Staff or Baton
 - Sonic Emitter earrings / cufflinks
 - Knock-out darts?
 - Safety blade hidden in shoes (not to be used on people)
 
(iii) Personal Protective Equipment
- Improved outfits for all VILE personnel [Includes tactical gloves and all-terrain footwear]
 - THIEFS Armor (Tactical, High Impact and Element resistant, Full-body Stealth Armor)
- Gortex?
 - Heat, Cold & Electrical Resistance
 - Bullet Resistant
 - Cut Resistant
 - Lightweight, comfortable
 - Flexible, Doesn’t not restrict movement
 - Tailored to each agent
 - Henchmen get standard uniform
 
 - Easy to use gas masks
- Small and portable
 - Military grade
 
 - Silent alarm jewellery
- Rings / Watches / Bracelets / Bangles
 - Allows user to send out silent SOS to HQ / nearby allies
 
 - Improved In-ear communication devices (secure frequency, near unjammable)
 - Small containers of wound sealing foam (requires Dr Roux’s help to synthesize)
- Non-toxic
 - Used as a temporary sealant on serious lacerations
 - Used to slow bleeding / prevent bleed out
 - Can also be used to hold an open fracture in place temporarily
 
 - Cloaking tech
- Limited charges of cloaking (so that the tech is not too ‘broken’ in RP)
 - Each charge lasts maybe 5 mins
 - To recharge a charge takes at least 30 minutes
 
 
								
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