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
Last edited: