Star Wars Roleplay: Chaos

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Approved Tech The Crimson Codex

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Helix Syndicate
  • Affiliation: Helix Syndicate
  • Modularity: None
  • Production: Unique
  • Model: Crimson Codex
TECHNICAL SPECIFICATIONS
  • Classification: Keycard
  • Materials: Plasteel, Circuitry
STRENGTHS & WEAKNESSES
  • [Strength] The Crimson Codex sits atop a decently sized network of compromised holonet devices centered in the Pentastar Sectors. At any point, the Crimson Codex can be used to access and control these devices. It is not the best tool of its kind, but it gets the job done for the Syndicate and then some.
  • [Weakness] If the Crimson Codex is destroyed (and it can be rather easily - it's just an electronic card), the network it has established can no longer be accessed. Another one will have to be built and new malware spread from scratch.
  • [Weakness] While the Crimson Codex can be inserted into any universal dataport, the device will short circuit anything that isn't a network of supercomputers. This is due to the volume of data it must process. This is not an item that can be transported or utilized on the fly.
DESCRIPTION

Some centuries ago, an elusive organization known as the Star Cabal constructed a device known as the Red Codex. The Red Codex was, essentially, the most pervasive automated, holonet intelligence network in the entire galaxy.

The Helix Syndicate has no idea what a Star Cabal is or what they did, only that a device known as the Red Codex existed and that it would be a legendary, powerful tool for intelligence gathering. After attempts to track down the Red Codex for themselves unceremoniously failed, the Helix Syndicate indignantly kicked its feet up upon a desk and said: “Fine. We’ll just make our own codex. With blackjack. And hookers.” The Crimson Codex functions similarly to the Red Codex in most regards. The primary difference being that the Crimson Codex is nowhere near as pervasive as the Red Codex in terms of the number of devices infected. In fact, due to the concentration of the Syndicate’s efforts inside the Pentastar Sectors, one would be hard-pressed to find an infected device or network outside of that region.

Due to budget constraints, blackjack and hookers were not included in the final version of the Crimson Codex.

To further solidify the pervasiveness of their information network in the Pentastar Sectors, the Helix Syndicate took to developing RAT malware, called the Crimson Horse. RAT malware is a specific form of malware that enables remote administrative access to a device to a typically malevolent third party. The Crimson Codex, quite simply, is the fancy keycard that controls the Helix Syndicate’s personal RAT network.

The Crimson Horse is distributed like most malware: unwittingly. Pop-ups and holo-mail spam messages happened upon by unsuspecting or ignorant persons are a frequent, favorite method. From there, it spread further by inserting itself into attachments sent between various points. Even private corporate networks or government administrations suffer from infection, either through carelessness or because employees in those institutions have been blackmailed by the Syndicate into infecting those otherwise inaccessible networks.

Once discretely installed, the Crimson Horse burrows digs in deep, making it difficult to root out and detect. It then sits there, doing absolutely nothing, until activated through the Crimson Codex. Because it is rather innocuous, the Crimson Horse typically escapes detection by anti-virus software until shortly after it activates.

The Crimson Codex, when inserted into a computer through a keycard slot, displays a comprehensive database of all electronic devices that have been infected by the Crimson Horse computer virus. As a bonus feature, the Codex can sort through various access points with a variety of filters based on location and the type of device/network infected.

When the desired target is selected, the Crimson Codex can be used to access the Crimson Horse malware. The malware then activates, allowing the device to be remotely accessed by the holder of the Crimson Codex. What the Helix Syndicate then does with the device is their own business, though they try to keep it simple. This typically amounts to stealing files, spying on the device owner through audio or visual means, activating key-loggers and other spyware, skimming personal information, and infecting other devices.

There are several drawbacks.

As mentioned before, the Crimson Codex is unlikely to be able to access any device or network outside of the Pentastar Sectors- the primary theater of operations for the Helix Syndicate. This is because the Helix Syndicate does not typically take interest in spying out individuals outside of this area. Secondly, there is only one Crimson Codex. If it is destroyed, all of the distributed malware becomes inoperable. It cannot be activated by any means. The Helix Syndicate will thusly have to start its malware network over from scratch.

Thirdly, due to the amount of information the Crimson Codex must shift through, it has a tendency to short-circuit any device it is inserted into that is ill-prepared to handle it. Only one of the dedicated server rooms in the Helix Syndicate’s shadowy headquarters of Fort Amaranth have thus far proven capable of handling the information overload. For this reason, the Codex is kept under heavy guard within the confines of the mysterious, remote fortress. Only top-ranking officials within the Helix Syndicate are permitted to be anywhere near the physical Crimson Codex.

A device/network owned by a Player-Character cannot be infected by the Crimson Horse malware without their permission. Similarly, even with permission, information acquired from the device must be mutually agreed upon by both parties. I know this, you know this, and yet it must be stated here for legal purposes.
 
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