Equipment:
Subterfuge and Security
| Item | Cost | Weight |
|---|---|---|
| Any-card | 1,200 cr | |
| Chameleon suit | 1,100 cr | 1 lb. |
| Cutout sensors | +20% | +20% |
| Dampsuit | 1,750 cr | 3 lb. |
| Det paste | 525 cr | 2 lb. |
| Disguise kit | 380 cr | 5 lb. |
| Electronic lockpicks | 250 cr | 3 lb. |
| Electronic lockpicks, masterwork | 500 cr | 5 lb. |
| Folding viewport | 7,500 cr | 1 lb. |
| Forgery lab | 1,000 cr | 50 lb. |
| Intrusion suit | 2,400 cr | 2 lb. |
| Layer goggles | 50 cr | |
| Lockbreaker | 150 cr | 1 lb. |
| Microbug | 50 cr | |
| Mini-tagger | 150 cr | |
| Morpher mask | 6,700 cr | 1 lb. |
| Morphic equipment | 3x/8x | |
| Nano-lockpick | 750 cr | |
| Nano-tracker | 350 cr | |
| Safecracker's kit | 550 cr | 10 lb. |
| Sentrette | 150 cr | 1 lb. |
| Signal jammer | 750 cr | 1 lb. |
| Spike mat | 50 cr | 1 lb. |
| Tackclay | 10 cr | 1 lb. |
| Thornhedge seed | 350 cr | 3 lb. |
| Vocoder | 1,000 cr | |
Any-Card: At first glance, the any-card just looks like a dull gray piece of rigid leather in the shape of a standard ID card. When held, the any-card's surface reflects the image of a particular identity badge the user focuses on in her mind.
The user can only reproduce IDs she has examined before, displaying images of individuals with which she is familiarshe must make a Forgery check (DC 15) to successfully recall the details of a specific identity badge. The difference between the check result and the DC becomes a modifier that affects her subsequent Concentration checks.
For example, a Forgery check result of 18 grants a +3 bonus to her Concentration checks for that particular ID; a Forgery check result of 10 imposes a –5 penalty on such Concentration checks.
To initially mold the card surface to a specific ID, the user must make a DC 25 Concentration check. Even if the user fails this check, the card still reflects a general ID, but not a very accurate one. The difference between the DC and the actual check result becomes a bonus or penalty to anyone trying to determine if the document is a forgery.
The any-card retains an ID image as long as it remains within the user's natural bioelectrical field, usually in her hand or clipped to her clothing. It proves adequate for passing routine security checks where one simply displays an ID, but it becomes risky under more intense scrutiny. If it leaves the bearer's grasp, it goes blank and awaits new neural signals to trigger its capabilities.
The any-card doesn't work in electronic card readers or other mechanical input devices. It functions solely as a means of reflecting images of documents from the user's mind.
Chameleon Suit: The fabric of this loose-fitting jumpsuit is a durable polymer weave fitted with phototropic implants that cause the suit's surface to automatically match the appearance of its surroundings. Characters wearing a chameleon suit gain a +4 circumstance bonus on Hide checks. This bonus is lost if a potential observer has a thermal imaging device.
Cutout Sensors: Available both for eyewear and sensors, this technology incorporates redundant circuits and sensory inputs that allow the user to route around damaged sensors. For each redundant system, cost and size increases by 20%. Any time a sensor is damaged or blinded, 1/5 of its hit points can be replaced as a standard action by the user. If tied to other devices, this can be programmed ahead of time as an automatic, contingent action (such as "if hit points go below 10, send in another sensor but leave at least one as a spare"). For vehicle sensors, each activated sensor can eliminate a –2 penalty due to sensor damage. A set of digital binoculars with two cutouts would cost 1,050 cr.
Dampsuit: A dampening suit uses sonic technology to mute sound around the wearer. The suit can be set to negate only specific sounds or all sounds within 10 feet of the wearer. Entertainers wearing dampsuits can produce interesting effects, such as muting all sounds coming from them except for their voice. A damp suit provides a +10 circumstance bonus on Move Silently checks. If set to area effect, it can also make communication and spellcasting difficult near the wearer. The suit works well underwater, granting a +4 circumstance bonus against sonic detection.
Det Paste: A favorite of combat demolitions experts, det paste consists of highly concentrated synthetic explosive designed to burn intensely without the large blast of other types of explosives.
Det paste comes in a foot-long plunger tube for easy application. Engineers simply apply the paste with the plunger nozzle, which extrudes the explosive in an inch-wide line with an even thickness. Treat this as a Demolitions check (DC 15). The minimum time to complete the task is 1d4 rounds.
A tube of det paste contains 10 applications of explosive, with increments marked right on the plunger. The paste burns at high temperatures and inflicts concentrated damage in a small blast area. Each application deals 1d10 points of damage to the target. For instance, if an engineer applies six doses to a hatch she intends to blow, the det paste delivers 6d10 points of damage when ignited.
Det paste is highly flammable once it's dispensed from the tube and exposed to atmosphere. It ignites when it comes in contact with any open source of flame or electricity, or any of the various types of fuse, timer, or impact detonators. A weapons hit that generates a spark, flame, or electrical charge also sets it off. If applied in vacuum it has less of a chance of accidental ignition, but still burns as furiously due to its volatile chemical composition. The user does not need to make an attack roll to set off the det paste unless weapons fire is the only means of detonation. When it explodes, det paste automatically inflicts damage against anything or anyone to whom it is applied, as well as anyone within the five-foot blast radius.
Carrying a tube of det paste can sometimes prove a liability. If a full tube takes a direct hit in combat, it explodes and deals 5d10 points of damage to anyone within the blast radius. Since the tube seals the paste from the atmosphere, damage from a tube hit in combat is based on only half the amount of paste remaining.
Det paste is restricted to proper authorities, official military forces, and licensed demolition experts. Acquiring it usually entails guarded inquiries among underworld contacts, several well-placed bribes, and a hefty fee to an illicit arms dealer.
Disguise Kit: These kits contain thin polymer molds custom-fit to the user's facial structure and a wide variety of modular implants and appliances. The user can craft any number of partial or full facial masks with the molds, and the tone and texture of the polymer imitates that of real skin. The implants and appliances can be used to create effects such as pigmentation, scarring, simulated injuries, body heat, or facial twitches. Contact lenses, hairpieces, and other such accessories are also included. A disguise kit grants the user a +4 circumstance bonus on Disguise checks.
Electronic Lockpicks: These specialized intrusion tools are needed to bypass or open electronic locks. You can attempt to open such a lock with standard electronics tools, but you suffer a –2 circumstance penalty.
Electronic Lockpicks, Masterwork: When using these high-quality tools, you get a +2 circumstance bonus on your Open Lock checks.
Folding Viewport: The folding viewport consists of a round or square cloth two feet across imbued with elements of the clairvoyance spell. Woven from silk and spun flexiglass and decorated with an embroidered border, it frequently passes as a scarf or shawl. The cloth naturally adheres to relatively flat surfaces (walls, floors bulkheads) when spread against them, and allows one to see up to three feet through the solid barrier into the space beyond, assuming proper lighting conditions exist there.
Vision is limited by the smoothness of the surface to which the viewport is applied. Clarity depends on the cloth's fit over the barrier; a smooth surface reveals a well-focused scene, while rocky or uneven walls show blurred or warped views. Conditions on the other side of the wall also determine the quality of vision. Magically enhanced senses do not work through it. Lead or magical defenses can block vision, just as with the clairaudience/clairvoyance spell. The viewport indicates whether lead, magic, or simply the thickness of the obstruction prevents the device from working properly. Since it only enables vision through solids, spells cannot successfully be cast through the viewport unless the spell properties themselves can pass through walls. The folding viewport does not allow for transmission of sound from the viewed space unless it would naturally pass through the barrier.
Although it doesn't create a corresponding window on the other side, or employ a magical sensor near the subject like the clairvoyance spell itself, the viewport's eerie qualities can cause uneasy and suspicious feelings within those visible through its field. Subjects who make a Spot check (DC 25) recognize that someone is watching them, though they cannot immediately determine whether by electronic or magical means.
The folding viewport requires no magical ability to use. Although one can fold, store, wash and even crease it, the viewport ceases to function if its threads become damaged; it has 2 hit points and hardness 1 for purposes of resolving damage inflicted against it.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, clairaudience/clairvoyance; Market Price: 7,500 cr; Weight: 1 lb.
Forgery Lab: A forgery lab includes the special paper, plates, inks, dyes, cutting tools, laminating materials, and imaging devices you need to make both hardcopy and electronic forgeries. A forgery lab grants you a +10 circumstance bonus on Forgery checks.
Intrusion Suit: The intrusion suit is a form-fitting body stocking that features the same phototropic properties found in a chameleon suit. However, the intrusion suit also incorporates thermal wiring and hundreds of tiny chemical reservoirs that match the wearer's thermal signature to the temperature of his surroundings. The intrusion suit provides the same +4 circumstance bonus to Hide checks as a chameleon suit, even if thermal imaging is used.
Layer Goggles: The electronic lenses of this device consist of two layers. The outer layer is composed of an intricate array of light receptor cells. The inner layer is similarly composed of light emitting cells. Between the two layers is a basic transfer circuit. The goggles create an artificially reproduced image of what the wearer would normally see. The goggles buffer any visual effects that would ordinarily damage the wearer or his vision. This includes gaze attacks that require the victim to meet the creature's gaze and spells that create magical effects, such as sunbeam and sunburst. The goggles protect against blindness and other visual impairments, but they do not protect against physical damage from such effects.
The image created by the goggles is never perfect, and there is a significant lag time between visual stimuli happening in realtime and the reproduced images that are transmitted to the wearer. As a result, the wearer suffers a –2 penalty on initiative checks and a –4 penalty on Search and Spot checks when wearing the goggles.
Lockbreaker: This intrusion device looks like a simple mechanical handgun. The end of the barrel is placed against a lock and the trigger is squeezed repeatedly to force a serrated key-blade into the mechanism, forcing the tumblers and causing the lock to disengage. Lockbreakers are very effective, but they use brute force to accomplish their task and are aptly named: They render any lock they're used against completely inoperable. Lockbreakers grant a +10 circumstance bonus on Open Lock checks against conventional mechanical locks. They are not effective against other designs, such as combination locks or electronic locks.
Microbug: This device is a microphone, radio transmitter, and internal power cell combined in a single miniature package. A microbug's power supply is not sufficient for continuous transmission, so it stores recorded data until its memory is full and then sends it using compressed burst transmissions. The range of these transmissions is a mere 200 feet, but portable relays can be used to boost the signal.
Mini-Tagger: Many who undertake surveillance operations use tracer devices to keep track of their subjects. Mini-tags consist of miniaturized transponders that emit coded signals on a predetermined frequency. The tagger's microcircuitry, miniature power source, and transmitter come woven into a thin cloth strip smaller than a human's fingernail. It incorporates micro-hooks, a miniature magnet, and chemical adhesive, allowing it to adhere to most surfaces.
One can place a mini-tag with a sleight-of-hand gesture or "accidental" brush against the unsuspecting subject. This requires a Sleight of Hand check opposed by the subject's Spot check.
Each mini-tagger comes with a small tracker unit tuned to the transponder's frequency and code. A simple visual readout shows the subject's direction and distance relative to the unit. When placed successfully, the mini-tagger gives characters a +20 circumstance bonus on Search, Survival, or Urban Lore checks (depending on the setting) to track a marked subject. The coded transponder has a range of 5 kilometers; if the subject passes out of that range, the bonus no longer applies. The device's internal power source can sustain constant transmission for 50 hours.
Since they adhere to the subject's exterior, minitaggers sometimes fall off under adverse conditions: rain, wind, submersion in liquid, friction against other surfaces, extreme activity or combat. A simple scouring of the subject's surface can remove the device, and it may be left behind if the subject sheds clothes or gear to which the tagger was attached.
Each mini-tagger comes packaged in an easy-to-handle plastic sheath attached to its companion receiver unit.
Morpher Mask: The morpher mask is a rare but much sought-after item used in espionage work and undercover operations. It appears as a blobby handful of gray plastic, often sitting in its bag of thin, pliable leather. When applied to the face, it expands to cover the user's features and morphs into a visage the wearer focuses on in his mind. The fully articulated mask allows the user to mimic both general facial types and individual faces he's seen before.
The wearer simply places the mask on his face. It automatically molds to the shape of his features, leaving gaps to allow the eyes, nose, ears, and mouth to function. The mask also begins responding to neural impulses, morphing to match the image the user forms in his mind.
Once the mask is successfully formed in place, it provides the wearer a +10 circumstance bonus to Disguise checks and any other Charisma-based skill checks related to the disguise. Although it doesn't change the user's voice or body type, it still provides the bonus assuming the wearer can adequately mimic these characteristics.
The mask maintains its appearance until removed or the wearer becomes distracted. For initial distractions, the user must make a Concentration check (DC 15). Routine encounters do not require this check, but anything that catches the wearer off guard does: participating in combat, sustaining an injury, engaging in an argument, or undertaking another concentration-intensive action (like casting a spell). Failing this check under pressure causes the mask to simply lose its form and fall from the user's face.
Morphic Equipment: Equipment can be designed to change shape and form. Morphic tools grant a +1 circumstance bonus, in addition to the standard bonus for tools of their type, for applicable tasks. Morphic weapons can be concealed easily, flattening against the body or changing shape to fit specially designed holsters and sheaths. The DCs of Spot and Search checks against morphic equipment designed for concealability are increased by 5. Morphic devices triple the base cost of an item. Highly morphic equipment can be designed with double the bonus and eight times the base cost.
Nano-Lockpick: This surreptitious entry device employs microscopic constructs to open mechanical and electronic locks and leave them operable afterward. It consists of a handle from which extend a short tension bar and flexible biogel keyblade imbedded with specially programmed nanodrones.
When thrust into a mechanical lock, the miniscule devices mold into the lock pins and help them clear the cylinder; they provide a +6 circumstance bonus to Open Lock checks on conventional mechanical locks. The biogel keyblade can also adjust to penetrate I/O slots and plugs on most electronic locks. Drawing power from a microcell in the lockpick’s handle, the nanodrones help manipulate the circuitry interface and circumvent the lock's security protocols, providing a +4 circumstance bonus on Open Lock checks against common electronic locks.
The device comes in a sheath that protects the nanodrones between uses and provides suitable conditions in which they can survive indefinitely. If the user fails to replace the lockpick in this utility sheath, the nanodrones slowly atrophy, dying off within 10 hours. The sheath has a clip to attach it to belts, bandoliers, clothing, and other useful locations.
Nano-Tracker: Bioengineers created the nanotracker to better track subjects without their knowledge. This device employs transponder technology similar to the mini-tagger at a near-microscopic level. Specialized nanodrones infused into a nutrient wax emulate all the functions of an ordinary tracker, with a near-microscopic transmitter that sends coded signals on a predetermined frequency to a corresponding receiver unit that indicates the subject's direction and distance. The nanodrones draw power from the subject's natural bioelectrical field supplemented by microburst batteries in the nutrient slime.
The user applies the tracker with a dropper that deploys the nutrient wax containing the nanodrones. Although it cannot "shoot" the tag over a range, anyone can surreptitiously discharge the dropper on an unsuspecting target with a Sleight of Hand or Dexterity check opposed by the victim's Spot check.
The tracker often appears as a small, slimy blotch of dirt or grime. Nanodrones adapt themselves to change the tag's overall color, shape, and texture to better blend into and adhere to whatever surface they're placed on, so they're more difficult to notice or dislodge. Nano-trackers do not fall off subjects while activethey must be detected and intentionally removed.
Unlike conventional tracers, nano-trackers can be introduced into the subject's food or drink to infiltrate his body. The nutrient wax dissolves in liquid and merges with food, but others can notice it with such spells as detect surveillance. Once the nanodrones enter the subject's body, they adapt to survive in the digestive environment. They form painless cellular hooks that grab hold in the organ most conducive to their survival and the transmission of their signal.
Each nano-tracker comes with a small tracker unit tuned to the transponder's frequency and code. When placed successfully, the device gives characters a +10 circumstance bonus on Search, Survival, or Urban Lore checks (depending on the setting) to track a marked subject.
Given its near-microscopic size, the nano-tracker has a much more limited range than traditional tag devices. The coded transponder has a range of 1 kilometer; if the subject passes out of that range, the bonus no longer applies. The device's internal power source and its bioelectric field transformer can sustain constant transmission for 20 hours.
Safecracker's Kit: This kit can only be purchased by characters with appropriate security credentials or those with contacts in the criminal underworld. The kit includes a variety of power drills, files, clamps, and other tools specially designed for defeating complex mechanical locks. The kit also features a small fiber optic camera that can be inserted into a drilled hole to view the position of tumblers and other lock components. A safecracker's kit grants a +4 circumstance bonus on Open Lock checks against complex mechanical locks, such as combination safe locks.
Sentrette: This miniature sensor and its remote alert unit easily fit within a convenient pocket. The sensor unit consists of a flat box with a retractable, multifaceted sensor dome and a transmitter antenna nub. A stick pad on the back allows it to attach firmly to many surfaces using a combination of magnetic plate, chemical adhesive, and micro-hook fasteners. When activated, scanners within the dome monitor sudden changes in heat, sound, and motion in a 20-foot hemisphere. Significant changes trigger the remote alarm unit, setting off a subtle hum to alert the wearer.
The remote easily clips to clothing or gear, or can sit quietly in a pocket until activated. Users can also set the sensor unit itself to emit a shrill siren to indicate detection of change at the sitethis audio alarm powers off after one minute. Unlike more sophisticated, static sensor systems, the sentrette does not relay specific information on the nature of the change. It simply alerts the user that some unnatural or environmental change has taken place in the region where he placed the sensor. The sentrette's alarm is triggered by sudden sounds nearby or far away, enemies jogging past or avians fluttering across its field, and temperature changes from creatures wandering too close or natural weather events.
Some who trust the sentrette's capabilitiesor place it in an area with a well-controlled environmentjury rig explosives to the integrated audio alarm. Anyone making a Demolitions check (DC 15) and a Use Device check (DC 20) can reconfigure the siren circuitry to ignite an explosive's fuse, detonating a modified grenade, mining charge, or other explosive or security system. Should something set off the sentrette's alarm, the resulting explosion destroys the sensor unit.
To notice the sentrette, a character must make a Search check (DC 25). To pass without setting off the sensor's alarm, one must make a Hide and Move Silently check, each at DC 25. Certain factors might lower this DC, including use of any technology that jams the sensor's electronics, nullifies sound waves, or masks one's body temperature against the area's ambient temperature.
A microcell in the sensor provides enough energy for 10 hours of continuous use, while one microcell powers the remote alert receiver. The sentrette's alert transmitters can broadcast its alarm to the remote unit up to 10 kilometers away.
Signal Jammer: This handheld or belt-clip device generates a random broadband signal designed to reduce the effectiveness of remote sensors and interfere with radio transmissions. It generates broadband white noise and low-level microwave energy, as well as subsonic, infrared, and ultraviolet strobe effects. The signal jammer does not prevent detection, of courseindeed, it makes it a forgone conclusion. However, it can make electronic surveillance of content and detail almost impossible. It can mask conversations, prevent clear holographic recording, and block most imaging technologies, including infrared, ultraviolet, and low-power sonar and radar.
Spike Mat: The mat initially appears as a six-inch by six-inch scrap of folded cloth. When the user releases the restraining strap, the cloth springs open into a five-by-five-foot mat with rigid, barbed needles sticking up from one surface. The spiked side of the cloth consists of a photoreflective surface that mimics the general appearance of the ground beneath it, making it difficult to spot even in adequate lighting conditions. Characters must make a Search check (DC 20) to notice the mat. Even if a character does notice the mat, he must make a Reflex save (DC 15) to avoid it if he is charging or running.
The concentration pattern of the needles ensures that anyone stepping on the mat hits at least one. The two-inch spikes penetrate most footwear with natural or synthetic soles worn by Small or larger creatures. Metal soles used in magnetic boots, exoskeletons, and hardsuits simply crush the needles beneath their weight. The spike mat deals 1 point of piercing damage to anyone stepping on it without thick or metallic footwear. The injured foot also halves the victim's speed for one day or until the wound receives treatment with a Heal check (DC 15) or at least 1 point of magical healing. Those injured must immediately stop after stepping on a spike mat; as the victim withdraws his foot, the barbed needles pull the mat up, hindering further movement.
Some users simply release the restraining strap and toss the mat behind them as they fleethe cloth springs open and lands spike-side-up thanks to subtle weights. Others prefer to spend more time cautiously setting the mat as part of an elaborate trap. In these cases the mat sits beyond a tripwire or other device intended to make pursuers stumble and fall onto the needles. Anyone who falls onto the mat receives 1d4 points of piercing damage.
Tackclay: This substance is a versatile tool. It consists of mimetic materials that can change their form and composition. A cheap interface to a datapad allows a character to control the clay. Chips costing 10 credits can be imbedded in tackclay. The chip can change the clay in response to sounds, environment, or a timer. With a receiver, the chip can set the clay in response to a signal.
Tackclay normally has the consistency of modeling clay. It can take an imprint without sticking. It can become sticky, ranging from slight to very strong adhesion. It can have a hardness up to 8, becoming almost as strong as iron. In the hands of a skilled user, it can be used as tape, handcuffs, or a patchkit. Tackclay may be helpful in situations where equipment is needed, subject to DM approval. A character could make crude climbing gear out of tackclay, for instance, but the bonus gained from these improvised applications should never match those provided by appropriate gear.
The price listed is per pound of clay. The clay can be combined or divided as desired and functions equally well in most environments. Extreme heat will degrade the clay, though it is not flammable. Tackclay has 4 hit points per pound.
Thornhedge Seed: An elven biotechnical conglomerate engineered the thornhedge seed as a rapid-deployment defensive obstacle. The seed itself looks like a half-foot-long gourd the width of a burly forearm. To activate it, the user aligns the seed's length with the axis along which he wants the hedge to grow and presses the activation nub. Drawing from internal nutrient reservoirs, the seed bursts and grows at a phenomenal rate. Within three rounds the seed grows into a thorny hedge five feet deep, five feet high, and 10 feet long. Roots anchor the plant to any available surface; although soil is ideal, the plant's roots find their way into rock, weave around metal fixtures, and even produce a mild adhesive sap to cling to completely flat deck plates. Thornhedges deployed side-by-side interweave their branches and roots where they meet, allowing users to grow a small defensive enclosure with enough seeds.
This passive bioweapon offers a small degree of protection, but also slows pursuers and deters enemies passing through the area. Anyone crouching behind the thornhedge gains three-quarters concealment (with a 30% miss chance). The hedge serves as a heavy obstruction (thick undergrowth) against ground vehicles trying to pass through it; they suffer x1/2 movement penalty and a –4 maneuver penalty when attempting to negotiate the bush. The elves engineered the thornhedge with fire resistant composition: It won't catch fire if hit by casual weapon blasts but still burns if enemies intentionally set the bush on fire.
The hedge presents a formidable obstacle for personnel. Anyone attempting to pass through the thorny thicket must make a Reflex save (DC 25). Success means the person picks his way through the tangle to the other side with minimal tearing to clothes, gear, and skin. Failure, however, ensnares the character in the twisted thorny branches that catch on every surface. Anyone entangled in the brush on the failed Reflex save takes 1d2 points of damage each round. If they do not make an additional Will save (DC 12) to maintain their composure, they also add their Strength bonus to this damage. Ensnared creatures must make a Reflex save (DC 15) to extricate themselves (or a DC 10 Reflex save if a companion assists them). If this save fails, the entangled character takes damage a second round; the DC for each save also rises by +1 every round he remains stuck in the hedge. Each thornhedge branch has 4 hit points for purposes of hacking through the entanglement, though one must cut at least 5d4 branches to effect a relatively unhindered passage through the hedge.
Elven mercenaries favor passive bioweapons like the thornhedge. They use the seeds to quickly reinforce defensive positions or cover their avenue of retreat. After action, the hedges grow naturally in favorable environments or shrivel up over time without proper nutrients and firm soil. One can obtain the seeds from elven weaponsmiths.
Vocoder: This device is sometimes surgically implanted, but the more popular version is a thin membrane that adheres to the throat. It requires a nearby microcell, using a short-range port to draw power. A vocoder alters the tone, pitch, timber, and other characteristics of the user's voice. Languages that may be difficult to pronounce can be spoken easily with this device. Vocoders may also be used to disguise a voice. This grants a +10 circumstance on Disguise checks specifically relating to vocal qualities and recognition.
Networking the device to specialized programs on a datapad can greatly increase its capabilities. There are several programs that layer vocal patterns with suggestive resonance, granting a +4 circumstance bonus on skills for which the program is designed. Programs exist for Bluff, Diplomacy, Intimidate, and Perform (when applied to singing or oration). This effect is fairly easy to detect through surveillance equipment or analysis software.
