I have spent a couple of months slowly giving the yearblog entries some much needed editing. Now that that has been done, I have compiled a new pdf with the edited entries.
You can view and/or download it here.
Showing posts with label Eclipse Phase. Show all posts
Showing posts with label Eclipse Phase. Show all posts
Friday, May 25, 2018
Sunday, November 1, 2015
305. Engorged-with-Wealth
Engorged-with-Wealth is the one of oldest residents of Ceres, and certainly the oldest neo-cetacean. He predates the rise of the Hidden Concern, and has run the same protection racket for decades. Relations between Engorged and the Hidden Concern are cold and professional, with the latter tolerating the business and territory of the former in exchange for a percentage.
His primary means of enforcing payment is by threat of being devoured. His digestive system has been substantially retrofitted, with BTX2-laced saliva and a powerfully muscular stomach capable of rapidly flooding itself with acid, like a crocodiles. Any biomorph can be swallowed whole, with cybernetics and stacks simply regurgitated and all else dissolved. His gaping mouth suddenly engulfing them out of the darkness is the last thing many defaulters have seen.
Engorged also has a cult following as a singer. While traveling from settlement to settlement collecting payments he also almost constantly singing, improvising long, deep dirges that remind many of gregorian chant.
Mechanics
Morph: Neo-Whale
Motivation: +Wealth +Survival -Law and Order
COG 15 COO 20 INT 20 REF 20 SAV 15 SOM 25 WIL 15
MOX - INIT 9 SPD 1 LUC 30 TT 6 IR 60 DUR 100 WT 20 DR 150
Active Skills: Deception 45, Fray 75, Infiltration 83, Intimidation 78, Networking: Autonomists 45, Networking: Criminals 68, Palming 50, Perception 60, Scrounging 40, Swimming 90, Unarmed Combat 85
Knowledge Skills: Academics: Genetics 50, Academics: Psychology 50, Art: Singing 50, Interest: Criminal Groups 50, Interest: Music 60, Interest: Music 60, Interest: Rumors 60, Interest: Uplift Clades 60, Language: English (Native) 90, Profession: Loan Shark 50
Ego Traits: Anomalous Mind, Heightened Instinct, Social Stigma
Reputation: g-rep 75
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Crocodile Stomach (treat as Digestive Symbiotes), Drug Gland (BTX2), Echolocation, Enhanced Hearing, Enhanced Smell, Gill, Hydrostatic Pressure Adaptation, Temperature Tolerance (Improved Cold), Toxin Filters
His primary means of enforcing payment is by threat of being devoured. His digestive system has been substantially retrofitted, with BTX2-laced saliva and a powerfully muscular stomach capable of rapidly flooding itself with acid, like a crocodiles. Any biomorph can be swallowed whole, with cybernetics and stacks simply regurgitated and all else dissolved. His gaping mouth suddenly engulfing them out of the darkness is the last thing many defaulters have seen.
Engorged also has a cult following as a singer. While traveling from settlement to settlement collecting payments he also almost constantly singing, improvising long, deep dirges that remind many of gregorian chant.
Mechanics
Morph: Neo-Whale
Motivation: +Wealth +Survival -Law and Order
COG 15 COO 20 INT 20 REF 20 SAV 15 SOM 25 WIL 15
MOX - INIT 9 SPD 1 LUC 30 TT 6 IR 60 DUR 100 WT 20 DR 150
Active Skills: Deception 45, Fray 75, Infiltration 83, Intimidation 78, Networking: Autonomists 45, Networking: Criminals 68, Palming 50, Perception 60, Scrounging 40, Swimming 90, Unarmed Combat 85
Knowledge Skills: Academics: Genetics 50, Academics: Psychology 50, Art: Singing 50, Interest: Criminal Groups 50, Interest: Music 60, Interest: Music 60, Interest: Rumors 60, Interest: Uplift Clades 60, Language: English (Native) 90, Profession: Loan Shark 50
Ego Traits: Anomalous Mind, Heightened Instinct, Social Stigma
Reputation: g-rep 75
Implants: Basic Biomods, Basic Mesh Inserts, Cortical Stack, Crocodile Stomach (treat as Digestive Symbiotes), Drug Gland (BTX2), Echolocation, Enhanced Hearing, Enhanced Smell, Gill, Hydrostatic Pressure Adaptation, Temperature Tolerance (Improved Cold), Toxin Filters
Saturday, October 31, 2015
304. Crash
The obsession of many racers, gamers, griefers and pyromaniacs, Crash is an unreal world designed for impossible stunts, sports and spectacles.
The physics of Crash are essentially realistic, but adjusted. Explosions are easily caused and overly dramatic, everything is brighter, colors are over-saturated, everything is capable of going faster and jumping farther than would actually be possible, and there are many other tweaks.
Crash has official systems to support races, duels, and battles, as well as many vehicle and/or weapon based sports, such as truck-rugby, sniper-chess, and mortar-tag. A majority of the activity, however, has always been unstructured. Players are fond of exploring, arranging elaborate pranks, creating and then destroying grand pieces of architecture, and playing their own improvised games.
The physics of Crash are essentially realistic, but adjusted. Explosions are easily caused and overly dramatic, everything is brighter, colors are over-saturated, everything is capable of going faster and jumping farther than would actually be possible, and there are many other tweaks.
Crash has official systems to support races, duels, and battles, as well as many vehicle and/or weapon based sports, such as truck-rugby, sniper-chess, and mortar-tag. A majority of the activity, however, has always been unstructured. Players are fond of exploring, arranging elaborate pranks, creating and then destroying grand pieces of architecture, and playing their own improvised games.
Friday, October 30, 2015
303. Timey-Wimey
Timey-Wimey is a chemical drug designed to interfere with a users sense of time. While on the drug, users have no direct sense of time passing, and can only guess based on external cues. For this reason, they can easily find themselves entranced by any rhythmic, looping patterns, often stopping to stare until the drug runs its course.
There have been experiments using the drug as a short-term version of deja-vu, but without success, as the drug destroys the focus of its users.
Mechanics
Timey-Wimey is a chemical drug [Low]
Type: Chem Application: O Duration: 6 hours Addiction Modifier: - Addiction Type: Mental
There have been experiments using the drug as a short-term version of deja-vu, but without success, as the drug destroys the focus of its users.
Mechanics
Timey-Wimey is a chemical drug [Low]
Type: Chem Application: O Duration: 6 hours Addiction Modifier: - Addiction Type: Mental
Thursday, October 29, 2015
302. Boomfruit
At some point in time, someone attempted to grow explosive fruit. Perhaps they imagined an orchard of grenades, tuber minefield, or simply a cheap source of explosives. The remnants of the project, and its greatest apparent success are the boomfruit.
Boomfruit are not very dangerous, and takes real creativity to kill someone with one. They are essentially large tomatoes designed to produce nitroglycerin in addition to its normal juices. A typical boomfruit contains just enough to pop dramatically on any hard impact. They are popular at protests, concerts, and public appearances, but most security will have been specifically trained to look out for them.
Boomfruit are not very dangerous, and takes real creativity to kill someone with one. They are essentially large tomatoes designed to produce nitroglycerin in addition to its normal juices. A typical boomfruit contains just enough to pop dramatically on any hard impact. They are popular at protests, concerts, and public appearances, but most security will have been specifically trained to look out for them.
Wednesday, October 28, 2015
301. Exile
Transhumanity may seem spoiled for choice when it comes to criminal justice, with innovations such as psychosurgery, minders, and freemen morphs, but ethics and politics complicates most situations.
Psychosurgery can alter many of the traits that lead to criminal behavior, and while many justice systems allow for voluntary treatment as a form of rehabilitation, involuntary editing is a powerful taboo. Post-singularity technology makes secure physical imprisonment difficult, and on most habitats it is seen as a waste of resources. Egos could be paused and stored as a form of imprisonment, but this seems like dodging the issue by palming it off to an unknown future.
The most used forms of punishment are restitution and exile. Restitution is not always enough, and societies that send their criminals to other habitats don't make many friends, and so some of the groups fond of that option have created Exile.
Exile is a simulspace server in an isolated main-belt orbit. Those whose societies no longer want them, and would otherwise have only debt, imprisonment, or editing to choose from, can volunteer to be uploaded there in lieu of other punishments. Each prisoner is given a portion of Exile's processing cycles and loaded into a simulspace under their sole control, sufficient for satisfying realism. Prisoners can link their simulations to socialize, try create their perfect life, or request therapy and/or psychosurgery for rehabilitation and eventual release.
Psychosurgery can alter many of the traits that lead to criminal behavior, and while many justice systems allow for voluntary treatment as a form of rehabilitation, involuntary editing is a powerful taboo. Post-singularity technology makes secure physical imprisonment difficult, and on most habitats it is seen as a waste of resources. Egos could be paused and stored as a form of imprisonment, but this seems like dodging the issue by palming it off to an unknown future.
The most used forms of punishment are restitution and exile. Restitution is not always enough, and societies that send their criminals to other habitats don't make many friends, and so some of the groups fond of that option have created Exile.
Exile is a simulspace server in an isolated main-belt orbit. Those whose societies no longer want them, and would otherwise have only debt, imprisonment, or editing to choose from, can volunteer to be uploaded there in lieu of other punishments. Each prisoner is given a portion of Exile's processing cycles and loaded into a simulspace under their sole control, sufficient for satisfying realism. Prisoners can link their simulations to socialize, try create their perfect life, or request therapy and/or psychosurgery for rehabilitation and eventual release.
Tuesday, October 27, 2015
300. Peace is Everyone's Responsibility
Peace is Everyone's Responsibility is one of the Planetary Consortium's largest charities, known for the large amounts of funding it receives from the hyperelite. It focuses on social influence and control, with the goal of maintaining the status quo under the guise of peace-keeping.
The bulk of the organizations efforts are focused on memetic engineering. The value of stability and order are emphasized, as are the risks of change and social progress. Problems among the autonomists are stressed, and problems among the Consortium downplayed.
One of their most successful program has been their introduction of sousveillance. Of course the hyperelite are not actually in favor of sousveillance, the program encourages citizens to inform on each other. This has been source of friction with the Planetary Consortium, who do not like busybodies "helping" local law enforcement.
Plot Hook: Occasionally the charity takes direct action. The PCs are hired to infiltrate an anarchist sympathy group and wipe their files.
The bulk of the organizations efforts are focused on memetic engineering. The value of stability and order are emphasized, as are the risks of change and social progress. Problems among the autonomists are stressed, and problems among the Consortium downplayed.
One of their most successful program has been their introduction of sousveillance. Of course the hyperelite are not actually in favor of sousveillance, the program encourages citizens to inform on each other. This has been source of friction with the Planetary Consortium, who do not like busybodies "helping" local law enforcement.
Plot Hook: Occasionally the charity takes direct action. The PCs are hired to infiltrate an anarchist sympathy group and wipe their files.
Monday, October 26, 2015
299. Planetary Convention
Immortality and compound interest are a powerful combination. Wealth and power begets wealth and power, and immortality allowed a select few to take advantage of this process as never before. This was the birth of the hyperelite, those whose wealth represented a significant fraction of the global economy, and seemed to own a part of every business and political body.
The Fall shattered this system just as it did to everything else, yet the hyperelite were not destroyed. Many of the hyperelite were already on Luna or Mars, where they could live as they liked, removed from Earth's laws, traditions, and taxes. Those on Earth were able to evacuate as they pleased, buying spaceports and farcasting facilities if necessary. The only hyperelite who died on Earth were those who were simply too stubborn to consider leaving.
Earth and all its institutions were dead. The hyperelite lost less than most, but their position was threatened. They had, however, funded or owned much of the colonization projects of Luna and Mars, giving them easy access to power in those places. In the traumatized post-Fall atmosphere gaining influence was not difficult, although many hyperelite still shied away from positions of formal power. As the situation stabilized, a number of conversations occurred that would lead to the creation of the Convention.
The Convention is not a government, but a treaty, establishing an economic zone of free trade, expansive property rights, and strict intellectual property laws, as well as a system of courts to adjudicate on matters falling under the treaty. The Convention courts have the authority to overrule local governments that contradict the treaty, although that has never actually happened.
Hyperelite control over Convention members is strong, but obscured. Power is exercised mostly through ownership of great conglomerate companies, who in total own or have some part in every substantial piece of economic activity. Make no mistake, however, although political power is secondary but it is still substantial.
Notes: The Planetary Convention is an alternative to the Planetary Consortium, replacing the hypercorps with ancient hyperelite gerentocrats.
The Fall shattered this system just as it did to everything else, yet the hyperelite were not destroyed. Many of the hyperelite were already on Luna or Mars, where they could live as they liked, removed from Earth's laws, traditions, and taxes. Those on Earth were able to evacuate as they pleased, buying spaceports and farcasting facilities if necessary. The only hyperelite who died on Earth were those who were simply too stubborn to consider leaving.
Earth and all its institutions were dead. The hyperelite lost less than most, but their position was threatened. They had, however, funded or owned much of the colonization projects of Luna and Mars, giving them easy access to power in those places. In the traumatized post-Fall atmosphere gaining influence was not difficult, although many hyperelite still shied away from positions of formal power. As the situation stabilized, a number of conversations occurred that would lead to the creation of the Convention.
The Convention is not a government, but a treaty, establishing an economic zone of free trade, expansive property rights, and strict intellectual property laws, as well as a system of courts to adjudicate on matters falling under the treaty. The Convention courts have the authority to overrule local governments that contradict the treaty, although that has never actually happened.
Hyperelite control over Convention members is strong, but obscured. Power is exercised mostly through ownership of great conglomerate companies, who in total own or have some part in every substantial piece of economic activity. Make no mistake, however, although political power is secondary but it is still substantial.
Notes: The Planetary Convention is an alternative to the Planetary Consortium, replacing the hypercorps with ancient hyperelite gerentocrats.
Sunday, October 25, 2015
298. Predator Trance
An offshoot of preliminary research into the uplifting of cats, a predator trance is the induction of a focused, high empathy, low sympathy state. While under a trance, users can study potential targets with virtually endless patience, building an understanding of their patterns of behavior and thought. This focus and study gives a small but significant edge in altercations. Users become disconcerting during the trance, not bothering to hide their intent from anyone other than their target.
The effectiveness of a trance depends partially on how similar the target is to the user. The more similar the target, the more accurate a mental model can be built. As a general rule humans, human-like AGIs and neo-hominids are compatible, but neo-avians, octopuses and neo-cetaceans are compatible only with others of the same kind.
Mechanics
A predator node is bioware [High]
When activated, a predator trance eliminates negative situational modifiers from distraction, increases kinesics against studied targets by +10, and attacks against studied targets by +10.
The effectiveness of a trance depends partially on how similar the target is to the user. The more similar the target, the more accurate a mental model can be built. As a general rule humans, human-like AGIs and neo-hominids are compatible, but neo-avians, octopuses and neo-cetaceans are compatible only with others of the same kind.
Mechanics
A predator node is bioware [High]
When activated, a predator trance eliminates negative situational modifiers from distraction, increases kinesics against studied targets by +10, and attacks against studied targets by +10.
Saturday, October 24, 2015
297. Super-Brains
Fear of their potential power has pushed seed AI development along unusual lines. No one can ever be sure that their clever inhibitors and blocks will not be overcome by a burgeoning transcendent mind. Limitations must be as inherent and fundamental to its nature as possible to be trusted. For this reason a great deal of work is done trying to develop the most intransigently inefficient systems possible.
One of the old standbys, neglected before the Fall but now being cautiously explored, are biological super-brains. Compared to the digital, biology has a host of disadvantages when it comes to hosting a mind. It requires more space per functional unit, has a slower signal, and even needs food. Even with nanomedicine, the volume of brain matter that can be sustained is not much larger than a human body.
As the size of any brain increases, the time required for a signal to go from one end to another also increases, limiting its integration with itself. Depending on the brain's structure, this results in either a typical conscious mind with greatly expanded subconscious functions, or a loose gestalt, with smooth gradients between consciousnesses.
The only current living example of a super-brain of brain is Jerry, located in a special bunker on Luna. Jerry is one of the first kind, an essentially human mind with an immensely powerful subconscious. Despite being human-like, Jerry lives a necessarily unusual life. He spends the majority of his time asleep, when the signal delays between sections of his brain seem to be less important, and he can mull over questions posed to him when awake. In his waking hours he spends most of his time browsing the mesh, watching all forms of entertainment and eschewing intellectual pursuits.
Plot Hook: Jerry's handlers are pleased at his lack of ambition and use in giving reasonable answers to odd questions, but the project is considered a minor failure nonetheless. To make up for budget shortfalls, they have begun hiring out his dreaming to the highest bidder. PCs can pay for Jerry to give an answer to any question, although they may not understand his answer.
One of the old standbys, neglected before the Fall but now being cautiously explored, are biological super-brains. Compared to the digital, biology has a host of disadvantages when it comes to hosting a mind. It requires more space per functional unit, has a slower signal, and even needs food. Even with nanomedicine, the volume of brain matter that can be sustained is not much larger than a human body.
As the size of any brain increases, the time required for a signal to go from one end to another also increases, limiting its integration with itself. Depending on the brain's structure, this results in either a typical conscious mind with greatly expanded subconscious functions, or a loose gestalt, with smooth gradients between consciousnesses.
The only current living example of a super-brain of brain is Jerry, located in a special bunker on Luna. Jerry is one of the first kind, an essentially human mind with an immensely powerful subconscious. Despite being human-like, Jerry lives a necessarily unusual life. He spends the majority of his time asleep, when the signal delays between sections of his brain seem to be less important, and he can mull over questions posed to him when awake. In his waking hours he spends most of his time browsing the mesh, watching all forms of entertainment and eschewing intellectual pursuits.
Plot Hook: Jerry's handlers are pleased at his lack of ambition and use in giving reasonable answers to odd questions, but the project is considered a minor failure nonetheless. To make up for budget shortfalls, they have begun hiring out his dreaming to the highest bidder. PCs can pay for Jerry to give an answer to any question, although they may not understand his answer.
Friday, October 23, 2015
296. Cloisters
Cloisters are engineered plants, designed to filter airborne material and store them in tubers. The tubers can then be dug up and fed to fabricators as feedstock. Most of the plants are engineered from legumes, with different types of symbiotic bacteria made to sequester different chemicals.
These days there are many varieties of nanotech systems that can do their job better, but the plants can still be found in the Jovian Republic and wherever someone decides that an ornamental plant might as well do something useful.
These days there are many varieties of nanotech systems that can do their job better, but the plants can still be found in the Jovian Republic and wherever someone decides that an ornamental plant might as well do something useful.
Thursday, October 22, 2015
295. Bad Can
Shortstop was a classic O'Neill Cylinder, set in a long cycling orbit between Earth and Mars. The permanent population was less than 10% of residents, with the majority at any given time using the station as a long but comfortable means of travel between the two planets. The station was halfway on its way to Earth during the Fall, after which nothing has been heard from it and no one has returned from it.
Plot Hook: Density-scans of the station reveal that while synthetic items are all intact, biomass has been converted into a heterogeneous tissue evenly coating the interior. The leading hypothesis is that a crèche infestation has converted all biological life. Firewall will need a team to investigate, as well as retrieve information from intact systems.
Plot Hook: Shortstop's population was annihilated by a TITAN nanoplague that devours transhuman brains and cyberbrains, a plague that still waits within. Without a transhuman presence the gardens and pets have taken over, creating a new ecology of smart animals and modified plants. The orbit of the station is degrading and it will soon fall to Mars. The Planetary Consortium will reward handsomely anyone who can avert this.
Plot Hook: A massive hole was blown in one of the windows and the station's atmosphere was lost within seconds. Most of the station is preserved, including automated defenses. Even the plants remain, desiccated and leafless but with perfectly preserved stems, trunks, and branches. A Fall war criminal has hidden himself here, a large bounty will be awarded to whomever can kill or capture him.
Plot Hook: Density-scans of the station reveal that while synthetic items are all intact, biomass has been converted into a heterogeneous tissue evenly coating the interior. The leading hypothesis is that a crèche infestation has converted all biological life. Firewall will need a team to investigate, as well as retrieve information from intact systems.
Plot Hook: Shortstop's population was annihilated by a TITAN nanoplague that devours transhuman brains and cyberbrains, a plague that still waits within. Without a transhuman presence the gardens and pets have taken over, creating a new ecology of smart animals and modified plants. The orbit of the station is degrading and it will soon fall to Mars. The Planetary Consortium will reward handsomely anyone who can avert this.
Plot Hook: A massive hole was blown in one of the windows and the station's atmosphere was lost within seconds. Most of the station is preserved, including automated defenses. Even the plants remain, desiccated and leafless but with perfectly preserved stems, trunks, and branches. A Fall war criminal has hidden himself here, a large bounty will be awarded to whomever can kill or capture him.
Wednesday, October 21, 2015
294. EXS Dr. Tannhauser-Shen
The EXS Dr. Tannhauser-Shen is a spacecraft with no captain or crew. Custom built for one owner, the craft is a morph as much as a ship. It is occupied by Dr. Tannhauser-Shen, the AGI resulting from the experimental merge of professors Tannhauser and Shen. The two have since had a falling-out, with Tannhauser remaining on Mars and Shen emigrating to Titan. Tannhauser-Shen was built for the ship, and the ship for Tannhauser-Shen, and the two have been one and the same since their union.
Registered out of Extropia, EXS Dr. Tannhauser-Shen is constantly on the move, taking on jobs requiring fast couriers and doing some smuggling on the side. Tannhauser-Shen will take almost any job for sufficient compensation, or if the job provides a smuggling opportunity. Firewall has occasionally made use of its services, as while it is not a member, its discretion and speed are unmatched.
Even now, a not only automated but inhabited ship can be off-putting for some passengers, so Tannhasuer-Shen has made it a habit to talk to itself, describing what it is doing so passengers feel up-to-date and are not surprised by any maintenance armatures. Otherwise, it is reclusive, communicating with most of the rest of transhumanity only through negotiations and contracts.
Mechanics
Morph: *
Motivations:
COG 20 COO 15 INT 10 REF 20 SAV 15 SOM 15 WIL 15
MOX - INIT 7 SPD 2 LUC 30 TT 6 IR 60 DUR * WT * DR *
Active Skills: Flight 45, Free Fall 40, Hardware: Aerospace 50, Hardware: Electronics 60, Hardware: Robotics 75, Infosec 60, Interfacing 80, Kinesics 45, Networking: Autonomists 55, Networking: Hypercorps 55, Persuasion 63, Pilot: Spacecraft 75, Programming 65, Research 50
Knowledge Skills: Academics: Astrophysics 60, Academics: Economics 60, Art: Architecture 40, Interest: Black Markets 50, Interest; Cutting-Edge Technology 60, Language: English (native) 80, Profession: Asteroid Prospecting 50, Profession: Smuggling 65, Profession: Spacecraft Systems 60
Reputation: @-rep 50
Implants: *
*EXS Dr. Tannhasuer-Shen embodies a ship, not a morph. Ships do not have stats, so some are missing and others, such as physical attributes, are given only for the purpose of resleeving.
Registered out of Extropia, EXS Dr. Tannhauser-Shen is constantly on the move, taking on jobs requiring fast couriers and doing some smuggling on the side. Tannhauser-Shen will take almost any job for sufficient compensation, or if the job provides a smuggling opportunity. Firewall has occasionally made use of its services, as while it is not a member, its discretion and speed are unmatched.
Even now, a not only automated but inhabited ship can be off-putting for some passengers, so Tannhasuer-Shen has made it a habit to talk to itself, describing what it is doing so passengers feel up-to-date and are not surprised by any maintenance armatures. Otherwise, it is reclusive, communicating with most of the rest of transhumanity only through negotiations and contracts.
Mechanics
Morph: *
Motivations:
COG 20 COO 15 INT 10 REF 20 SAV 15 SOM 15 WIL 15
MOX - INIT 7 SPD 2 LUC 30 TT 6 IR 60 DUR * WT * DR *
Active Skills: Flight 45, Free Fall 40, Hardware: Aerospace 50, Hardware: Electronics 60, Hardware: Robotics 75, Infosec 60, Interfacing 80, Kinesics 45, Networking: Autonomists 55, Networking: Hypercorps 55, Persuasion 63, Pilot: Spacecraft 75, Programming 65, Research 50
Knowledge Skills: Academics: Astrophysics 60, Academics: Economics 60, Art: Architecture 40, Interest: Black Markets 50, Interest; Cutting-Edge Technology 60, Language: English (native) 80, Profession: Asteroid Prospecting 50, Profession: Smuggling 65, Profession: Spacecraft Systems 60
Reputation: @-rep 50
Implants: *
*EXS Dr. Tannhasuer-Shen embodies a ship, not a morph. Ships do not have stats, so some are missing and others, such as physical attributes, are given only for the purpose of resleeving.
Tuesday, October 20, 2015
293. Moochers
Throughout the system, in both the old and new economies, mooching is one of the most frightening of crimes. Moochers are parasites, implanting themselves into people's lives for as long as possible and feeding on their resources, and the terrifying truth is that you can't ever be sure when its happening.
There are two methods. By far the most common is to take the place of someone who actually exists, usually a reasonably distant relative. The usual method is to create a predictive profile, use it as the basis for psychosurgery turning yourself into a reasonable imitator, either discretely assassinate them or arrange for them to be out of contact, then step into their place.
The much more difficult method is to create a relation out of whole cloth. This requires creating a fake identity and supporting evidence such as social networking, and psychosurgically implanting the appropriate memories into the target, and usually many others. Creation of an identity capable of fooling someone while maintaining a false relationship is a very difficult piece of forgery. No public proof exists of this having ever actually been done, but rumors abound that such and such person is completely fake, created by Anarchist/Consortium/Jovian agents.
The extent to which these crimes actually exist is debatable. Their very nature means it is difficult to determine when one is occurring, and often when one has occurred. There have been only eleven proven cases, none of which lasted longer than two weeks. The social networked, sousveillance societies of modern transhumanity make it a virtually impossible crime in most places.
Plot Hook: One of the PCs has an old friend. At least, they have memories of them being a friend, as well as videos, photographs, chat logs and mutual friends, but what does that prove, really?
There are two methods. By far the most common is to take the place of someone who actually exists, usually a reasonably distant relative. The usual method is to create a predictive profile, use it as the basis for psychosurgery turning yourself into a reasonable imitator, either discretely assassinate them or arrange for them to be out of contact, then step into their place.
The much more difficult method is to create a relation out of whole cloth. This requires creating a fake identity and supporting evidence such as social networking, and psychosurgically implanting the appropriate memories into the target, and usually many others. Creation of an identity capable of fooling someone while maintaining a false relationship is a very difficult piece of forgery. No public proof exists of this having ever actually been done, but rumors abound that such and such person is completely fake, created by Anarchist/Consortium/Jovian agents.
The extent to which these crimes actually exist is debatable. Their very nature means it is difficult to determine when one is occurring, and often when one has occurred. There have been only eleven proven cases, none of which lasted longer than two weeks. The social networked, sousveillance societies of modern transhumanity make it a virtually impossible crime in most places.
Plot Hook: One of the PCs has an old friend. At least, they have memories of them being a friend, as well as videos, photographs, chat logs and mutual friends, but what does that prove, really?
Monday, October 19, 2015
292. Designer Qualia
Research into sensation never fails to draw funding from the entertainment and hedonism industries, so it is perhaps surprising that the field's holy grail, full manipulation, took so long to achieve. The necessary psychosurgical techniques have proved almost as difficult to perform as they were to develop. Combine that with high demand, and its easy to see why the prices for these procedures runs very high.
The most common tweaks are based around pain and pleasure. Soldiers often choose to have their sense of pain minimized, maintaining it for safety but at a merely uncomfortable level. Hedonists experiment by swapping feelings between stimuli, or experiencing the formally unpleasant as pleasurable.
Mechanics
Designer qualia are installed as a psychosurgical procedure [High].
Timeframe: 1 week
PM: -10
SV: 1d10/2
Designer qualia can have many in-game effects, such as granting the High Pain Tolerance trait.
The most common tweaks are based around pain and pleasure. Soldiers often choose to have their sense of pain minimized, maintaining it for safety but at a merely uncomfortable level. Hedonists experiment by swapping feelings between stimuli, or experiencing the formally unpleasant as pleasurable.
Mechanics
Designer qualia are installed as a psychosurgical procedure [High].
Timeframe: 1 week
PM: -10
SV: 1d10/2
Designer qualia can have many in-game effects, such as granting the High Pain Tolerance trait.
Sunday, October 18, 2015
291. Asshole Geese
Geese have been used as watchdogs throughout history, being both territorial and loud. Asshole geese are genetically engineered to excel in this role. They are smaller than natural geese, yet louder. They cannot be hacked, seem to have no fear, and are never expected.
Their biggest problem is their inability to discriminate between threats, trespassers, and distractions. A great deal of research into the minds of geese has been done trying to solve this problem, but only minor improvements have been possible. An asshole goose will begin hissing at and attacking anyone it doesn't recognize, as well as any other animals, uplifts, synths and robots.
It is common for bold colors to be engineered into their plumage, most often often blue and red in addition to the more natural black or white.
Mechanics
Asshole geese are smart animals [Low]
COG 5 COO 20 INT 15 REF 20 SAV 5 SOM 10 WIL 10
Skills: Freerunning 50, Fray 30, Infiltration 30, Perception 60, Unarmed Combat 30
Enhancements: Enhanced Vision, Enhanced Hearing
Movement Rate: 4/40
Their biggest problem is their inability to discriminate between threats, trespassers, and distractions. A great deal of research into the minds of geese has been done trying to solve this problem, but only minor improvements have been possible. An asshole goose will begin hissing at and attacking anyone it doesn't recognize, as well as any other animals, uplifts, synths and robots.
It is common for bold colors to be engineered into their plumage, most often often blue and red in addition to the more natural black or white.
Mechanics
COG 5 COO 20 INT 15 REF 20 SAV 5 SOM 10 WIL 10
INIT 7 SPD 1 DUR 15 WT 3 DR 23 LUC 23 TT 4 IR 40
Skills: Freerunning 50, Fray 30, Infiltration 30, Perception 60, Unarmed Combat 30
Enhancements: Enhanced Vision, Enhanced Hearing
Movement Rate: 4/40
Saturday, October 17, 2015
290. Rise and Shine
Rise and Shine! is a consumer brand of designer amphetamine. The drug locks the brain into a state of awake alertness, with a small secondary effect of easy focus. The drug has been carefully designed to have minimal side-effects, but sustained use will inevitably disrupt sleep patterns. Time spent awake can be lengthened by taking doses in sequence, but the mental effects of sleep deprivation will begin to appear even if the user does not feel tired, up to and including dream-like hallucinations.
Operating heavy equipment while on Rise and Shine! is discourage as users usually fall asleep within seconds of the drug wearing off.
Mechanics
Rise and Shine! is a chemical drug [Trivial]
Type: Chem Application: O Duration: (72 - SOM) hours Addiction Modifier: +10 Addiction Type: Mental
Operating heavy equipment while on Rise and Shine! is discourage as users usually fall asleep within seconds of the drug wearing off.
Mechanics
Rise and Shine! is a chemical drug [Trivial]
Type: Chem Application: O Duration: (72 - SOM) hours Addiction Modifier: +10 Addiction Type: Mental
Friday, October 16, 2015
289. Pulse Gun
The gun produces a brief but intense broad-spectrum electromagnetic pulse, powerful enough to cause burns on flesh in addition to playing havoc with electronics. Very little transhuman tech is actually vulnerable to EMPs, but radio signals and nanobots are inherently open to these attacks. The pulse is focused into a tight 10° arc in front of the weapon, with the power of the pulse falling off according to the inverse-square law.
Pulse guns are banned in many habitats due to their special capacity for indiscriminate destruction of people and equipment. They also have an unfortunate tendency to burn themselves out with their own pulse.
Mechanics
Pulse guns are wielded with the Spray Weapons skill.
Pulse Gun [High] DV: * Average: * AP: * Firing Modes: SS Ammo: 1
Ranges: Short 0 - 10 Medium 11 - 30 Long 31 - 70 Extreme 71 - 150
*Effect depends on range. At extreme ranges the pulse disrupts radio signals. At long ranges the pulse also does 2d10 + 5 damage against nanoswarms, and inflicts a -10 modifier to all tests. At medium ranges it acts as a microwave agonizer. At short ranges it acts as a microwave agonizer set to roast.
On a critical failure, the pulse gun has burned itself out, and can no longer be used.
Pulse guns are banned in many habitats due to their special capacity for indiscriminate destruction of people and equipment. They also have an unfortunate tendency to burn themselves out with their own pulse.
Mechanics
Pulse guns are wielded with the Spray Weapons skill.
Pulse Gun [High] DV: * Average: * AP: * Firing Modes: SS Ammo: 1
Ranges: Short 0 - 10 Medium 11 - 30 Long 31 - 70 Extreme 71 - 150
*Effect depends on range. At extreme ranges the pulse disrupts radio signals. At long ranges the pulse also does 2d10 + 5 damage against nanoswarms, and inflicts a -10 modifier to all tests. At medium ranges it acts as a microwave agonizer. At short ranges it acts as a microwave agonizer set to roast.
On a critical failure, the pulse gun has burned itself out, and can no longer be used.
Thursday, October 15, 2015
288. Architect Ants
Architect ants were the brainchild of precocious roboticist Gi Young. An experiment in emergent behavior and programming, they were designed to autonomously create cave-complexes suited for transhuman life. During the Fall Young was killed, his startup company dispersed, and control of the ants was lost.
Since the Fall the ants have been doing what they were made to do: tunneling out cavern systems suitable for transhuman habitation. The ants are no longer produced and cannot produce more of themselves, but were designed to be virtually indestructible and energy efficient.
The ants do not create their caverns from pre-made plans, but, just like real ants, from a simple set of rules resulting in the construction of cave systems. The largest complexes exist within the TITAN Quarantine Zone, although many can still be found near the borders. There are also a few complexes, fully inhabited, on Luna. These complexes consist of smoothly curved, circular tunnels interspersed with hemispherical domes of various sizes.
The ants themselves are one meter long, with an ant-like body, tool-mandibles, and are colored yellow and black.
Mechanics
Architect ants can be treated as walking automechs.
Since the Fall the ants have been doing what they were made to do: tunneling out cavern systems suitable for transhuman habitation. The ants are no longer produced and cannot produce more of themselves, but were designed to be virtually indestructible and energy efficient.
The ants do not create their caverns from pre-made plans, but, just like real ants, from a simple set of rules resulting in the construction of cave systems. The largest complexes exist within the TITAN Quarantine Zone, although many can still be found near the borders. There are also a few complexes, fully inhabited, on Luna. These complexes consist of smoothly curved, circular tunnels interspersed with hemispherical domes of various sizes.
The ants themselves are one meter long, with an ant-like body, tool-mandibles, and are colored yellow and black.
Mechanics
Architect ants can be treated as walking automechs.
Wednesday, October 14, 2015
287. Collectors
Collectors look like skeletal synthmorphs, with no casing and minimal structural support. They are usually draped in a string of captured cyberbrains, always on the verge of overheating as they engage in feverish thought.
Collectors connect themselves to cyberbrains for an unknown purpose. Each new cyberbrain is connected to the last, forming a string. An accomplished collector may have built a string of dozens of cyberbrains. It will wrap them around its neck like a necklace, then around the torso until reaching the waist, at which point any that remain will trail behind it. It is difficult to shoot a collector without hitting a captured brain.
Captured cyberbrains can be recovered but the egos are inevitabley significantly traumatized. Their memories of their time connected are vague at best; most only retain a sense of intense concentration and rapid streams of thought.
Collectors are utterly incapable in melee, but can use any ranged weapon they find. Because collectors collect cyberbrains, they interested only in synths and pods. They will avoid biomorphs when possible.
Mechanics
COG 30 COO 15 INT 15 REF 20 SAV 10 SOM 10 WIL 30
INIT 7 SPD 2 DUR 30 WT 6 DR 60 LUC 60 TT 12 IR 120
Skills: Beam Weapons 50, Fray 30, Infiltration 30, Infosec 60, Kinetic Weapons 50, Perception 50, Psychosurgery 60, Seeker Weapons 50, Spray Weapons 50
Enhancements: 360° Vision, Enhanced Perception, Reflex Boosters, Mental Speed
Movement Rate: 4/40
Armor: 8/8
Captured egos take 1d10x2 SV, and may become asynchs at the GM's discretion.
Plot Hook: A collector was recently taken down on Mercury, and one of its victims appears to have retained the contents of some of its thoughts. Unfortunately he is deeply traumatized, mentally unstable, and has been snatched up by Ozma. Firewall would prefer if he were in their custody.
Collectors connect themselves to cyberbrains for an unknown purpose. Each new cyberbrain is connected to the last, forming a string. An accomplished collector may have built a string of dozens of cyberbrains. It will wrap them around its neck like a necklace, then around the torso until reaching the waist, at which point any that remain will trail behind it. It is difficult to shoot a collector without hitting a captured brain.
Captured cyberbrains can be recovered but the egos are inevitabley significantly traumatized. Their memories of their time connected are vague at best; most only retain a sense of intense concentration and rapid streams of thought.
Collectors are utterly incapable in melee, but can use any ranged weapon they find. Because collectors collect cyberbrains, they interested only in synths and pods. They will avoid biomorphs when possible.
Mechanics
COG 30 COO 15 INT 15 REF 20 SAV 10 SOM 10 WIL 30
INIT 7 SPD 2 DUR 30 WT 6 DR 60 LUC 60 TT 12 IR 120
Skills: Beam Weapons 50, Fray 30, Infiltration 30, Infosec 60, Kinetic Weapons 50, Perception 50, Psychosurgery 60, Seeker Weapons 50, Spray Weapons 50
Enhancements: 360° Vision, Enhanced Perception, Reflex Boosters, Mental Speed
Movement Rate: 4/40
Armor: 8/8
Captured egos take 1d10x2 SV, and may become asynchs at the GM's discretion.
Plot Hook: A collector was recently taken down on Mercury, and one of its victims appears to have retained the contents of some of its thoughts. Unfortunately he is deeply traumatized, mentally unstable, and has been snatched up by Ozma. Firewall would prefer if he were in their custody.
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