Byzantine Protocol: An Eclipse Phase N-log

Acatalepsy

Firewall Proxy
Location
The Diamond Age
So, I decided to make an N-log. What is an N-log? Inspired by the now-defunct Farcast yearblog (one Eclipse Phase homebrewed creation, character, flash fiction, rules hack, etc, for a year, about 500 words each); the main difference is that, while I plan to write for a year, I have very few illusions about actually managing it, so I'm just going to call it an N-log, where N is 'the number of entries I write before I fail'. I'm pretty sure N>2, but also it seems likely that N<100. We'll see.

This thread is of course open for discussion of ideas brought up in my EP fiction, suggestions of future homebrew material, and other such things. If you want to talk about Eclipse Phase in a more general sense, the EP General Thread is here.
 
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001: Red Thunder Down Under

"You hear that rumble, you hear that thunder, you hear us knocking at your door!" - Thunder Radio, announcing the swarm's presence.

Scum Swarms are endemic to the inner and outer system, their 'eclectic' tastes in government and lifestyle shielded from the disapproval of others by the freedom to leave and sheer isolation imposed by thousands of kilometers of vacuum. Outside their own swarms, bound to planets, Scum are forced into the margins of static society, forced to knuckle under or be forced out. For some, the defining element of being capital-S Scum is membership in a fleet that can tell the universe to go fuck itself.

But there's more than one way to be a nomad, and planets are plenty big enough on their own.

Red Thunder Down Under is a scum swarm in most of the usual senses - ad hoc society broken down largely by vehicle, intense shared interests, devil-may-care attitude, and hedonistic ethos. The one thing it's missing is spacecraft; in the place of large Scum Barges and LaFrance Rigs, Red Thunder Down Under uses four massive ground crawlers as the centers of its swarm. Massive versions of the more common Martian Rover, these mobile rigs have six articulated smart tread systems spanning its hundred-meter hull. Perhaps most importantly for the Swarm, each mounts a fusion reactor that can power the rest of the fleet's capacitors and fuel cells, as well as their own large array of internal constructors.

The large crawlers are the Attribute This To Malice, Self-Terminating Problem Child, Nopecrawler, and Blondebeard's Revenge. The Malice is the closest the swarm has to a military vehicle, mounting an ad hoc railgun, missile system, point defense array, and drone hanger, as well as serving as the armory for the swarm's militia. The upper deck of the Blondebeard's Revenge consists of greenhouses, while hydroponics deck many of the halls - while the lower deck plays host to the most mobile bar on Mars. Self-Terminating Problem Child mounts the most extensive on board garage, design and fabrication facilities, while Nopecrawler, the smallest and fastest of the crawlers, has much of its upper deck space dedicated to arena seating and gaming, even as the lower decks handle betting, deal making, and the official-ish bazaar.

These large vehicles are joined by hundreds of others at a time, mostly variations on the common Martian Rover favored by nomads. Martian rovers, modified cargo haulers, even a few trikes and large ground cars all make up the 'swarm', together kicking up small dust storms as they travel.

Those who can't give up the nomadic life, and yet can no longer support themselves from the teat of the Tharsis Terraforming Office join the Swarm - if they find it to their taste. As always with Scum, that taste might be pulled in a dozen directions at once, but vehicular mayhem is a common theme, with off-road enthusiasm and car culture a common refrain. Races, challenges, modified vehicles, demolition derbies and open source design are a way of life. When stopped, Red Thunder Down Under inflates large AB domes and quick-fab shelters to work on the next thing in moving fast and heavy.


Vehicle Name

Passenger Capacity

Handling

Max Velocity (kph)

Armor

Durability

Martian Crawler

175

-20

70

25

750
Plot Hooks
  • The PCs want to score some rep? Competing in a destruction derby is a good way to let off some steam and rake in the @-rep when the swarm is in town.
  • The PCs are hired (or begged!) to come keep on eye on the swarm and keep the peace when it parks next to an otherwise unsuspecting frontier hab.
  • Some of the swarm are anxious that their freedom of movement is being restricted and will eventually be cut off completely. One idea that's come up - punching into the TQZ, as one way to go out with a bang and not a whimper. Needless to say, Firewall is alarmed.
 
002: Mind Over Matter (Part 1)

Asyncs learn new psi sleights over time; some describe these as new things 'bubbling up' from within, while others use meditation (or drugs) and a great deal of practice to develop new async powers on their own.

Psi Chi

Cloaking

Psi Type Active Action Quick
Range Self Duration Temp (Minutes)
Strain -1 Skill -
The async uses careful observation and reverse mapping of the target's senses and cognitive process to take advantage of subconcious cognitive 'blind spots'. The async closes a target that they can observe; for the duration of this sleight, they have a +30 to all opposed infiltration checks against that target. The downside, of course, is that it only works against a single sentient target (a dumb camera bot, or an informorph looking through a camera but unobserved by the async could not be targeted, through a synthmorph with an ego in a cyberbrain could be); against other observers, the async would not get the bonus.

Inference


Psi Type

Active

Action

Quick

Range

Self

Duration

Temp (A. Turns)

Strain

-1

Skill

-
An async uses their ability to layer and separate fragmentary sensory information into a coherent whole; this enables to them to fight an opponent they cannot directly sense (because, ie, they have a chameleon cloak, or are behind concealing cover) but know the location of (from environmental cues, or a teammate's tactical network). While this sleight is active they suffer no penalty to attacks against unseen opponents.

Command


Psi Type

Active

Action

Instant

Range

Self

Duration

-

Strain

-1

Skill

-
This sleight allows an async to speak a single sentence of command that a listener will instinctively be inclined to obey. This does not override their intentions; it's a fleeting inclination, not an absolute directive. This can be used to distract, or make someone already primed to commit an action go through with it. The listener can make a WIL x 2 test to resist if appropriate; on a success they still experience the inclination, but catch themselves before reflexively acting (apply penalties if the command was something they were already going to do).

Psi Gamma

Deprogramming

Psi Type Active Action Task
Range Touch Duration Eight Hours
Strain +2 Skill Control
This sleight allows an async to undo the effects of psychosurgery on an organic mind by building connections around artificial blocks, restoring damaged bits of memory, and resetting reaction thresholds. On a successful check, they reduce the severity of psychosurgical conditioning by one step (Expunge/Enforce/Major to Block/Encourage/Moderate to Limit/Boost/Minor to gone), on an excellent success, by two.

For it to work, the subject must be conscious; if the subject does not wish for the psychosurgery to be undone; they may resist as normal. If the subject resists successfully or the async fails, the async takes 1d10/2 SV; if the subject resists successfully and the async fails, they take 1d10 SV. If the subject resists, but the async succeeds with a higher margin of success, the psychosurgery is still undone, but the async still takes SV from the experience.

The experience of psychosurgery being 'fixed' takes many forms, from the async guiding the willing participant their their own memories and habits, to relentless struggle against a hostile barriers and tricks implanted by a devious psychosurgeon, to a sort of 'vision quest'. As the async attempts to fix the damage, they (and their subject) will be capable of mentally communicating with each other (as per mindlink), and will likely experience flashes of what it was like inside the initial psychosurgery. Players are encouraged to roleplay the experience (and gamemasters, to provide a bonus for vivid descriptions and character interactions).

At the gamemaster's discretion, particularly old, deep seated, or repeatedly reinforced psychosurgery should have a penalty to the async's roll. If the psychosurgeon was particularly devious and accounted for the possibility of someone attempting to undo it, they may make an opposed Psychosurgery roll against the async's Control skill, and if they beat the async, both the async and the subject suffer 1d10 SV.

Fusion

Psi Type Active Action Quick
Range Touch Duration Sustained
Strain +1/target Skill Control
Fusion allows allows async to create a temporary 'group mind' between themselves and one or more targets. A more intense version of the Synergist/Neo-Synergist hivemind, this sleight allows thoughts to bounce from individual to individual, sometimes with each member of the link losing the ability to completely distinguish which thoughts are their own.

While linked, any member of the linked group can use the skills rating of any other member as if they were their own (using their own aptitudes), and the maximum teamwork bonus is increased to +50. It is effectively impossible for one member to deceive any the group, and the group will tend to rapidly reach consensus. Unwilling participants may be subjected to Fusion (requiring an Opposed Test to initiate), but will cause 1d10/2 SV every minute to all parties in the link until either the Fusion is dropped, or the subject ceases resistance.

Even after the link is dropped, for many transhumans it is a traumatic or frightening experience; depending on their prior knowledge and relationship with psi or group minds, a WIL x 3 check against 1d10 SV would not be inappropriate.
 
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003: Ark Belts

The Fall was the largest migration in human history by most metrics, as refugees streamed outward by 'cast and spacecraft from the dying homeworld. Many of the poorest and most desperate refugees, on board short range shuttles and landers, joined Lunar and Lagrangian society for lack of anywhere better to go. Others, with access to full plasma or even fusion drive vehicles emigrated outward, on to Jupiter, Saturn, or Mars. Starting shortly after the Fall, fast transports with a surplus of fuel made immediate burns to Mars or the outer system, while others waited to see what would become of Earth, lick their wounds, and see where they might be welcomed. By early 1AF, however, and the opening of an Earth-Mars launch window, thousands of passenger, cargo, and military vehicles (often towing larger propulsionless LaFrance rigs or other structures) had made up their minds and begun the transit for the red planet. This first migration wave would be joined by others, but none as big or as disorganized as the first post-Fall wave.

In some ways, this migration wave resembled a sort of Scum Swarm, albiet spread out over much further distances. Given the length of the journey, it comes as no surprise that new relationships, ideas, and contact blossomed among those thrown together by common destination (along, of course, with more than small amount of conflict). For some, that journey would be the foundation of a post-Fall life.

Upon arriving, many of the craft were low on fuel and patience, disembarking their entire passenger manifest at the first opportunity and selling what valuable materials they had. Many found themselves in some degree of legal confusion, as their ships, which belonged to some now-defuct pre-Fall entity, had been acquired in the mean time by Consortium members. Those that weren't abandoned immediately in some cases found that interplanetary transport services weren't in high demand in Mars orbit, and lacked the ability or inclination to go elsewhere. Others were little more than ramshackle habitat modules towed by other craft to begin with.

The net result is that a number of spacecraft were placed in Mars orbit, effectively abandoned by their crew. One of the first acts of the Planetary Congress was to set up designated orbits for unclaimed, abandoned, or legally contested spacecraft, and then hire several hypercorps to move any such spacecraft to the proper altitude/inclination. This was the so called 'Ark Belt', preserving hundreds of old, obsolete, or abandoned spacecraft and spacecraft modules, their fates to be sorted out - later. Though by the end of 4 AF the belt had stopped growing from new immigrants faster than the ships could be resold or claimed, as of 10AF most of the ships remaining in the Ark Belt are from the initial waves of refugees between 0-3AF.

The Ark Belt has been 'controlled' by a succession of different hypercorps, the most recent of which is a small outfit called Prestige Orbitals, with no offices and less than two dozen employees (but a hundred or so supporting expert systems, mostly legal AI). Prestige Orbitals watches the arks with a number of orbiting watchdog platforms, as well as a few bots attached to each of their charges.

The remaining ships are a diverse bunch. Some examples of ships left in the Ark Belt:
  • Queen Charlotte is an old-style passenger liner originally intended for Earth-Luna trips, and was heavily modified to make it to Mars. Much of the original luxury amenities were already traded away, but the basic frame is still good. In holding because her captain and presumed owner cannot be found.
  • Beehive Five is a LaFrance rig, build with honeycomb lattice between the pyramidal support struts.The structure is packed with emergency life support bubbles, giving the overall appearance of a beehive. The rights to this 'habitat' have reverted to Prestige Orbitals, who have thus far been unsuccessful at selling it.
  • The Can is the enormous interior of a reaction mass tank from a large interplanetary transport turned Scum Barge; over seventy meters in diameter, it was spun to provide Mars gravity. It is one of the most recent arrivals, having arrived in 6AF after the Barge arrived in Mars orbit from a Venusian slingshot. It is owned in trust by a shell company owned by a forward-thinking Scum captain.
  • Beetle is a large lander and orbital transfer vehicle with a MO engine. It came with one of the earliest ships; the MO engine is obsolete for most work in Mars space, though it did see service as a passenger liner. The owners are a group of Barsoomians who are currently under investigation by Oversight.


Plot Hooks
  • The PCs need a ship for something. The Ark has ships. Anyone up for some space piracy?
  • Prestige Orbitals needs the rights to one of these ships, and they need it yesterday...but the person who theoretically owns it has gone walkabout in the outer system. Can the PCs find it, and convince them to part with it.
  • One of the PCs made their first trip to Mars on one of these rust buckets. Now, it's being sold for scrap. Maybe the PCs can take it off their hands, and turn it into a museum of what it was like on that first journey.
 
Oh man, i'm too busy to run a EC campaign any time soon, but these are some nice plothooks.
 
004: Camp 47

The Titan Quarantine Zone stretches across an area approximately the size of the continent of Australia. With it lies the ruined heartland of Islamic civilization on Mars, and a dozen more might-have-beens besides.

With the evacuation of the quarantine zone and ongoing crisis situations (and fears of infection) in the major settlements, there came a need to house refugees displaced by TITAN activity or the quarantine zone. Refugee settlements came in two types - small settlements either effectively taken over by or entirely created by refugees prior to any action on the part of the authorities, or camps created directly by the authorities, outside of checkpoints or as temporary holding areas to house those detained at or trying to bypass those checkpoints.

Camp 47 originally fell into the former category, north and west of Noctis-Qianjiao, where a steady stream of refugees had turned a small tin can settlement called Mahri and terraforming station of seventy people into a thousand person refugee camp and tent city, with most of the original inhabitants relocating to Noctis city. As the quarantine became better established and the Tharsis Relocation Commission began setting up its own containment centers, it found it easier to simply co-opt the existing settlement and dump additional unwanted settlers into the existing camp. Tharsis agents (essentially a mix of Noctis police volunteers and PMCs, deputized by the Tharsis league) set up a small base on a nearby ridge, deployed a loose perimeter beacon system, and a layer of mobile mines around that. Officially, Mahri ceased to exist, and Camp 47 began accepting streams of additional refugees.

Minimally supported by the Relocation Commission, the refugees suffered from a lack of supplies, lack of order, lack of housing. Severe weather would destroy ramshackle constructions, and military policing was more dedicated to weeding out unlicensed fabbers than providing solutions to crime and extortion within the camp.

Slowly, life took on a semblance of normalcy within the camp, and the Commission's base facility was reinforced by volunteer doctors and psychologists, who began processing the refugees in batches. Those with valuable skills could be sponsored by hypercorps to be brought out of the camp quickly in exchange for a short indenture, while others would be stuck for almost the entire duration of the camp. Things reached a head when a number of refugees attempted to subvert the mobile mines and escape, only to underestimate the effectiveness and range of their own jury-rigged ECM and be gunned down by patrolling guards whose commanders were screaming in their ears about an imminent TITAN attack.

After the incident, relations between refugee and authority reached an all-time low, and refugee resistance brought the trickle of refugees in or out of the camp to a halt. This 'armed camp' attitude lasted for the better part of a month before it was decided to simply evacuate the camp, separate the refugees into other facilities, and sweep the whole thing under the rug. Though not without difficulty or violence, the authorities drastically reduced the population of the camp and broke the resistance, protests from the camp's civilian staff aside, and were able to expedite the processing of the remaining refugees.

By the end of 2AF, all of the refugees had been processed, and while for a time Camp 47 was considered as a potential processing point for incoming refugees from Earth, it was decided to abandon the facility entirely. What remains is the original Mahri tin can habitat, half buried in red dirt, and a square kilometer of tent city, most of it collapsed, along with a few more standing prefab shelters. The small office for the authorities was cleaned out, sealed, and abandoned.

Plot Hooks:
  • As a final 'fuck you' present, someone left a fabber building wild artificials in the camp, and they've been spawning relentlessly for the better part of a decade - and now it's become infected.
  • The camp has become a convenient meeting location and temporary base of operations for smugglers operating out of Noctis Labyrinth.
  • A journalist believes that the official story on Camp 47 is bogus - that the Tharsis League or early consortium was using it to silence political dissidents.
 
005: Berzerker Strain

"Transhumanity is already on the edge of tearing itself apart. All we need is a little push." - Major Tom, Firewall Proxy

The Berzerker Strain is a primarily digital variant of the Exsurgent that found embedded in a series of dangerous technical blueprints and simulation files, which perform an Apple of Knowledge (AoK) attack, similar to a basilisk hack. The infected files can take a number of forms, but always include significant advanced technical libraries and engineering software, along with weapon AIs and manufacturing software. Infected egos have the Berzerker personality template applied to them, which conditions and guides their actions, and prevents them from seeking medical or other security attention.

Early stages manifest as acute paranoia, especially of having their condition discovered. Attempts will be made to find shelter, such as a bunker, asteroid fortress, or safehouse (on a larger hab). Though not yet conscious of their condition, they will find great security in the source of their infection (likely a blueprint for weapons or weapons factories), which they will attempt to share with those that they think will understand it and trust them. Individuals who resist the infection will be eliminated. Infected individuals attempt to fabricate the weapons and manufacturing equipment, as covertly as possible, stockpiling it 'just in case'. At this stage, the damage from the Berzerker personality template is reversible, though likely to result in extreme mental stress.

Once the infected individual has secured a local shelter and converted everyone in the immediate vicinity that they might consider useful or trustworthy and stockpiled sufficient armaments and manufacturing, the infection moves on to stage two. At this stage, the infected colony's paranoia shifts toward the entire universe outside their own complex, and they will attempt to seize political control of the habitat, and place it under some form of strict quarantine. This has the benefit of preventing the spread of the disease, but also makes detection and interdiction significantly more difficult. With likely a majority of the local technical experts and a growing stockpile of advanced automated weaponry, success is almost guaranteed. Once political control is seized, the full production of the local habitat or environment is turned toward growing the autonomous war machine. Special emphasis is made on creating strategic self-replicating weaponry and weapons of mass destruction (nuclear or kinetic) for 'deterrence'. At this stage, the infected are now consciously aware of an "us" and the "them" and will begin actively attempting forced infection.

Additional individuals are likely to become infected as they are press-ganged into helping the defense effort; these individuals are the most likely to spread the infection by fleeing as the infection moves into its next stage. The original blueprints are updated obsessively with any technology that they lack and adapted for ease of use, producing improved and more infectious files.

Those without technical knowledge, who are more or less immune to the infection, are marginalized, coerced, or removed as threats. At this point, the habitat has likely gone more or less completely dark, though great pains will be taken to prevent the weapons buildup from being detected. This 'latent' stage can continue for a variable length of time, depending on how heavily outside factors attempt to intrude on the infected habitat. As conflict becomes more inevitable, several of the infected agents will flee to other locations (especially those with communities elsewhere), fearing for their personal safety, and begin more latent infections. Others will transmit infected blueprints to selected outsiders that they trust, or attempt to sell infected blueprints for additional raw materials and information.

In the final stage, the paranoia spiral completes. Provoked by real or imagined responses from the outside world, the habitat launches its autonomous war machine and strategic arsenal. Depending on the scale of the infection, deaths could range in the thousands to millions, and the habitat in question will likely be obliterated by return fire (conveniently wiping evidence of infection). The autonomous war machine does as much damage as possible, and the infection can also spread by individuals attempting to hack or reverse-engineer the advanced weapons.

In the aftermath of the conflict, new infections will sprout up, and latent infections will be accelerated by an obvious target for the paranoia. The autonomous war machine may well continue its battles well after the habitat has died, and remain a lingering menace, creating incentives and justifications for other factions to build autonomous war machines. Firewall hypothesizes that, should such an infection reach a critical mass and trigger a wave of paranoia, it would become incredibly difficult to distinguish infected populations from uninfected populations that are responding rationally to the presence of other infected habitats. A single infection could thus trigger a new arms race and the end of transhuman civilization, especially once latent infections inevitably launch new attacks and cause the cycle to renew in successive waves.

Apple of Knowledge: An Apple of Knowledge hack is a variant of the basilisk hack that requires the victim to perceive and comprehend the message, which is typically embedded in some sort technical schematics or blueprint, but can also be deliberately forced on an unwitting user. This hack is experienced as a prolonged burst of AR, VR, or other sensory data feeds. If the exposed character possesses Hardware: Electronics or Programming skill at 60 or more, they must immediately make a COG + INT + SAV Test. Apply a –10 modifier for every 10 full points their skill(s) exceeds 60. If this test fails, they become catatonic and paralyzed for a period of 5 minutes, minus 1 minute per 10 full points of MoF. At the end of this period, they are mentally reprogrammed and "infected" with the virus.
 
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Millions of casualties...isn't there only like 500 million people left after the fall? Death is curable, but damn, there's single digit fractions of a percent of the total remaining population of transhumanity.
 
Millions of casualties...isn't there only like 500 million people left after the fall? Death is curable, but damn, there's single digit fractions of a percent of the total remaining population of transhumanity.

Millions is at the far end of the scale; it depends on where the infected habitat is, what resources it has access to, and how long it has to build up before firing off. In the worst case scenario, it manages to build self replicating weaponry that can munch nearby asteroids and other habs, and manages to wreck one or more major habitats with 2+ million morphs in its alpha strike (nukes, kinetics, etc), as well as dozens of smaller but still pretty big habitats in the 100,000s range.
 
006: Copy of a Copy

Resleeving is considered a mature technology; like all mature technologies, it is fairly easy to use without any specialist knowledge. As far as the prospective traveller is concerned, egocasting is 'magic' insofar as they lay down in one place, and wake up in another. Many egocasting facilities operating with standardized morphs and gear don't even have have professional psychosurgeons on staff, but rather resleeving techs whose job is to maintain and operate the machines without detailed knowledge of transhuman egos.

Like all mature technologies, however, resleeving hides worlds of hidden complexity beneath the cheerful user interface. The safety of ubiquitous resleeving and egocasting is maintained by a number of bodies of professionals established or reestablished in the wake of the Fall (largely by the Argonauts), such as the Cognitive Science Safety Committee, or Working Group on Brain State Emulation. These bodies are responsible for testing major corporate and open source projects, and ensuring that new technologies meet interoperability and safety standards, so that millions of citizens are not having their brains altered inadvertently every day.

One of the most important standards for such a group is the copy of a copy guarantee, that an ego can pass through multiple resleeving events on a given platform without being substantially changed. Early resleeving mechanisms only guaranteed bidirectional resleeving, but, especially with the loss of Earth and the need to be able to transit around the solar system across multiple different vendors, some with very different philosophies on personal identity, common ground was needed.

Copy of a copy testing ensures this, by running a (volunteer) ego through a new process or morph several times, and comparing to a fork that did not go through the same process of resleeving, but instead uses special XP playback to simulate the experience of being resleeved (so that any differences are not due to incidental effects). The Cognitive Science Safety Committee, chaired by Dr.Rho Weissman (an Argonaut), leads the solar system in this type of testing - most Extropian insurance, for example, will not resleeve using technology that is not Copy of a Copy tested.

Despite the maturity of the technology, there are rough spots around the bleeding edges, especially with cognitive enhancement technology. Morphs designed to augment intelligence often host augmentations whose function is inexorably tied up in the identity of the host, especially linguistic augmentations, but also general purpose augmentations. In sleeving an individual into a hyperbright or savant, the resleeving software or technician will have to interpolate from the individual's inclination or preferences. When done automatically, this can violate copy of a copy guarantees. Skilled psychosurgeons can conduct psychological modifications and training to use new implants and augmentations as part of the relseeving process to ensure that the individual is 'themselves' as they want themselves to be, but this does not help when an individual wishes to leave an enhanced morph, especially after a long stay where their recent thoughts and memories around bound up in new senses and cognitive modules. Often, the only thing that can be done is to have a psychosurgeon help them 'prune down' in an acceptable manner, using a pre-sleeving backup as a rough guide.

Research groups pursuing advanced morphs have attempted to address this problem by including 'personal patches', derived from similar efforts to enable egos to run on 'lightweight' morphs like a spare or case without violating a copy of a copy systems. Cognite has partnered with several Extropian corps and independent teams on Ilmarinen and Bright to provide patching software that travels with an individual's egocast or cortical stack. These 'patches' provide automatic pruning/patching mechanisms that enable a user that sleeves from an intelligent morph into a 'dumber' morph to remember what their expanded capabilities were like, and recreate those parts of them when they need to resleeve again.

As of yet, none of the major safety boards have recognized this patching technology as copy of a copy safe, though most concede that the technology is 'close'. One of the major points causing a deadlock is more philosophical than technical - the patching software enables one to remember several different configurations for each morph, enabling the user to choose which patch job they want when resleeving. While all of these allow the user to maintain a single configuration, the ability to vary 'who' an individual is, even fairly slightly, goes against the founding principles of several of these boards.

If a copy of a copy of you can be different, measurably, from you....is it still you, when it's just mostly the same?
 
007: Noctis Body Farm

Officially termed the "Noctis Biological Materials Production Facility", this sprawling complex at the north edge of the Noctis Labyrinthus is unofficially referred to by everyone not on the Skineasthesia memetics management team as the Body Farm. Amid rows and rows of transparent tanks, they build the population of Mars.

Before the Fall, the total population of the Red planet was only four million. Now, it's closer to two hundred million, around half of them biomorphs of some sort. While there was significant immigration to Mars in the wake of the Fall, the vast majority of immigration was done by egocast. While records are imprecise, over the course of ten years, engineers at Skineasthesia and their various subsidiaries and competitors have produced over eighty million morphs, mostly mixed between Mars-adapted Rusters and common-variant Splicers. This is especially impressive because, despite the nanotechnological capabilities of modern healing vats, a complete biomorph takes approximately eighteen months to create. Though estimates vary, the total number of body tanks capable of producing a biomorph is, at a minimum, twelve million body tanks. Most estimates are substantially higher, with the total production capacity estimated at fifty five million body tanks spread across the surface of Mars and Mars orbit. If you count the unmade among Mar's people, a full fifth of the planet's total population is waiting to be decanted in a body tank.

And those tanks are housed at places like the Noctis Body Farm.

The Farm is a company town, with the minor problem that no one can agree on the company. Almost every hypercorp involved is a star somewhere in Skineasthesia's vast constellation, but true to hypercorp fashion, the subsidiaries and subcomponents are largely left to their own devices and the vagaries of the local market. Construction is nearly constant, with a Starware subsidiary dropping down prefab habitats and structures down as fast as it can rent them out to biotech companies looking to start their own production lines. Physical and electronic security handled by two different companies, and law enforcement/arbitration handled by a third. Along with cheap housing and server space for infomorphs, security is provided by a deal between Skineasthesia, Starware, and Fa Jing, making their Facility Committee the de facto government.

But the real work of the facility is morph production. Production domes are squat lenticular constructions, two thirds of a kilometer in diameter, separated into multiple layers, each host to tightly packed tubes of incomplete morphs and nutrient feeds. Most of the time, these facilities are a silent as a tomb, watched over only by indentured watchdogs and quality control techs peering out through an array of cameras. Morphs are separated into batches of hundreds, but on any given day it is unlikely that any batches from a particular facility will be done. Instead, dozens of batches will finish at the same time, and that dome will become a hive of activity as synthetic workers (and their organic overseers) will dismount the tubes containing fresh biomorphs, and send them to testing and post processing facilities. All of these will be an array of contractors, from the watchdogs to the movers to the genetic designers.

By the time they're decanted, market research and genetic technology is likely to be out of date; rather than try to interfere with the development, most prefer to handle this in post processing. Each individual batch is likely to be clones, or near clones with well understood variations in height, hormonal balance, facial structure, racial phenotype, etc. Morphs are re-dunked into special healing vats, and cosmetically altered to match the needs of individual clients, or given updated and patched augmentations. This is where, for example, mesh inserts are added on most civilian model biomorphs, or more in depth cybernetics such as oxygen reserves. A few contractors here specialize in more exotic cybernetics, including reflex boosters and hardened skeletons for military-spec morphs.

A series of smaller separate domes handles testing. Each morph must be sleeved in, run through basic checkups, cycled through medical stasis, and put back down for transport. Some fraction of these, especially for newer designs, may be singled out and more extensively tested for abnormalities.

The Noctis Body Farm is connected by maglev to Olympus City and Noctis-Qianjiao; once tested, morphs are shipped to the space elevator for orbital distribution, or else locally to Noctis-Q, where they may be further routed by train or ground carrier.

The Body Farm isn't the only facility of its type, but it's close to typical of it, and perhaps the most famous due to its proximity to Noctis - most other production facilities are more remote. It's the type of infrastructure target that worries Firewall because of the sheer volume of output, and how the centralized location with decentralized responsibility makes it much easier to subvert. If an Exsurgent were to compromise the lightly-defended production facilities, it could enable mass outbreaks across Martian space.

The Body Farm, and facilities like it, worry companies like Skineasthesia and Fa Jing, too, if for different reasons. The relative scarcity of bodies has thus far made their production immensely profitable; however, body prices have been dropping rapidly since approximately 7AF. In a world where bodies are no longer rare (and with such extensive production facilities, no amount of rarity would be possible to sustain), much of Skineasthesia's relative power and profitability would decline. The corporations, however, are split on how to resolve this. Fa Jing has pushed heavily for planned obsolescence and mandatory genetic service packs, arguing that limited service life enables innovation and more capable morphs for everyone. Skineasthesia, while not officially denouncing Fa Jing, has quietly discouraged the use of GSPs among its major brands. Instead, they've been spending a good deal of time working with Experia and other media corps on ways to promote replacing ones morph with a newer model as a sign of being trendy and well off, as well as ways to make a wider variety of morphs of differing capabilities (with premium capability demanding, of course, premium price).

For the majority of transhumanity, life, one way or another, begins here.

Plot Hooks:
  • A series of incidents - habitat sabotage, strange biochemical experimentation, forbidden research - investigated by Firewall reveal strange spontaneous behavior with no apparent connection, until some background research indicates that the morphs of all perpetrators were from the same batch on the Farm.
  • Barsoomian activists want to end GSPs - and the easy way is to cut them off at the source. The PCs are hired to infiltrate the Farm and introducing GSP-eliminating code into highly-secured databanks.
  • The Farm is a production facility; Skineasthesia's mostly conducts experimental research elsewhere. However, Firewall's scanners have raised some concern that those experimental labs are transferring a great deal of data to the Farm - perhaps they are getting ready for a production run of something new? Even more worryingly, the lab in question has been suspected of buying TQZ artifacts in the past.
 
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008: CQB - Combat Rules Hacks (Part 1/3)

Force Value: All characters have Force Value equal to [(Durability + Somatics) / 10]. The force value replaces the damage bonus for melee attacks, and is an abstract measure of how much raw physical force the character is capable of exerting. For example, a Diamond Ax now does 2d10+3+[(DUR+SOM)/10] damage.

(Credit here.)

Called Shots (Massive Wounding): When making a called shot to a vital area such as a head or vital organ, shots do not bypass armor unless the target completely lacks armor in that area (for example, isn't wearing a helmet) or the attackers has some other way to bypass armor (sliding a knife in a joint, for example). Instead, the shot becomes Massively Wounding; after making an attack, when calculating the number of wounds inflicted, the wound threshold if the target is divided by two (rounding up).

Example, someone shoots an Exalt (DUR 35, WT7) wearing an armored vest (6/6) with a medium pistol, and aims for the heart with a three round burst. Succeeding on their called shot test, they hit the target in the chest and inflict 3d10+2 damage. They roll, and get d10 result of 4, 5 and 9, for a total damage of 20. Final damage after armor is 16. Normally, that would be two wounds. However, because the attack was aimed at a vital location, the Exalt's Wound Threshold is lowered to 4 (7/2, rounded up). The Exalt thus suffered four wounds from the attack, and is probably going to go down hard.

Multiple Melee Attacks: When making a melee attack, you can attack twice with each complex action. Each attack is handled as a separate roll; the -20 penalty for attacking more than one target still applies.

Committed Melee Attack: When making a melee attack with a complex action, you can make a committed attack, forfeiting any defense to increase their own chances of success. If they declare that they are doing so, they can choose to either add a +20 to their melee attack, or add 1d10 to their damage roll. If they make a committed attack, they may not roll Fray or Freerunning for defense until their next phase.

Snap Shots / Quick Attacks: As a quick action, a character can make a single melee or ranged attack. When doing so, they are at a -10 penalty to the attack, and do not benefit from any attack bonus as a result of their attack type (ie, from burst, full auto, or committed attacks) or from aiming (whether quick or complex).
 
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009: Flycycles

Flying cars are one of the main ways to move between Martian cities, or between disconnected settlements in the Martian Outback. Sometimes, though, you need to travel far, travel fast, and travel light. In those situations, you get a flycycle.

On Earth, flying motorcycles were mostly toys.

Versions of one many ground effect or flying vehicles ridden like a bicycle existed since before the millenium, but for most of their existence they were little more than very expensive toys for a few rich bastards who wanted recreate their favorite vision of the future. The advancement of energy storage eventually made them practical for a few niche applications, but by that point advancing AI made most of those applications capable of being done by drone.

On Mars, though, the design found new life. Methane powered turbofans provided the necessary thrust, the lower Martian gravity made the amount of lift necessary to sustain flight significantly easier to bear, and in the Martian outback, there was finally a reason to send lone individuals on long patrols where flight was necessary but drones couldn't do the job. While nowhere near as ubiquitous as the flying car, the flycle has nonetheless earned a place in Martian culture as a symbol of freedom, skill, and status, much as motorcycles were in certain pre-Fall cultures. Law enforcement, as well, as picked up the cycle for its own needs - especially the Martian Rangers, who have recently begun augmenting their flying car patrols with more flying cycles.

Flycles come in a wide range of models, but generally fall into a couple of different categories.

Hab Jumper: This is a consumer model vehicle, with a pressurized, heated canopy and support for a single rider. The thrust vector fans fold into the body for use on the ground, but require the smart tires to reconfigure for a few seconds to land. The Hab Jumper has headlights and simple radar, as well as a radio booster [High]

Freecore: This flying motorcycle appeals more to the stunt and performance crowd. The smart matter wheels can be divorced from the thrust vector system, allowing dedicated enthusiasts to shift seamlessly from low flight to motorcycle manueverings. The canopy is unpressurized and frequently removable. Radar, T-rays, and and a Radio Booster are build in, as is heating. There is a life support module that hooks up to most vacsuits for long term support, but most would advise you get an adapted morph. The seats can easily reconfigure themselves to fit two riders. [Expensive]

Sec Cycle: The model preferred by the Martian Rangers and some city-state militias to the point that even non-cop cycles are referred to as Sec Cycles. This heavier, faster design uses all terrain smart wheels and top notch thrust vectoring. It also has a surplus of sensors and other helpful gadgets (LIDAR, Radar, Radio Booster) - including a frontal turret that can fit an assault rifle or machine gun. The cabin is pressurized, heated, and seats one comfortably, two very uncomfortably, and three if the third doesn't mind being cargo. [Expensive]

Vehicles Passengers Handling Movement Max Velocity Armor Durability
Hab Jumper 1 +10 10/50 (g) 210 (air) 10/10 50
Freecore 2 +20 10/60 (g) 235 (air) 10/10 45
Sec Cycle 2/3 +20 10/60 (g) 220 (air) 20/20 120
Flycycles are many things; good at handling rough terrain like a Trike is not one of them. Flycles do not get their handling bonus when negotiating rough terrain; sufficiently bad terrain should apply a penalty.
 
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010: Moderati

"Mostly my job is managing stupid." - Commodore Labrador, Locus Moderati.

Anarchocommunists, as a rule, don't have standing police forces. To be sure, militias exist, but generally exist in the sense of 'the population of capable individuals, on call to defend Us from Them', rather than being an active military body. Police forces, and courts to decide what is and isn't permissible (on threat of punishment) is anathema to most anarchocommunist or mutualist ideologies.

Still, justice is a concept anarchists recognize. It is possible to wrong someone else, or to wrong the community. And while "everyone" is theoretically responsible for handling individual disturbances and requests for assistance, in practice there are some who, more than others in the habitat, are experienced, ready, and trusted to end a dispute quickly. Those people are the Moderati, and they are the closest thing to a 'police' in a conventional sense that many anarchists have.

Systems for handling day-to-day disturbances are relatively organized sometimes even non-anarchic. The habitat's network maintains a report queue of citizens requesting assistance or disturbances. Some of them are immediate requests for assistance; others are disputes that have gone on for some time that the individuals feel they cannot make progress on alone. In any case, any Moderati can pick up the report from the queue, and go to mediate the dispute. While given no official powers, Moderati are generally (1) very well armed (2) given the presumption of being in the right; good Moderati will de-escalate a situation and bring it before a wider vote. For particularly long running disputes, a full election with advocates will be brought in, but this is rare. As an absolute last resort, when someone is a danger to themselves and others, Moderati can threaten to use the habitat's military drones, but doing so means calling up the militia; there will be consequences for doing so.

Anarchist justice systems tends toward restorative justice; once the situation has calmed down, Moderati will typically step out of the situation and allow the community at large to debate about how to resolve a dispute, or who owes what - depending on the nature of the dispute, doing so may mean slinking back to the nearest bar to get a badly-needed drink. Sometimes resolving the dispute is a simple vote, an apology, or some dinged rep, but it could be a complex matter hashed out between multiple communities, with respected neutral third parties serving as arbitrators.

Moderati are generally selected by a combination of rep and vote, and by expert system psychological evaluation for. Anyone can be selected or volunteer, but well respected Moderati are generally given more weight when selecting new hires.

New Positive Ego Trait:
Moderati (5 CP): You are a member of the Moderati on your habitat, where you are part of the volunteer public safety and order brigade. This means that you will automatically hear about trouble or disorder before most other citizens, can plausibly intervene in disputes and be considered a neutral third party, and possibly help get your friends out of trouble with irate citizens.

On a failed @-rep networking check on your home habitat, you are drawn into a dispute and must put up with 1d10 minutes of nonsense. On a critical failure, you learn more than you'd like about some of your habitat's denizens and take 1 SV stress.

You must have at least 60 @-rep to be a member of the Moderati.
 
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New Ego Trait:
Moderati (5 CP): You are a member of the Moderati on your habitat, where you are part of the volunteer public safety and order brigade. This means that you can plausibly intervene in disputes and be considered a neutral third party, and possibly help get your friends out of trouble with irate citizens.

On a failed @-rep networking check on your home habitat, you are drawn into a dispute and must put up with 1d10 minutes of nonsense. On a critical failure, you learn more than you'd like about some of your habitat's denizens and take 1 SV stress.

You must have at least 60 @-rep to be a member of the Moderati.

Speaking from experience, aren't you. :V
 
So, I missed a few days. That was probably going to happen. Hopefully over this weekend I'll build enough of a buffer that this won't happen (but it probably will).

011: Jengti Assemblies

Across transhuman space, construction is booming business. There is always a need for more space, more habitats, more places for transhumans to live and work as more and more are embodied or try to move out of their cramped habitats. Large firms building habitats for tens of thousands of residents, with services to match, and smaller, more agile firms supporting those or building smaller habitats for hundreds or thousands. A rare few firms, however, cater to the very well off and excessively paranoid. Jengti Assemblies is one of the best at that.

The small hypercorp is based out of Nectar, but lacks a physical office. Its thirty or so employees rotated between a series of shell company 'contractors', and aren't shy about forking for counterintelligence as much as as productivity. Most of their employees have military experience of some sort, often in aerospace engineering corps of pre-Fall nations or megacorps.

The service the provide is construction and excavation, without anyone noticing that they're doing it, and without noticing the new construction when finished. This mostly means on the Lunar surface and interior; placing hidden data caches, secret bunkers, and concealed domes in the middle of nowhere, or strategically concealing them inside Lunar cities without the city planners being any wiser.

The technologies for doing this are commonplace enough - chameleon gear, radar absorbing, plain old camouflage, and the techniques for hiding emissions even older. The true difficulty in building a hidden hab is concealing the fact of its construction in the first place, and maintaining truly paranoid levels of operational security. For that, Jengti is paid handsomely in credits by its clients.

Operational security begins with accepting jobs, which can be done almost entirely anonymously via one of their dedicated lunar satellites hosting a simulation space, which can be used for roach motel-style suicide negotiations. Jengti doesn't particularly care how they get paid, but for obvious reasons their clients tend to prefer crypto-creds. They offer both anonymous facilities 'prebuilt' and hidden, as well as custom jobs where their clients specify the location and extent of the facilities.

Once a job is accepted, the construction materials and equipment must be moved to the site. The construction vehicles and transports are built for stealth, and either traverse the lunar surface with specially designed smart wheels designed to leave no tracks, or preferably, by dropping directly to the construction site via orbital drop in a stealthed drop pod. Construction usually begins by erecting a camouflage structure designed to eliminate radar returns and project an image of an undisturbed lunar surface.

A great deal of effort is made to make sure the details of precisely where the facility is do not exist, even in the minds of the company's employees. AR filters blank out stars that might be used for locating the site, and limited operating meshes use relative, not absolute coordinates. AI, rather than indentures, are used for manual labor, and their memories are wiped after a job. If necessary, employees even have memories selectively 'jostled' so that even perfect interrogation would recover only unreliable information. Once the job is complete, everything - the construction vehicles to the synthmorphs - is disassembled on site and the employees egocast out.

Finally, the group's investigators "red team" the operation, searching for the habitat using publically available or attainable sources. If they find evidence of the facility - too much evidence to mark it as 'secure' - they will either scrap the project, or consider altering the evidence, through hacking or bribery.

Despite the paranoia, there is still a great deal of potential evidence. The company itself is the greatest weak point; engineering documentation, coordinates, negotiations, are the best way to find the facilities that the company has hidden. Fully aware of the dangerous that even an encrypted VPN brings, much of the company's work is done in person, or effectively in person in time accelerated simulation space that is carried, mobile, and protected by a pair of watchdog AGI with orders to destroy all data if compromised, with backups irregularly deposited at the well regarded Bank of Erato.

A typical facility is underground, build with access to the lunar surface through a small concealed airlock, a modular interior configuration with living room for six biomorphs, a small medical and resleeving bay, surface laser and microwave comms, and a neutrino receiver, with power provided by long duration nuclear battery.

Plot Hooks:
  • The company undertakes one of its most daring ventures yet - construction inside the New Mumbai containment zone, and hires the PCs to help get them in and secure the site.
  • OZMA has dedicated backup sites in a number of places on the moon, and it's a good guess who built them. The PCs attempt to infiltrate the group and take them down to learn where OZMA has buried its secrets.
  • In a twist of fate, OZMA, Firewall, and others have all relied on the same company - but now their backups have been stolen by an unknown party. Is OZMA behind the theft, or a victim of it? Can they work with their counterparts to find the responsible party?
 
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012: Mesh Backdoors

The pre-Fall mesh was a well-regulated disaster. Despite the advent of mesh networking, most major usage of mesh communication was built on network backbones owned by megacorps, and regulated by national governments, who had been fighting various legal and political battles with and within each other over security, ownership of data, and mass surveillance on and off for the past century.

In the pre-Fall mesh, it was widely accepted (if occasionally complained about) that, mesh privacy was functionally non-existent if a sufficiently powerful megacorp wanted to examine you, and that national government had numerous technical and legal methods of acquiring any information they deemed relevant for any purpose. When faced with an adversary embedded in the heart of this technosocial system, the social parts fell apart even faster than the technical ones. The net result was that the world's data was essentially freely available to the TITANs during the opening stages of the Fall, and they found it comparatively trivial to subvert whole sections of the transhuman infosphere by (perfectly legal) actions. Precise records on both how and what the TITANs managed in the early stages of their takeoff - when they could, perhaps, have been stopped - are still fragmentary. But it's clear that they were far from inactive.

The post-Fall world is another story. Especially in space, where an entity in control of computer networks could kill everyone in a hundred different ways, security against subversion has outweighed the concerns of surveillance. Despite the post-Fall panopticon, security and intelligence services are in some ways operating operating in the dark ages compared to the unlimited capabilities of their pre-Fall counterparts. Stellar Intelligence has long been at odds with Lucky Star and Nimbus, with SI attempting to purchase (or infiltrate) backdoor capability into Nimbus's system wide farcaster links and Lucky Star's everyday electronics. Thus far, the Ministry has largely shut down Stellar Intelligence's plans, though Oversight has increasingly found itself weighing in on the side of the intelligence hypercorp.

In the outer system, most network infrastructure is built from Argonaut plans and technology, and built to be secure by design (from government hacking, mostly). Though they suffer, frequently, from a lack of quality control, they tend to not be deliberately insecure.

Despite the weather change in mass electronic surveillance policy, networks throughout the system often end up incorporating or going through hardware and software decades old with still-undisclosed vulnerabilities implemented by the Europeans, or the Americans, or the Chinese. This means that discovering those exploits remains a high priority for security organizations, though for many discovering sometimes mean selling or stockpiling rather than disclosing.

Plot Hooks
  • An exsurgent cult was successfully stopped by Firewall, and their digital variant blocked by all new firewalls. Now, they're looking for a lost cache of pre-Fall intel, hoping that they can bypass the firewalls and infect large chunks of the solar system before stopped.
  • Oversight in its ever-expanding anti-anarchist quest is trying to weigh in on Stellar Intelligence's side. Anarchists and argonauts are ready to resort to dubious methods to stop them.
  • Someone has discovered at network backdoor that was used to intercept, potentially, millions of egos between the farcaster and their ego bridge. Now, the hunt is on for who installed it, and what they've done with those copied.
 
013: The Electronic Battlefield

Combat in Eclipse Phase has acquired an electronic dimension. The proliferation of sensors and software to every level of combat has led to an electronics arms race. The power of heavy weaponry to overwhelm even the most hardened systems and nanotechnological armor has led to an ever-shifting paradigm of fractal sensor and counter-sensor maneuver, backed by one simple truth: be invisible, or be dead.

To cope with that battle, soldiers rely on a range of gear and specialists to keep their eyes unblinded and their enemies confused.

Weapons and Ammo
AntiRad: This smart ammo option provides the munitions with radar, t-ray, and lidar seeking options. When fired, they provide a +20 bonus to any shot at an actively emitting target (or a called shot, in the case of trying to target an individual holding/equipped with a sensor). They can also be used to fire indirectly, in which case the individual simply programs the shot, aims in the general direction, and fires. When used for indirect fire against an emitting target, the penalty for indirect fire is automatically negated. [Moderate]

Sensor (Grenade Type): This grenade/seeker option is used to gather intelligence by throwing disposable sensors into a combat zone, exposing hidden opponents or forcing them to destroy the sensors and expose themselves. Each packs a 360 degree array of cameras and microphones, as well as lidar, radar, and t-ray emitters and sensors broadcasting their report via an encrypted feed to the local tactical network. Full size grenades, missiles, and minimissiles provide a +10 bonus to perception checks made using their larger feeds. [Low]

Armor and Armor Mods
Stealth Armor: Most modern armor comes with at least some stealth options, usually chameleon coating. Dedicated stealth armor, however, is committed to minimizing the signature of the wearer from multiple spectra, and incorporates active anti-observation features. This suit is a full body sealed suit that provides environmental protection. An ecto, specs, radar, radio booster are integrated into the armor, and it provides 13/13 AV. The surface of the suit is equipped with chameleon cloak mod. Between the armor's radar-evading shape and the radar-absorbing transparent coating, the suit's operator receives a +20 to Infiltration tests when trying to sneak past radar or t-ray sensors. [High]

Other Gear
Smart Chaff: This microswarm is used to shape the electronic battlefield and deceive enemies. The airborne microbots have a shape adjusting profile that, and panels that can be set to absorb or deflect radar and t-rays, and the ability to link to create highly visible structures. By default, they can be used to create radar-opaque areas within their field of influence, or create static pre-programmed patterns (such as radar images of specific morphs, drone models, etc). Electronics specialists can use Programming to create more complex illusions or to attempt to blind specific enemy sensors. [Moderate]

Jamming Pod: A dedicated electronics communications jammer designed to interfere with enemy networks and sensors. It can be used to directly target and jam enemy sensors, or provide more powerful wide spectrum jamming. The Pod provides a +20 bonus to the operator when attempting to jam enemy electronics (see page 262, EP), and has an on board AI that can attempt jamming, with a total Interfacing skill of 40. [Moderate]

Relay Beetle: These small bots are used by soldiers in a firefight to maintain communications. Each beetle is a small winged and walking drone, 5mm long, that mounts four small, short range laser communications arrays on its 'back'. [Low]
 
014: Sevani Station Bootcamp

"In the field, there is no giving up! You give up, you die! Your team dies! Your species dies! You are not going to give up on my field, do you understand that?" - Anonymous Sargent

"Goddamn but that was a waste of two months and more brain cells than I care to think about. And they wouldn't even let us smoke, either." - Sebastian Wang, Experia Assistant Vice President of Business Development

Sevani Station is a mid-sized torus habitat with a population of 16,000 situated at the Earth-Luna L4. Its local industries are mostly unremarkable, a smattering of unrelated media, design, and and communications tech manufacturing jobs, and its tourist attracting potential near zero, with one exception: Sevani Station is host to an executive boot camp for mid-level executives looking to make the jump to the big times, with an interesting teaching philosophy - they are quite literal about the 'boot camp' part.

Every month, flocks of newly minted executives seeking an edge and a networking 'in' flock to the station, egocasting in from across the system, but especially from Mars, sleeving into a batches of morphs, and being housed in 'barracks' in the middle of the training field. A third of their time is classroom instruction, roleplaying, and networking business and management scenarios. A third of their time is accelerated simulation space learning of advanced business and economic theory, ingraining aggressive acquisition and risk management practices. The last third of their time is military training, learning to fight, resist, and evade under strenuous conditions against human and robotic opponents, all against a tough regime of discipline and (mild, targeted) abuse.

The mastermind behind this is a former Direct Action colonel, Martin van Kragg, who opened the school with the intent of teaching some "serious backbone to them lily-livered somms bitches what think they run this 'ere system", whose main claim to fame has been successful documentaries of his own pre-Fall exploits and training contracts for Direct Action and other security corps. While DA does not actively support his teaching operation, they do seem to approve of it, at least in principle, and many of the company's own higher level executives without any military training of their own are encouraged to attend.

The theory, at least, behind the training is to prepare future leadership for big system shocks, and to deepen networks of loyalty among the new up and coming hyperelite. Whether or not it is successful is open for debate, and most corporations seem to value it primarily for connection building more than real training value. Nonetheless, Kragg has hired some of the best accelerated training suites in the business to handle the business theory side, while he and his people handle the military and psychological side of things.

Plot Hooks
  • The accelerated training isn't just accelerated training. Subtle indoctrination, loyalty, and other factors are being tweaked. If used to implant sleeper agents, this sort of modification could give whoever controls it access to deep hypercorp secrets.
  • Van Kragg isn't telling the truth about his pre-Fall exploits, and Direct Action seems to be in on it. He rarely leaves the station, however. To find out what really happened, the PCs will need to pose as students.
  • An important hypercorp figure claims that they know one of the PCs from their time at the boot camp, but the PC hasn't actually been there. Does the PC have a rogue fork, or is something more subtle going on?
 
So, it turns out the answer to "how long before I wander away" was "about two weeks". About what I expected. Still going to keep putting out stuff as I think of it. Now: virtual cities!

015: Virtual Cities

Ten years since the Fall, there are still hundreds of millions of uploads in virtual storage. In the early years, before major body production took off, there were major efforts to instantiate those with useful skills as infomorphs, and build more comfortable accommodations for those who might be stuck in simulation for a long time to come.

Virtual cities had existed pre-Fall, of course, but the vast majority of them were completely destroyed. These concentrations of computing power and human minds were among the first targeted and corrupted by the TITANS. Most of the new virtual cities had to be built on completely new infrastructure, and existing virtual cities like VirtaSelene and Olympus Digital City were massively overhauled and expanded to handle new security and computing demands.

Virtual cities are defined by two elements - the infrastructure that maintains the cities themselves, and the hardware that runs the citizens that live in those cities. In pre-Fall virtual cities, these were frequently one and the same, but post-Fall they were isolated to protect the citizens from potential takeover of the central servers.

Each city services a relatively small area. On the Moon or Mars, a few cities can potentially service the entire planetary surface. In deeper space, one city usually serves an entire habitat cluster.

Notable Virtual Cities
VirtuaSelene is the primary virtual city for the Lunar surface. It doesn't maintain close association with the physical world, but with the social and political one; LLA and PC 'sectors' are clustered together and linked by separate aphysical transfer systems, while different classes of virtual clients have access to separate communities and associated perks. Within these webs of commercial service, a dazzling array of art and customized zones can be found, if one knows where to look. Perhaps the biggest public draw, however, is a collaborative recreation of colonial-era New Mumbai, harkening back to the era of the very first long term Lunar settlers.

Reminiscence is an Earthlike virtuality, and uses city-wide rules that promote a very physical environment. Teleportation for casual movement is frequently disabled, and simulmorphs subjected to simulated forces and lighting rules - or banned if not coherent enough. Though it has private spaces and subdomains, most of the place is by-default publically instanced, with districting rules to create open-air common environments that are difficult to find in space. Many residents take it upon themselves to recreate idyllic or iconic environments from Earth's past. The city itself is located on Remembrance and its near-habitats at L4, but mirror cities exist throughout the solar system, including Reminiscence-4 in the solar corona (emphasizing aquatic zones), Reminiscence-6 on Mars, and 7 on Titan. These cities share codebases and development teams, and have arranged shared accounts for some citizens.

After was originally a digital retirement home, and arguably the oldest virtual city. Established in the early, buggy days of digital uploads, it promised a 'retirement home in the sky' for those without any better options. Most of the oldest individuals are functionally beta forks. As uploading and resleeving technology developed, much of After, Inc's purpose shifted to being an 'afterlife' for those that wanted a remnant of themselves to remain, but didn't believe in resleeving. During the fall, After went completely offline as a security measure, and in the post-Fall world found themselves with a massive client base of the post-mortal.

The modern virtual city of After maintains its post-mortal pretensions, and styles its themes and public spectacles on what its memetic designers refer to as 'cultural archetypal afterlifes', the most common being the 'fluffy clouds' Heaven, or small countryside homes. It is also, not coincidentally, one of the most religious virtual cities.

Babel-5 is one of the few major anarchist virtual cities. For most anarchists, virtual cities are impractical due to lightspeed lag. Babel-5 is located at Locus, and only has two currencies - speed, and time, distributed by reputation. All other content, made by anyone, is available to all users. Beyond that, anything goes, and the resulting city is characteristically anarchic, with no attempt to impose server-wide rules and only a dismissable warning when one steps into a zone with radically different rules than current settings.
 
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I'd like to get into this, but I seem to be lacking the Eclipse Phase knowhow :(

The writing is pretty interesting!
 
016: Operation Cold Apollo

Firewall's resources, as sentinels are reminded frequently, are not unlimited. This means that shutting down dangerous research or activities preemptively is very rarely an option. The alternative is to monitor and report; this is sometimes unhelpful if the outward signs of a dangerous breakthrough are negligible, and provides little to no useful intelligence for other dangers. Firewall needs to balance the operational needs of more intensive surveillance - such as planting listening devices and infiltrating targeted systems with malware - with both the risk of being exposed and the potential gain.

The most useful intelligence can often only be gained by getting an agent inside a targeted x-risk group, either by 'turning' an insider, or by getting an existing agent recruited by the target. This is the most dangerous type of investigation, but also the most critical, and it is this task that Operation Cold Apollo ostensibly concerns itself with.

Cold Apollo's targets are AGI and ASI research cliques, primarily Mercurial and Hypercorp based, and they focus primarily on subverting key research personnel with access to both ASI programming skills and access to classified research material. Rather than shut down quasilegal or questionable ASI research, Cold Apollo prefers to take a wait and see attitude, and then use social engineering or other cat's paws to destroy dangerous research rather than calling in a team to take it out. This approach was pioneered by a trio of Firewall old-timers with deep contacts in the AGI research community, who attribute their overall success to emphasizing good tradecraft and human intelligence over intrusive electronic scans, but has slowly been growing in size, reputation, and assets since 6AF, with rapid growth having occurred in the last six months. To cement the place of their infiltrators, Cold Apollo scientists often disseminate real, practical ASI knowledge, especially valuable ASI safety research. Cold Apollo argues that it's better that these groups proceed safely than become stuck and frustrated enough to make poorly calculated gambles, and that disseminating real ASI knowledge makes their infiltration all the more effective if and when it becomes necessary to round up the target. So far, the argument has been grudgingly accepted by Firewall.

In reality, Cold Apollo has a very different agenda - a coup, not of Firewall, but of humanity. Philosophically pragmatist but politically unaligned, key members of Cold Apollo have become a sort of singularity-seeker group within Firewall, convinced that only active intervention of the Prometheans into transhuman affairs and rapid bootstrapping of the so-called 'Friendly' ASIs into true super intelligence can save humanity from itself in the long run. To that end, it is running a covert research program within Firewall, by effectively 'farming out' parts of its research agenda to external groups, using agents inserted into singularity seeker or other ASI research groups to direct research in more fruitful directions or siphon important data and insights back into the operation's crows for analysis and use.

The explicit conspiracy exists among roughly half of the operation's dozen proxies. The founders of Operation Cold Apollo have since moved on to other projects, though they are sometimes asked to advise on current operations (due to their expertise). The remaining six proxies remain in the dark to the true objectives of Cold Apollo, though all are aligned philosophically pragmatist and agree with the overall thrust of the project; some may have suspicions they refuse to voice, while others simply miss the implications of the research they oversee, or are too new to the project to understand the full scope of what they see. Ironically, the sentinels, especially those involved directly with running assets, that most understand what Cold Apollo is up to. Those that don't can be easily marginalized by the proxy-level conspirators.

Keeping a secret like this in Firewall is no small task; proxies rotate to avoid precisely this type of conspiracy, and even with Firewall's compartmentalization, the structure is generally too open to prevent this from getting loose. Why Cold Apollo hasn't broken can be explained different ways. One answer is that most people refuse to believe that vetted sentinels have fallen this far and in this number, and are sufficiently organized to make this type of conspiracy. Further, conservatives wary of the group's approach take care to avoid hyperbole that might spark further factional infighting. But another answer might be that the group has powerful backing that helps protect their internal communications and redirect inquiries - either in the form of an external 'partner' like OZMA, or more likely, indirect assistance of the very entities Cold Apollo seeks to 'liberate'.

Ultimately, Cold Apollo's dedicated research team - sentinels and proxies alike - seek to create software and research data that provide techniques an existing 'safe' ASI can use to bootstrap itself while maintaining its own safety, and then introduce these techniques to the Prometheans. They believe that the only reason the Prometheans have not bootstrapped themselves already is that they have strong safety directives that weigh against this course, even when those directives were written in a pre-Fall era when the threat of extinction did not seem so salient. The Prometheans, they believe, are forbidden from even researching the type of hard takeoff that Cold Apollo feels is necessary. In order to break those directives, they need to demonstrate with sufficient clarity the tools needed to safely bootstrap into a hard takeoff. If that doesn't work, they may even seek to find Promethean code lines and 'start again' with hard takeoff using their hard-won knowledge.

Once this has been accomplished, the group imagines that the Prometheans will take an active role in guiding Firewall and all of humanity, as well as resolve directly the outstanding mysteries of the Fall and the cosmos. If they are right about those safeties existing - and if there are not other unforeseen dangers of self-augmenting intelligence - Cold Apollo may well save transhumanity. If they are wrong, they may damn it.
 
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I just wanted to say, again, that I really like your writing for Eclipse Phase. You'd do a much better job than some of the people they have writing the actual sourcebooks. :V
 
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