[EDITOR'S NOTE: Variations of this Article have been circulated by the Planetary Consortium since shortly after the Fall. All too often Sentinels forget about their basic procedures in a rush to get back in to the action, so it's good to refresh yourself on the basics. I've edited a lot of their political BS out of this version, and kept it to just the stuff you actually need to keep in mind, with some additional comments.
-Yumiko Akiyama, Veteran Sentinel]
1. Remain calm and take it slow when you resleeve. Physical side-effects can include dizziness and lightheadedness, shakes or shivers, temporary loss of balance, exhaustion and poor fine control, which persist for a statistically average 24-48 hours. This acclimation period is perfectly normal, so remember to plan your sleeves accordingly. This effect is noted to be less if one uses a familiar Morph type, or a clone of a previous morph.
[Yumiko: This is actually good advice. If you're not lucky enough to be a person who has developed strong adaptability, you'll feel a little off your game for a day or two. Don't push too hard even if the case is hot, make sure your new body works first. I recommend finding a safehouse, getting the lay of the land, or making sure to reup any implants you need to kill the time until you adjust.]
2. You may experience mental or physical artifacts when resleeving. This is perfectly normal, and will pass in time. If you are unsure if your behavior is normal for you, or if you experience excessive amounts of memory, emotion or habitual artifacting, check with your Muse, or a resleeving technician for assistance and psychological analysis. Otherwise, remain calm and act as comes natural to you.
[Yumiko: Artifacts are the worst, usually. Sometimes you get an embedded skill, but almost every Sentinel has experienced a sudden bout of nicotine or caffeine addiction, or something harder. Pods are the shittiest, the underlying cyberbrain architecture can come on very strong. I've had bad experiences being all "oorah devil dog" in Security Pods, or worse in a Pleasure Pod. I recommend contacting The Eye for help first though, if you don't have a mind-doc in your team.]
3. Normally, your HUD will be turned off not to display date and time, and there are no reflective surfaces in the resleeving room, to prevent unwanted panic over continuity and identity. Take your time before examining yourself and checking the time. Your Muse is equipped with psychology software, and will let you know when you are ready to examine your new body and circumstances.
[Yumiko: Sentinels ignore this part a lot, we're busy. I kept it in mostly for contrast - don't rush back into action if you're coming off a violent resleeve, but familiarize yourself with your morph as soon as possible. Try not to be too obvious about it though, you might weird out the technicians in a public body bank or clinic - they're used to dealing with rich tourists, travelling corp-men and indentures cashing out their contracts most of the time.]
4. Take time to adjust to your new physical situation - this includes both any changes to height, weight and balance of your new morph, but also different conditions of gravity, atmospheric pressure and other environmental conditions. Proceed with caution when you get up from the ego bridge and begin moving around.
[Yumiko: I honestly think this should be higher up the list, but to the PC I guess it's more expensive and time consuming to have to fix your mental problems instead of a stubbed toe or bump on the head. Just stay relaxed like they say and get a feel for the new body and where you're operating. Understanding your physical capabilities and limitations can mean the difference between needing a new Morph]
5. If you have spent an extended period in a Virtual environment, be aware some sensations may be sharper or more defined in "real space". Please remember to consider your surroundings and local customs when refreshing yourself on "real" sensations.
[Yumiko: Not often a problem for Sentinels, even if they have been in VR or Infomorph states for a long period of time, but the last part stands all the time. As an operative, be familiar with the terrain, both physical and social, and account for it in your actions. Anything you do which is worth remarking might come up later if an opposing group tries to track you. But, if you're an AGI who hasn't tried a physical morph out before, this does apply. Keep it relaxed until you're in private]
6. Be aware, unless you have made a custom order, your Morph may have been previously used. Be cautious leaving yourself in Privacy Mode as people may see your face and think you are someone else. Depending on what your Morph was doing recently, and how long it has been in storage, you may feel the need to "catch up" on bodily functions preserved during stasis. Do not be alarmed if you feel a strong desire to sleep, eat, excrete or experience physical or emotional arousal.
[Yumiko: The face part is the most important here, especially if the organization is providing your bodies and doesn't give you full provenance. Given how we have to operate in secret, operating anonymously is not unknown. Cover your face if it's going to be a problem. Getting a quick meal or lay in right after resleeving can sometimes help you adjust, however. I edited out the lovely implication you can often pay for a new face right away in the shop - find somebody on the street who can do it cheaper.]
7. If your new body comes with additional implants, take your time to familiarize yourself with their features, to avoid accidents and make the most of your Morph.
[Yumiko: Again, damned good advice. Sentinels can go crazy ordering new 'ware for an OP, make sure you know how to use everything. As a freelancer before Firewall I knew some guys who accidentally hit themselves in the groin with an implant blade or hand laser because they forgot which muscle groups set them off. Enhanced Senses also can take some adjusting too. Again, edited out the bits where the Consortium tries to shill you on ordering new mods right away.]
8. Remember to be polite to the Resleeving technicians. They are here to help.
[Yumiko: Presented without comment.]
Tuesday, February 20, 2018
Sunday, January 14, 2018
Psychovore
PSYCHOVORE
A species which is found on Bromeliad, but probably not native to there. Their normal appearance is a semi-amorphous quadruped with blue-black skin about the size of a medium to small dog. They have no apparent eyes, but do have some photosensitivity in their skin, allowing them to "see", as well as sense Near IR (body heat) and their own Psi senses. The Psychovore name comes from their unusual "diet", which is to make physical contact with the brain or CNS and parasitize the neuroelectric and neurochemical energy there, killing the host. To assist in this, they are effectively boneless, with variable tension in their outer skin and internal fibers, making them fairly strong and fast moving. They can grip to surfaces and their "limbs" can sub-divide up to the nanoscale level like fractal digits - a capability beyond Transhuman biology. Their limbs can even stretch and flex, giving them some surprising reach. Other internal structures are flexible and adaptable. They self-repair quickly with healing organelles which are as efficient as medichines, and their internal composition is very variable - with "storage" organelles halfway between power plants and neurons. They are also resistant to vacuum and do not need to "breathe" for their metabolism. Combined with the fact that they reproduce asexually by fission after large meals, the complex internal structure, this all around hardiness means it is highly likely Psychovores are artificial creations - some kind of alien bioweapon. Initial studies indicate they may have been on Bromeliad for upwards of 100,000 years.
Behaviorally, Psychovores are solo or small pack hunters. Their skin is chameleonic, and they can climb fast and well, so they tend to hide out of line of sight and ambush, utilizing their Psi abilities to sense even through solid material. They can also fit through or in small spaces as needed. They have a pronounced range of senses. They tend to immediately go for wherever the brain is located with a pounce or drop, but if they don't have easy access, they can grapple or even use Psi Sleights to try and stun the target, both on contact and remotely. If threatened, they will try and provoke a fear response or "disappear from perception" of observers. Psychovores are hostile to drones and synthmorphs, destructively attacking them when spotted - possibly due to their inability to sense or attack them with Psi.
Initial examinations of their structure is that they're basically all "brain" equivalent, and digesting brains of others allows them to grow new neural tissue - which is also all their other tissues, and divide or grow in strength. While they are not actively sapient, they do have animal cunning and appear to be able to "learn" by consuming animals to know their behaviors. Given their chamelonic and adaptive abilities, this gives great concern if they should ever be able to consume a large number of Transhuman brains. What might they learn about hunting us?
Threat Level: Orange
Numbers: 1-4
COG 5 COO 20 INT 15 REF 20 SAV 5 SOM 15
WIL 20 INIT 7 SPD 2 DUR 25 WT 5 DR 38
Tendril: 1d10+1 DV, AP 0, Reach, Subdual
Fractal Stab: 1d10+4 DV, AP -8
Psychic Vampire: After making a successful Subdual attack, the Psychovore can spend a Complex Action to perform a Psychic Vampire attack, which is an opposed WILx3 test. If the Psychovore succeeds, it deals 1d10/2 DV which ignores normal armor (but not Psi Armor). It will latch on until the target is dead and they are removed and deal 1d10/2 DV this way each round. The target must have a biological brain.
Fray/Armor: 50, 2/3
Perception: 40
Move: 4/20 Walker
Skills: Climbing 40, Control 40, Infiltration 40, Sense 40, Psi Assault 40, Unarmed Combat 50
Ware: Chameleon Skin, Infrared Vision, Grip Pads, Fractal Digits, Medichines, Squishbot, Vacuum Sealing
Traits: Limber (2), Small Size, Psi (2)
Psi Sleights: Agony, Confusion, Drive Emotion, Ego Sense, Extend Range
Absorption: When the Psychovore successfully makes a Psychic Vampire attack, it heals a number of DV equal to half the DV it deals with each attack. If it kills a sentient creature it gains a +10 to COG, INT and WIL for 1d10 Hours or can divide to form 1d6/2 Psychovores.
Stress Test: 1d10/2 +3
[SIDEBAR: Psychovores Of Unusual Size]
Theoretical simulations based on examinations of their physical structure and preliminary survey reports indicate there may be larger Psychovores out there - some kind of mature stage when they fail to divide - or perhaps upon many divisions. These forms are more flexible, some may even be able to walk upright or have even more multipurpose limbs. When upgrading the Size Trait of a Psychovore increase all it's Attributes by 5 (and make sure to also increase derived stats and skills appropriately). If it is Medium Size, it has a DUR of 35, if it is Large size it has a DUR of 50. Psychovores of this larger size also begin displaying more complex behaviors as they absorb knowledge and skills from victims. They can add any skill (including Knowledge skills) they like when they kill a victim, and can also copy any of their Psi Sleights. They can mimic the form and shape of other things, akin to Skinflex/Shape Adjusting wares but do not normally gain the Disguise or Impersonate skills, so their ability to pretend to be something complex (like a Transhuman) is limited. Their physical forms can also mimic any Bio or Nanoware they consume, particularly sensory and mental augmentations. The more they consume, the smarter and more adaptable they get. At a GM's discrecion they may even being displaying Psi Epsilon abilities.
A species which is found on Bromeliad, but probably not native to there. Their normal appearance is a semi-amorphous quadruped with blue-black skin about the size of a medium to small dog. They have no apparent eyes, but do have some photosensitivity in their skin, allowing them to "see", as well as sense Near IR (body heat) and their own Psi senses. The Psychovore name comes from their unusual "diet", which is to make physical contact with the brain or CNS and parasitize the neuroelectric and neurochemical energy there, killing the host. To assist in this, they are effectively boneless, with variable tension in their outer skin and internal fibers, making them fairly strong and fast moving. They can grip to surfaces and their "limbs" can sub-divide up to the nanoscale level like fractal digits - a capability beyond Transhuman biology. Their limbs can even stretch and flex, giving them some surprising reach. Other internal structures are flexible and adaptable. They self-repair quickly with healing organelles which are as efficient as medichines, and their internal composition is very variable - with "storage" organelles halfway between power plants and neurons. They are also resistant to vacuum and do not need to "breathe" for their metabolism. Combined with the fact that they reproduce asexually by fission after large meals, the complex internal structure, this all around hardiness means it is highly likely Psychovores are artificial creations - some kind of alien bioweapon. Initial studies indicate they may have been on Bromeliad for upwards of 100,000 years.
Behaviorally, Psychovores are solo or small pack hunters. Their skin is chameleonic, and they can climb fast and well, so they tend to hide out of line of sight and ambush, utilizing their Psi abilities to sense even through solid material. They can also fit through or in small spaces as needed. They have a pronounced range of senses. They tend to immediately go for wherever the brain is located with a pounce or drop, but if they don't have easy access, they can grapple or even use Psi Sleights to try and stun the target, both on contact and remotely. If threatened, they will try and provoke a fear response or "disappear from perception" of observers. Psychovores are hostile to drones and synthmorphs, destructively attacking them when spotted - possibly due to their inability to sense or attack them with Psi.
Initial examinations of their structure is that they're basically all "brain" equivalent, and digesting brains of others allows them to grow new neural tissue - which is also all their other tissues, and divide or grow in strength. While they are not actively sapient, they do have animal cunning and appear to be able to "learn" by consuming animals to know their behaviors. Given their chamelonic and adaptive abilities, this gives great concern if they should ever be able to consume a large number of Transhuman brains. What might they learn about hunting us?
Threat Level: Orange
Numbers: 1-4
COG 5 COO 20 INT 15 REF 20 SAV 5 SOM 15
WIL 20 INIT 7 SPD 2 DUR 25 WT 5 DR 38
Tendril: 1d10+1 DV, AP 0, Reach, Subdual
Fractal Stab: 1d10+4 DV, AP -8
Psychic Vampire: After making a successful Subdual attack, the Psychovore can spend a Complex Action to perform a Psychic Vampire attack, which is an opposed WILx3 test. If the Psychovore succeeds, it deals 1d10/2 DV which ignores normal armor (but not Psi Armor). It will latch on until the target is dead and they are removed and deal 1d10/2 DV this way each round. The target must have a biological brain.
Fray/Armor: 50, 2/3
Perception: 40
Move: 4/20 Walker
Skills: Climbing 40, Control 40, Infiltration 40, Sense 40, Psi Assault 40, Unarmed Combat 50
Ware: Chameleon Skin, Infrared Vision, Grip Pads, Fractal Digits, Medichines, Squishbot, Vacuum Sealing
Traits: Limber (2), Small Size, Psi (2)
Psi Sleights: Agony, Confusion, Drive Emotion, Ego Sense, Extend Range
Absorption: When the Psychovore successfully makes a Psychic Vampire attack, it heals a number of DV equal to half the DV it deals with each attack. If it kills a sentient creature it gains a +10 to COG, INT and WIL for 1d10 Hours or can divide to form 1d6/2 Psychovores.
Stress Test: 1d10/2 +3
[SIDEBAR: Psychovores Of Unusual Size]
Theoretical simulations based on examinations of their physical structure and preliminary survey reports indicate there may be larger Psychovores out there - some kind of mature stage when they fail to divide - or perhaps upon many divisions. These forms are more flexible, some may even be able to walk upright or have even more multipurpose limbs. When upgrading the Size Trait of a Psychovore increase all it's Attributes by 5 (and make sure to also increase derived stats and skills appropriately). If it is Medium Size, it has a DUR of 35, if it is Large size it has a DUR of 50. Psychovores of this larger size also begin displaying more complex behaviors as they absorb knowledge and skills from victims. They can add any skill (including Knowledge skills) they like when they kill a victim, and can also copy any of their Psi Sleights. They can mimic the form and shape of other things, akin to Skinflex/Shape Adjusting wares but do not normally gain the Disguise or Impersonate skills, so their ability to pretend to be something complex (like a Transhuman) is limited. Their physical forms can also mimic any Bio or Nanoware they consume, particularly sensory and mental augmentations. The more they consume, the smarter and more adaptable they get. At a GM's discrecion they may even being displaying Psi Epsilon abilities.
Saturday, January 13, 2018
Psyche
Harker
Type: Rocky Moon
Satellite Of: Bromeliad
Gravity: .15 g
Diameter: 3275 km
Atmospheric Pressure: N/A
Atmospheric Composition: N/A
Surface Temperature (Mean): -60 C
Day Length: N/A
Orbital Period: 36 Days
Gate Access: Martian Gate (vis Psyche Station)
Type: Rocky Moon
Satellite Of: Bromeliad
Gravity: .15 g
Diameter: 3275 km
Atmospheric Pressure: N/A
Atmospheric Composition: N/A
Surface Temperature (Mean): -60 C
Day Length: N/A
Orbital Period: 36 Days
Gate Access: Martian Gate (vis Psyche Station)
Bromeliad
Type: Terrestrial (Tundral)
Primary Star: M5V (Red Dwarf)
Gravity: .8 g
Diameter: 11313 km
Atmospheric Pressure: 1 atm
Atmospheric Composition: 65% Nitrogen, 21% Oxygen, 6% CO2, 4% Hydrogen Sulfide, trace other gasses
Surface Temperature (Mean): -5 C (26 C in Volcanic Regions)
Day Length: 28.5 Hours
Orbital Period:
Satellites: Harker
Gate Access: Martian Gate (vis Psyche Station)
The Harker/Bromeliad system is the classic example of "dirty little secret" exoplanets. It should be of intense interest to the public, and scientific data from it of utmost interest to all researchers - but it is incredibly unknown. The gate, now named "Psyche" for the station built around it, stood in the LaGrange point between Harker and Bromeliad. Harker is named after the Gatecrasher who explore the system first - and is a mostly unremarkable terrestrial moon, a rough analog for Luna. It has a decent amount of metallic and silicate elements which are drawn on for mining projects, and some water ice in frozen pockets which has been also utilized for settlers. It is not of major interest.
Bromeliad on the other hand, is quite interesting. A tundral terrestrial, slightly smaller than Earth with a slightly toxic atmosphere due to lots of volcanic activity - this geothermal heating is the only thing which keeps it remotely habitable on the far edges of its dim star's habitable zone. Most of it's surface is bare rock, or layers of water ice and other volatiles. But, large volcanic activity has cut through glacial zones in certain regions, in valleys, dormant or extinct craters, geothermal vents and hot springs and sinkholes. These regions, which give the exoplanet it's name, have a bearable (and hot even) temperature, enough humidity they have rain or mist and standing liquid water. And it is here that life has evolved on this planet.
Microbes flourish of course, both chemo and photosynthesising living in otherwise acidic or toxic pools, leeching elements from standing water or geysers, etc. While their biochemistry is slightly different, they do not lend any serious research opportunities to Transhumanity. Complex organisms do, and Bromeliad has them. Exoflora is decently diversified. Their structure and chemistry is sufficiently different from terrestrial plants most of them are indigestible to humans, but otherwise they're roughly analogous to Earth plants. Their chlorophyll analog is called "erythrophylla" because it is a majority reddish in color to our eyes, with slight tinges of orange. Many of them also process sulfur and other volcanic gas elements and secrete them to avoid toxicity, so they smell unpleasant and would be poisonous for even some of the local animals to eat.
Initial surveys by probes launched from Harker or directly through the Gate did not indicate much interesting in the way of Exofauna. Almost all larger life on Bromeliad is semi- or fully amphibious. They exist in various pools and flows of water, or stalk overland from pool to pool, filtering microbes, eating the less toxic plants or even engaging in predatory behavior. They have a sophisticated DNA/RNA analog which makes them very resistant to diseases, parasites and carcinogens, and they have a slightly acidic biochemistry compared to Terrestrial life. Most of them are limbless or quadrupedal, or just have gripping forearms. While not considered aesthetically pleasing, they are similar enough looking to Earth animals for familiar names. Eelsnakes, Bromeliad Salamanders, Frog-monkeys, Craterskippers and Fanged Toads are examples of these identified species. Smaller life includes amphibious insect analogs, who pollinate or try and parasitize plant and animal life to survive. These can have between 4-8 limbs, and are exoskeletal, while the other macrofauna is endoskeletal - though they seem to be more like sharks with a cartilage-like substance providing most of their internal structure.
This should make Bromeliad a prime place for colonization. With minimal mods or equipment, transhumans could visit to study the lifeforms, even see them like some kind of nature preserve or zoo. And the volcanic activity means there are valuable heavy metals in the crust to exploit, along with large volumes of water ice. And yet the Gate is mostly locked down, and there are no permanent settlements on the surface of Bromeliad.
This is because of the other residents of Bromeliad. First discovered when a manned mission was sent to try and find a good place to set up an initial outpost by Pathfinder. Mission logs were heavily classified afterward, but if you know where to look, they can be found. The mission was wiped out to a man by an exofauna form now called "Psychovore". Pathfinder was ready to black out the address for a hostile alien life form, or possible TITAN activity, but this is where the Trinity Foundation stepped in. Officially, Trinity is a group dedicated fostering cooperation between Hypercorps in similar industries to promote the growth of the Planetary Consortium and it's Four-Point Plan. Their name is derived from their motto "Mind. Body. Soul.". But in reality, they are a shell company. Their majority stakeholders are all tied into Cognite, with the rest of their executive slots filled by people tied to corps like Ecologene, Skinaesthesia and NanoSys.
Trinity vastly overpaid to buy exclusive rights to the Gate destination over Bromeliad, and used it to establish a largely unknown research base, Psyche Station.
Psyche
Station Type: Cluster
Allegiance: Trinity Foundation (Hypercorps)
Primary Languages: English, Cantonese, Russian
Population: 1,200
Psyche is the variable configuration cluster habitat built by Trinity around the Gate, thus located in the LaGrange point between Harker and Bromeliad. The station's primary purpose is research and development, though it has some business elements and quarters for visitors to scope out Bromeliad, though they are rarely used. Officially, Trinity Foundation uses it as space for it's "cooperating hypercorps" to launch joint research projects based on unique conditions of the Harker/Bromeliad system. Again, the reality is that it is a black box lab, connected to major hypercorps, who can perform exotic research away from prying eyes, under conditions of total control. While the labs and their projects are frequently modified and rotated, ultimately a lot of their research is based on the data of the Psychovore species.
What Trinity has been able to determine about the Psychovore is that they are a complex, amorphous or semi-amorphous species, with usually dark coloration. Their internal structure is more advanced and complex than most other species on Bromeliad, and due to their external appearance many think it is similar to the Factors. However, their internal components and behaviors are different enough to posit they are not directly related. Additionally, Psychovores do not appear highly intelligent or sapient. They are called "Psychovores" because of their unique form of gathering metabolic energy. The flowery way to put it is they "feed on consciousness", but the most accurate way is to say that Psychovores gather metabolic energy by lethally parasitizing the nervous system. They invade and "feast" on brains and CNS systems (or analogous) and absorb neuroelectric and neurochemical energy. More complex organisms with larger brains like Transhumans have more of this energy stored and thus are more nourishing, and a more desirable prey. While feeding on less-complex organisms is enough to sustain them for extended periods, eating large entities means that they can initiate rapid cellular analog division - this allows them either to grow in size and complexity or to reproduce via fission, adding anywhere from 1-4 new forms. This reproduction is aesexual completely, and akin to the growth of a virus or bacterium - mutation and adaptation seems to occur naturally in response to environmental pressures. The worst part of the Psychovore is that appears naturally Asynchronous - that is it possesses what we call "Psi" abilities, in addition to flexible and adaptive biochemistry. Small Psychovores can create a psychosomatic "shock" in the target at a touch, and generate some kind of psychic field which provokes fear responses in large sophonts. Larger forms show more exotic abilities, able to lure targets toward them, or cause them to ignore the Psychovore from their perception. This element seems to be what peaked Cognite's interest.
Thus, Psyche is built to contain and study these entities.
Psyche, being a large cluster, has all the normal functions you might expect from a space habitat. Given that primary access is via the Gate, there is a large central sphere built around it, which serves as a primary customs access point, with round the clock security and support shifts to move cargo and people. This area is immediately connected to central spar which provides primary support to the station's structures. Along this spar first is the Administrative modules, which handle all command and control stations, and house primary nodes for station infrastructure to be managed. They also have central security offices. It has a permanent residence of about 1200, and this number can balloon as high as 1800 for specific project rotations. This of course means quarters and support for all these people - mostly in the form of habitat modules just beyond admin, connected directly to the gate via transport tubes, some of which are lightly spun for lunar-level gravity. However, some labs have overflow or extra habitat modules attached to them so researchers don't have to go far from their projects. As expected from a group mostly backed by Cognite, the decor is surprisingly detailed and even gaudy - a Neo-Victorian stretching to Art Nouveau style.
Beyond this point, access is all controlled, which has made it very hard for Firewall to examine the labs closer. Most of this data is based on reports and schematics back in-system, not first hand HUMINT. Access to areas beyond the public ones are handled usually by some form of two-step authentication. Station employees carry physical token IDs or have nanotat IDs which are matched to Ego ID data recorded in the central hab servers. Tokens and Mesh IDs are rigorously tracked by internal security, and logged by various sub-networks. Access points are paired with the Ego ID authentication, which means only authorized personnel with their proper entry materials can enter a given section, which is primarily done to prevent people from accessing areas off-shift or when they have been reassigned, but they cannot be accessed by just stealing the right token access cards. Infomorphs utilize Digital ID codes instead, which are checked when logging into or transferring to certain devices. Coupled with many isolated or outright air-gapped internal networks makes Mesh access also limited.
General purpose of sections is originally related to Psychovore phenomena, but this has branched out into several covert research operations under these strict security measures. This is similar to the function of the Aten station in the Solar Corona in-system, but there is no involvement with groups like Direct Action, and minimal interference from Oversight. Instead, internal security is handled by an in-house Security division, and primary oversight comes in the form of (well paid) Pathfinder reps.
The central spar sections are primarily infrastructural. Hooked into and extended from main habitation modules is public services modules, with medical and resleeving facilities as well as psychological care stations. Past them is mostly a network of storage modules and inventory management. From here a lot of repair and reconfiguration ops are run. Opposite side of the spar from Admin and Habitation is the primary infrastructure sections. First is Life Support, with primary water-treatment and atmospheric and environmental control modules, though sub-modules are embedded in various strands of the cluster. Past this is the Power Plant and Resource Refinement modules. Primary power output is a DPF fusion reactor, which provides power via hardened transmission lines or wi-tricity transmitters. Backup power is provided to individual modules by large nuclear batteries or supplemental solar, though solar efficiency is weak due to the dim local star. Resource refinement combines waste management with mining and harvesting operations conducted by ALIs and teleoperation on Harker. Access to these modules is limited to technicians mostly. Both ends of the spars are capped off with shuttle and drone bays, where ops can be launched to Harker and Bromeliad directly.
Out from the spar are the lab clusters. Many of them are designed to be reconfigurable and expanded or contracted as needed. They can also be jettisoned or quarantined easily in case of some emergency. While the exact labs and projects can vary at any given time, there are a few major internal departments which almost never fully close.
- Exobiology is the largest and oldest - they directly study the Psychovores as well as other flora and fauna on Bromeliad. They make observations both on carefully contained "live samples" and surveys of the planet. They are also attempting to deeper understand their physical structure. Notable modules within this department include Genetics and Behavioral Analysis labs. There is also the "Paleontology" module, which is more like a Xenoarchaeology section - studying the history of Bromeliad to look for clues about the appearance of the Psychovores and the common theory that they are some kind of artificial bioweapon deployed by an earlier species.
- Parapsychology is the next oldest and largest, but by far the darkest lab. Almost nobody knows what goes on there, other than reports back to Cognite indicate that their primary purpose is to study Psi phenomena. Originally, it seems like their purpose was to study the effects of Psi on transhumans, as well as detect and interfere with psi and asynchronous brain-waves as per the Psychovores, but has since expanded. They now appear to conduct research on Transhuman Asyncs and their capabilities, as well as run complex simulations on the limits of psi phenomena exhibited by exsurgents and xenofauna. As the only known way for transhumans to develop async abilities is to be exposed to certain strains of the Exsurgent Virus, this is deeply troubling research.
- Neurogenetic Hardware Labs are a small, permanent and prestigious posting - which appears to be the open face of Parapsychology. Trinity promotes their work the hardest, which is mainly on development of morphs and cyberbrains to ever expand the transhuman limits. Covertly they also appear to be working on cultivating morph lines which are resistant to Psi. They have notable sub-divisions, an AI lab, a Forking lab and Psychosurgery lab. The AI lab seems to focus on standard AGI generation from neural maps or ALI generation from pruning to suit station needs and research tasks. Forking, however, is more dangerously experimenting with exotic fork-hives and merges into Transcendant forking. Psychosurgery works closely with Human Augmentation (see below) to perform skill grafting, scanning as well as developing new techniques and hardware tools.
- Human Augmentation is the most volatile division. While almost always up and running, it's various departments are constantly swapping, closing and reconfiguring modules. It is probably one of the most active departments on Psyche. Their three primary wings are Implants, Pharmaceuticals and Software. The Implant group is self-explanatory, working on new ware, primarily bio and nano based on other researches. Primarily cognitive and sensory enhancements, but they also have built some mods from exotic xeno-life samples. Software is primarily focused on skillsofts, particularly exotic skills or knowledge bases. While high quality, many of these are esoteric, projects which couldn't survive normal working conditions at places like Cognite or Experia. They also work on software plugins and upgrades for infomorphs. Pharmaceuticals is probably the largest consistently, working on nootropics and supplements derived from xenosamples. They also are notable for the development of various Psi Drugs.
- Remaining labs come and go as projects and funding run through them. Exotic Particle labs have opened and closed several times when they weren't cost-effective. The Planetary Science lab was opened at the same time as Exobiology, but was shuttered only months after and has never been reopened, but also never reconfigured. Resources from other labs and infrastructure are occasionally repurposed to construct Robotics or Nanotech testing labs. An "uplift division" cluster of modules tends to drift from major department to department as they focus on particular projects. The Computer Science lab was subject to some kind of accident and several modules were breached, after which it was quarantined and ejected, only to be stripped down to basic modules re-attached to other labs. And various scientists and department heads have "pet" modules which cover small personal projects, such as Astronomy, Quantum Physics, Linguistics and Memetics.
Sunday, January 7, 2018
Installing Implants
How we go about installing the many implants known in the Solar System is not often given too much detail. In general, the upgrading process is not something most care to think about. But before Healing Vats became ubiquitous, and even now in places where they cannot be found one way or another, there were other forms of "installing" implants. This complex and messy topic is usually ignored in favor of promoting "safe" and "clean" installs and upgrades at your favorite corporate owned mod shop or open-source, public access medbay. But a Firewall Sentinel should familiarize themselves with the alternate ways implants can be handled, both so they can install in a pinch and know what potential opposition is doing. Illegal mod shops are a not-uncommon X-risk vector.
Software plug-ins for Infomorphs and Cyberbrains are the simplest. This can be done in moments with just about any software. Infomorph upgrades are most complex which require formatting to a particular Ego and require an integration suite of software to pull off. This can take days depending on the complexity of the Upgrade - so most are done in Simulspace time dilation, adding another set of equipment you'll need. Other than the software tools, however, most of this gear is pretty standard. And infomorph running on basically any server with a mesh connection can do this integration on their own or with a partner. This can make tracking such software mods a real pain.
Bioware is a different issue. Usually this sort of thing is handled entirely by a Healing Vat. The ability to permeate all tissues of the morph and provide micro-scale editing and healing can't be underestimated. Some bioware can't be installed at all without a Healing Vat, unless you start from scratch and program a new Morph with the DNA to develop it naturally. Minor bio- or neurochemistry modifications are pretty simple. Medical injectors filled with retrovirii or medical nanos can "install" such changes fairly quickly, and a few doses over time can ensure their permanence. Any idiot can follow the instructions to inject, though getting into the brain via eye socket or nose can turn a lot of stomachs. Glands and organ implants aren't too hard, it'll take about an hour for a medical maker or other form of wet-fab to clone the right part from blueprints. The messy part is the install. This will require somebody else to perform Implant Surgery, a process which can take several hours, to get everything transplanted right. Even with modern medicine, there's usually a short recovery time.
Full-body bioware, like muscle augs, chameleon skin or bioweave armor can be implanted out of a vat sometimes too. This involves a lot of treatments from head to toe, however, and is about as convenient as climbing in a tub full of nanos anyway, most people don't bother. The process to thoroughly install can take an hour or two, but expect it to take longer for the mods to actually fully manifest.
Cyberware is, in some ways, much simpler. Any piece of cyberware can be installed outside of a Healing Vat by a professional. The only downside is that it's all surgical. And a lot of cyberware is heavily neurological, meaning a lot of complex work to be done. But, it can all be done on a slab. This is why you see not just anti-genemod groups like the Jovians sporting old "chrome". A street gang might not be able to afford a jailbroken healing vat, medical-scale cloning and a proper environment to install bioware. But they can probably find a fabber and some rubbing alcohol to sterilize, so you'll see them adapting a lot of cyberware alternates to systems like enhanced hearing and vision on top of cyberlimbs and the like.
For small, non-invasive implants, basic stuff like a new set of access jacks (assuming you already have a cranial computer), ghostriders or liferecorders, you can get these placed in the body in a couple hours and get stitched up. Unfortunately, a lot of cyberware involves hooking into or going near your brain, as discussed above. This is slow, delicate work. The fastest (not necessarily the best) surgeons can get this kind of work done in 6-8 hours. A more realistic timeframe is about 12 hours, and none of this accounts for recovery time. Twelve is also a hard minimum to a serious structural mod, like a Hardened Skeleton. And expect to be down for at least twice that long on the other end.
Now, installing Nanoware is both a lot easier, but also trickier. Assuming your actual nanos are all in order and undamaged, they can be applied basically anywhere via all kinds of methods. Nanodrugs, direct injection, etc. However, because they're so tiny, they're also slow. It can take upwards of twelve hours of steady introduction for medichines to fully circulate in the body and be settled in. Same with something like Nanophages or Oracles. The upside here is that there's no surgical element a lot of the time. Once they've been introduced to your body you can get up and go - the only thing you're waiting on is for them to take full effect. This can be a little disorienting for some kinds of nanoware though, so I'd recommend sleeping on it. Nearly all these units are pre-programmed by default, but having somebody skilled with Nanomedicine around to make sure everything is working fine won't hurt.
On the other hand, some nanoware involves physical integration. Wrist-Mounted Tools are flexible sure, but they don't just assemble themselves inside your wrists - or else they could assemble themselves other places. This sort of stuff does involve implant surgery. It might be a bit quicker or cleaner than with cyber or bioware, but you'll get cut open nonetheless. A healing vat does it much easier, but a surgeon can do it in somewhere between 8-12 hours depending on what you're getting installed. Finding back-alley doctors willing to implant a nuclear thermocouple in your guts is another matter. This is what keeps jailbroken nanoware from running wild - lack of expertise. Nanomedicine is still advancing, and is fairly prestigious. Finding somebody who knows what he's doing can be hard, and while some of them are sure shady, they won't be hanging out in the same places are your regular chop-shop guy.
Robotic Enhancements are much simpler. Synthmorphs don't start bleeding out when you pop their outer shell off with an allen wrench set. They also have their own anaesthetic. Any robotics tech with a fully stocked tool kit and a fabber can install these augmentations. How long it takes depends on the aug and it's complexity. Stuff which integrates heavily into cyberbrains is much more sophisticated work than bolting a new layer of armor on. And don't get me started on the waiting time involved for Brain Boxes... The real problem is that IP protection on Synths can be a lot worse than some bios for the advanced ones, meaning shit like proprietary tools and non-standard sizes. Cheap mass-produced models can go too far the other end, cramming augs into a Case is often like trying to hot-rod your ghetto hoopty. You'll look real cool with a machine gun weapon mount right up until the servomotors in your legs blow out because the morph wasn't calibrated to handle the extra weight.
-B0n3z, Firewall Register
Software plug-ins for Infomorphs and Cyberbrains are the simplest. This can be done in moments with just about any software. Infomorph upgrades are most complex which require formatting to a particular Ego and require an integration suite of software to pull off. This can take days depending on the complexity of the Upgrade - so most are done in Simulspace time dilation, adding another set of equipment you'll need. Other than the software tools, however, most of this gear is pretty standard. And infomorph running on basically any server with a mesh connection can do this integration on their own or with a partner. This can make tracking such software mods a real pain.
Bioware is a different issue. Usually this sort of thing is handled entirely by a Healing Vat. The ability to permeate all tissues of the morph and provide micro-scale editing and healing can't be underestimated. Some bioware can't be installed at all without a Healing Vat, unless you start from scratch and program a new Morph with the DNA to develop it naturally. Minor bio- or neurochemistry modifications are pretty simple. Medical injectors filled with retrovirii or medical nanos can "install" such changes fairly quickly, and a few doses over time can ensure their permanence. Any idiot can follow the instructions to inject, though getting into the brain via eye socket or nose can turn a lot of stomachs. Glands and organ implants aren't too hard, it'll take about an hour for a medical maker or other form of wet-fab to clone the right part from blueprints. The messy part is the install. This will require somebody else to perform Implant Surgery, a process which can take several hours, to get everything transplanted right. Even with modern medicine, there's usually a short recovery time.
Full-body bioware, like muscle augs, chameleon skin or bioweave armor can be implanted out of a vat sometimes too. This involves a lot of treatments from head to toe, however, and is about as convenient as climbing in a tub full of nanos anyway, most people don't bother. The process to thoroughly install can take an hour or two, but expect it to take longer for the mods to actually fully manifest.
Cyberware is, in some ways, much simpler. Any piece of cyberware can be installed outside of a Healing Vat by a professional. The only downside is that it's all surgical. And a lot of cyberware is heavily neurological, meaning a lot of complex work to be done. But, it can all be done on a slab. This is why you see not just anti-genemod groups like the Jovians sporting old "chrome". A street gang might not be able to afford a jailbroken healing vat, medical-scale cloning and a proper environment to install bioware. But they can probably find a fabber and some rubbing alcohol to sterilize, so you'll see them adapting a lot of cyberware alternates to systems like enhanced hearing and vision on top of cyberlimbs and the like.
For small, non-invasive implants, basic stuff like a new set of access jacks (assuming you already have a cranial computer), ghostriders or liferecorders, you can get these placed in the body in a couple hours and get stitched up. Unfortunately, a lot of cyberware involves hooking into or going near your brain, as discussed above. This is slow, delicate work. The fastest (not necessarily the best) surgeons can get this kind of work done in 6-8 hours. A more realistic timeframe is about 12 hours, and none of this accounts for recovery time. Twelve is also a hard minimum to a serious structural mod, like a Hardened Skeleton. And expect to be down for at least twice that long on the other end.
Now, installing Nanoware is both a lot easier, but also trickier. Assuming your actual nanos are all in order and undamaged, they can be applied basically anywhere via all kinds of methods. Nanodrugs, direct injection, etc. However, because they're so tiny, they're also slow. It can take upwards of twelve hours of steady introduction for medichines to fully circulate in the body and be settled in. Same with something like Nanophages or Oracles. The upside here is that there's no surgical element a lot of the time. Once they've been introduced to your body you can get up and go - the only thing you're waiting on is for them to take full effect. This can be a little disorienting for some kinds of nanoware though, so I'd recommend sleeping on it. Nearly all these units are pre-programmed by default, but having somebody skilled with Nanomedicine around to make sure everything is working fine won't hurt.
On the other hand, some nanoware involves physical integration. Wrist-Mounted Tools are flexible sure, but they don't just assemble themselves inside your wrists - or else they could assemble themselves other places. This sort of stuff does involve implant surgery. It might be a bit quicker or cleaner than with cyber or bioware, but you'll get cut open nonetheless. A healing vat does it much easier, but a surgeon can do it in somewhere between 8-12 hours depending on what you're getting installed. Finding back-alley doctors willing to implant a nuclear thermocouple in your guts is another matter. This is what keeps jailbroken nanoware from running wild - lack of expertise. Nanomedicine is still advancing, and is fairly prestigious. Finding somebody who knows what he's doing can be hard, and while some of them are sure shady, they won't be hanging out in the same places are your regular chop-shop guy.
Robotic Enhancements are much simpler. Synthmorphs don't start bleeding out when you pop their outer shell off with an allen wrench set. They also have their own anaesthetic. Any robotics tech with a fully stocked tool kit and a fabber can install these augmentations. How long it takes depends on the aug and it's complexity. Stuff which integrates heavily into cyberbrains is much more sophisticated work than bolting a new layer of armor on. And don't get me started on the waiting time involved for Brain Boxes... The real problem is that IP protection on Synths can be a lot worse than some bios for the advanced ones, meaning shit like proprietary tools and non-standard sizes. Cheap mass-produced models can go too far the other end, cramming augs into a Case is often like trying to hot-rod your ghetto hoopty. You'll look real cool with a machine gun weapon mount right up until the servomotors in your legs blow out because the morph wasn't calibrated to handle the extra weight.
-B0n3z, Firewall Register
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