Sunday, February 5, 2017

Independently Wealthy/Smooth Operator

INDEPENDENTLY WEALTHY (Ego Trait)
Cost: 20 CP
The character comes from a wealthy background, such as a powerful and rich family, having a strong investment portfolio, or has some other source of independent wealth, such as a patent or other IP which is regularly profitable to them. This means they gather wealth and resources they can access regularly without needing to directly work to earn their income and can coast on steady profits. The character automatically makes an amount of Credits per week equal to the amount they would be paid for a week of work as per the Income chart on page 104 of Transhuman. The character bases this income on the Rep Score they have in their Faction's primary Network - if they have no network chose the best applicable rep score based on the source of wealth. This trait should not be taken by characters with a background in autonomist societies, who live and work in the New Economy or otherwise would not gain "wealth".

SMOOTH OPERATOR (Ego Trait)
Cost: 10 CP
The character has a tendency to seem trustworthy and favorable, or easy to like even if they have a low rep score. People naturally want to like and consider this character to have a positive reputation, even when they do not know them. When rolling a skill test to Curry Rep (p. 105 Transhuman), they gain a +10 to that roll, and the Reputation they gain if they pass is +1.

Splinter Grenade

Scientists have been studying and sampling the exoplanet known as Wonderland for beneficial research and technology. So far, not very much has come back, but some genehackers and specialists in organic construction have been able to develop a rough analog to the defense mechanisms of the local fungus - integrating the large, fruit-like growths which explode into sharp spines with electronic components which can mimic a conventional grenade. This showcases Pathfinder's mentality very strongly, efforts to make profit from a planet any way possible. Rumors and development of a conventional ranged weapon which can fire the splinters have so far led nowhere due to such designs being "impractical".

Splinter Grenade: This heavy, spined fruit-looking explosive is derived from the defense mechanism of a macro-scale fungus on an Exoplanet. It has a hardened, almost chitinous shell covered in sharp, micro-barbed spikes. Inside is a chemical compound which explodes in reaction to electricity, and a small interface has been inserted into it so it can be utilized like a normal grenade. When it explodes, it does 3d10+4 DV with an AP of -4 in an area of 5 meters. While not necessarily more effective than other grenades, the weapon is very unusual and surprising, and some scanners may not be able to identify it as a weapon. This type of weapon is only available as a grenade, not a seeker. [Moderate]

Saturday, February 4, 2017

Wonderland

Wonderland
Type: Terrestrial
Primary Star: G9V (Yellow Dwarf)
Gravity: .7 g
Diameter: 8919 km
Atmospheric Pressure: 1.9
Atmospheric Composition: 45% Oxygen, 41% Nitrogen, 4% Methane, 2% Water Vapor, 2% Argon, 1% CO2, trace other gasses
Surface Temperature (Mean): 30 C
Day Length: 32.4 Hours
Orbital Period: 274 Days
Satellites: None
Gate Access: Martian
Notes: Alien Life (Xenofungus), TITAN Traces
Wonderland is an extremely odd little terrestrial world. It's atmosphere is thick, causes severe oxygen toxicity in standard Earth biology and is characterized by a light greenhouse effect - though volcanic activity seems very minimal. It is also noted for having over twice as much Water Vapor in the atmosphere than Earth, making it extremely humid and prone to rains. Wonderland has a particularly bright star (White Queen) which warms it and bathes it in radiation which is mostly absorbed by it's thick ozone layers.
What's most curious however is that the entire "biosphere" of Wonderland appears to be colonized by a single species or collection of subspecies of xenofungus. It is unknown if these are a singular mega-fungus, like some theorize the organisms of Tanaka are, or if there are discrete colonies - what is known is that other than some passive microbes, there are no real other lifeforms on Wonderland. The Wonderland Fungus itself is very differentiated, probably the most complex and advanced xenofungus every encounters, though luckily it appears colonial and not parasitic. It forms several very large structures of a wide variety and functions as part of large colonial structures. Tall umbrella like formations shield smaller fungus from rain, and absorb materials from the water and air (and may interact with the light), spiny "mine" formations send roots and channels deep down to absorb needed minerals in the ground, broad and tiered fungi grow and distribute spores via airflow in areas on the edge of a colony, and spindly web-like fungi seem to act as rudimentary sensory organs - detecting bioelectric fields and air disturbances, sending pheromone or electrical cues to nearby fungi clusters. All of it connected by a fibrous, lichen-like ground covering which seems to send electrochemical signals between macro-fungus forms almost like neurons - called "Croach". Not everything is passive on Wonderland, however. Evolution (possibly through other species or via alien invasives from the Gate) has prompted the fungal colonies to be able to defend themselves with tree-like formations which grow spined "fruit" filled with explosive compounds that when activated send a spray of chitinous spines of hardened carbon and metallic elements at nearly supersonic speeds - which will cause serious injury to an unarmored transhuman. These defensive formations appear to operate via cues from sensory formations, or local disturbances. Some researched also seem to have encountered "suicide" forms near particularly large clusters of croach which burst into pyrophoric explosions when people get too close. There has been some concern raised if the fungus (usually called "Phantomwise") is actually sapient, but leading tests indicate that while the xenofungus and it's croach layer process a decently large volume of information, the complexity of that information is very limited, and it is currently unknown if they have any kind of "storage" organ for that information - so it is assume they are sub-sapient and probably not more intellectually complex than colonial insects. It isn't yet known if the Phantomwise fungus is originally one specie of xenofungus which adapted to different forms, or if several similar groups of fungus evolved together to form a large colonial relationship. They do, however, heal damage at an astonishing rate comparable to medical nanotech.
The name from Wonderland comes from the exotic structures of fungus, the thick cloud layer offering unusual lighting, and the fact that Phantomwise Xenofungus appears to be bioluminescent or otherwise fluoresces for some as yet undetermined purpose. This may simply be a byproduct of it's alien metabolism, or an evolutionary throwback which has not been phased out by natural selection. Either way, the tall fungal formations, which can grow over 3 meters in height, often produce a wide spectrum of bright colors and reflections of light across both the visible and UV spectra - creating an unusual "backlight" off the cloud cover. What portions of Wonderland which are not covered by fungus appear to be mostly metamorphic rocks piled on top of jagged volcanic rock formations from the planet's earlier history, or sedimentary formations caused by water erosion. Wonderland has several large lakes in lowlands, and also shallow seas in the polar region where it gets cooler. The Gate and it's small research complex are in some manner of impact basin in the northern hemisphere, which has been cleared and now cleanly marked by biodefense units.
However, the phantomwise fungus is not the only thing of note on Wonderland. Ground-penetrating scans indicate several artificial tunnel networks under the surface, which appear to show signs of nano-scale tool use in patterns similar to those caused by titan nanoswarms and bots - indicating possible signs of their presence. With nothing confirmed, however, Pathfinder is still open to exploration.

Phantomwise Fungal Forms:

Umbrella Form/Gatherer Form
The Umbrella and Gatherer forms are the most common formations of the Phantomwise xenofungus. Umbrellas grow tall, with broad rounded tops which resemble earthy mushrooms but upwards of 3 meters in height - and gather resources from air and rainwater, and interact with limited UV radiation which filters through Wonderland's atmosphere. Gatherer or Miner forms grow under Umbrellas or at the edge of the "croach" biomass and are short, hardened spines at most a meter in height and are connected to deep "root" systems which seek minerals and nutrients in soil and rock below. Both forms are completely immobile and harmless - though their rubbery surface is slightly caustic to the touch. They have a Durability of 10 total each - but are highly flame retardant, gaining 10 points of armor for fire and fire-based attacks.

Sensory Forms
The second most common form, these fungal types form clusters of long, thin filaments which spring directly from the croach and resemble some sea creatures. They extend in all directions, sometimes up to a meter, but are too thin to stand straight up against gravity. These forms can sense electrical fields as Bioelectric Sense up to 20 meters. They can sense nonliving electric fields as well, but just distance and relative position. They have a Durability of 5.

Breeder Forms
Breeder forms are tall, conical towers which reach about to the Umbrella forms in height and are tiered or segmented. These forms produce spores which can grow other specialty forms from the croach, and tend to appear on the edge of Phantomwise colonies or in areas which are distressed or have been damaged. The spores are not parasitic, but are a skin and eye irritant and can cause an allergic reaction in biomorphs. Any morph not environmentally sealed who comes within 5m (or 20m if "blooming" and actively spreading spores) must make a SOMx2 test. If they fail they take -10 to all actions while they remain in the area of the spores. On a Severe or Critical failure, they have an extreme reaction, and take -30 to all actions as they develop severe symptoms and even begin to hallucinate - and must make a current DUR test or pass out. Toxin Filters and Medichines are immune. The forms have a Durability of 20, and like Umbrellas are Fire-proofed.

Antibody Forms
Antibody forms are Phantomwise' active defenses, which spring up in areas where the fungus is being disturbed or harmed. They look similar to trees or shrubs, a central stalk at most a couple meters in height, with many branches from its crown and upper body which produce spiny "fruits" which are actually their biological weapons, filled with explosive compounds which react with an electrical signal to fire hardened, chitinous spines in clusters at those who get too close. Some of these appear even to be beginning to adapt to transhuman invaders with secondary "munitions" which are like reactive rounds and explode on contact with the enemy.
Threat Level: Yellow
Numbers: 2-6
COG 1 COO 5 INT 10 REF 10 SAV 1 SOM 5
WIL 5 INIT 4 SPD 1 DUR 20 WT 4 DR 35
Splinter Spore: 55, Cone. 2d10+4, AP -4. 5/10/15/20
Sensory Spotter: The Antibody Form can perform Indirect Fire/Blind Fire attacks at no penalty on targets which are outside their sensory range but inside the range of a Sensory Form.
Natural Ammo: A single antibody form has 2d10 spores on it to use as ammunition. They regrow them at a rate of 1d10/2 a day.
Fray/Armor: 0, 2/2 (+10 Armor against Fire)
Perception: 40
Move: 0/0
Skills: Exotic Ranged Weapons: Spores 55
Ware: Bioelectric Sense, Medichines
Stress Test: 1d10/2
Shatter Spore Variant: This type can also perform a shatter spore attack where pressure activated fluids inside the shard explode on contact with the target, 45. This deals 2d10+10 damage, which is reduced by armor, but the AV of that armor is reduced by that amount until repaired. 2/4/6/8

Node Forms
Node forms are probably the closest Phantomwise comes to having a "brain" (though their intellect is still very simple). These spherical or otherwise rounded bodies only appear deep in the xenofungal colony, where the croach is very dense, and are often ringed with antibody forms. They can be upwards of a meter across and a meter or more tall, and sometimes are supported above ground-level by thick bundles of croach. They contain organelles which produce and store electrochemical energy, and which produce and coordinate the signals to various other forms in a local area. They have thick, rubbery surfaces and very amorphous insides, and they are reported to be quite caustic to the touch. If endangered, they appear to be able to release their energy in a burst to destroy themselves as a defense against something trying to steal their resources.
Threat Level: Yellow
Numbers: 1
COG 5 COO 5 INT 10 REF 1 SAV 5 SOM 1
WIL 10 INIT 2 SPD 1 DUR 30 WT 6 DR 45
Caustic Surface: Touching a Node Form causes 1d10 DV from it's acidic surface. Armor negates this damage, but it's AV is reduced by the damage dealt until repaired.
Coordinator: All fungal forms roll using the COG, INT, SAV and WIL of the Node Form if they are within 100m of it.
Self-Destruct: If threatened or heavily damaged, the Node can activate its stored chemical energy to ignite and rupture as a Complex Action, damaging everything in a 5m Area. This deals 2d10 damage, and those in the area must roll REFx2, or be set On Fire and take the damage ongoing.
Fray/Armor: 0, 2/4 (+10 Armor against Fire, take minimum damage from Kinetic weapons)
Perception: 50
Move: 0/0
Ware: Bioelectric Sense, Medichines
Stress Test: 1d10/2

Friday, February 3, 2017

Psi Level 3 (Psi Episilon)

Psi-Epsilon and it's sleights represent a reality-bending level of power, and thus is reserved for vague uses of high level Exsurgents to utilize in order to astound, harm and terrify players, while Psi-Chi and Psi-Gamma remain the realm of the players who obtain the Psi trait. There are also numerous powerful and scary Psi-Gamma sleights which can only be accessed by exotic creatures such as aliens or exsurgents and not PCs. But for players and gamemasters who wish to play up the psychic powers angle, it may be possible to grant a player access to an enhanced (but dangerous) form of Psi which mimics Psi-Epsilon, granting access to new sleights and new realms of power. Or a GM might find this kind of work helpful for designing new antagonists with slightly more concrete rules. The outline for these rules are below.

Psi Trait (Level 3)
Psi level 3 requires contact with some kind of TITAN artifact, Xenotech object, or otherwise experimental and rare process, and should not normally be taken at character creation. Taking it adds an additional Mental Disorder (for a total of 3) and decreases TT by an additional 1, permanently. Additionally, all other Asyncs gain a +30 on a test to detect the Level 3 Async at range, and two Level 3 Asyncs should be able to detect each other within line of sight (see below). A character with Psi 3 gains access to the formerly Exsurgent-only Psi-Gamma sleights. A character with Psi 3 may sleeve into a Synth (but not instance as an Infomorph) and retain their Psi abilities, but they become vulnerable to Psi while in the body, and take a -30 penalty on Psi and take double Strain damage, like they were using a Pod.
5 CP

Using Psi-Epsilon:
Using a Psi-Epsilon sleight always incurs 1 SV automatically. Depending on what sleight they use and how, the Async and observers may need to make a Stress test or take 1d10+2 SV to see something impossible. For the Async, this can be ignored after repeated uses of the sleight, as they become more aware of their ability, and a Psi 3 Async can become Hardened against Psi-Epsilon. At the GM's discretion, each time a Psi-Epsilon Sleight is used, the character must make an Addiction check, or gain an mental addiction to using Psi.

New Range: Line of Sight (LOS)
Async may target something they can see in a direct line. This must be with their “natural” vision. Looking through Specs or an Imaging Scope does not work, nor does seeing through another person’s POV via Tacnet, etc. Gamemasters should feel free to impose range penalties for long distances between the Async and the target. Long range penalties may be removed when targeting other Asyncs (or if the user possesses the "Extend Range" sleight, p. 179 X-risks), or at GM's discretion they can affect targets they can see but not with line of sight.

Psi-Epsilon Sleights:

Included are some sample sleights to use for Psi-Epsilon/Psi Level 3.

CASIMIR FORCE REPULSION
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +0 Skill: Psi Assault
The Async manipulates forces to repulse objects from them, pushing them away. The object is moved 1m for every 10 MoS. Objects capable of resisting this motion may make SOMx2 tests to oppose. This test is at -30 if the attacker scored a Excellent Success. The Async may only push a maximum amount of kg equal to their WIL+WIL x5. 

COMPELLING VOICE
Psi Type: Active Action: Complex
Range: Close Duration: Instant
Strain: +3 Skill: Control
The Async creates a primitive aural Basilisk Hack using their own voice, which affects all transhumans who can hear and understand the Async, who oppose with COG+INT+SAV as normal. When using this sleight, before rolling, the Async must if they wish to Incapacitate or Reprogram. If incapacitating, if a target fails the Opposed test, they suffer 1d10/2 SV and suffer an random incapacitating effect as per the list on p.365 for 1 minute plus 1 additional minute per full 10 MoF. If reprogramming, if the target fails the Opposed test, they immediately obey the command given by the Async, as if it was their own idea, similar to the Subliminal Psi-Gamma Sleight. They also take 1d10/2 SV. Commands should be phrased as a short sentence, able to be communicated in about an Action Turn. They may take the form of immediate actions, or be commands with trigger conditions. This sleight does not work over radio or other forms of nonverbal communication. The Async is immune to the effects of their own Compelling Voice.

CRYOKINESIS
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +1 Skill: Psi Assault
The Async rapidly drains heat from a target body and the area immediately around it. Targets in this area without Cryonic levels of Temperature Tolerance take 1d10+5 DV (ignoring AV) and a -30 to all actions until they regain normal temperature. They will continue to take this damage if they remain in the area of Cryokinesis until the temperature rebalances. 

DIFFUSION BARRIER
Psi Type: Active Action: Quick
Range: Self Duration: Sustained
Strain: +2
The Async creates and sustains a barrier in front of them, which diffuses beams such as light, lasers or particle beams. Devices such as laser or microwave links or targeting lasers do not penetrate the barrier, and all Beam Weapons do minimum DV and are considered to have 0 AP if fired through the barrier. The barrier only forms a plane in front of the Async, attacks from the side or behind will not be affected. An Async aware of an attack may roll an opposed Fray to move the barrier.

EGO TRANSFER
Psi Type: Active Action: Task Action (Min 10 minutes)
Range: Touch Duration: Sustained
Strain: +3 Skill: Control
The Async can now function as a kind of human ego bridge. The Async can transfer an Ego between any two biomorphs the are touching, by making a Control roll, and taking ten minutes of time. Ego Transfer requires an opposed test for unwilling participants. Unless an Ego is being transferred into a “blank” morph, the two Egos are switched. If switching two occupied Morphs, both morphs automatically gain the Memory Artifact trait. Ego Transfer requires Alienation and Integration tests as normal, with normal modifiers, and an additional -10 for the circumstances. The Async may use this Sleight to transfer their own Ego into a new morph, but to do so gives a -20 penalty to the Control test. Strain taken by the Async effects the morph they are in when they start performing the Sleight. No more than two Egos may be switched at a time using Ego Transfer.

ELECTRONIC INTERFERENCE
Psi Type: Active Action: Complex
Range: Close Duration: Temp
Strain: +1
The Async creates a field which stops electronic devices from functioning within 5m of them. Synthmorphs, Pods and Bots within the radius are disabled and effectively unconscious for the duration. Biomorphs are unharmed, but their Mesh Inserts and all Cyber or Nanoware cease to function, as does any electronic equipment they use. If they have a Cyberbrain, they are also rendered unconscious. Wireless communication which passes through the area is jammed or scrambled. Nanoswarms in this area are also disabled, but take 2d10+5 damage as if from an EMP grenade. The Async’s own mesh inserts and implants continue to function, but the Async may not use wireless electronic communication or external electronic gear. 

ENERGY BLAST
Psi Type: Active Action: Complex
Range: Close Duration: Instant
Strain: +2 Skill: Psi Assault
The Async rapidly excites the air in front of them, creating a short-range blast of plasma aimed at a target. This attack is opposed by Fray/2, like a normal ranged attack. If it hits, it deals 2d10+6 DV, with an AP of -6. The damage is reduced by Energy Armor. 

EYE-JACK
Psi Type: Active Action: Complex
Range: LOS Duration: Sustained
Strain: +2 Skill: Control
The Async attempts to temporarily gain access to a biological target’s sensorium. If the Async succeeds on the opposed test, they will being seeing and experiencing the world through the POV of the target, with full access to their senses. They cannot control the body, only sense what it senses. The target takes 1 SV every Action Turn the Async uses their senses. Opposing targets stand rigid, unable to move unless they beat the Async, but willing targets may continue to move and function normally, but at a -10 penalty to all actions. Unwilling targets are entitled to a new WILx2 check to oppose each new round. While using this Sleight, the Async’s body stands motionless and unresponsive, though a large disturbance or shock may force the Async back to their own senses.

FLOAT
Psi Type: Active Action: Complex
Range: Self Duration: Temp
Strain: +3
The Async briefly repels off the ground, floating several inches above whatever surface is below it. For the duration, the Async gains a Hovering movement of 8/40. This may be done in vacuum, but requires a surface to float off of. 

GLOSSOLALIA
Psi Type: Active Action: Quick
Range: Self Duration: Instant
Strain: -1
The Async uses their strange mental talents to speak in tongues. They may make a COG+INT+SAV roll to get their meaning across to another Transhuman, regardless of language barrier. This effect does not translate nuances or specific cultural context, but will tend to give a rough, literal impression. To anyone else who hears the Async or over a digital recording, it sounds like they’re babbling incoherent sounds, but those the Async is attempting to communicate with get a rough impression of what they say. An Async may attempt to use social skills while using Glossolalia, but they do so with a -20 penalty, due to certain aspects being “lost in translation”.

GRAVITY WELL
Psi Type: Active Action: Complex
Range: Close Duration: Temp
Strain: +2
The Async creates a small, swirling gravitic disturbance for a short amount of time. This gravity well always has a pull of approximately 1g more than the average gravity currently experienced by the Async. Objects and creatures within and around 5m of the Well will drift slowly toward it, and must roll either a SOMx2 test or an appropriate skill (e.g. Climbing, Flight, Swimming) in order to move away from it. Even if they succeed, they may only move at their Quick Action speed. The Async may ignore the effects of their own Gravity Well if they so choose. 

HEALING TRANCE
Psi Type: Active Action: Task Action (min 1 hour)
Range: Self Duration: Sustained
Strain: -1
The Async enters a meditative state, where they are able to speed their own body’s natural healing rate. The Async must enter the Healing Trance for at least 1 hour. While in the trance, the Async heals damage and wounds twice as fast as they would normally as per the chart on p. 208 (Ex, a character with Basic Biomods would heal 1d10 damage per 6 hours, and heal a wound every 36 hours). For all sensory purposes, the async is catatonic during the trance, completely oblivious to the outside world. Only severe disturbances or physical shock (such as being wounded or hit by a shock weapon) will bring the async out of it.

INERTIA
Psi Type: Active Action: Quick
Range; Self Duration: Temp
Strain: 0
The Async temporarily modifies how inertia applies to their bodies, allowing them much more freedom of movement, even in gravity. The Async gains a +20 to Freerunning and Free Fall tests while this Sleight is active. Additionally, they may perform maneuvers not normally possible, such as running along or up sheer surfaces.

INFECTION
Psi Type: Active Action: Complex
Range: Touch Duration: Instant
Strain: 0
The Async briefly rekindles the infectious phase of their Watts-MacLeod strain in order to infect someone they’re touching in order to give them the Psi (1) trait. To do so, the Async must make a WILx3 test, and automatically takes 1d10 SV. Successfully infected targets may make a last ditch SOM+WIL test (+20 with Medichines) to attempt to resist having the strain take hold. If they fail, they gain the Psi level 1 trait (spending Rez as normal if a PC) and a Mental Disorder (preferably one of the Async-only ones) though symptoms need not develop instantly, and become subject to all benefits and penalties of the Psi trait and infection. They also take 1d10+2 SV immediately. Use of this sleight requires skin-to-skin contact, and it cannot be used against Pods, Synths or anyone using a Cyberbrain. 

KINETIC BARRIER
Psi Type: Active Action: Quick
Range: Self Duration: Sustained
Strain: +2
The Async creates and sustains a barrier of increased friction in front of them. This barrier may impede the movement of fast objects passing through it. All physical ranged attacks (eg those which are reduced by Kinetic armor) which pass through the barrier deal minimum DV and are considered to have an AP of 0. Melee attacks which pass through the barrier do half their normal DV, and the Async has a +10 on their Fray check, due to the reduced speed of the attack. The barrier only forms a plane in front of the Async, attacks from the side or behind will not be affected. An Async aware of an attack may roll an opposed Fray to move the barrier.

LIGHTNING SURGE
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +3 Skill: Psi Assault
The Async creates channel in the air, which causes a potent electric current to jump from them to the target. If the Async succeeds the opposed test, the target takes 1d10+5 DV and must roll a Shock test. If the Async scores an excellent success, the sleight deals an additional +5 DV. Energy armor resists this damage. This sleight may not be used in Vacuum. 

MENTAL SHIELDING
Psi Type: Active Action: Quick
Range: Self Duration: Temp
Strain: 0
The Async temporarily hardens their mind against mental trauma. The Async increases their LUC by 5 and TT by 1 for the duration of this Sleight, and takes half SV for witnessing “mundane” stressful situations. They may also ignore the penalty from 1 trauma during the duration. The Async suffers from the effects of derangements or disorders already in effect or gained as normal.

NEGATIVE REFRACTION
Psi Type: Active Action: Complex
Range: Self Duration: Sustained
Strain: +3
The Async creates a field of negative refraction around their person, which functions the same as an Invisibility Cloak (p.316).

NULLIFY
Psi Type: Active Action: Complex Action
Range: LOS Duration: Temp
Strain: +3 Skill: Control
The Async attempts to briefly block a target from using any Psi Sleights. If the Async succeeds on the Opposed test, the target is unable to use Active Psi Sleights and do not gain the bonuses for their Passive Psi for the duration. If the Opposing Async wins the opposed test, but both Asyncs succeeded on their skill rolls, they still take a -30 to all Active Psi rolls. 

PHASE SHIFT
Psi Type: Active Action: Task Action (Min 1 minute)
Range: Touch Duration: Instant
Strain: +5
The Async may convert an amount of matter it is touching from one state to the next (ex turn a solid into liquid, or a liquid into gas or vice versa) with a WILx2 test. The Async may not Phase Shift materials with several states mixed in, or certain kinds of exotic or smart materials (ie, you cannot boil all a biomorph’s blood out because it’s hard to isolate that from the rest of it). An Async may freely and instantly convert roughly 1/10th of the object's own mass freely, which instantly destroys most objects. For materials more massive than that, the Async deals damage to an object equal to 1/5th it’s Durability (automatically inflicting a wound), ignoring AV per minute of contact. Each minute of contact requires a new WILx2 test.

POSTCOGNITION
Psi Type: Active Action: Task Action (10 minutes)
Range: Touch Duration: Sustained
Strain: +1 Skill: Sense
By touching an object or place and meditating for around 10 minutes, the Async may pick up on “psychic impressions” left in that area. The Async learns one piece of information about the object or place per full 10 MoS, with sufficiently high MoS able to reach back years, even decades, if the imprint is strong enough. These facts are colored by the senses and state of mind of biological creatures in the area. This makes places or objects that were in the presence of strong emotions or other heightened brain activity produce better and clearer information. 

PRECOGNITION
Psi Type: Active Action: Task Action (10 minutes)
Range: Self Duration: Sustained
Strain: +3 Skill: Sense
The Async attempts to use their Psi abilities to calculate likely events in their near future and prepare for them. The Async gains 1 point of temporary Moxie for every full 20 MoS on their roll, minimum of 1. This Moxie may be spent as normal, but does not count for a MOXx10 test. If the Async uses this Sleight again while they still have points of temporary Moxie, the points reset. The points of Moxie may also go away after a few days if unused, or if some chaotic or unprecedented event alters the probable events in the Async’s life. 

PSI-REAVE
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +3 Skill: Psi Assault
The Async generates a telekinetic force which attempts to shear a target on a molecular level.  If they succeed on the opposed test, the target takes 3d10+WIL/10 DV, which ignores physical armor, and always has a Penetration equal to Psi Assault /10 against Psi Armor. If they roll an Excellent Success, DV is +5, and the target takes Wounds as normal. This damage is improved by both the Strong Mind trait and the Psychic Rend sleight. If the target beats the Async in the opposed test but both skill checks succeed, they take a -30 to all actions from physical pain and discomfort, which reduces by -10 every minute. 

PSI-STITCH
Psi Type: Active Action: Task Action (min 10 minutes)
Range: Touch Duration: Sustained
Strain: +1
The Async may attempt to repair physical damage to a person or object they are touching. The Async must roll a WILx2 test, if they succeed, they heal 1d10 DV to the touched object’s Durability per 10 minutes of healing time. If they roll an Excellent success, the process also removes 1 Wound. This test is at a -10 for inanimate objects, and the Async takes a -30 to tests to heal themselves. 

PYROKINESIS
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +3 Skill: Psi Assault
The Async agitates the target’s molecules, causing them to burst into flame. If they Async succeeds in the opposed test, the target takes 2d10 fire damage. This damage is reduced by AV as normal. If the Async also scored an excellent success, the target is set On Fire, and will continue to take damage unless put out. This sleight can be done in vacuum - but will not set the target On Fire in this case. 

REALITY REINFORCEMENT
Psi Type: Passive Action: Automatic
Range: Self Duration: Constant
The Async has a strong grip on their personal definition of “reality”, which insulates them from Psi reality warping. The Async gets +30 on tests to oppose Psi Epsilon sleights, and takes half SV to witness Epsilon sleights used. However, this comes at a price. The Async takes a -10 penalty to use Psi Epsilon sleights of their own, and takes 2 SV when using one, as their own reality warping powers degrade their mental state quicker.

SENSORY FILTER
Psi Type: Passive Action: Automatic
Range: Self Duration: Constant
The Async has superior control over their own sensory inputs. They ignore the penalty for Distraction, and if they have Enhanced Senses, they may filter what they sense as if they had the Sense Filter implant. The Async also gains a +30 modifier on tests to resist effects like Overload grenades, Basilisk Hacks or other sensory based attacks. 

TECHNOPATHY
Psi Type: Active Action: Complex
Range: Close Duration: Sustained
Strain: +1
The Async may wirelessly interface with electronic devices, as if using Basic Mesh Inserts. However, they may interface even with technology without wireless access. While communicating with technology, the Async may roll normal computer skills (e.g. Interfacing, InfoSec, Programming) but suffers a -20 penalty as they do this purely by thought, and with no assistance from any other electronics or software. The Async may combine this with the Telepathy sleight (see below) to communicate telepathically with Synths and Pods.

TELEPATHY
Psi Type: Active Action: Quick
Range: LOS Duration: Sustained
Strain: +2/target after the first Skill: Control
The Async may join in telepathic communication with a target in LoS, capable of transmitting words, sounds, images, emotions, or other mental data. This Sleight functions exactly like the Mindlink Psi-Gamma Sleight, except at a range of LOS based on the Async “host”. Additionally, everyone telepathically communicating this way takes 1 SV per round involved in the “conversation”. Telepathy requires an opposed test for unwilling participants. 

THERMODYNAMIC BATTERY
Psi Type: Active Action: Quick
Range: Close Duration: Temp
Strain: +3
The Async prepares his/herself to draw upon energy from their surroundings as opposed to internally to use their Psi Sleights, for a short period. While this Sleight is in effect, the Async does not take Strain damage, and instead they draw energy from their surroundings, in a roughly 5m area. The source of the energy is up to GM determination, but usually takes the form of extracting heat from the air, or electricity from active sources, but is can also draw on metabolic energy used by biomorphs. This results in electronic devices being disabled or temporarily offline, temperature in the air or in bodies being reduced by significant amounts, or Biomorphs or robot shells taking damage. If the GM decides energy is drawn from another character in the vicinity, that morph takes the appropriate Strain damage from the Sleight. An async may begin taking Strain damage again even while this sleight is in effect if they have remained motionless and drawn most of the energy from their immediate surroundings. 

ZERO SHIFT
Psi Type: Active Action: Complex
Range: LOS Duration: Instant
Strain: +5
The Async uses their powers to compress the space between two points to 0, effectively moving them from one location to another in line of sight. To do this, the Async must make a WILx2 test, with penalties given for extreme ranges, or inability to properly visualize the destination. Upon shifting to a new location, the Async must make a SOM+WIL test, or become disoriented and take a -10 penalty to all actions during the next Action Turn. A severe failure means the Async falls down, and must spend an action getting back up. The Async retains their physical orientation and momentum when shifting, and may take impact damage as appropriate. 

Thursday, February 2, 2017

Black Eden

Tucked into the Littleton crater in the south reaches the Utopia Planitia on Mars is a curious collection of hab domes and outbuildings which has come to be called "Black Eden". Officially named "Littleton Nanoecological Center", this settlement west of Elysium at AMT +8 is an interesting focus for a community which blends nano-ecology with primitivism. The settlement was founded by Andrew Lau, a name in several nanotech startups who after the Fall seemed to have a bit of a break, and decided to work on nonprofit applications of his technology for a simple lifestyle. Rumors abound his friends and business partners helped him set up the venture as a way to let him relax and also keep him in a single, easy to access location if needed.

Black Eden is described as "nanoprimitivist" - the settlement (for it is hardly organized enough to be called a town or village) allows it's several thousand transhuman residents to live relatively simple lives of comfort. Environmental conditions mimic a pleasant lightly wooded forest or plain and keep everything at a completely tolerable level, so there is no need for shelter or clothing. Gardening nanotech keeps the soil healthy and tends to plants so they can rapidly yet sustainably grow food all year round - a human simply walks up to a plant and eats it. Water is drawn and purified from the massive subsurface ice stores under the Planitia. Should a human require a tool or other object to do a task for for their own entertainment, fabricators or simple-tool Protean swarms can assemble it for them, and break it down when they are done, or they can craft it for themselves from the surrounding materials (as some prefer to do). Injuries are healed by medichines or readily accessed nanobandages - and healing vats are held in infrastructure sections. Several smart animal breeds (primarily Wolves, Raccoons and Hawks) live as companions, helpers and guardians, and several breeds of animals (such as a couple of species of deer) are cloned in small herds to sustainably hunt as prey animals for those who wish to obtain their nutrients normally rather than through artificial supplements.

Politically Black Eden is technically a member of the Tharsis League. They are a settlement which can elect a representative to the League Council and nominally operate in line with Martian laws and regulations - however this is mostly a tactic to prevent the settlement from being steamrolled by Martian or Hypercorp interference, as Littleton is held and operated by Lau privately, which means not a lot of direct influence can be done. Culturally, the internals of Black Eden are basically autonomist. The population are by and large pacifist, community-minded people who operate either on an individual basis, or by consensus. Because the dome theoretically provides all basic needs in excess, basic resource scarcity is pretty low - so most people share or immediately use anything they gather and do not need to hoard them. Learning, love and space are all generally pretty "free" in the center as well - though they do allow for some sentimentality of personal items. Lau's philosophy is that humans should be in harmony with nature and nature should be in harmony with us. So long as cruelty or harm is not done to nature, resources taken from it will be put back and rebalanced.

The population of Black Eden is mostly nano-ecologists like Lau, living "the dream" of a contained nanite controlled environment, but has several other smaller groups. A number of autonomist leaning Barsoomians or other anti-corporate groups have moved in to live a simple lifestyle away from corporate interference. Due to proximity with Elysium another big internal faction are bored and stressed out socialites - they come to Black Eden as almost a kind of rehab after serious stress issues with their connected media life, most leave after a few months, but several like the style and stay. There is also a non-zero number of Hominid and Neanderthal uplifts who have come to Black Eden to try and live in harmony with nature - the Neo-Neanderthals in particular find Black Eden very symmetrical to their own lives as once simple species harmonized with the times via technology. Most of the time, people just relax and live, doing simple tasks, learning crafts and skills eating, sleeping and making merry as they choose. But Black Eden has a strong community of arts, and so much time is spent swapping stories over literal campfires - contrasted with exotic art pieces made using nanotech. The name "Black Eden" is kind of a mystery, nobody can track down exactly where it came from, but it stuck. Many assume it to be a deliberate alteration on the TTO's "Red Eden" initiative of terraforming, or an appropriation of an insult from bioconservatives and primitivists in regards to their use of nanotech. A smaller group who are more in the know wonder at possible connection to the former militant x-risk group "Black Mars", who were purged after the Fall.

There are a couple notable names in Black Eden: Andrew Lau, of course, the founder of the colony and head of the project. While legally speaking Andrew owns the property, he does not exercise this authority without support from the people living there. Lau is seen as a thought-leader, who influences the direction the settlement goes both culturally and technologically. Min-Ji Choe is the nominal leader of the local Barsoomians, a martian nationalist in an on-again-off-again relationship with Lau. Scuttlebutt on the darknets is that Choe is an alias of an operative who escaped the Black Mars purge and is lying low. Cam Van is Lau's first ex-wife, who remained in business with him and moved to Black Eden a local year or so back in order to monitor his project. While very much interested in the applications in terms of technoprogressivism, most members of the community consider her a hypercorp apologist. She's also interested in the business applications of Black Eden itself. Lowland-Bear is the most prominent Neanderthals in Black Eden. A musician and story-teller by trade, he originally came to Black Eden to spread the story back to Moustier, and now he serves an almost "embedded reporter" capacity. Arza Katranjiev is the Argonaut's consultant who helps manage elements of Black Eden's infrastructure - and is widely thought of to be part of ISET, the equivalent of the Argonaut's intelligence win.

The primary hab dome of Black Eden is the size of a couple football stadiums, and completely covered over in solar paneling which provide a large portion of the power. The interior is lit by artificial lighting which cycles through comfortable patterns for humans and plants - often lending a mystic air to the lighting. The terrain is dual - approximately one half is rolling, hilly uplands with grasses and low shrubs, with the other have a light wood/garden of trees and foodstuff plants, split by a sizable river. Several smaller domes or structures ring the primary one, used for testing new technology, or acclimating new residents or animals. Currently there are plans to expand and assemble a second dome with new biome(s), such as a tiered "hanging garden" structure, or a savannah or river delta type one. Interior structures tend to be oddly geometric or arranged in fractal patterns by their guiding nanoswarms. The infrastructure of Black Eden is coordinated by a habitat ALI called "Eden", who operates as a direct coordination and management system to keep various sub-AI computer systems working in concert to keep everything harmonized. Technicians regularly service the system to prevent any errors which could disrupt the fragile environment. Black Eden supports itself via a mixture of Lau's extensive investment profile (run out of Luna) and the fact that he owns or co-owns several valuable patents or other IP in the Planetary Consortium, and occasionally the scientists there consult on various projects - their latest example being the Dryad. Other raw materials are gathered by very slow collection of drones or nanoswarms from the Utopia Planitia region as needed. Black Eden also sees regular visits from passing Nomad clans, who trade raw materials for food, entertainment or technical assistance.

Plot Hooks:

  • Cam Van succeeds in talking Lau into turning Black Eden into a partial resort in order to fund expansion to a second dome. This leads to cultural clashes between new temporary visitors and many of the long-term residents, including ex-militant Min-Ji Choe. 
  • Eden is not actually an ALI, but is an AGI system whose complexity is not known to the wider world. They may even be a TITAN or Promethean fork running an unusual social experiment on the residents.
  • An expert on TITAN nanotech has gone on the run and decided to hide out in Black Eden - now one or more covert groups must infiltrate the settlement to interrogate or capture them. 
  • Neanderthal purist organization "Wrong Turn" has infiltrated Black Eden with weapons and is planning to stage an attack to prove their "superiority" over Homo Sapiens. 
  • A Barsoomian "terrorist"/zone runner/defaulted indenture or some other form of "criminal" has hidden out at Black Eden, prompting a confrontation with the local Utopia Rangers - who may be varying levels of friendly or corrupt. 

Wednesday, February 1, 2017

Cyanos

They say it takes all kinds.

In this case, "all kinds" is rather unusual. The Cyanos, also known as "Plankton People" or "Algae Swarms" (or occasionally Bioswarmanoids) are an interesting subculture which blends the rules between infomorphs, exhumanism and microscale morphology in aquatic habs. Experimentation in different morph sizes is possible - The Colony (p. 88 Sunward) is an example of a hab which uses microscale morphs (run through distributed or external computing) to conserve on space, and offer entertainment. Swarmanoids themselves are a exotic morphology using microbots and segmented, distributed computing which can host even multiple egos. Smart Plankton is another aquatic nanotech, similar to Smart Dust, which can do various forms of recording and processing.

The Cyanos push a lot of this tech even farther, forming an unusual subculture. They utilize biodrones embedded with nanotech-assisted computing to form an organic swarm of otherwise independent microorganisms in concert, forming a kind of living swarm akin to planktons or algaes. The name comes from "cyanobacteria", a photosynthesizing, aquatic microbe. A normal Swarmanoid can already support more than one Ego, though by configuration only one normally has physical control of the morph. Cyanos and their plankton swarms utilize larger formations and denser swarms to allow more egos to exist in the same space, blending swarm composition and the biological neural substrate of something like a Hamilton cylinder, which acts like an Infomorph server.

Actually operating in a plankton swarm is an interesting experience. It blends normal operations such as in a server with greatly diffused sensory information. All egos operating in the swarm share the same sensory inputs (though some can filter accordingly), and because they are all distributed in the same computing space, sharing thoughts, memories and information is incredibly easy, similar to something like Linkstate or Nimbus' Hyper-Mesh Insert. Thus, Cyanos tend to be very communal or "hive" minded, and are known to act less like individuals and more like components of a whole - even when outside the swarm they may say "we" instead of "I". Some Cyano colonies even integrate nanotech similar to the Ego Bridge, so they can skim minds of bimorphs to share, or even fork them directly into the swarm - but the invasiveness of this prospect means they do not engage in it without consent.

The swarm itself has limited mobility, and limited defenses. While they can move, this requires concentrated effort from multiple individuals, and is difficult to do against currents in the water. For defense, Cyanos rely on guardian nanotech being near them, or integration of nanophages into the swarm. Some have gone toxic to prevent local aqualife from trying to prey on them (and luckily the small amount of extant Neo-Whales makes the issue of sophontophagy relatively non-existent). But, due to the relative small size and the fact that most Cyano communities are very peaceful and open means they have little to fear. Most communities spend their time sharing experiences, debating things or collaborating on projects on the local mesh - while they also digest sensory information and autonomously gather resources from the surrounding water. Due to distribution, Cyano swarms can work on things very quickly, and with a large enough area can contain dozens of Egos in a discrete swarm.

Cyano communities are naturally limited by the fact that their micro-biodrones are aquatic only. They are most populace in Atlantica and inside certain flooded habitations on Ceres and Europa - but do not prefer the latter two's open oceans as they lack light, heat and can be difficult to be secure in. Due to their communal nature, they often fit in well with Cetacean uplifts, some of whom work to "shepherd" cyano swarms from any aqualife which might try to ingest them. Small colonies exist elsewhere in the system, of course. There are a handful of Cyano swarms recognized as citizens in the Titanian Commonwealth, at least one biodesign corp on Enceladus entirely formed by a Cyano swarm - and several algae swarms have interests in gatecrashing, exploring aquatic exoplanets. When they exist in more capitalist societies, Cyanos often get what resources or allowances they need by working as think tanks, programmers, consultants or software designers - their unique headspace able to come at problems from multiple angles simultaneously. They also can make interesting teachers or tutors, filtering a single bit of information through multiple Egos rapidly to find the best way to communicate it. Due to this unique mindspace, however, many Cyanos have difficulties acting as individuals, similar to the Synergists. They may experience a form of "withdrawal" when instanced away from the swarm, or have difficulty in social interactions.

Mechanics:
Sleeving into a Cyano "plankton swarm" is more like using an Infomorph server than a real morph (though does still require an Alienation and Integration check at -30 for Exotic morph, typically) as physical motion of the swarm is limited and more akin to interfacing with bots than moving a limb. The Cyano medium does not run Eidolons, but an Ego distributed onto the Swarm retains individual software plug-ins and upgrades. As it it highly distributed, the Aptitude Maximum for the swarm is 40, but due to semi-biological neural media Cyanos are immune to traditional brain hacking - at least from outside the swarm itself.

Plankton Swarms blend the rules between swarms and servers. They operate under standard mechanics for Swarms, as per Transhuman and X-Risks. In their standard volume, they can hold 5 Egos normally, and have a DUR of 30. Each additional "unit" of swarm adds 15 DUR and doubles the amount of Egos the swarm can hold. Should they need to move, the swarm has a speed of 2/8 Submarine, but take -30 to Swimming tests to oppose strong currents, and may even be damaged by them as a normal swarm would be Wind. The physical swarm comes equipped with 360 Degree Vision, Enhanced Hearing, Mental Speed and naturally Swarm Composition normally, and can be equipped with any Swarmanoid only enhancements (as cyberware) and bio, cyber or nanoware allowed to Swarmanoid morphs as seen in Swarmanoid Enhancements (p. 213 Transhuman). Additionally, the way the swarm is constructed means all egos in it gain a benefit akin to Parallel Processing, offering teamwork bonuses automatically and granting +5 COG to all users, but reducing TT by 1. Typically, Cyanos add Nanophages, and some combination of Eelware, Injectors or Poison Glands for defense.

Tuesday, January 31, 2017

Plantation (The Good Masters)

"The greatest task before civilization at present is to make machines what they ought to be, the slaves, instead of the masters of men." - Havelock Ellis (1948)

"Machines exist to serve man, not to rule over him" - Motto of The Good Masters

PLANTATION (1036 Ganymed)
Station Type: Cole Bubble (S-Type Amor Asteroid)
Allegiance: Independant (The Good Masters)
Primary Language: English, French, German
1036 Ganymed was one of the largest known near Earth objects, a Mars-crossing Amor asteroid of considerable size, and roughly rounded shape. It's name comes from the German spelling of "Ganymede". The habitat is has become, Plantation, is an interesting strain on bioconservatism. It was founded by several conservative business tycoons who escaped the Fall with resources intact, and for various reasons did not care for the direction the Planetary Consortium was going - nor necessarily the overbearing militarism and Catholic influence of the budding Jovian Republic. So, they funded the creation of their own habitat to breed their own ideal - Plantation - and became known as "The Good Masters".
Fundamentally, the Good Masters are founded on one simple strain of thought. All machines are devised to be tools of man - thus man should control machines and machines never control man. They see the TITANs and the growth of other infolife, the exploding use of synthmorphs and cyberbrains, forking, advanced nanofabrication and exotic biomorphs to be both a survival risk and a moral affront. Technology serves man's purposes and does not serve its own, so the machine should never be higher placed than a human Ego. This does not mean that Plantation does not utilize some technologies, but they do so in very specifically proscribed ways.
For Transhumans, this means a very simple living. Biomorphs more advanced than an Exalt are not available on Plantation. Many residents to not have or do not utilize basic mesh inserts, instead preferring to keep their digital access to external devices like an Ecto. Cyberbrains also cannot be acquired on Plantation, and those with them are often treated like second class citizens or barred from entry on account of being "security" risks. The station has minimal infomorph servers which are clearly designed to be transitional space, one should not live as data permanently. A citizen may not sleeve into a Pod or Synthmorph - and those inside these morphs will be asked to vacate them for the duration of their stay - though Brain Box units are allowed. This, however, is a good way to be treated as a literal object. Cyberware is minimized for immediate medical or work-related uses only, though basic, non-visible bioware and even nanoware is approved. Cortical stacks, backups and resleeving are allowed, but practiced rarely as a precautionary measure, and all resleeving facilities are held by the governing body of Plantation - the Ganymed Council. Much like in the Jovian Republic, advanced nanotech like Healing Vats, Ego Bridges, Hives and fabrication of all kinds is not privately owned, but held in carefully regulated facilities and generally not accessible to the public. Alpha forking is illegal, with Beta forking highly regulated, though the use of forking and merging for having children is allowed - as are exowombs. For authenticity, "surrogate" Pods are often used to hold growing children. Skillsofts also form an unusual contraband on Plantation - it is thought utilizing the expertise of another and being dependant on technology for skills is a deep affront to the original Ego and allows technology to "rule" you. The only other major restriction of note, besides the basic laws one might assume in modern, organized habs, is that Indenture is categorically illegal on Plantation. A human cannot be construed to "own" another human, which puts their society at odds with Morningstar, the Consortium and Extropians, but means that Indentures are occasionally smuggled to Plantation by friendly Scum Swarms or certain Barsoomians.
Because, while citizens (I/E Transhuman Egos) and visitors may not acquire or utilize some of this technology, that is not to say it does not exist. Plantation is rife with Pods and Synths, however they are all stacked with ALI or teleoperated by humans (these morphs are clearly marked in both AR and realspace as being used by a human). Plantation does not fear mass AI subversion like many societies, as they use curbed or limited AI in small independant networks to handle certain advanced tasks using physical instances, and heavily limit the hardware capabilities of non-instanced AIs, as well as have littered the hab with numerous air gaps our countermeasures to prevent some kind of AI subversion outbreak (such as wide-spectrum wireless jamming being available in the entire hab in a state of emergency). These AIs or jammed drones handle most routine tasks - they manage farms which are Plantation's namesake, they are used in off-site asteroid mining projects, they replace "all-in-one" nanofabrication with literal assembly lines of AI Synths and handle most low-level service industry jobs. Every "unit" of AIs must have a transhuman handler or manager in some respect - the titular "Good Master". Large tasks often mimic middle management structures of old-fashioned corporations with multiple levels of transhuman management over AI "cube workers".
AI work is the backbone of Plantation's healthy economy. They man the plantations the hab is named after, which grow several otherwise rare strains of plants both for internal consumption and export. Most of the work at the Ganymed Brewing Company is done by AIs, as are local manufacture of consumer goods (at least those not small enough that they be produced simply in fabricators or classic 3D printers). As noted, AI labor supplements mining efforts which return raw materials to Plantation, and they make up the bulk of the service industry, which allows for greater profit margins while retaining competitive pricing. Basic hab maintenance is handled by AI drones overseen by humans, much like many Autonomist habs - which gives people free time on artistic or other creative pursuits. Most citizens are employed as "management", or in technical work to repair and update machines and AIs, as machines cannot build or repair machines. Plantation has a sizable educational system, due to it's ability to generate profit in excess of its smaller population - with encouragement of sophisticated or technical skills; though for every doctor, lawyer or computer engineer Plantation produces they produce at least twice as many business or polisci majors.
Government of Plantation is a semi representative democracy. Habitat-wide decisions are voted on by the entire populace, using a physical token voting which is tallied by a mix of hand and computers. But most day to day operations are handled by the Plantation Council. The council has 8 normal seats and one executive seats. Four of the seats are permanently held by founding members of Plantation, or their chosen proxy, the other four are elected by the populace every two standard years. The final slot, the Executive seat, acts as a tiebreaker vote only and has limited executive powers, and is selected every four years by nomination of the Council, and then ratified by a popular vote requiring simple majority. The council oversees habitat infrastructure and finance - taking a very reasonable flat taxation to pay for upkeep costs and to employ "Management" on public AIs. They also fund the Militia, a technically volunteer organization which takes compensation to work - as Plantation employs minimal drone security - almost entirely for external defenses or states of emergency. Punishments on Plantation are usually fiduciary - including seizure of some property (which would include AIs), short periods of confinement, probation and house arrest, and most frequently mandatory work assignments - where serious convicts have their original morphs impounded or confined and they are forced to do so many hours of "community service" work in teleoperated morphs or bots to repay their debt. Loss of citizenship and exile are only common for the most serious or repeated crimes - as Plantation does not believe in mandatory psychosurgery, cold storage or execution. Everything else is handled by corporations or other businesses which are compensated by the government - with obvious favor to corporations who "give back" to Plantation or otherwise are profitable for the Council.
Citizenship on Plantation is fairly simple. To become enfranchised, one must count Plantation as their primary residence (reside their a majority of the year), have paid taxes at least once on Plantation, and either own their own biomorph or possess enough funds to purchase one from the government (this can be all at once or leased) which must be arranged immediately upon granting of citizenship. Citizens are entitled to vote, serve in the Militia and have stronger legal protections, as well as be subject to benefitting from more government services. Due to minimal computer tracking and automation, most citizens have Nanotat IDs or some other form of physical ID token on them for official purposes. Due to their ideology, work visas are very common to Plantation as a step to citizenship, and freely given to those with demonstrable skills - so long as they are not in possession of restricted technology or would surrender it upon entry to the hab. Workers may even utilize restricted morphs if they cannot afford their own biomorph, and there is little concern of "job loss" as AIs take care of most manual labor jobs. Tourist visas are a little more strongly restricted. Those not coming to work are allowed, but they must either not be in possession of illegal technology or be willing to surrender it - and those in restricted morphs must rent a biomorph for a temporary stay. While on a tourist visa one may not "work" on Plantation. Of course, there are additional complexities. AGI who enter Plantation are highly restricted - they cannot be unaccompanied, and must either sleeve into a biomorph or be subject to curbed hardware, and will have their mesh and technology access restricted and monitored. AGI cannot become citizens unless they sleeve into biomorphs and live at least several years under a probationary period and pass a battery of "humanization" tests. Uplifts represent an ideological conflict for the Good Masters. Some parties assert that as Uplifts are transhuman creations, they are tools as well and thus should be confined to second-class citizenship - above AIs but akin to AGI, while others assert since they are sapient and can live as humans do, they are as eligible for citizenship as anyone else. For the time being, until legislation can become more clear, Uplift morphs of most types are allowed on Plantation for visitors, and Uplift citizens are approved on a "case-by-case" basis.
It is not all sunshine and rainbows on Plantation. Many people feel that their lifestyle is archaic, and overly simple. They do not reap the full benefits of technological advancement, and live artificially constructed lives to uphold their "values". Politically, their opposition to Indenture puts them on the wrong side of the Planetary Consortium (and to a lesser extent, Venus and Luna). Their extensive use of AI, no matter how restricted, often means they are thought of as a walking security risk by "true" precautionist or bioconservative societies such as the Jovian Republic. Their attitudes on morphological freedom, advanced nanotech and AGI means they are of dubious quality to most Autonomist groups. This means their strongest allies are in mobile Scum swarms who are of non-committal natures about people living as they please, and some sects of Barsoomians on Mars - who engage in anti-Indenture tactics, Martian reclamation and nationalism. Several Sapient politicians and activists are pushing for reforms for pro-integration Uplifts and AGIs, but Mercurials are deeply distrustful or hateful of their style of governance and several terrorist attacks have occurred - which have been tied to infolife Mercurial organizations. The Consortium is waging ongoing economic and memetic warfare with Plantation - which is so far able to stay afloat due to relative self-service and the fact that some of their exports (in the form of grown plants or byproducts) are relatively valuable to others in the Solar System. X-Risk groups like Firewall are concerned a digital outbreak of the Exsurgent Virus or TITAN agents could also compromise the habitat and it's not insignificant population, and utilize it as a jumping off point for other operations.
Construction-wise, Plantation is a bit of a patchwork. The two "poles" house spaceports and inner city analogs, tightly packed quarters for persons who organize shipping/receiving, vac and zero-g industry and certain infrastructural functions. Along the "equator" of the bubble is primary residence, where cheap block housing is held, along with governmental buildings, most government services are based out of here, as is the service and tourism industry - featuring several resorts, pod brothels, restaurants. The Ganymed Brewing Company and several other local corporations have offices here. This is also where their limited Egocasting facilities and official resleeving facilities are. The remaining interior surface is a blend of secured industrial facilities and large fields with attached plantation houses which give the habitat it's name. Small teams of synths or pods often roam fields or streets, accompanied by a manager or two. Architecture blends stark, industrial look in factory settings with almost wistful historic colonial or plantation-style construction, with hints of southeast asian or pacific island styles. While not primary languages, the background of several founding investors means that Plantation is a bastion of linguistics and cultures from Southeast Asia and Oceania which would otherwise be lost. Most people in Plantation are fairly well off, though of course they are limited in what they can do with this wealth. This makes entertainment a fairly decent industry there, and classic non-interactive media being the most prolific. People who fall on hard times are caught by government safety nets to prevent them being "lower than a machine", though people on welfare are widely disrespected. People think of their lives as peaceful and tend not to go armed, but "managers" are almost always equipped with a heavy sidearm (such as a seeker pistol) or a weapon loaded with jammer rounds to deal with wayward AIs. AI-driven units are easily identified - all Synthmorphs and many pod morphs run by AIs are "naked", with their ownership clearly marked on their bodies - though pods working certain industries meet dress codes. People operating pods or synths remotely, via brainbox or on temporary stay visas until they can afford a biomorph will dress and act as normal people, and include AR markers to let others know a person is there. Crime is minimal on Plantation, limited to typical crimes of passion or economic crimes - with the Militia keeping an even hand to break things up, though generally people are in agreement. However, there are two common crime issues on Plantation - vandalism or property damage, which is how the government categorizes damage or abuse of AIs and their platforms, and smuggling. Black Market operators backed by the Triads, Night Cartel or Scum offer illicit implants, technology and softwares to people living on Plantation who are willing to break the rules to get ahead. Skillsofts, cyberware (and implant masking) and nanotech are the most commonly smuggled goods.