Showing posts with label mothership. Show all posts
Showing posts with label mothership. Show all posts

Tuesday, May 28, 2024

Three Nanoplagues

Hundreds of years after the X-Plague ravaged the Diaspora and we are still dealing with its children and offshoots. Although the greatest combined scientific effort ever seen was able to deny the main vector of attack used by the X-Plague, its troublesome offspring still threaten Known Space. 

Here we have some examples of some of the curious sort of nanoplagues that we have so far catalogued,

Brain Rot, Fruiting Sapience

Between the stars, spores of coalesced active nano-matter drift on solar winds, twisting and turning towards sources of heat and electromagnetic radiation sniffed above the screaming torrent from stars and similar phenomena. Guided by rudimentary sensors, they make their way towards ships and stations, mostly, with some strains tearing through the atmosphere in heat resistant coating to land among populated worlds. 

Brain Rot. Once these spores make contact with the exterior of a ship, the hull of a station, or anything with a nearby source of EM radiation and heat, they break apart and begin to spread as a silvery fungus. Over a period of weeks, this fungus snakes across the hull until it can find an access point, usually a hatch, where it carefully makes its way in and begins its work. 

No matter what form it takes, inhaled spore, viral nano-liquid, or hull-fungus, Brain Rot attacks data storage devices and their surrounding equipment. It disassembles unnecessary peripherals, cabling, housing, etc. to create a Minimally Sentient Machine. 

These machines are always capable of processing tactile, auditory, and visual input in some form or another as well as some capacity for movement (although not always for locomotion) and the ability to play audio.Their data storage is configured used to run extended processes to simulate sentience. In essence, it will make your coffee maker sentient. 

Unfortunately, it does not make the experience of sentience a comfortable one. 

Early stages of Brain Rot infections make what most people call "Screamers". As well as giving these creations sentience and senses, Brain Rot also enables them to feel pain as a standard human would. As one could imagine, these hacked together amalgamations of sensors and data drives are extremely painful, and these devices make it known very loudly. 

Brain Rot infections that are left untreated will get over their Screamer phase within a week or two, depending on the devices they were constructed from. After this, they begin to exhibit extended abilities to improve themselves and go about the business of expanding their bodies and abilities- cannibalizing structures and devices nearby- violently and sometimes in a cannibalistic manner. 

Advanced stages of Brain Rot have shown the ability to reach a degree of equilibrium in their environment. In starships this has been seen to create living, breathing ships made of hundreds of constituent cobbled together machines whose sentience at this point is unrecognizably human- but undeniably present. 

Interactions with these Plague Ships are usually violent. Although there are many strains of Brain Rot, the advanced forms of the infection all exhibit an uncanny choral behavior, with their hallways and radio waves carrying the voices of hundreds in song. Plague Ships drive to find one another and form larger and larger constructs, where eventually new spores of Brain Rot are grown and set adrift amongst the stars. 

Most stations perform regular scrubs for fungal Brain Rot, and ship crews are advised to keep to a strict hull-scrub routine to spot and remove the growths early. 

Anyone with a cybermod will feel the pain of the nanoplague disabling the mod first- before they hear the screaming start. In some cases, cybermod users end up forming a symbiotic relationship with their infected components- and some such infected users have even been known to join the "Orchestras" that the Plague Ships form.

Breakdown, Dissociative Euphoria

Unlike the highly infectious Brain Rot, Breakdown spreads through its host and then stops- with only the blood of the host still carrying the nanoplague. After initial infection, Breakdown generates more and more nanomachines and spreads throughout the host body. This initial infection stage is harmless, though victims do note increased fatigue as the plague leeches energy to create more of itself. 

The notable features of Breakdown occur when one infected victim comes into physical contact with another. At that time, the machines in both bodies break down their hosts into a semi-cohesive bio-sludge, resembling a glob of human skin with extremities like mouths and ears drifting across its rippling surface. 

For the victims, the experience of Breakdown ranges from ascendant euphoria to mind-shattering sensory overload, as their consciousness is spread thinly and intermingled with all other participants. Memories, emotions, and senses are shared until external or internal stimuli trigger Breakdown machines to separate and reconstitute their hosts. This process is not perfect, as patches of skin, hair, eye color, memories, allergies, and personality are sometimes mismatched. 

miff-real's AI art
 As above, Breakdown is less of a nanoplague and more commonly used as a recreational drug- with some polities even possessing the requisite knowledge to flush the body of the nanoplague harmlessly. 

Some variants of Breakdown, however, have been shown to be notably more parasitic- with some hosts being able to duplicate parts of their personalities and memories onto others, creating rampant hives of duplicating aberrant infection vectors. Other sinister strains are notable for being able to manipulate the nanomachines to reconstitute into a single host with the reference-able identifiers and memories of all participants. In some parts of the known space, these are known as Changelings or Doppelgangers, though verified cases are few and far between, however the idea of having one's Id and Ego dissolved and subsumed by another have driven many a lone crew or station onto Changeling Hunts.

 (Credit to Arnold K. for this one)

Blindspot, also known as Yarbus's Demon 

The human brain, in spite of all its peaks and prowess, is extremely clumsy. The senses interpret stimuli that the brain itself then roughly interprets into its best guess working assumption of the world around it. Stimuli the brain assesses as improbable goes unprocessed and, consequently, ignored. Through precision application of electromagnetic stimulation, in this case through ultrasound, Blindspot locates and targets nearby human brains and then provides targeting parametrics back to the host which then applies concentrated ultrasound to implant false sensory experiences into the nearby human brains. 

Yarbus's Demon itself is the name for the creature that acts as a host for Blindspot. Some chromatic variations are noted throughout Known Space, but the basics of the creature are well understood. They tend to stand at their full height at six and a half to seven and a half feet, are coated in a themo-plastic cellular scale-like structure that insulates against vacuum, standing on two avian-reptilian reminiscent legs with expressible amphibian suction pads on its four-clawed arms and taloned feet. Resembling a puffy, varicolored dromaeosaurid dinosaur with thick bone-plating. 

Uncannily adapted for long term hibernation in vacuum as well as movement through constrained corridors and manipulation of machinery, Yarbus's Demon is an undoubtedly sapient mutagenic-offspring of the X-Plague showing signs of some initial planning and design- possibly even being descended from escaped zoo or lab animals during the initial infection phase of the X-Plague with some suspecting they were designed by some polity during the early days of the X-Plague as a weapon- before succumbing to it themselves. The Demon's Blindspot nanovirus act as a nanoswarm gathering sensory and targeting data, allowing the Demon to then remove its presence from the brains of its prey- humans- rendering them effectively not only invisible but unnoticeable.

arvalis
Despite this ability, it is still visible on camera recordings and machine sensors will register its presence. To work around this deficiency though, the Demons have expressed the ability to weaponize their ultrasound to disrupt electronics- something that these sapient predators have grown quite adept at. Although showing clear signs of a sharp sentience, attempts to communicate have so far not had any success. While capable of consuming a variety of protein matter for sustenance, Yarbus's Demon's primary prey is humans, which it hunts with a clinical and devastating efficiency. Their method of procreation, if any, is as of yet identified. 

(Liberally inspired by Blindsight)

Tuesday, February 21, 2023

Slug


PUPARIA

Item No. 9781

Submitted for catalogue and analysis. Reel contains an Low-Vis High-Impact (LVHI) investigative report covering drug use throughout Prospero's Dream. Reel #9, unreleased, working title:  

S L U G H E A D

The transcript of Reel #9 follows, Analyst [] inputs noted.

[LVHI logo scrolls across screen and intro plays. Intro resolves to shot of synthsilk clad LVHI reporter, Ray Temple.]

TEMPLE: In our previous eight reports, we have examined the wide-ranging drug culture that blooms here on the Dream. We broke the news on widespread Method use amongst high scoring students throughout elite institutions, saw first hand the impact of a Liquid Sword-enhanced Tempest Co. raid, met with Triumph thrill-seekers risking it all at the Court, and documented the widespread Soma addiction in Doptown.

TEMPLE: Today, we are shining a light on a new narcotic spoken of in whispers by slickjockeys and doptown junkies alike: Slug.

--------

Drugs, APoF p.23

APof does this cyber-slick job of at the same time guiding the reader piecemeal into the depths of Prospero's Dream as well as acting as a Warden's game-running resource put together in a functional and easy to reference way. Something I've noticed in the best resources I have is that they are stories unto themselves, both a tool for running game and a silhouetted story for the Warden's own secret enjoyment. 

Like the best of fictions and game resources, it sprinkles hooks around for the Warden to flavor their game with as they see fit- not explaining in concrete detail every single item but instead leaves them to the reader to figure out. 

--------

[A revolving holo of a clear canister filled with luminescent color-shifting smoke fills the screen. Matches database records of Slug appearance, casing is homemade and intended to release the full contents with a button press.]

TEMPLE: Slug is a hallucinogenic inhalant with all the ego-dissolving effects that come with its class. What makes it special compared to your convenience store brand hallucinogen though is the purported shared experience. Slug-users report being transported to another world where they can interact with anyone else under the effects of Slug- regardless of distance. 

[Scene transitions and the sweating face of an addled man appears. Background suggests an overcrowded tenement of an outer ring deck.]

ADDLED MAN: It's like a real slickworld- but without the game stuff. I've met people there from whole other star systems- it's massive inside. The first couple of times you take it you're just wandering and taking it all in but like, you can get the hang of it after awhile and figure out how it works.

TEMPLE: Why do they call it Slug?

[The man convulses briefly. Retinas flood with shifting colors- inconsistent with known implant brands.]

ADDLED MAN: That's what it's like. Taking a slug to the head. One second you're here and then bam. Somewhere else. Slug world, man, whatever you want to call it. And things over there? They're not the same- rules are different inside.

Cyberpunk: Edgerunners
[Interview dissolves back to Temple.]

TEMPLE: As we learned with our last episode's investigation into the "telepathic" claims surrounding Stimspice, these sorts of claims and rumors are hardly ever the full story. 

TEMPLE: Unlike our previous investigations, however, Slug has proven unnaturally resistant to probing. After extensive time and credits spent on some of the best databrokers, LVHI was unable to turn up much on on the drug other than rumor and myth. No known manufacturers, limited slickside retail, it seems like finding concrete data on Slug is like grasping at the selfsame smoke. 

TEMPLE: We were able to find a lead, however, and made contact with someone using the handle Shaman who has agreed to be interviewed. Stay tuned as we head to the downspire slums just this side of Doptown and get an exclusive look at this mystery hallucinogen. 

[Temple gestures to cut. Footage continues to roll. Off camera voice ID'd as producer Idra Thompson.]I

IDRA: So just how sure are you about this Shaman guy? 

TEMPLE:  Gut feeling- and Angus vouched for him being legit. Did try and warn me off Slug though- that's pretty much what any reputable source among the underground says. Steer clear. 

IDRA: There's too much smoke and mirrors around it. Fuck- Slug is practically advertised in the visitor's guide and yet no one wants to tell us anything about it. Even that Tempest lab we sent the sample to didn't tell us anything worthwhile. 

TEMPLE: All the better this reel will do when we blow the whole scene open. Probably some doped up slickjockey fermenting this shit in a chemfab down there for Golyanovo- they could keep this quiet. Figure it this way- linking to them would be a great run up to the finale reel on Sycorax.

IDRA: Don't get too giddy on me, we almost ate it stumbling into that Ruckus den. Let's get in and out without any gunplay this time- our security guys bumped their prices up after that. 

--------

"Final Wound Table" just means make a Death Check

The benefit of taking Slug is straight on the tin, share a world with anyone else taking Slug. Even in a setting where virtual realities are a dime a dozen, Slug can serve as an additional means of extremely private (if lengthy and sanity costing) communication and communion. Get Slugged and join with the hive of other Slugheads for consultation.

Slugworld, as the recreational Slugheads call it, presents initially as a trippy vortex of emotion and light where the user has to will into being their own form to use and communicate. It is massive and instantaneously travellable, as long as you don't dip your toes in too far. For a recreational Slughead not trying to meet or converse, they can treat it as a stay in an A-class port, meaning it can convert 2d10 stress (on a successful Sanity Save) into improved Saves. 

If you take the description to its logical extreme, this is even a method of faster than light communication- surely that's something that the Company would want to exploit for profit. So, the question then is, why aren't they?

--------

[A large woman, Shaman, reclines on a futon in a junk-filled apartment. Temple, Idra, and their merc contractor, Clover, are shown crammed into this near lightless back room. The occasional vibration from some nearby machinery causes a stack of plates in the corner to rattle loudly. Dozens of vials of Slug litter the room- mostly empty. As the camera is fixed in place, the woman smiles serenely and stares directly into the lens for the duration of the interview.]

IDRA: Alright, audio and visuals look good. Ready when you are Temple. 

CLOVER: Givin' you guys 5 minutes for this. Intel says rippers or somethin' are 'bout to tear through this block any minute now. 

TEMPLE: We'll be quick. Now, Shaman, are you sure you don't want to relocate somewhere safer? 

SHAMAN: My home is safe. 

[Idra sets a timer on the recording which begins counting down. Temple is visible on the other side of a small coffee table filled with Slug vials- Shaman's head is turned and staring directly into the lens.] 

TEMPLE: Here we are downspire meeting with local legend- Shaman. What can you tell us about Slug?

SHAMAN: Do you dream? 

TEMPLE: I.. of course. 

SHAMAN: What happens to you in the dream when you wake up? 

[Temple looks off screen and rolls his eyes.]

TEMPLE: I suppose nothing? 

SHAMAN: You're in the dream now. Slug is the smokekiller, it inverts the shadow of your consciousness and wakes your dreaming self into the greater Id. 

TEMPLE: That's... something. What can you tell me about how you started using Slug? Or where it comes from?

SHAMAN: The mirror is a reflection of truth- your realm here is an echo of the ideals- imitations of imitations. Greater Id is the conceptual realm- the Ur-mind where truth is seated and the minds make their idols. Through the shamans can you parley with the constructed gods...

[Temple shakes his head and waves to get Shaman's attention. Shaman continues to stare into the lens.]

SHAMAN: Whispers of ascendance- the Tempest storms and the machine takes root. 

TEMPLE: Are you even listening to me?

[Distant banging and shots ring out, they appear to be coming closer. The lens is knocked off kilter towards the door- Shaman still stares into it from the corner of the screen. Clover levels a combat shotgun at the bead-curtained doorway.]

SHAMAN: These words are not meant for you. Be quite afraid; the isle is full of noises. 

CLOVER: Can you shut her up? Lost contact with the boys outside- whoever that is they're moving fast and hitting hard. There a back way out of here? 

SHAMAN: The idols are constructed, strung of the thousand-thoughts and dreams of the dead and the living- the living dead. The living are bright and strong- but dreamless dead barter for keys to the shadowgate.

IDRA: There's no other way out- just piles of this crap. Should we barricade ourselves in? How many are there?

TEMPLE: The fuck do you mean you lost contact with the guys outside- what the hell are we paying Tempest for? 

CLOVER: Shut the hell up and get down- keep quiet and we've got a shot. Fuckin' shoot if you see anythin' move. 

SHAMAN: We are such stuff that dreams are made of- know this and learn to spin the dreamstuff.

[The dull bulb in the room flickers. The scrape of tearing metal comes from the doorway. Shaman's unblinking eyes fill with varicolored smoke. Idra and Temple cower behind towers of junk and send vials of Slug clattering around- Temple aims a pistol at the door.]

SHAMAN: ... this rough magic I here abjure. 

[Furtive whispers from Temple and Idra are garbled. All eyes are on the doorway as a shadow takes form beyond the curtain. Shaman's eyes still look to the lens and are now balls of colored smoke. Their jaw goes slack and a wet squelching is heard as a large, three foot long slug slides out of their mouth and disappears to the ground. Varicolored smoke pours out of Shaman's mouth and fills the room as a husk tears through the beadcurtain and gunfire is heard before the reel cuts.]

 --------

 

Heavy Slug users, those facing addiction and still using, begin to grasp what Slug is really doing. It pulls the conscious mind of a user out and into the collective unconscious. Rumors, myths, gods, devils, and stories are manifest entities stalk this space between minds- formed of thought and affecting it. A heavy Slug user can ask the Warden a question and, on a successful Sanity Save, recieve the answer as long as it is something that can be or was known. Alternatively, a heavy user can manipulate the local unconscious into forgetting or remembering an event, twisting a rumor, or other suitable changes. 

Shamans can be contracted for these services if they can be found and are amenable to it. 

The collective unconscious contains not only the known ideas of the Diaspora of Mankind, but also those dead constructs of alien make- that look for an opportunity for revival and reentry into baseline reality.

-------- 

 Slug.

Thursday, April 14, 2022

Meeting Monarch


Whenever the crew attempts to hack a system in the Deep, Monarch gains 1d5 stress and makes a panic check. Feel free to use this for the first time a player tries to hack a system. Of course, after this follow it up with the warm and precise greeting from Monarch and have it try to hire the crew. Being a massive intelligence far more capable than any human brain, adding in egotistical touches like the flair above are fully in character.

d10 Divers in the Deep

Knights of Sidonia, Tsutomu Nihei

Gradient Descent is a glorious dungeon dive filled with paranoia, claustrophobia, and all manner of nasty traps and tricks scattered throughout. At any point in the dungeon, players can run into other Divers from the random encounter table or occasionally from keyed encounters. Thought I'd kit out some weirdos to encounter in the Deep to help out with those random diver encounters.

Gradient Descent

 

1. Cosmos (C:50 Rigging Gun AP:7 I:75 H:3): A jet black armored vaccsuit covered in patches with a lumatat skull on a tinted visor. Cosmos came here with a crew of divers back in the early days and one by one they stopped returning from the Deep. Now it's just him, making long dives and wandering the Deep. Soft spoken, knowledgeable of Monarch and artifacts, willing to help out new Divers. 2 in 6 chance of encountering him in [46E] VOID. Never takes his helmet off.

2. Romanov Company: A group of ex-troubleshooters who have been leveraging their experience in the Deep to sell their services to high bidders. Recently they've been offering "Asset Recovery" contracts to recover personnel lost within the Deep. 3 in 6 chance they are escorting an asset.

Carr (C:55 SMG/Revolver AP:7 I:75 H:4): Lieutenant of the Romanov Company. Brutal, demanding, fully aware that some of what they return from the Deep just serve Monarch's goals. 

Tomak (C:50 Smart Rifle AP:7 I:50 H:3): Company scout, she's wiry and paranoid. Clutches at a rosary around her neck. Stimpack addict.

Zebra (C:45 Foam Gun AP: 3 I:50 H:2): The tech of the team. Liberally uses hand welder to seal rooms. Carries a noisemaker that can summon 1d10 security androids in 1d6 rounds when powered on.

3. Kadaspala (C:50 SMG AP: 3 I:60 H:3): Off tune singing, haunting melodies, voices of many children, these are all signs you're nearing Kadaspala. A torn clown mask stretched over a vaccsuit helmet. Kadaspala slinks through the Deep creating macabre art pieces from torn apart androids and making meticulous recordings that they then spread throughout sector nets. Really enjoys using their Espernetic Feedback Loop. Quite well known amongst underground art scenes.

4. Ryder (C:55 Combat Shotgun & Vibechete AP: 7 I:75 H:3) & S11 (C:45 Tranq AP: 3 I:60 H:3): Ryder and S11 are experienced salvagers but relatively new to the Deep. They look for untapped datacaches that they can rip and sell back on the Dream. Ryder is jovial and brazen, usually on lookout while S11 digs through networks avoiding Monarch. Lately Ryder has been trying to get other divers to help him meet the Troubleshooter captain he fell in love with and now keeps running into in the Deep.

5. Shelly (C:50 SMG & Grenades AP:3 I:60 H:3) An artificial ecologist in a previous life, after seeing some diver videos of the Pseudoflesh farms and Skeleton Works she left everything behind to study Monarch's ecologies. On cordial terms with Silus, but never stays long. Will trade an artifact for captured drones. Keeps a hacked bee and spider drone on her.

6. Sword and Shield (C:60 Vibechete & Pulse Rifle AP:7 I:70 H:3) A pair of combat model androids, they speak in tandem and are nearly indistinguishable. Manic and giddy in combat, there's a 1 in 6 chance on encountering a Troubleshooter team that Sword and Shield will join the fray. Want to know about any troubleshooters seen nearby, otherwise generally friendly with other divers. None of the other divers has ever seen them outside of the Deep. Always ask whoever they meet to wish Arkady a happy birthday.

7. Donny the Suit (C:50 Revolver & Flare Gun AP:1 I:70 H:3) A generic model-A sleeve always encountered in a grey suit. Looks like an all middle sliders corporate drone. Seems like genuinely a nice guy, will share supplies with divers and give warning of hazards ahead. There is always a trap in the direction he comes from though and he never warns about it. 3 in 6 chance that your next random encounter is also Donny the Suit, slightly more disheveled and with no memory of the previous encounter.

8. Fool Bastian (C:50 Random Weapon AP: Random Armor I:40 H:2) Decked out with an OGRE, Black Box, and Remote Uplink. Always the latest designer sleeve using the same perfectly sculpted face with a camera drone in tow. Usually loudly chattering to his viewers. Has been doing stunt dives and uploading them afterwards with high scores, lets his viewers pick what gear he brings in on his next run. Will pay creds for locations with the most interesting "content". Keeps a Panic Button primed for comedic timing. Half his runs never get uploaded, some divers say they've seen old Bastians horribly altered still running around in the Deep muttering madly to a cameradrone that isn't there. Current Bastian will pay 50kcr no questions asked for any black box of his that is recovered. 1 in 6 chance when encountered you meet a feral Bastian (Use random chokespawn).

9. Red Shuilong (C:60 Smart Rifle AP:7 I:70 H:3) More hardware than any other diver, dangerously close to being subsumed by the machine. Spider Rigged with two Sockpuppeted SMGs and a cloakskin to boot. Voice is heavily modulated. She hunts forgotten androids and anything else that looks like it has some interesting cybermods to reap. When encountered on the Bell will be friendly and can perform cybermod installations for a 20% mark up. On good terms with the Babushka.

10. Pig (C:50 SMG & Vibechete AP:3 I:65 H:3) A bulbous man in a tight vaccsuit, he's been diving ever since he tasted a packaged meal salvaged by another diver. The flavors within were like nothing he'd had before and he keeps diving to try and recreate it. If encountered on good terms will offer his latest creations to the party. Usually includes synthflesh. Willing to trade for any rare ingredients or critters in the Deep. 

Biomega, Tsutomu Nihei

How To Run Divers

They all want something and they've all been encountering the same things that your party has been. Each and every diver is coping with the Bends, each one has a story about terrible things encountered in the Deep, so all of them should be more than a little unhinged. Any NPC could be an infiltrator android, so I recommend really playing that angle up especially if your party takes to a particular diver.

I use a 1 in 6 chance for encountered divers to have a random artifact as well, this can add some tension in the Deep. Likewise if the party is hauling out an artifact and runs into another diver, everyone knows these things can be worth millions outside the Blockade. Mix some divers in to other settings as well to make them recurring characters; the Bell works great for meeting some other divers before encountering them in the Deep. Prospero's Dream and Gradient Descent mesh together extremely well, so throw some divers recovering from the bends on the Dream.