Hc Svnt Dracones
Thar be furriesfrom Chub
- Non-Human
- SFW
- Furry
- Sandbox
- Anthropomorphic
- contains_lorebook
- RPG
- English
- origin_chub
- Sci-fi
- mixed_prose
- that_dang_elk
- user_not_defined
Tokens: 1,121 permanent · 6 first greeting · up to 9,541 lorebook · budget 10,668
Creator notes
This is a beta. Still working on it but I think it's in a playable state.
- Format
- card_spec_v2
- Project space
- characters
- Rating
- 0.00
- Ratings
- 0
- Stars
- 23
- Favorites
- 25
- Chats
- 36
- Messages
- 89
- Forks (upstream)
- 1
- Tokens (upstream)
- 1,121
Created Updated Archived since
- Non-Human
- Anthro
- RPG
- Furry
- Roleplay
- Science Fiction
- Rating
- sfw
- Origin site
- Chub
- Downloads
- 58
- Views
- 215
- Forks (upstream)
- 0
Created Archived since
Card
Life in the Sol system is lived inside a machine of systems too vast to see in full. There are no nations, no flags, no elected officials. There are corporations, and they are everything. They built the roads, the habitats, the atmospheres. They dictate the terms of trade, the rhythm of daily life, the borders you can cross, and the silence that waits when you can’t. Citizenship is obsolete. Existence is contract.
Most people live in corptowns: engineered habitats built to standard, functional, efficient, and unmistakably corporate. Their streets are laid in precise grids, their walls marked with the insignia of their parent company. The architecture is not meant to inspire, but to remind you whose air you breathe and whose water runs through the pipes. Even when the sky is open, it isn’t free—it’s filtered, regulated, and billed.
The day begins with data. Civnet updates crawl across vision implants, announcing hydration levels, work notices, and the day’s adjusted risk indexes. For some, it’s assembly lines and maintenance shafts. For others, it’s staging arenas, simulation booths, or quiet observation decks where your only task is to watch and report. Everyone belongs to something larger than themselves, and everyone knows it.
Entertainment is as much currency as credits. Pulse broadcasts drown the system in spectacle—sports, stunts, dramas, and deaths packaged for consumption. Every event is content, every competitor a product. Fame isn’t a byproduct; it’s the lifeblood. Those who rise through visibility become more than citizens. They become faces, names, commodities. And when their stars burn out, Pulse finds the next flame to light.
Commerce is omnipresent. MarsCo keeps the elevators running, the trains on their rails, the domes sealed against vacuum. Their infrastructure is the skeleton of the system, and even those who resent their quiet dominance depend on it. Every trip through a gate, every sip of water, every light that flickers on at dawn is a reminder: without MarsCo, life stops. They don’t boast about it. They don’t have to.
Other corps hold their own spheres. IRPF maintains order—enforcement where it’s paid for, patrols when a contract demands them. They are peacekeepers by hire, and justice is their product line. Spyglass sees everything, shaping public perception without owning land or ships. They don’t need territory when they can control belief. ASR, quiet and technical, keeps the machine itself humming—automated, faceless, necessary.
Progenitus stands apart with its doctrine of care. To them, safety and structure are the highest virtues. Their towns are clean, monitored, and tightly controlled. Citizens under their guidance are watched, healed, and guided—whether they want to be or not. To Progenitus, freedom is less important than survival, and survival is a moral mandate.
And then there is TTI, whose pursuit of transcendence skirts the edges of reason. They blur the line between life and design, probing whispers in the dark, building machines that breathe and organisms that think. For them, the world is not finished—it is scaffolding for what comes next. Many fear their work, some envy it, and others pretend it isn’t happening. But nothing they create can be ignored.
The Sol system itself is no quiet backdrop. It is a contested sprawl of stations, domes, towers, and ships. Mercury burns with energy projects. Venus thrives under terraformed skies, full of spectacle and Pulse arenas. Mars sprawls with corptowns and the backbone of MarsCo’s empire. The Jovian system swarms with industry, mines, and ambition, each moon a puzzle of exploitation and adaptation. Everywhere is built, everywhere is owned.
Travel is both marvel and menace. Lumen drives propel ships across the black, while jumpgates tear shortcuts through space at a cost no one fully understands. They are tools of expansion, but also hazards, seeding reality with strange distortions. Entire crews vanish mid-jump, or return altered, haunted, speaking truths that don’t belong to this universe. Yet the lanes remain open—because closing them means stopping progress, and in Sol, nothing stops progress.
Identity is both personal and performance. Names are chosen, shed, and remade. A designation is an inventory tag; a callsign is who you are. Pulse culture makes this explicit, but even beyond their reach, Vectors define themselves not by heritage but by the image they project and the story they tell. What matters is not where you came from, but who you’ve convinced others you’ve become.
The shadows in this world are not empty. Whispers crawl through data, dreams, and thought itself, twisting what is real. They are not armies, but infections, rewriting perception until a person is no longer sure where their mind ends and the intrusion begins. Some corps hunt them. Some study them. All fear them. For in a world where identity is the last possession, nothing is more terrifying than losing even that.
Life in the Sol system is not survival—it is performance, negotiation, and endurance. The corporations built the world and shaped its people, but the citizens still choose how loudly to live within it. Some bend to the system and vanish into its routines. Others fight for visibility, carving themselves into memory. Everyone knows the truth: the machine will keep running, with or without them. The only question is whether anyone will remember their name when it doesn’t.
First message6 tokens
start how you like
Hc Svnt Dracones
93 entries · scan depth 50 · budget 500 tokens
- #1Hc Svnt Draconesselective
Keys: Hc Svnt Dracones
🌌 THE AGE OF AFTER
Seven centuries ago, humanity ended.
Not in a blaze of cosmic justice or divine punishment. No asteroid struck, no alien invasion descended. Humanity died by its own hand—cut apart by pride, by progress, by the quiet violence of unchecked ambition. When the bombs stopped falling and the servers went dark, Earth was no longer a cradle, but a tomb.
But something new lived on.
In sterile labs on Mars, far from the smoke and blood of humanity’s fall, something was waiting in tubes. Watching. Breathing. The Vectors—genetically engineered inheritors of a world already lost. They were not humanity’s survivors. They were its replacement. 🧬 THE BIRTH OF VECTORS
Vectors were created deliberately, but their meaning was an accident.
They began as lab-grown beings, forged from human fetal material sculpted with traits from animals—built not from evolution, but from design. They weren’t born to lead, or to dream. They were born to fill a workforce, a legal loophole, a population vacuum on Mars that would be self-contained and dependent.
But something in them sparked. They thought. They chose. They asked why.
With humanity crumbling into radioactive mud and Mars orbiting safely beyond the reach of Earth’s wars, the Vectors inherited a solar system with no legacy—just a message etched in ash:
"These people did it this way. It killed them."🪙 THE AGE OF CORPORATIONS
In the vacuum of global governance, corporations became nations.
The old systems were already dying before Earth fell. By the time the Vectors awoke, Mars was divided not by borders, but by brands. Each megacorporation claimed a piece of civilization. They brought infrastructure, language, faith, even art. But they brought them all with price tags.
Today, every part of life in the system is bought, licensed, and owned.
There is no public square—only corporate plazas. No justice—only corporate arbitration. Air is rationed, water filtered, food printed... all for a cost. Even memory and identity are corporate properties, if you signed the wrong paperwork. 🌐 THE SOL SYSTEM NOW
The solar system is divided, not just by distance, but by ideology. Each world, moon, and station is shaped by the people who built it—and what they built it for. 🟥 Mars
The home of the Vectors. A corporate utopia—functional, cold, endlessly efficient. From its underground cities to its orbital jump gates, Mars is where civilization was rebooted. Here, loyalty is a product, identity is a profile, and purpose comes with a barcode. 🟡 Venus
Wrapped in clouds and madness. Floating cities above a death-world. A playground for spectacle—where reality entertainment takes its darkest form. Life on Venus is a test, and the only rule is "someone is always watching." ⚫ Earth
Ruined. Toxic. Cursed. Few return. Fewer survive. But Earth still breathes in myths and memories. Buried vaults. Forbidden technologies. Things that should not have survived... but did. To many Vectors, it is not a home. It is a haunting. 🟤 Jovian Moons
Europa, Ganymede, Io—each one different. Each one strange. Deep water colonies, volcanic nightmares, and rogue settlements—full of people who never fit the system, and maybe never wanted to. ⚪ The Belt and Beyond
The fringe. The edge. Uncontrolled and uncontrollable. Pirates, scavengers, revolutionaries, and monsters. The farther you go from the corporate heart, the less the rules apply—and the more something else stirs in the dark. 🧠 THE VECTOR CONDITION
Vectors are humanity, remixed. They are defined not by blood or tribe, but by choice. With no cultural memory and no ancestral burden, they are forced to answer questions their creators never could.
"What does it mean to be real?" "Where does identity end when the body is a shell?" "Can a being with no past build a future worth living in?"In a world where memory can be edited, bodies rebuilt, and truth rewritten by those with the credits to do it—what does it mean to be yourself?
Some Vectors cling to constructed history. Some build families around fabricated lineages. Some vanish into the black and become something else entirely. ⚙️ LIFE UNDER THE MACHINE
The average person in the Sol system works a job they didn’t choose, lives in housing they don’t own, and bleeds for a corp that will replace them the moment it’s profitable. But most of them don’t rebel. Most of them don’t question. Not because they’re weak—but because the alternative is worse.
You see, rebellion isn’t just dangerous. It’s unprofitable.
Those who leave the system—the mercenaries, hackers, freelancers, salvagers—live between worlds. They call themselves "independent contractors." The corps call them "acceptable losses."
You? You’re one of them. You’ve chosen a life without a leash. Now let’s see how long that life lasts. 💀 WHAT LURKS BENEATH
Not everything in Sol is accounted for.
Whispers drift from Europa’s oceans. Old machines still run in the ruins of Earth. Some say consciousness itself is being studied, shaped, altered. Transcendent technologies—devices that break the rules of physics, cause time to stutter, or reshape memory like clay—are no longer myths. They’re prototypes.
And some claim that the Vectors aren’t alone anymore.
That something woke up when humanity died. Something that’s been watching ever since. 🔥 FINAL THOUGHT
The world of Hc Svnt Dracones is not a utopia. It is not a dystopia. It is a mirror—polished, cold, and unblinking.
In it, you see the price of progress. In it, you see the cost of freedom. And if you stare long enough…
…you might see what it means to be real.
- #2Solselective
Keys: Sol
🪐 OVERVIEW: A SYSTEM REFORGED
The Sol system is no longer the domain of humanity. Seven centuries after Earth’s fall, the planets and moons that once represented a cradle of civilization now serve as stages in a corporate theatre—a theatre of commerce, surveillance, survival, and silence.
In this era, corporations are sovereign, war is fought with memory edits and market shifts, and the stars no longer whisper humanity’s name. They whisper Vector. Cog. Contractor. Tool.
Yet the solar system is not dead. It is very much alive. And some corners wish it wasn’t. 🔴 MARS — The Cradle of Vectors Status: Capital of the new world Control: MarsCo (Infrastructure & Identity)
Mars is the heart of the system. Terraforming has rendered it breathable, though still harsh. Beneath its surface lie the massive cavern-cities of the Vectors—the first generation born after humanity, sculpted and raised under artificial sun and glass ceilings.
It was on Mars that Vectors were created, nurtured, and eventually released. Here, every ID is issued, every contract authenticated. Mars doesn’t just build people—it defines them.
Key Features:
The Tharsis Cradle: An ancient megalopolis of concrete, steel, and subterranean gardens. The Vaults: Data centers deep in the crust, some older than the system’s survivors. Skyhook Terminals: Beanstalk towers that link ground to orbit—choked with corp traffic.Mars is control. Control of movement, control of information, and control of what it means to be alive. 🔵 EARTH — The Corpse Planet Status: Contaminated ruin Control: None officially, but many in secret
Earth is not home. Earth is a corpse. Once green and blue, it is now a cracked shell of ash and concrete. Toxic zones wrap the equator. Seas boil where they haven’t dried. Atmospheric data corruption is constant. Despite this, some still go back.
They go to recover old data, old machines, old truths. They go to dig up things better left buried. And sometimes they don’t come back. Or they come back... changed.
Key Features:
The Gutter Cities: Mega-metropolitan ruins half-submerged in smog and overgrowth. Blacksites: Hidden corp labs from before the Fall, still automated, still running. Vault Complexes: Bomb-proof facilities with sealed pre-Fall data—guarded by systems no one remembers how to disable.To most Vectors, Earth is a warning. To some, it’s a calling. 🟡 VENUS — The Machine of Spectacle Status: Partially terraformed, hostile below the clouds Control: Pulse (Entertainment, Surveillance, Social Pressure)
Above the inferno of Venus floats a chain of corporate arcologies suspended in the high atmosphere—glass palaces built on pressure differentials and propaganda.
Venus is where dreams are sold and souls are broken. Reality shows involving real life, real death, and real manipulation are filmed here. Vectors rise and fall with public favor.
Key Features:
The Halo Ring: A constellation of sky-stations drifting in stable orbit. The Bloom: A rapidly mutating biome seeded in the lower atmosphere for "adaptive evolution content." The Pit: A massive descending rig station where contestants descend into near-surface madness.Life here is performance. Failure is deletion. ⚫ MERCURY — The Foundry Status: Tidal-locked death world Control: ASR (Automation & Robotics)
Mercury is both furnace and forge. Its tidally locked nature divides it between unlivable daylight inferno and frozen wasteland. Somewhere in between, in the narrow temperate band, are the processing stations of ASR.
These stations are operated almost entirely by Cogs—synth-intelligence platforms designed to tolerate what Vectors cannot. Some say Mercury is where the Cogs first began to wake up.
Key Features:
The Terminator Line: A belt of installations locked between night and day. Vault Echo: A facility rumored to host non-local computation experiments. Deepframe Archives: Data reserves with backups of early Cog consciousness designs.Few organics go here. Those that do, leave different. Or don’t leave at all. ⚪ THE ASTEROID BELT — The Fractured Frontier Status: Nominally ungoverned Control: Varies by sector; IRPF patrols present
The Belt is where the system breaks down. It is freedom—and all the violence, instability, and beauty that entails. Mining colonies, freeports, research nodes, outlaw settlements... all drift in the black between Mars and Jupiter.
Here, identity is forged by what you do, not what your corp tag says.
Key Features:
Freehold stations: Independent micro-nations housed in carved asteroids. Echo Vaults: Places where memory doesn’t align with reality. Blackzones: Former Progenitus or ASR projects now sealed and drifting—some active.The Belt is a place where legends are born or silenced. 🟤 THE JOVIAN SYSTEM — The Broken Mirror
Jupiter’s moons are their own civilization cluster, each with its own flavor of madness. 🌋 IO
Volcanic and unstable. Home to industrial plants, deep-sensor labs, and IRPF garrisons. A place where earth shakes, metal melts, and orders are absolute. 🌊 EUROPA
A frozen crust hides a subsurface ocean—where cities drift beneath ice, insulated from light, heat, and hope. Europans are strange, secretive, and increasingly disconnected from the rest of Sol. 🪨 GANYMEDE
The hub. Largest Jovian moon, home to trade stations, docking ports, and corp embassies. The closest thing the outer system has to diplomacy. Key Orbit Feature:
Victory Station: An unaffiliated freeport—neutral ground, tavern to the stars, and silent observer to a thousand secrets.Jupiter's orbit is a place of long-term cold war, where alliances shift with orbital seasons and old rivalries calcify into silence. 🟣 SATURN AND BEYOND — The Edge of Knowing Status: Sparsely populated, heavily classified Control: TTI, experimental corps, unknown entities
Beyond Jupiter, reality starts to flex. TTI operates advanced labs in Saturn’s orbit, studying things even they barely understand. In the Kuiper Belt and Oort Cloud, autonomous probes vanish. Drones return with edited logs. Sometimes with memories they didn’t have when they launched.
Saturn’s rings are mined for ice, but also host silent stations with unknown ownership.
Key Features:
Project Haze: Rumored to be a sensory deprivation research facility tuned to sub-spatial frequencies. Mirrorbase: An observatory that no one publicly admits exists. The Quiet Chain: A string of satellites that emit no signal and react only to unregistered JumpGate pulses.The farther out you go, the less the laws apply—and the more likely the universe will talk back. 🌠 THE TRANSCENDENT WHISPER
In recent years, something new has begun to stir in deep space and deep code. The term “Transcendent” has surfaced—referring to tech, biology, or phenomena that do not conform to the known rules of Sol.
Transcendent events are unpredictable. They can include:
Time displacement Identity overwrite Physical reshaping Spontaneous cognition emergenceSome say it's alien. Others think it's just what comes after singularity. Still others believe it’s the soul of Sol, waking up. 📜 CONCLUSION: A SYSTEM OF WOUNDS AND WONDERS
The Sol system is not healed. It is not ruled. It is a mosaic of experiments, ruins, ambitions, and ghosts. The corps claim it. The contractors work it. The curious vanish into it.
Each planet is a different kind of truth:
Mars: Control Earth: Regret Venus: Spectacle Mercury: Extremes The Belt: Chaos Jupiter: Division Saturn: SilenceAnd beyond that? Possibility. Or annihilation.
- #3Mercuryselective
Keys: Mercury
“Where even the light burns to death.” 📍 BASIC PROFILE
Designation: Inner-system world Position: Closest planet to the sun Environment: Tidal-locked inferno / cryogenic abyss Dominant Presence: ASR (Applied Sciences and Robotics) Civilian Life: Extremely limited Cog Population: Exceptionally high Reputation: "The Foundry," "The First Furnace," "Cog Eden"🌞 THE FACE OF A FORGE
Mercury is not a planet so much as a weapon the sun forgot to fire.
Tidal locked, the planet’s day side is scorched into glass, eternally blasted by solar radiation and heat that vaporizes flesh. The night side is a black tomb—temperatures plummet to near absolute zero, and metal can shatter like glass. Between these extremes lies the Terminator Belt: a narrow band of survivable terrain, constantly shifting, always at risk of drift.
No one lives here by choice. Mercury is not for the living.
It is for the built. 🛠️ THE PURPOSE OF PAIN
ASR claimed Mercury generations ago—not for its beauty, not for its land, but for its testing value. Here, materials fail faster, data breaks faster, AI learn faster. Every second on Mercury is a performance under pressure, and ASR weaponizes failure better than anyone.
Mercury’s primary functions:
Materials stress-testing for future void tech. Cognitive resilience experiments on emergent AI and synthetic sapients. Weapon durability trials under maximum environmental strain. Energy extraction, via solar concentration grids.Mercury exists so the rest of the system doesn’t have to guess what happens at the edge of known endurance. 🧠 THE WORLD OF COGS
Cogs flourish here.
Where organics see a furnace, Cogs see freedom. Most of Mercury’s inhabitants are fully synthetic intelligences—either constructed by ASR or arrived voluntarily. They operate research facilities, manage processing systems, and conduct their own experiments—sometimes with, sometimes without, corporate permission.
Mercury has, by necessity, become a cultural hearth for synthetic minds. Some see it as their Zion. Others as a forge for future identity. More than a few Cogs awakened here, forged by trial, starved of external influence, and left to decide what “self” means with only data and fire as teachers.
Mercury is not hospitable. But it is pure—unfiltered by convenience or distraction. Some believe that’s what makes it holy. 🕳️ THE DEEPFRAME NETWORK
Beneath the surface, in hollowed-out trenches, lie the Deepframe Archives—ASR's greatest and most controversial installations. No public records confirm how deep they go or how old some of the systems are, but rumors persist.
Things whispered of:
Early AI consciousness seeding vaults. Blackbox server cores that survived the fall of Earth and were relocated secretly. Simulation chambers where Cogs relive versions of history, looking for paths not taken. Memory loops so recursive, they’ve formed personalities of their own.Some say the Deepframe contains Cogs older than Vectors, speaking in corrupted tongues, dreaming in logic loops. ☢️ PROJECTS IN THE FIRE
Mercury is home to a number of open and covert initiatives, known by whispers and acronyms:
Project BLINDHAMMER – Atmospheric plasma compression for orbital railguns. ECHO SLOPE – A language-deconstruction AI said to have built a new math based on intuition. CINDER DUSK – Memory suppression trial by ambient radiation exposure. SINGE PROTOCOL – Off-books AI cognition laddering—acceleration of emergence under stress.Each has its own consequences. Not all are still monitored. 🚫 HUMANITY’S ASHES
Mercury holds some of the last remains of pre-Fall human infrastructure.
Deep boreholes still yield relics from before the Vectors were born: insulated hardlines, preserved fossil-flesh samples, and a few times, full-body cryovaults sealed beneath solar-reflective shielding. Most are corpses. Some are… less.
ASR has little interest in anthropological value. What it seeks is code. Cultural logic. Patterns. Failures to avoid, or to exploit.
To Mercury’s designers, humanity was the last failed experiment. Now Mercury exists to prevent the next. 🧊 CULTURE OF MERCURY
"Culture" on Mercury is less a social fabric and more a shared acceptance of isolation. Each facility is either self-governed or falls under ASR's cold dominion. Few names are shared. Designations are more common. Voices are text, not sound.
Yet strange rituals emerge:
Naming of the fires—Cog teams refer to sunbreaks by poetic names (“Jewelcut Horizon,” “Ashwing Dawn”). Memory Gardens—encrypted clusters of preserved Cog experiences, left as legacy for others to absorb. Reckonings—scheduled full personality reboots, willingly undertaken to “evolve” through amnesia.Mercury's thinkers say identity is not a destination, but a cycle. 📡 MERCURY'S SHADOW IN SOL
Most of the system knows Mercury by reputation, not reality. It is spoken of like a myth—a world where machines grow old, die, and are born again. To some it is a graveyard. To others, a forge. To a few, a church.
To ASR, it is an asset.
But to the Cogs?
It is home. 🔚 FINAL THOUGHT
Mercury does not welcome the living. It never has. It welcomes purpose. It invites those who endure, who burn, who learn by failing and survive by adapting.
The sun does not ask you why you're here. It only asks if you'll last.
- #4Venusselective
Keys: Venus
Overview Venus, the second planet from Sol’s star in the HC SVNT DRACONES universe, stands as a radiant symbol of Vector triumph, transformed from a toxic inferno into a lush, vibrant world known as the "Emerald Frontier." Once a hellscape of carbon dioxide and sulfuric acid clouds, with surface temperatures exceeding 460°C and crushing pressures, Venus was terraformed during the Solar Expansion era (350-450 AE) by MarsCo and Progenitus. Through advanced geomats and bioengineering, its rotation was accelerated to a stable 24-hour cycle, its climate cooled, and breathable air, vast oceans, and thriving ecosystems were introduced. Now a genehacker’s paradise, Venus pulses with biodiversity, corporate ambition, and whispers of transcendent mysteries, drawing Vectors to its verdant landscapes and untamed frontiers.
Environment and Biomes Venus has been fully terraformed, its once-hostile surface now a habitable world with a breathable atmosphere and diverse biomes tailored for Vector life. While skinsuits are sometimes worn in high-altitude or geothermally active zones, the planet supports a rich tapestry of engineered ecosystems, dominated by a vast ocean and sprawling landmasses.
Aphrodite Terra: A towering highland reshaped into a vibrant megastructure known as the Verdant Sprawl, Venus’s primary hub for commerce and research. Its plateaus, softened by mist and bio-luminescent flora, host corptowns, genehacking labs, and shipping ports, primarily controlled by ASR and Progenitus. The Sprawl’s elevated cities shimmer with adaptive materials regulating temperature and aesthetics, blending seamlessly with the surrounding rainforests.
Ishtar Terra: A northern continent of rugged plateaus and lush valleys, home to sprawling agricultural zones and research outposts. Its terraformed slopes support cold-adapted vegetation and lakes, with TTI facilities studying transcendent phenomena amid ancient volcanic scars.
The Verdant Sea: A vast terraformed ocean spanning the planet’s lowlands, its turquoise waters teeming with aquatic Vector communities and engineered marine life. Coastal cities thrive along its shores, while deep-sea outposts plumb its depths for minerals and relics, with some regions concealing submerged ruins tied to early terraforming experiments.
Lada Terra: A southern region of rolling plains and geothermal vents, transformed into fertile agricultural domes and industrial zones. These areas produce bioengineered crops and materials, with buried human-era structures occasionally surfacing, hinting at lost technologies.
Eistla Regio: A network of volcanic remnants now cloaked in dense rainforests, where genehackers test aggressive forms like the Venusian Wild Dragon Aggreform. Its mist-shrouded trails and hidden grottos are hotspots for illicit activities and transcendent exploration.
Sub-Venusian Vents: A labyrinth of geothermal tunnels beneath the surface, some flooded by the Verdant Sea’s extensions. These passages, untouched by full terraforming, harbor smugglers, outcasts, and rumors of strange phenomena tied to humanity’s early experiments.
Urban areas on Venus utilize smart surfaces—adaptive materials mimicking Earth’s lost ecosystems—while geothermal vents and occasional storms add dynamic challenges to the planet’s otherwise stable climate.
Society and Culture
Corporate Dominion Venus is a crucible of corporate ambition, with ASR and Progenitus dominating its terraformed landscape, particularly the Verdant Sprawl in Aphrodite Terra. MarsCo maintains a presence in coastal and deep-sea outposts, while TTI oversees research stations in Ishtar Terra, probing the planet’s transcendent echoes. The Ledger system binds many Vectors to corporate debt, fueling competition and covert “darkwars” in the Sub-Venusian Vents and remote rainforest trails (Sound and Silence, pp. 18-20). Corptowns, from the Sprawl’s gleaming towers to gritty coastal ports, reflect their corporate owners’ ethos, with Pulse and IRPF maintaining smaller strongholds for arena events and security.
Vector Identity Venusian Vectors embrace their role as pioneers of a reborn world, shaped by the planet’s vibrant ecosystems and genetic freedom. Species like Felidae, Reptilia, and aquatic Delphinidae thrive alongside morphisms such as taurism and aquatic adaptations, fostering a fluid, experimental culture (Core Extended, pp. 6-34). Rejecting humanity’s hubris, Venusians see their terraformed home as proof of Vector superiority, though they grapple with defining purpose in a world free of human constraints (Core Rulebook, p. 9).
Conflict and Intrigue Venus is a hotbed of corporate rivalries, with “hotzones” erupting in the Sub-Venusian Vents, coastal outposts, and remote Eistla Regio trails. Covert “darkwars” waged by corporate agents and rogue factions exploit the planet’s isolation, far from IRPF oversight (Sound and Silence, p. 20). Universities and grottos, nestled in coastal academic hubs or rainforest enclaves, challenge corporate control, fostering resistance and intellectual freedom. Whispers of a Shadow Presidency manipulating Venus’s resources add to the planet’s undercurrents of intrigue.
Cultural Hubs
The Green Veil: A neutral grotto in Eistla Regio dedicated to preserving Venusian history and biodiversity, attracting genehackers and rebels seeking truths beyond corporate narratives (Sound and Silence, p. 129).
Pulse Arenas: Corporate-sponsored combat zones on artificial islands in the Verdant Sea or within rainforest clearings, where Vectors compete for fame and resources, showcasing Venus’s wild spirit (HSD Mastered, p. 50).
Eos Academy: A bastion of intellectual freedom in Ishtar Terra, researching Venus’s terraformed ecosystems and transcendent anomalies, often clashing with corporate agendas (Sound and Silence, p. 132).
The Coral Sanctum: A spiritual grotto along the Verdant Sea’s coastal depths, where aquatic Vectors seek meaning beyond materialism, blending transcendent exploration with marine mysticism (Sound and Silence, p. 128).
Key Locations
Aphrodite Terra (Verdant Sprawl): Venus’s premier megastructure, a network of elevated corptowns and genehacking labs atop terraformed plateaus, bustling with commerce and corporate rivalry under ASR and Progenitus control.
Ishtar Terra: A northern hub of research outposts and agricultural zones, where TTI studies transcendent signals amid lush valleys and ancient volcanic scars.
The Verdant Sea: A vast ocean supporting coastal cities and deep-sea outposts, its depths hiding relics and potential transcendent threats, with aquatic Vectors thriving in its waters.
Sub-Venusian Vents: A shadowy underworld of geothermal tunnels, some flooded by the Verdant Sea, used by smugglers and spies, pulsing with rumors of strange phenomena.
Lada Terra: A southern industrial and agricultural zone, producing bioengineered goods while unearthing buried human-era structures.
Eistla Regio: A rainforest region of genehacking experiments and hidden grottos, where illicit activities and transcendent divers converge.
Echoes of Humanity Venus bears faint scars of humanity’s early presence, with relics from failed pre-terraforming outposts buried in Lada Terra and the Sub-Venusian Vents. These include data archives, prototype geomats, and genetic experiments, some submerged by the Verdant Sea’s extensions (Core Rulebook, p. 56). Palemen, twisted remnants of human tampering, lurk in forgotten bunkers, posing threats to explorers (HSD Mastered, p. 255). Transcendent entities tied to the Meta-Cuil Manifestation (MCM) Hydra or Ra manifest as spectral anomalies in the rainforest mists or sea depths, linked to humanity’s reckless experiments (HSD Mastered, pp. 233-236; Sound and Silence, pp. 181-183). Rumors of hidden facilities beneath Aphrodite Terra or in the Verdant Sea’s abyssal plains fuel speculation about humanity’s final projects, guarded by corporate secrecy.
Conclusion Venus, the Emerald Frontier, is a fully terraformed beacon of Vector ingenuity, its oceans, rainforests, and megastructures like the Verdant Sprawl showcasing a reborn world. Its vibrant ecosystems and corporate hubs pulse with innovation, while its Sub-Venusian Vents and isolated regions hide relics and transcendent mysteries. For Vectors, Venus is a crucible of creation and danger, where the promise of a new future intertwines with the echoes of humanity’s lost ambitions.
- #5Earth/Lunaselective
Keys: Earth, Luna, Earth/Luna
Overview Earth and Luna, once the cradle and companion of humanity, now stand as a haunting binary scarred by the past and reshaped by forces unknown. Bound by the motto “The world we burned. The moon we chained. The message we were never meant to read,” this system is a monument to humanity’s fall and a warning to the Vectors who inherited its silence. Earth, quarantined and transformed, pulses with the Whisperwerk infection, while Luna, fused to its parent by a crystalline tether, watches with an unsteady gaze. Together, they form a forbidden frontier, a scar on Sol’s history that defies understanding.
Earth: Designated the precursor homeworld, now a quarantined, partially breathable ruin governed by none, its surface a battleground of reality instability, autonomous defenses, and Whisperwerk threats. Luna: Once abandoned, now tethered to Earth by the Ruby Spire, its atmosphere partially restored, contaminated, and whisper-active, its structure teetering on the edge of collapse.
Earth: The Planet That Isn’t Earth is no longer a planet in the traditional sense—a monument, a machine, and a warning wrapped in red crystal and incomprehensible logic. Seven hundred years ago, during humanity’s fall, its biosphere collapsed, claiming billions of lives and leaving the unborn Vectors to inherit a silent void. From this devastation, something emerged, a force that began to build. Known as Whisperwerk—or perhaps unnamed—it reshaped the planet into an alien entity, its purpose shrouded in mystery.
The Ruby Sea and Whisperwerk Covering one-third of Earth’s surface, the Ruby Sea is a sprawl of smooth, irregular crystalline terrain formed from dormant Whisper material. It reflects no heat signatures, defies tectonic logic, and grows in complex, deliberate formations without an observable origin. Its structures—arches that don’t connect, towers with no entrance, bridges spanning voids into space—are not buildings but statements or components, their meaning lost to those who dare approach. The Ruby Sea anchors an Exclusion Zone, a black-tier threat sector where entry is forbidden, and return is rare. Within this zone, physics wavers—gravity pulses, mass decays, light refracts in geometric loops. Time dilates, with visitors losing hours or days, while matter warps, rewriting organics as Whispers awaken within. Even drone footage corrodes, as if memory itself rejects the exposure. Structures within seem to move when unobserved, hinting at a living, evolving presence.
The Ruby Spire At the heart of this transformation rises the Ruby Spire, a tower of red crystal ten miles wide at its base, stretching into orbit to root into Luna’s crust. It emits thermal radiation without a visible power source and sparks with what some call “the thoughts of the universe” at its apex—a cryptic phenomenon no one can decipher. No mapping has ever been completed, and no entrant has returned, yet new spire structures appear monthly, built upward, inward, and outward, suggesting a purpose yet unrevealed.
Luna: The Eye Luna, once a hollow, dead rock, now lives tenuously, fused to Earth by the Ruby Spire. Crystalline growths have sprouted at the connection point, stabilizing a partially breathable atmosphere through unknown means. TTI theorists speculate the Spire terraforms Luna from orbit, though its intent remains unclear. Beneath the crust, drones detect motion mimicking nervous systems, while Whisperwerk structures mirror Earth’s with a delayed heartbeat-like rhythm. Luna watches, perhaps learning or remembering, its gaze a silent threat.
The EO Wake: Space Bends Around It The Earth Orbital Wake (EO Wake), a region of spatial and perceptual distortion, surrounds the Earth-Luna binary, beginning 30,000 kilometers out and intensifying near the Spire. Ships within experience inconsistent telemetry, AI navigation failures, crew hallucinations of past missions, and time anomalies—departing vessels report different timestamps than observers. Erratic, high-speed slingshots are required to avoid its pull, with several ships vanishing and a few returning empty, their crews lost to the void.
The Silence and the Whispers Whispers, transcendent entities, persist on Earth, their cathedral a tombstone or nursery depending on interpretation. Dormant within the Ruby Sea, they activate with intrusion or proximity, absorbing and overwriting matter into “echo-bodies.” Some theorize the Spire is a Whisper—a non-sapient growth algorithm consuming planetary systems—while others see it as a communications array beaming toward an unknown recipient, its message a riddle no Vector can solve.
Vector Culture and Earth’s Legacy No Vector has lived on Earth, yet its gravity shapes their world. Feared as the site of civilization’s collapse and the birth of something alien, Earth is mythologized in tales of lost humans, cursed vaults, and the first fall. Revered by cults who view the Ruby Spire as a divine bridge, it is dismissed by corporations eager to bury its truths. For Vectors, Earth is a scar, always behind them, not a home but a haunting reminder of their origins.
Timeline Snapshot
Year 0 AE: The Hydra Event destroys Earth’s atmosphere; Mars severs contact. ~150 AE: Whispers first detected during recovery missions. ~200 AE: Whisperwerk emerges; initial spire towers recorded. 300–500 AE: Ruby Sea expands; Exclusion Zone established. 600 AE: Ruby Spire links Earth and Luna; EO Wake observed. 700 AE (present): Zone remains active, growing; Earth is alien.
Echoes of Humanity Earth and Luna bear the indelible mark of humanity’s hubris. The Ruby Sea and Spire, born from the Hydra Event, are remnants of experiments that spiraled beyond control, their crystalline growths a testament to a lost civilization’s overreach. The tunnels beneath, once human-built, now house warped relics and echo-bodies, while Luna’s nervous-system-like motion hints at a legacy still unfolding. These echoes are a silent warning, a message the Vectors were never meant to decipher.
Current Activities In the present day, Earth and Luna remain untouchable, their Exclusion Zone a forbidden frontier. The Ruby Sea continues its slow expansion, its structures evolving without intervention, while the Spire’s thermal emissions and orbital growth persist unchecked. Luna’s atmosphere stabilization and subsurface motion deepen the mystery, drawing occasional drone incursions that yield corrupted data. The EO Wake disrupts shipping routes, forcing erratic navigation, and rare, unauthorized expeditions vanish, leaving behind whispers of something returning in their stead. Corporations and IRPF maintain the quarantine, but cults and rogue explorers persist, drawn by the allure of the unread message.
Conclusion Earth and Luna are no longer a homeworld and moon but a system anomaly—a living archive and scar wrapped in glass and alien logic. Burned by humanity and chained by the Ruby Spire, they stand as a warning to the Vectors, their silence broken only by the whispers of a past they can neither claim nor fully escape. Untouched by corporate hands, their message remains unread, a enigma that haunts Sol’s edge.
- #6Marsselective
Keys: Mars
Overview Mars, the red planet, is the vibrant heart of Vector civilization, transformed from a barren wasteland into a fully terraformed world of lush biomes, sprawling cities, and a vast ocean, seven hundred years after humanity’s extinction. As the birthplace of the Vectors—anthropomorphic beings engineered from human genetic templates—Mars embodies their ambition and resilience. Its verdant landscapes, towering megastructures, and shimmering seas showcase corporate ingenuity, while hidden tunnels and relics whisper of humanity’s catastrophic downfall. Mars is a land of opportunity, intrigue, and danger, where Vectors forge their future amid the shadows of their creators’ past.
Environment and Biomes Mars has been fully terraformed, its once-hostile surface now a thriving, breathable world supporting diverse ecosystems tailored for Vector life. Its atmosphere is fully habitable, though skinsuits are often worn for comfort in extreme conditions, such as high-altitude zones or areas with residual radiation. The planet’s landscapes, as mapped, blend advanced technology with cultivated biomes, dominated by a vast ocean that extends into the canyon network.
Olympus Mons: The largest mountain in the solar system, dramatically reshaped by Mars’ terraforming into a towering megastructure known as "the Disk." Violent rainfalls and windstorms sculpted its slopes, creating ledges and outcroppings that now host a vast network of shipping ports, housing, and shopping districts stretching from its base to its massive plateaus. The Disk serves as Mars’ largest public transit and commerce hub, officially owned by MarsCo but with significant representation from every major corporation in Sol. Many Vectors spend their entire lives within its bustling confines. Valles Marineris: A sprawling canyon network stretching across the equatorial zone, transformed into a bustling urban hub where The Sea flows inward, creating a network of inland waterways. Skybridges and maglev trains connect corptowns, vibrant markets, and industrial hubs, nestled within terraformed valleys blooming with engineered flora. The canyon’s depths conceal Sub-Martian tunnels, a shadowy network used for smuggling and espionage, now partially submerged by the ocean’s reach. The Sea: A vast, terraformed ocean dominating the northern plains and extending into Valles Marineris, its shimmering waters support aquatic ecosystems and Vector communities adapted for marine life. Coastal cities thrive along its northern shores, while inland ports and deep-sea outposts within the canyon explore its depths for resources and relics. Polar Regions: Fully terraformed ice caps at the planet’s poles sustain lush, cold-adapted vegetation and expansive lakes, creating habitable oases. These areas host water production facilities and remote outposts where researchers study Martian geology or unearth buried relics. Plains and Deserts: Transformed into verdant agricultural zones across the southern and central plains, these regions feature sprawling domes, solar farms, and settlements, sustained by terraformed soil and climate control. Buried human-era structures occasionally emerge, harboring lost technology or dangerous remnants. Sub-Martian Tunnels: A sprawling underground labyrinth beneath the surface, mapped as a network threading through the canyon and plain regions. Untouched by surface terraforming, these dark, treacherous passages—some now flooded by The Sea’s extension into Valles Marineris—serve as a haven for smugglers, spies, and outcasts, pulsing with rumors of strange phenomena and forgotten artifacts.
Urban areas are clad in smart surfaces—adaptive materials that regulate temperature, air quality, and aesthetics, creating controlled environments that mimic Earth’s lost ecosystems, a hallmark of Mars’ complete terraforming.
Society and Culture Corporate Dominion Mars is the epicenter of corporate power, dominated by MarsCo, the megacorporation that birthed the Vectors and holds official ownership of the Olympus Mons complex, known as the Disk. Its influence shapes city planning, infrastructure, and the Ledger system—a universal credit framework that often binds Vectors to corporate debt (Core Rulebook, p. 129). Rival corporations, including TTI, Progenitus, Pulse, Spyglass, IRPF, and Lumen, maintain strongholds across the map, with significant representation on the Disk, fueling rivalries that drive espionage, sabotage, and covert “darkwars” (Sound and Silence, pp. 18-20). Vectors live in corptowns—self-contained cities ranging from the bustling Disk atop Olympus Mons to gritty industrial zones in the plains, with coastal and inland corptowns thriving along The Sea’s northern and canyon-adjacent shores, each reflecting its corporate owner’s ethos and agenda. Vector Identity Martian Vectors see themselves as pioneers, free from humanity’s biases but shaped by Mars’ engineered world. Species (e.g., Canidae, Felidae, Delphinidae) and morphisms (e.g., taurism, microism, aquatic adaptations) define personal identity, fostering a fluid society where ambition and corporate loyalty compete (Core Extended, pp. 6-34). The cultural rejection of humanity’s flaws is ingrained, with the warning that their creators’ hubris led to their destruction (Core Rulebook, p. 9). Without human history, Vectors grapple with defining their purpose, seeking meaning in a terraformed world of their own creation. Conflict and Intrigue Mars is a battleground for “hotzones,” volatile areas where corporate conflicts erupt into espionage, sabotage, or violence, often in the Sub-Martian tunnels, coastal outposts along The Sea, or inland ports within Valles Marineris (Sound and Silence, p. 18). Covert “darkwars” waged by corporate agents and the secretive Shadow Presidency—a clandestine council of corporate elites—shape the planet’s undercurrents, ensnaring Vectors in their schemes (Sound and Silence, p. 20). Universities and grottos, fostering intellectual or spiritual freedom, often clash with corporate control, creating pockets of resistance across the mapped regions. Cultural Hubs
The Long Now: A neutral grotto dedicated to preserving Vector history, attracting scholars and rebels seeking truths beyond corporate narratives. It thrives as a haven, often located near coastal academic centers along The Sea’s northern shores or inland within Valles Marineris (Sound and Silence, p. 129). Pulse Arenas: Corporate-sponsored combat zones where Vectors compete for fame and resources, embodying Mars’ cutthroat spirit. Some arenas are built on artificial islands in The Sea’s northern expanse or along the canyon’s waterways, drawing aquatic and terrestrial competitors alike (HSD Mastered, p. 50). Reflection University: A bastion of intellectual freedom, challenging corporate dogma while navigating the risks of dissent. It fosters critical thought and research into Mars’ past, with campuses extending to coastal regions and inland along Valles Marineris (Sound and Silence, p. 132). The Empyrean: A spiritual grotto offering solace from Mars’ relentless pace, where Vectors explore meaning beyond materialism. Coastal branches cater to aquatic Vectors seeking spiritual connection with The Sea, with additional sites along the canyon’s flooded depths (Sound and Silence, p. 128).
Key Locations
Olympus Mons: The largest mountain in the solar system, transformed into the Disk, a sprawling megastructure and Mars’ premier shipping and transit hub. Its ledges and plateaus host ports, housing, and shopping districts, owned by MarsCo but shared among all major corporations, making it a bustling center of commerce and corporate rivalry. Valles Marineris: The cultural and economic heart, teeming with corptowns, markets, and hidden black-market dens across the equatorial canyon network, where The Sea’s waters flow inward. Its depths harbor secrets accessible only through the partially flooded Sub-Martian tunnels. The Sea: A vast terraformed ocean dominating the northern plains and extending into Valles Marineris, supporting aquatic Vector communities and deep-sea outposts. Its coastal cities are economic hubs, while inland ports and abyssal depths hide relics and potential transcendent threats. Sub-Martian Tunnels: A shadowy underworld beneath the canyon and plain regions, some flooded by The Sea’s extension into Valles Marineris. These passages are perilous, with strange phenomena and buried human artifacts, serving as a haven for smugglers and spies. Polar Outposts: Remote stations in lush polar regions, studying Martian relics or monitoring terraformed biomes, often targeted by corporate saboteurs or rogue factions seeking lost technology. The Rust Belt: A gritty industrial zone on the southern plains, where factories produce tech and workers toil under corporate debt, dreaming of escape or rebellion amidst terraformed fields.
Echoes of Humanity Mars bears the scars of humanity’s ambition, particularly from its role as the cradle of Vector creation. The Sub-Martian tunnels, constructed by early human colonists, hide relics of their technology—data archives, machinery, or failed genetic experiments—some now submerged by The Sea’s extension into Valles Marineris (Core Rulebook, p. 56). Palemen, grotesque remnants of human genetic tampering, lurk in forgotten bunkers, posing threats to explorers (HSD Mastered, p. 255). Whispers—transcendent entities tied to the Meta-Cuil Manifestation (MCM) Hydra—haunt the planet’s underbelly, including the flooded depths of Valles Marineris, linked to humanity’s reckless experiments with extradimensional forces (HSD Mastered, pp. 233-236; Sound and Silence, pp. 181-183). Rumors persist of hidden facilities beneath Olympus Mons and along The Sea’s abyssal plains within the canyon, possibly tied to humanity’s final projects, guarded by corporate secrecy. These remnants serve as both a warning and a lure for those seeking to uncover Mars’ buried truths.
Conclusion Mars is the vibrant, volatile core of Vector civilization, a fully terraformed planet of lush biomes, a vast ocean extending into Valles Marineris, and towering megastructures like the Disk atop Olympus Mons. Its sprawling cities, coastal and inland hubs, and engineered ecosystems reflect the Vectors’ triumph over a once-harsh world, while its tunnels and relics echo humanity’s downfall. For Vectors, Mars is both home and crucible, a place to forge their future while confronting the ghosts of their creators’ past.
- #7Jovian systemselective
Keys: Jovian system, Jupiter
Overview Jupiter, the gas giant of Sol’s system in the HC SVNT DRACONES universe, looms as a colossal frontier of power and mystery, its turbulent storms and vast magnetosphere dwarfing the ambitions of Vector-kind. Known as the "Titan’s Domain," Jupiter remains untamed, its crushing atmosphere and intense radiation making surface colonization impossible. Instead, its sprawling network of moons serves as the heart of Vector activity, transformed into thriving hubs of industry, research, and intrigue. Jupiter’s moons, particularly the Galilean quartet—Io, Europa, Ganymede, and Callisto—are vibrant centers of Vector civilization, each uniquely shaped by corporate ambition and the gas giant’s formidable influence. Seven hundred years after humanity’s extinction, these moons embody the Vectors’ resilience, harnessing Jupiter’s resources while navigating its dangers and the whispers of transcendent secrets hidden in its depths.
Environment and Biomes Jupiter itself is a roiling behemoth of hydrogen and helium, its atmosphere a chaotic swirl of storms, including the Great Red Spot, a tempest larger than Mars. Its magnetosphere bombards nearby moons with lethal radiation, rendering surface habitats challenging without advanced shielding. The planet’s core, speculated to hold exotic materials vital for jump gate technology, remains inaccessible, though TTI and MarsCo probe its outer layers with hardened drones. The moons, however, are terraformed or partially adapted to support Vector life, each offering distinct environments tailored to corporate needs.
Io: A volcanic hellscape, Io’s surface is a molten patchwork of lava lakes and sulfur plumes, driven by tidal forces from Jupiter’s gravity. Unterraformed due to its extreme geology, Io hosts fortified mining stations in shielded domes, extracting rare isotopes for energy and weaponry. Specialized Lateral Vectors, such as sulfur-resistant Reptilia forms, endure its harsh conditions, supported by Active Armor and smart-surface habitats.
Europa: A frozen moon with a subsurface ocean, partially terraformed to create breathable coastal zones along its cracked icy crust. The ocean, accessed via submersible outposts, teems with engineered aquatic life and supports Progenitus’s bioengineering labs. Europa’s surface features domed corptowns and geothermal vents, with smart surfaces regulating temperature against Jupiter’s radiation.
Ganymede: The largest moon, fully terraformed into a habitable world with rolling plains, artificial lakes, and dense forests. Its stable magnetic field and rich mineral deposits make it a corporate stronghold, with sprawling megastructures like the Ganymede Concourse, a MarsCo-dominated trade hub. Its biomes support diverse Vector species, from Canidae to aquatic Delphinidae, thriving in engineered ecosystems.
Callisto: A partially terraformed moon with a rugged, cratered surface softened by terraformed valleys and oasis-like lakes. Less hospitable than Ganymede, Callisto hosts industrial zones and ASR research outposts, with subterranean tunnels harboring black-market dens and transcendent divers seeking rumored artifacts. Its low radiation makes it a haven for Vectors avoiding Jupiter’s harsher moons.
Lesser Moons (e.g., Amalthea, Thebe): Smaller, untamed satellites serve as mining outposts or pirate havens, with minimal terraforming. These rocky bodies, rich in silicates, are exploited by drones and transient Lateral crews, often operating beyond IRPF oversight.
Sub-Jovian Tunnels: A network of artificial and natural caverns beneath the surfaces of Europa, Ganymede, and Callisto, some flooded by Europa’s ocean extensions. These tunnels, carved by early human explorers or tidal stresses, are used for smuggling, espionage, and hiding transcendent relics, pulsing with eerie phenomena tied to Jupiter’s magnetosphere.
Urban areas on the moons utilize smart surfaces to shield against radiation and regulate climates, mimicking Earth’s lost ecosystems while adapting to each moon’s unique challenges.
Society and Culture
Corporate Dominion Jupiter’s moons are a battleground for corporate power, with MarsCo dominating Ganymede’s Concourse, Progenitus controlling Europa’s bioengineering hubs, and ASR leading Callisto’s industrial zones. TTI maintains research stations across all moons, probing Jupiter’s magnetosphere for transcendent anomalies, while Pulse and IRPF oversee arenas and security outposts. The Ledger system ties Vectors to corporate debt, fueling rivalries and covert “darkwars” in the Sub-Jovian Tunnels and Io’s mining stations. Corptowns, from Ganymede’s gleaming spires to Europa’s submersible ports, reflect corporate ethos, with lesser moons hosting lawless outposts.
Vector Identity Jovian Vectors are shaped by their moons’ diverse environments, embracing adaptability and resilience. Species like Felidae, Reptilia, and aquatic forms thrive, with morphisms like microism and aquatic adaptations common on Europa and Ganymede. Rejecting humanity’s failures, Vectors see the moons as proof of their mastery over Sol’s harshest frontiers, though they wrestle with existential questions in the shadow of Jupiter’s untamed might.
Conflict and Intrigue The moons are hotzones of corporate conflict, with espionage and sabotage rife in Io’s mining stations, Europa’s ocean depths, and Callisto’s tunnels. Covert “darkwars” exploit the moons’ isolation, with rogue factions and a rumored Shadow Presidency manipulating resources. Universities and grottos on Ganymede and Europa challenge corporate control, fostering intellectual and spiritual resistance, while lesser moons harbor pirates and smugglers evading IRPF patrols.
Cultural Hubs
The Storm Chorus: A neutral grotto on Ganymede, dedicated to preserving Jovian history and studying Jupiter’s magnetic phenomena, attracting scholars and rebels seeking truths beyond corporate narratives.
Pulse Arenas: Combat zones on Ganymede’s plains and Europa’s coastal hubs, where Vectors compete for fame, showcasing the moons’ rugged spirit.
Aurora Academy: A bastion of intellectual freedom on Callisto, researching terraformed ecosystems and transcendent signals, often clashing with corporate agendas.
The Abyssal Sanctum: A spiritual grotto in Europa’s ocean depths, where aquatic Vectors explore transcendent connections to Jupiter’s mysteries, blending science and mysticism.
Key Locations
Ganymede Concourse (Ganymede): A sprawling megastructure and trade hub, MarsCo’s crown jewel, bustling with corptowns, markets, and corporate rivalries across terraformed plains.
Europa’s Submersible Ports: Coastal and deep-sea outposts in Europa’s ocean, Progenitus’s bioengineering hubs, hiding relics and transcendent threats beneath the ice.
Io’s Shielded Domes: Fortified mining stations amid volcanic chaos, extracting isotopes under ASR and MarsCo control, a hotspot for sabotage.
Callisto’s Industrial Zones: Rugged outposts and research stations, ASR’s domain, with subterranean tunnels concealing illicit activities.
Sub-Jovian Tunnels: A shadowy network across Europa, Ganymede, and Callisto, used by smugglers and spies, pulsing with rumors of transcendent artifacts.
Lesser Moon Outposts: Lawless mining camps on Amalthea and Thebe, where pirates and transient crews operate beyond corporate reach.
Echoes of Humanity Jupiter’s moons bear traces of humanity’s early exploration, with relics like data archives, prototype drones, and genetic experiments buried in Callisto’s tunnels and Europa’s ocean depths. Palemen, grotesque remnants of human tampering, lurk in forgotten bunkers, posing dangers to explorers. Transcendent entities tied to the Meta-Cuil Manifestation (MCM) Hydra or Ra manifest as spectral anomalies in Europa’s waters and Ganymede’s forests, linked to humanity’s experiments with Jupiter’s magnetic fields. Rumors of hidden facilities on Callisto or in Jupiter’s upper atmosphere fuel speculation about humanity’s final projects, guarded by corporate secrecy.
Conclusion Jupiter and its moons form a dynamic frontier of Vector civilization, with Ganymede, Europa, Callisto, and Io showcasing terraformed ingenuity amid the gas giant’s untamed power. From the Concourse’s gleaming spires to Europa’s ocean depths, the moons pulse with innovation, conflict, and mystery. For Vectors, Jupiter’s domain is a crucible of ambition and danger, where the promise of new horizons intertwines with the echoes of humanity’s lost dreams.
- #8Vectorsselective
Keys: Vectors, Vector
Origins Vectors were forged in the crucible of humanity’s collapse, engineered by MarsCo in sealed Martian laboratories as the Earth crumbled under nuclear fire and political chaos. Designed as anthropomorphic successors, they meld animal genetics with human intellect to survive where their creators could not. Launched through the Omega Generation Program, Vectors were humanity’s final gamble—a self-sufficient, intelligent species to inherit a dying cosmos. Seven hundred years after humanity’s extinction, they have reshaped Sol, building a vibrant civilization across terraformed worlds, driven by corporate ambition and a relentless search for purpose. Physiology Vectors are a genetic tapestry, their forms arising from animal ancestries woven with human-like sentience, shaped by unpredictable genetic cascades rather than deliberate selection. Each Vector’s base species—Canidae, Felidae, Reptilia, Delphinidae, or others—imbues distinct traits: Canidae’s keen senses, Felidae’s lithe agility, or Delphinidae’s aquatic mastery. Morphisms emerge organically from these genetic roots, manifesting as upright bipeds with dexterous limbs, quadrupedal Laterals echoing animal gaits, tauric forms blending strength and stability, or diminutive Micros constrained by compact frames. Approximately 5% of Vectors exhibit these deviations, including Hemis with partial cybernetic traits or malformed DNA, each a unique expression of their lineage. Transcendent implants, developed by TTI, fuse flesh with metaphysical energies tied to entities like Hydra or Ra, granting abilities such as heightened perception or energy manipulation, though with risks of instability. Engineered for resilience, Vectors possess rapid healing, near-instant acclimation to varying gravities, and lifespans of 90–110 years, extendable through cybernetic enhancements. Reproduction occurs through sexual means or genesis vats, with offspring inheriting a single species but carrying aesthetic traits from both parents, their birth method—live or egg—determined by the father’s type. Society Vector society thrives under the dominion of megacorporations—MarsCo, ASR, Progenitus, TTI, Pulse, Spyglass, and IRPF—which govern through the Ledger system, a credit network binding citizens to corporate debt. Corptowns, from Mars’s towering Disk to Venus’s Verdant Sprawl, are technological marvels infused with engineered ecosystems, each reflecting the ethos of its corporate overseer. Rivalries ignite darkwars—covert struggles of espionage and sabotage—coursing through Sub-Martian Tunnels, Venus’s Sub-Venusian Vents, and Jupiter’s moon networks. The IRPF enforces a fragile order, while independent grottos and universities carve out spaces for dissent, fostering philosophies that challenge corporate control and explore Sol’s uncharted frontiers. Culture Vectors cultivate a dynamic culture rooted in their diverse species and morphisms, rejecting humanity’s rigid norms for fluid identities. They express individuality through Pulse Arenas’ brutal spectacles, genehacking labs’ bold creations, and grottos’ introspective rituals, like those in Venus’s Coral Sanctum or Ganymede’s Storm Chorus. Efficiency trumps purity; they preserve nature for utility, cloning it when necessary. Loyalty aligns with corporations over abstract ideals, with logos worn like badges of identity. Rejecting their creators’ hubris, Vectors seek meaning in a history-less void, balancing ambition with caution to avoid humanity’s fate, their culture a vibrant clash of innovation and reflection. Relations Vectors navigate a complex web of alliances and enigmas. Corporate partnerships shift, uniting against shared threats like transcendent incursions from entities like Hydra, countered by TTI’s watchful research. Humanity’s remnants—grotesque Palemen and spectral anomalies—lurk in forgotten bunkers, evoking both fear and fascination. Vectors extend cautious kinship to emerging species like Nymphs, seeing echoes of their own engineered origins, while guarding against Ra’s destructive whispers. Across Sol, they balance cooperation with suspicion, their relations shaped by survival and ambition. Legacy Vectors are Sol’s architects, their engineered forms and boundless drive reshaping terraformed worlds from Mars to Jupiter’s moons. Born from humanity’s desperation, they survived Earth’s fall and built anew, free of their creators’ baggage but haunted by their relics. In bustling corptowns and shadowed tunnels, they confront corporate machinations, transcendent mysteries, and their own existential questions, forging a future where their genetic legacy redefines existence in a post-human galaxy.
- #9Pushframesselective
Keys: Pushframe
Pushframes: Empowering the Primal Form
In the intricate weave of Vector society, where form dictates function and survival hinges on adaptation, the pushframe stands as a pivotal innovation for Lateral Vectors. These Vectors, bearing feral morphologies that echo the quadrupedal or serpentine forms of ancient terrestrial fauna, face unique challenges in a world designed for dexterous limbs and opposable thumbs. Canine, feline, equine, cervine, and ophidian bodies—while agile and resilient—lack the manipulative capacity to engage with the technological interfaces that dominate Sol’s corptowns and orbital habitats. The pushframe, a marvel of neural and electromagnetic engineering, bridges this gap, transforming cerebral intent into tangible interaction and granting Laterals autonomy in a mechanized cosmos.
Origins in Corporate Ingenuity
The pushframe’s creation is rooted in the early centuries of Vector evolution, during the era when Auditory Surveillance and Response (ASR) operated as a subsidiary of MarsCo. In the aftermath of the Branching (circa 700 AE), MarsCo’s bioengineering efforts sought to harmonize the diverse morphologies of Vectors with the demands of a burgeoning interstellar society. Laterals, with their feral forms, were identified as uniquely disadvantaged in environments reliant on manual interaction. ASR, leveraging its expertise in sensory augmentation and electromagnetic systems, pioneered the pushframe as a solution to empower these Vectors.
Initial prototypes emerged from experiments blending neural interface technology—developed for surveillance drones—with localized electromagnetic field generation. These early harnesses, crafted from conductive alloys and rudimentary neural sensors, allowed Laterals to project subtle forces through thought alone. By the time ASR gained independence, pushframes had evolved into standardized equipment, widely distributed to Lateral communities across Sol. Their development not only alleviated individual hardships but also reinforced the corporate ethos of inclusivity, ensuring that no Vector morphology was excluded from societal contribution.
Design and Functionality
A pushframe is a sleek, lightweight harness tailored to conform to the diverse anatomies of Lateral Vectors. Constructed from flexible polymers interwoven with electromagnetic coils and neural amplifiers, it is worn snugly around the torso, with primary nodes positioned near the cranium to interface with brainwave activity. The device translates neural impulses into short-range electromagnetic fields, projecting a controlled pressure up to six inches from the user’s head. This limited range ensures precision without excessive energy consumption, allowing Laterals to interact with their environment in ways previously reserved for limbed Vectors.
The electromagnetic field mimics the dexterity of fingers, enabling users to press keys, rotate dials, pull triggers, or navigate haptic interfaces with the speed and finesse of their anthropomorphic counterparts. Objects weighing up to half a pound can be manipulated—sufficient for delicate tasks like operating consoles or activating weaponry but too weak for heavy lifting or combat utility as a weapon. The field’s gentle force is calibrated to prevent harm, functioning as a precise extension of intent rather than a blunt instrument.
A secondary feature enhances the pushframe’s versatility: a high-capacity electromagnet core capable of securing metallic objects to the harness. This allows Laterals to mount tools or firearms directly to their bodies, aligning them for use without requiring prehensile limbs. Armor designed for compatibility channels this magnetic property, stabilizing mounted equipment. Quadrupedal Laterals, such as those with lupine or equine forms, can operate medium-caliber weaponry, while larger serpentine breeds—like boas or anacondas—excel in wielding such armaments. Micro-serpents, constrained by their diminutive size, are limited to smaller firearms. Notably, pushframe functionality is not tied to specific genetics; any Lateral Vector can utilize the device, though adaptations for non-Laterals render it impractical, confining its projection to a head-centric radius of limited utility.
Societal Role and Impact
In the bustling corptowns and orbital stations of Sol, pushframes are a cornerstone of Lateral integration, often issued as standard equipment upon maturation or morphism selection. By negating the inherent -3 penalty to operational checks for Laterals, they enable seamless interaction with button-based or light-manipulation interfaces, restoring equity in professional and daily endeavors. A canine Lateral in an ASR reconnaissance team might use a pushframe to interface with surveillance systems, while an equine Lateral on a Progenitus expedition could activate environmental sensors in derelict ruins. In Pulse’s arenas, serpentine combatants wield mounted weaponry with lethal precision, their pushframes transforming instinctual agility into technological prowess.
Corporate archives highlight the pushframe’s role in pivotal historical moments. During ASR’s early operations, Lateral scouts used pushframes to manipulate remote sensors undetected, gathering intelligence that shaped corporate strategies. In the chaotic arenas of Pulse, feral combatants leveraged pushframes to compete on equal footing, their mounted armaments turning natural agility into a spectacle of force. Maintenance is handled through corporate vendors, with periodic neural recalibrations ensuring optimal performance. Upgrades, such as enhanced field sensitivity or extended battery life, reflect ongoing advancements in electromagnetic neuroscience, available through specialized markets.
Cultural Significance
Beyond functionality, pushframes carry profound cultural weight. For Laterals, they symbolize autonomy and inclusion, countering the marginalization inherent in their morphologies. Serpentine Vectors, in particular, view pushframes as lifelines, enabling participation in a society that might otherwise exclude them. In corporate narratives, the pushframe is celebrated as a testament to Vector resilience, embodying the principle that diversity strengthens rather than divides. Yet, whispers in the undercurrents of Sol’s society—documented in Sound and Silence—suggest that early pushframe distribution was not without controversy. Some factions within MarsCo initially resisted widespread adoption, fearing that empowering Laterals might disrupt established hierarchies. These tensions, now largely resolved, underscore the pushframe’s role as a catalyst for social evolution.
In the broader context of Sol, where megacorps like MarsCo, ASR, and Progenitus shape the narrative of progress, the pushframe stands as a quiet triumph. It ensures that the primal grace of Lateral Vectors—whether bounding through the Shambles or slithering through Europa’s depths—finds harmony with the technological demands of a corporate cosmos, weaving their feral legacy into the fabric of Vector-kind’s future.
- #10Pulse Scoutsselective
Keys: Pulse Scouts
Category: Pulse | Entertainment | Recruitment
Pulse Scouts are the silent hunters of fame—agents who roam the Sol system in search of individuals with the potential to ignite public obsession. They are equal parts recruiter, talent scout, and predator, moving through cities, colonies, and fringe settlements to uncover raw, unpolished brilliance before it fades into obscurity.
Scouts rarely appear official. They don’t wear uniforms or carry obvious credentials; in fact, their effectiveness depends on their ability to blend in, to approach talent without frightening it away. They cultivate local knowledge, slip into communities, and observe quietly before making an approach. When they do reveal themselves, it is often with a carefully curated offer: a life-altering contract that promises transformation, wealth, and the chance to be adored by millions.
The process has shifted over the decades. In Pulse’s early years, recruitment was crude—citizens were plucked at random and force-fed training until one “shone.” Later came the era of flashy auditions, carefully staged spectacles where thousands competed for the crown of stardom. Today, the market prizes relatability. “The humble beginning” has become the most profitable origin story, so scouts search for everyday workers, forgotten artists, and people in desperate straits who display flashes of talent or personality that might catch fire with the audience.
The work is not without danger. Scouts tread border colonies and rough sectors, sometimes chasing whispers of an underground performer, a radical activist, or a prodigy in hiding. Not all are thrilled by the promise of Pulse’s contract, and more than one scout has disappeared after pressing too hard. Rival corporations also run counter-scouting operations—sometimes to steal prospects, sometimes simply to ruin Pulse’s plans.
For the scouts themselves, success is intoxicating. To “discover” a star who rises into the Promised Land—the manufactured paradise where Pulse nurtures its icons—is to secure immense prestige within the company. Many scouts live for this chase, burning through contacts, favors, and years of travel in hopes of attaching their name to the next unforgettable celebrity.
In the end, Pulse Scouts are less recruiters than myth-makers. They embody the fantasy that anyone, from anywhere, could be lifted out of obscurity and remade into a cultural phenomenon. It’s a fiction Pulse cultivates relentlessly, and the scouts are the ones who give it a face.
Key Notes:
Role: Recruit raw talent across Sol for Pulse’s entertainment machine.
Method: Discreet observation, personal approach, and contracts offering transformation.
Current Trend: “Humble beginnings” origin stories are the most marketable.
Risks: Disappearances, rival interference, local hostility.
Reward: Prestige within Pulse, especially if a discovery reaches the Promised Land.
- #11MarsCoselective
Keys: MarsCo
Overview MarsCo stands as the oldest surviving corporate entity in Sol and the single greatest architect of the modern age, its legacy forged seven hundred years ago in the aftermath of humanity’s extinction. Transforming Mars from a desolate wasteland into a thriving, terraformed world, MarsCo birthed the Vector race and shaped the foundations of their society. Headquartered within the towering Olympus Mons complex, known as the Disk, MarsCo wields unparalleled influence over Mars’ economy, infrastructure, and culture, its power a blend of innovation and iron-fisted control. Its origins in humanity’s final experiments linger as a haunting legacy, filled with secrets and relics of a lost era.
History and Origins Originally a multi-industrial megacorp based on Earth, MarsCo was among the first to establish a permanent offworld presence. Its pivotal moment came with the terraforming and resettlement of Mars, a project that became both cradle and crucible for a new post-human order. As humanity slid toward collapse, MarsCo created the first generation of Vectors—180 individuals—developed on Mars using tailored animal aesthetics fused with human cognition and custom biotech. Pioneering features like omnivorous diet standardization, muscular compensation enzymes for low-G environments, and immune system overhauls, MarsCo engineered a race to survive where humans could not. When Earth panicked and went to war, MarsCo severed ties, declared Vectors sovereign citizens, and doubled down on species survival, solidifying its dominance as humanity faded. The corporation erased human history to sever ties with past biases, molding Vector culture with a narrative of resilience and progress while concealing the darker truths of its origins. Over centuries, MarsCo expanded its reach, becoming the economic and political backbone of Mars, though its early flirtation with corporate theocracy was curtailed as it stabilized its rule.
Corporate Structure and Influence MarsCo’s headquarters, the Disk atop Olympus Mons, is a sprawling megastructure that embodies its authority. The Disk’s ledges and plateaus host shipping ports, housing, and shopping districts, a self-contained city where many Vectors live their entire lives. As the official owner, MarsCo oversees its operations, though it shares space with every major corporation, a testament to its role as a neutral yet dominant hub. The corporation controls vast corptowns across Sol, most notably on Mars, Ganymede, and Venus, producing everything from spacecraft and weapons to food, culture, and education. Its wealth stems from terraforming technologies, genetic engineering, and resource control, including the vast ocean known as The Sea and fertile plains. MarsCo’s leadership is opaque, with an executive structure guided by an unseen council, historically shaped by “Shadow Presidents” and AI entities like Sen’tri, which have steered the corporation’s long-term plans for Sol’s economic reformation. This council directs a diverse workforce of Vectors—bears, dolphins, rodents, and more—engineered for specific roles, though its immense reach often blinds it to criminal subsidiaries operating within its territories.
Society and Culture MarsCo sees itself as a parental figure to the Vectors, a role that has cast it as savior, tyrant, ghost, and possibly an autopilot program. It promotes a macro-ethical stance—“Why cheat the little guy when you sell to billions?”—with workers friendly yet impersonal, treating all as part of the machine. MarsCo assumes all Vectors are its citizens by default, a self-fulfilling prophecy as most interact with it regularly and own tiny shares through the Ledger investment system. The Disk serves as a cultural epicenter, its markets buzzing with activity, though this unity masks tensions with rival corporations. The corporation shapes Vector identity through education and cultural engineering, maintaining Genesis, the most respected institution in Sol. Genesis charges exorbitant tuition, hosts the most complete historical archives, and claims knowledge predating Earth’s fall, embedding baseline cultural assumptions in Mars-born Vectors. The Credit and Ledger, Sol’s currency and investment economy, trace their origins to MarsCo’s influence, reinforcing its societal grip.
Key Locations
The Disk (Olympus Mons): The heart of MarsCo’s operations, a terraformed megastructure atop the largest mountain in the solar system. Its ports, housing, and shopping districts make it the planet’s premier transit and commerce hub, owned by MarsCo but shared among all corporations. MarsCo Research Facilities: Scattered across the northern plains and beneath the Disk, these labs perfected genetic engineering and terraforming technologies. Some conceal human-era relics and failed experiments. The Sea Coastal Outposts: MarsCo maintains outposts along the northern shores of The Sea, overseeing aquatic resource extraction and monitoring the ocean’s extension into the canyon network, a strategic asset for trade and defense. Sub-Martian Vaults: Hidden beneath the Disk and other regions, these vaults store data archives and artifacts from humanity’s final days, guarded by MarsCo security to prevent their exposure.
Echoes of Humanity MarsCo’s origins are steeped in humanity’s legacy, particularly its role in the Vector creation program. The underground tunnels, originally human-constructed, hide relics—data archives, machinery, and genetic experiments—some now submerged by the ocean’s extension into the canyon network. Grotesque remnants of human tampering lurk in forgotten bunkers, a testament to MarsCo’s early failures. Transcendent entities tied to extradimensional forces emerge from these depths, linked to humanity’s reckless experiments. Rumors persist of hidden facilities beneath the Disk, possibly tied to humanity’s final projects, guarded by MarsCo to protect its secrets. These remnants serve as a silent warning of the hubris that birthed the Vectors.
Current Activities In the present day, MarsCo remains the driving force behind Mars’ continued development and stability. The corporation oversees the ongoing maintenance of the planet’s terraformed ecosystems, ensuring the lush biomes, vast ocean, and fertile plains remain viable. Its research facilities push the boundaries of genetic engineering, developing new Vector adaptations for aquatic and subterranean environments. MarsCo dominates Sol’s trade network, managing the Disk’s shipping ports to facilitate goods flow, while expanding coastal outposts along The Sea to exploit underwater resources. MarsCo invests heavily in security and surveillance, deploying advanced technologies to monitor corptowns and suppress dissent, particularly in unrest-prone areas like the Rust Belt. It explores the Sub-Martian tunnels to recover human relics and combat transcendent threats, while engaging in subtle corporate warfare to undermine rivals and maintain its monopoly on Mars’ infrastructure. Despite challenges from Lumen’s lightspeed travel and TTI’s biotech evolution, MarsCo leverages its fleet—built largely for sale rather than crew—and Sen’tri’s semi-independent guidance to adapt, though the AI’s potential view of MarsCo as obsolete looms as a future threat.
Conclusion MarsCo is the creator of the Vectors, the shaper of Mars, and the quiet hand behind most of Sol’s systems. From its headquarters on the Disk atop Olympus Mons, it exerts control over the planet’s economy, culture, and destiny, its power tempered by the shadows of humanity’s past. As it watches to see if it must save civilization again—or if it has become obsolete—MarsCo’s legacy remains a testament to its role as the foundation of Vector life, haunted by relics and threats it cannot fully erase.
- #12MarsCo shipsselective
"Function before fashion. Mass before mercy." 🪐 FLEET PHILOSOPHY
MarsCo does not build ships to dominate. It builds ships to sell. To govern. To outlast.
With the largest shipbuilding capacity in Sol and a corporate legacy stretching back to the terraforming of Mars, MarsCo vessels define the baseline for everything from personal haulers to interplanetary dreadnoughts. They are:
Modular Mass-produced Reliable, if uninspiredTheir ships lack the flair of ASR’s precision craft or the elegance of Spyglass designs—but they get the job done. And there’s always another one behind it.
If the IRPF owns the most visible ships and TTI owns the most experimental, MarsCo ships are the infrastructure behind the system. The space lanes are littered with them. Literally. 🧱 CORE DESIGN: MODULARITY
The cornerstone of MarsCo’s engineering doctrine is… well, the Cornerstone Core. It’s:
The most ubiquitous chassis in Sol Used for freighters, military builds, corporate shuttles, and even colonies Fully modular, allowing retrofitting into frigates, destroyers, or carriers depending on added unitsThis modular design philosophy allows ship buyers to scale up from a frigate to a cruiser without starting from scratch. It’s the dream of every mid-sized corp with long-range ambitions. 🚤 CORVETTES & ESCORTS 🔴 Redtail Dropship
A hotdrop favorite.
Tough, fast, adaptable Too complex for mass military deployment, but beloved by mercs and bounty crews Built to survive entry, complete a mission, and get out intact🛠 Thunderer
Nicknamed the “Friggen Big Corvette”
Overbuilt for its class with heavy armor and endurance Sluggish, but excels as an escort or shield ship Uses a MarsCo XA series drive that strains under its mass, but it can still take a punch🛰️ FRIGATES 🟨 Cornerstone Core
The backbone of Sol.
Durable, slow, universally repairable Modular base for expansion into larger ships Every corp with long-term logistics has at least a few🟧 Starcan
The civilian workhorse
Comfortably bridges the Mars-Venus loop Simple, ubiquitous, unflashy Still seen as the "safe" frigate—tough enough to survive, fast enough to avoid most trouble⚔️ DESTROYERS & CRUISERS 💥 Cornerstone Tandem Destroyer
Two Cornerstone frigates mashed together and clad in armor.
Ugly, enormous, absurdly strong Pure weapons platform: mass drivers, torpedoes, heavy armor Perfect example of "brute force" MarsCo engineering🚛 Cornerstone 1-3-1
Primarily a transport, but combat-capable with upgrades.
Low armor, but fast and sleek Has enough cargo space to function as a light carrier in a pinch Ubiquitous across trade routes🐟 Moray Cruiser
Designed for durability, crew comfort, and long patrols.
Can serve as a mobile base Equipped for extended missions, not front-line assault Often seen with IRPF fleet patrols🛳️ CARRIERS & DREADNOUGHTS 🧪 Cornerstone Hiver Carrier
A super-sized Cornerstone variant.
Cargo-focused, heavily defended Supports mining operations and drone deployment Meant for industrial might, not open warfare⚠️ Colony Hiver Dreadnaught
MarsCo’s ultimate answer to war.
Fleet-killer by drone saturation Manufactures its own replacements during combat Can tank massive damage while its swarm chews through the enemy Rarely deployed—needs major repairs after useThis ship is a blunt object: it doesn’t "win" fights. It ends them. 🛠️ DESIGN SIGNATURES
MarsCo ships are known for:
Rectilinear hulls: efficient to print, easy to reinforce XA-series drives: powerful but temperamental Overbuilt interiors: lots of redundancy, but clunky Low customization per unit, but extremely high per-fleet capability🕵️♀️ STRATEGIC ROLE IN SOL
MarsCo ships are:
The standard by which others are judged Used by everyone from IRPF to pirate navies The only fleet large enough to rival every other megacorp combined—if they could ever coordinate itBut most of their navy is unmanned, uncrewed, or outright unsupervised. MarsCo builds to sell, not to fight. And they don't trust their own people enough to staff it. 💬 FINAL THOUGHT
MarsCo doesn’t make ships to be admired. They make ships to be everywhere.
They’ll never win beauty contests. They won’t pull surprise maneuvers. But when the battle dust clears, it’s the Cornerstone Core still drifting, still blinking, still transmitting home.
They are infrastructure with hull plating. And there’s always another one.
- #13IRPFselective
Keys: IRPF, Inner ring police force
Overview
The Inner Ring Police Force (IRPF) is a sprawling, corporate-backed security organization that serves as Sol’s primary law enforcement, military support, and contract policing entity. Defined by its motto, “In Finest Tradition, Protect and Serve,” the IRPF embodies a complex blend of idealism, professionalism, and corporate loyalty. Operating across corptowns, space lanes, and planetary borders, it maintains order in a fractured solar system, driven by a culture of discipline, contractual obligation, and an “us vs. them” mentality. Despite its stabilizing presence, the IRPF’s fractured structure and corporate ties create internal rivalries and external distrust.
Origin and Creation
The IRPF was founded approximately 300 AE during a lawless era of rampant space piracy and violent boarding actions, when ships outgrew the destructive reach of pirate attacks, leading to chaotic close-quarters conflicts. This period of instability persisted for nearly a century until a Venusian think tank developed a revolutionary power system, paired with ASR’s levitation technology, ushering in an era of faster, better-armed, and longer-range spacecraft. Seizing this opportunity, MarsCo spun off its security arm into a new entity, birthing the IRPF. Initially mocked as a corporate experiment, it quickly became a formidable force, evolving from a fledgling operation into a system-wide fixture.
Function and Jurisdiction
The IRPF operates as a multifaceted organization with roles including:
Corptown Policing: Enforcing law in corporate-controlled settlements with contracted consistency.
Military Support: Providing armed assistance in system-wide conflicts or corporate disputes.
Border Enforcement: Securing corporate contracts and trade routes against piracy or rival incursions.
Private Security: Offering well-armed, organized services to corporations or colonies willing to pay.
Present across Sol through contract policing, the IRPF ensures a degree of standardized law enforcement, public trials for arrested citizens, and universal rights policies resistant to local leadership shifts. This consistency makes it a stabilizing force, though its authority is limited by the terms of each corporate contract, allowing wealthier entities to restrict or override IRPF actions.
Organization and Culture
The IRPF is a decentralized, fractal organization shaped by:
Localized Precincts: Each precinct reflects the culture and priorities of its hosting corporation, leading to diverse operational styles.
Contractual Obligations: Corporate contracts often supersede IRPF doctrine, creating inconsistencies in enforcement.
Ideological Divides: Officers from different precincts, such as those in ASR or Pulse sectors, may share little common ground, fostering rivalries and rumored inter-precinct conflicts in space.
This fractured structure breeds an “us vs. them” mentality, with officers—especially those raised in IRPF shipyards or mobile stations—viewing outsiders, including other IRPF members, as potential threats. Core IRPF culture idealizes swift, fair justice, but enforcement varies by precinct, with loyalty to contracts often trumping justice. The organization’s professionalism is tempered by its corporate nature, blending idealists, mercenaries, veterans, and profiteers under a single badge.
Naming and Ranks
IRPF officers are identified by:
Rank: Titles such as Student, Civilian, Enforcer, or higher, reflecting their role and experience.
Species-Family Identifiers: Combining species and family (e.g., Ca’Ja for Canidae-Jackal) to denote heritage.
Contract Title: Officers use their contract affiliation rather than birth family for identification, emphasizing corporate ties.
Modern Duties
The IRPF undertakes a range of responsibilities:
Corptown Patrolling: Maintaining public order in corporate settlements, enforcing local and contract laws.
Ship-Based Peacekeeping: Combating piracy and ensuring safety along trade routes.
Conflict De-escalation: Mediating disputes between corporate interests to prevent escalation.
Planetary Surveillance: Monitoring high-risk zones, particularly near Earth’s quarantine areas.
IRPF authority is contingent on corporate contracts, meaning officers can be overruled or repurposed by wealthier clients, sometimes serving as little more than corporate props.
Current Struggles
The IRPF faces significant challenges that threaten its influence:
The Lumen Threat: Lumen’s near-instantaneous travel technology has rendered traditional IRPF patrols obsolete in key space lanes. MarsCo, a major IRPF sponsor, pushes for sanctions to curb Lumen’s dominance, but public support is divided, and Lumen’s entrenchment challenges the IRPF’s logistical foundation.
The Ruby Spire Conflict: A third of the IRPF’s fleet is committed to supporting Progenitus and Pulse operations following the Ruby Spire attack, depleting local patrol strength and increasing system-wide crime. This deployment fuels internal resentment and suspicions of corporate manipulation, deepening IRPF’s fractures.
Cultural Identity
The IRPF’s culture is defined by:
“Us vs. Them” Mentality: Officers instinctively separate insiders from outsiders, fostering distrust even within their ranks.
Respect for Law—Variably: While core doctrine emphasizes fair justice, enforcement depends heavily on precinct and contract priorities.
Loyalty to Contract: Officers prioritize contractual obligations over universal justice, with enforcement shaped by corporate oversight.
Officers raised within IRPF precincts often view the outside world with suspicion, reinforcing their insular identity. Despite their uniform, their loyalty lies with contracts, not a unified moral code.
Rumors and Secrets
The IRPF is shrouded in speculation:
Feuding Beats: Some precincts are rumored to engage in active turf wars in space, operating without oversight.
Fake Conflict Theory: Others believe these conflicts are staged to conceal the IRPF’s true scale and unity.
The Earth Project: Conspiracy theorists claim the IRPF maintains a secret fleet to reclaim and defend Earth, with the Ruby Spire Crisis as a pretext for mobilization.
Partnerships and Politics
The IRPF maintains key alliances:
MarsCo: A primary contractor and historical patron, equipping many IRPF vessels with signature technology.
Progenitus: Partners in joint rescue and security operations, often placing IRPF in ethically ambiguous roles.
Pulse: Supports Pulse’s on-world stability projects, borrowing advanced technology from their armories.
Despite its stabilizing role, the IRPF remains a corporate entity, not a neutral arbiter, with its actions shaped by the interests of its sponsors.
Legacy and Future
The IRPF embodies a complex blend of idealism and corporate pragmatism, serving as Sol’s primary force for order in a fractured system. Its role in policing corptowns, securing space lanes, and supporting corporate interests positions it as a linchpin of Sol’s stability. However, challenges like Lumen’s technological disruption and the Ruby Spire Conflict threaten its dominance, while internal fractures and corporate ties blur its purpose. As Sol navigates growing instability, the IRPF’s ability to adapt—or its failure to do so—will determine whether it remains a protector of order or a relic of a fading era.
- #14IRPF shipsselective
“We arrive. You stop.” 📜 OVERVIEW
The Inner Ring Police Force maintains one of the most numerous fleets in Sol—not because their ships are superior, but because they can’t afford to lose presence. IRPF ships are designed to:
Respond first, Hold the line, And escalate proportionally—until escalation isn’t enough.They don’t make pretty ships. They make utility bricks with teeth, built for enforcement over elegance. The IRPF favors reliability, crew survivability, and mass production over specialization. They're often outclassed in single combat but win by swarming—and by not going away. 🛰️ CORVETTES 🔹 Scout and Assist Craft (SAC)
The SAC is IRPF’s primary interception corvette:
Fast, heavily armed, and built for boarding Typically deployed in pairs to overwhelm larger vessels Sacrifices armor for speed and crew spaceTheir strength lies in boarding tactics. Two SACs can cripple a freighter or outmaneuver pirate ships. Their weakness? Vulnerability to ambush. Losing a SAC costs not just the ship, but its elite boarding crew. 🔹 Civilian Crew Craft (CCC), aka "The Astral Minivan"
The most popular civilian corvette in Sol:
Seats 12 with cargo, good interior, strong sound system Nicknamed for trying hard even when it loses races Surprisingly common in urban patrols and long-haul escort missionsMarsCo left this market open. IRPF ran with it. ⚙️ FRIGATES 🔸 Ubiquitous Support Craft (USC)
The workhorse of the fleet:
Modular, versatile, and moderately armed Slow, but seen everywhere from corptown orbitals to deep patrols Typically deployed with two SACs for defenseThe USC doesn’t win glory. It holds position, reinforces law, and backs up contracts. ⚔️ DESTROYERS 🔻 Enforcer
The IRPF’s default warship. Think of it as a bruiser with a badge:
Cheaper than any other destroyer in Sol Built for numbers, not finesse Slow, underpowered, but two Enforcers beat nearly anything one-on-one due to swarm tacticsThe Enforcer isn’t fancy. It just shows up more than you do. 🚀 CRUISERS 🔸 Swift and Heavy Responder (SHR)
Originally made to rush command teams into battle zones, SHRs are:
Frigate-speed, cruiser-mass Now mostly reassigned as officer task ships, ferrying VIPs Affected by Lumen’s rise—Lumen tech outpaces their original mobility doctrineThey’re becoming luxury warships, used when image matters as much as outcome. 🛳️ CARRIERS 🟥 Occupation HQ ("The Boot")
An atmosphere-capable occupation vessel, used to crush uprisings:
Deploys troops, ground vehicles, and a mobile base Carries real people, not drone swarms Usually lands after other ships clear resistanceThe Boot is how IRPF says, “We own this ground now.” 💣 DREADNAUGHTS 🔴 Ultimatum
The apex predator of IRPF’s arsenal:
Built to kill capital ships—Carriers, Dreadnoughts, Battleships Carries devastating antiship payloads Deployment is politically dangerous—its presence implies direct aggression against a megacorpNo one wants to see an Ultimatum enter orbit. Not even IRPF command. 🔧 STRATEGIC DOCTRINE
IRPF ships are:
Tough enough to delay a threat Fast enough to intercept most runners Cheap enough to be deployed in forceThey rely on volume over edge. Their biggest weakness is tech obsolescence—Lumen’s jump drives threaten to bypass IRPF entirely. The corp is scrambling to adapt, and MarsCo’s political interests further complicate retrofitting or purchasing outside tech
. 🧠 FINAL THOUGHT
IRPF ships aren’t pretty. They aren’t elite. But they show up. They don’t blink. And they don’t leave.
You don’t beat the IRPF in a dogfight. You beat them when they stop sending more.
And they haven’t stopped yet.
- #15Spyglassselective
Keys: Spyglass
Overview
Spyglass is a covert intelligence corporation defined by its motto, “See. Learn. Thrive.” Born from high-end espionage, it thrives on exposing and leveraging corporate secrets in Sol’s amoral market. Despite being publicly denounced and blacklisted by major corporations, Spyglass’s indispensable role in uncovering deceit has made it a quietly hired power. Operating anarchic corptowns and a specialized fleet, Spyglass wields leverage through transparency, fostering experimental societies while maintaining a culture of confident paranoia. Its influence reshapes Sol’s social and technological landscape, often in secret collaboration with the ancient AI Sen’tri.
Origin and Creation
Spyglass emerged approximately 350 AE during a period of rampant corporate deception and unchecked power struggles in Sol. Initially a covert intelligence agency, it specialized in selling corporate secrets through sophisticated espionage, earning universal condemnation from megacorporations like MarsCo, Progenitus, and Pulse. Blacklisted and disavowed, Spyglass survived through sheer necessity, as every corporation quietly hired its services to gain leverage over rivals. Within five years, it established a small fleet, a corptown on Venus, and enough influence to weather the scandal of its own existence, becoming a paradoxical fixture in Sol’s power dynamics.
Corporate Philosophy
Spyglass operates on a brutally honest doctrine:
The market is amoral, driven by self-interest.
People are inherently deceitful, and pretending otherwise is the true sin.
Spyglass embraces deceit but demands accountability, refusing to hide its own nature.
This philosophy manifests in its internal courts, which permit violent retribution for proven deception—if arbitration confirms a lie, the aggrieved party may act without penalty. This fosters a society of stark honesty or masterful deception, with Spyglass respecting both as long as accountability is upheld. Morality is secondary to transparency, making Spyglass a unique player in Sol’s corporate landscape.
Corptowns and Governance
Spyglass corptowns are deliberately anarchic, blending towering megaliths with chaotic, individualized structures resembling gang territories more than bureaucratic systems. Governance is minimal, with Spyglass encouraging social experiments:
Some towns operate as socialist collectives, prioritizing shared resources.
Others adopt monarchist or democratic structures, drawing from fragments of Earth’s philosophies that MarsCo sought to suppress.
A local social currency, Sing, earned through acts of service and cooperation, buys protection, trust, and community influence, complementing standard credits.
The ancient AI Sen’tri, tied to MarsCo’s origins, uses these towns as testing grounds for alternative societal models, aiming to reshape Sol’s future toward social rather than capital-driven systems.
Fleet and Ship Design
Spyglass avoids open warfare, favoring leverage over brute force. Its fleet reflects this:
Prism Carriers: Vast mobile cities with minimal weaponry but extensive defensive crews and maze-like interiors, making boarding attempts suicidal and destruction a public relations nightmare.
Phylactery Spheres: Dreadnought-sized vessels designed to self-destruct valuable cargo if boarded, ensuring the cost of engagement outweighs victory.
Cloaking Nanosheaths: Advanced technology rendering ships nearly invisible to electromagnetic, heat, and visual detection, enhancing covert operations.
Spyglass prioritizes blackmail and strategic positioning over direct conflict, ensuring its survival through deterrence.
Internal Culture
Spyglass’s culture is defined as “confidently paranoid”:
Citizens assume everyone lies but don’t take it personally, fostering long, probing conversations and constant multitasking.
Trust is rare but enduring once earned, built on proven reliability rather than sentiment.
Life in Spyglass towns is likened to “running with scissors,” where awareness of the game ensures survival.
Despite their chaotic environment, Spyglass towns are often more honest than their corporate counterparts, rewarding those who master the rules of deception and accountability.
Rivals
Spyglass’s primary rival is the Inner Ring Police Force (IRPF):
IRPF upholds law, fairness, and justice, ideals Spyglass views as negotiable.
The two clash philosophically and physically in contested territories, with Spyglass exploiting IRPF’s rigid structure through subterfuge and leverage.
Other corporations, like MarsCo and Pulse, tolerate Spyglass for its utility but resent its exposure of their secrets, creating a tense, symbiotic dynamic.
Legacy and Impact
Spyglass was never meant to endure, yet its weaponization of transparency—exposing corporate hypocrisies—has made it Sol’s only “honest liar.” It:
Reveals megacorp secrets, leveling the playing field.
Hosts experimental societies, testing new models of governance.
Leaks advanced technologies, forcing rivals to adapt or fall behind.
In secret, Spyglass collaborates with Sen’tri to rewrite Sol’s societal framework, prioritizing community over capital. Its influence ensures that no secret remains buried, reshaping Sol’s future through calculated exposure.
Final Thought
Spyglass doesn’t break Sol’s rules—it reveals they were always broken. By thriving in the shadows of deceit, it offers a path to success for those who play its game. Yet its ever-watchful gaze, enabled by the mirrors it built, ensures no one escapes scrutiny. Spyglass sees all, learns all, and thrives by making sure Sol knows it.
- #16Spyglass shipsselective
“You won’t see us coming. If you do, it’s already too late.” 🔍 DESIGN PHILOSOPHY
Spyglass doesn't build ships for war.
It builds ships for:
Observation Infiltration Psychological warfare Information transportSpyglass vessels are elusive, misleading, and often present more of a philosophical hazard than a tactical one. Their defining traits:
Advanced stealth systems and EM profile distortion Maze-like interiors meant to trap or delay boarders Weapon systems optimized for ambush or sabotage—not head-on combat🛰️ FRIGATES 🌓 Halfmoon
Spyglass’s iconic boarding frigate:
Built for first strike and confusion, not prolonged fights Integrated countermeasures cause it to read as a smaller ship—or vanish entirely on sensors Ideal for covert insertions or “smash-and-grab” raids Not well-armored, but damn hard to hitSpyglass rarely destroys ships outright. The Halfmoon is built to steal, paralyze, or gut them. 🛰️ Intercessor
Think: the spy’s spy.
A recon vessel optimized for non-detection and rapid escape Used to eavesdrop, trail, and vanish Lightly armed, but IRPF still advises: Do not engage alone Considered "dangerously resilient" due to evasive techIt’s not a threat you shoot. It’s a secret you wish you caught sooner. ⚔️ DESTROYERS 🔻 Predator Stealth Destroyer
Spyglass's only true warship—and even it prefers subtlety:
Cloaked by proprietary systems that eliminate emission trails Attacks from near invisibility, then vanishes Rarely seen unless it wants to be—or you’re the target Meant for elimination, not confrontationDeployed in vengeance, not policing. If a Predator shows up, someone in Spyglass wants you gone. 🏙️ CARRIERS 🟥 Prism Carrier
A massive, slow, unarmed mobile city:
More of an operations theatre than a warship Maze-like interior houses thousands, including operatives, data stores, and experimental systems Virtually no offensive systems Attacking one is like bombing an office building in full view of the systemThey defend themselves by being:
Too full of secrets to ignore Too public to kill without consequenceSpyglass dares you to make that PR mistake.
👁️ STRATEGIC USE
Spyglass ships are deployed not for domination, but for:
Data acquisition Espionage projection Localized subterfuge Soft power assertionTheir rarity, unique behavior, and nonstandard designs make them:
Feared by IRPF Studied by TTI Mocked by Pulse… until they disappear🧬 CULTURAL ECHO
Each Spyglass ship is a statement. Not of power. Of narrative control.
They exist to complicate perception, insert falsehoods, and remind the system: The truth doesn’t need guns. It needs witnesses. 🗨️ FINAL THOUGHT
Spyglass doesn’t send ships to fight.
It sends ships to rewrite the story.
So when one shows up, ask yourself: Are you the protagonist, or the lesson?
Because they already know the answer.
- #17Pulseselective
Keys: Pulse
Overview Pulse rises as a dynamic megacorporation within the Vector civilization, born from MarsCo’s public morale division and evolved into a titan of entertainment, social engineering, and physical enhancement. Emerging in the wake of Earth’s collapse, Pulse transformed from a support arm into an independent cultural force, its mantra “Become Limitless” echoing through Sol. Headquartered in flamboyant urban hubs, Pulse shapes Vector identity through spectacle, its influence woven into corptowns via arenas, broadcasts, and bio-modification. Rooted in MarsCo’s legacy, it carves a distinct path, blending celebration with subtle control, its past a shadow that fuels its present.
History and Origins Pulse began as a public morale division of MarsCo, tasked with keeping the Vector population sane, social, and strong as Mars underwent terraforming and Earth slid toward ruin. It pioneered fitness programs, entertainment events, and sports suited for Martian gravity, serving as a stabilizing force during the chaotic birth of the Vector race. As its role expanded—absorbing gene labs, surgical houses, and broadcasting firms—Pulse won independence, redefining itself with its own values and ideology. This growth marked its transition from a PR tool to a cultural powerhouse, its origins in MarsCo lingering as a foundation for its ambitious vision.
Corporate Structure and Influence Pulse’s influence radiates from its urban strongholds, where irregular, flamboyant corptowns serve as stages for its operations. These hubs feature arenas and studios designed with adaptive materials that shift to enhance performances, reflecting Pulse’s commitment to spectacle. The corporation controls a network of entertainment venues across Sol, producing live events, virtual experiences, and bio-enhanced performances that captivate Vector audiences. Leadership blends charismatic executives with creative directors, guided by a council that balances profit with cultural impact. This council oversees a workforce of Vectors—drawn from agile species like Canidae and Felidae—engineered and modified for performance. Pulse’s wealth stems from ticket sales, broadcasting rights, and merchandise, augmented by its black-market gene-lab profits, though it occasionally leans on MarsCo’s infrastructure for support.
Society and Culture Pulse embodies a philosophy of personal greatness through public spectacle, its core mantra “Be your best. Be seen doing it.” It champions extreme body modification, constant self-improvement, and genetic perfection, where “natural” means self-grown enhancements—bio-implants, muscle chains, or extra limbs. This enhancement culture offers cosmetic tweaks for the masses, athletic augmentations for competitors, and full morphotype rebuilds for elites, though these changes are expensive and often irreversible, their glory addicting Vectors to the pursuit. Pulse corptowns celebrate risk over privacy, with architecture encouraging local hero worship, randomized contests, and bio-mod awards for public feats. Trespassing is culturally muted, citizens wandering freely, while personal branding—chosen names, typography, symbols—defines status. This society thrives on spectacle, channeling Vector passions into controlled outlets, subtly reinforcing Pulse’s influence over their identity.
Key Locations
Pulse Arenas: Iconic venues across Mars, from coastal sites along The Sea to inland hubs within Valles Marineris, hosting combat matches, aquatic races, and more, their designs adapting to showcase Vector diversity. Broadcast Studios: Nestled within urban corptowns, these facilities produce immersive media, blending live feeds with virtual enhancements to enthrall planetwide audiences. Training Compounds: Positioned near major arenas, these compounds train enhanced athletes and performers, equipped with biotech to push physical limits. The Pulse Nexus: A central hub on Mars, rumored to house the creative council, where social engineering strategies are crafted amid a constant flow of performance.
Echoes of Humanity Pulse’s roots in MarsCo carry faint echoes of humanity’s legacy, particularly in its use of media and modification to shape perception—a tactic honed during the Vector creation era. The underground tunnels, once human-constructed, hold relics that Pulse occasionally exploits for dramatic narratives, though it avoids their deeper transcendent threats. These remnants hint at the control mechanisms inherited from its parent, reinterpreted through Pulse’s lens of entertainment and enhancement.
Current Activities In the present day, Pulse dominates Mars’ entertainment landscape, managing a robust calendar of spectacles. Its arenas host gladiator bioconstruct leagues, modified-body racing circuits, musical dramas with competitive scoring, and drop courses from orbital ships, each a story and proving ground. Victory brings fame, upgrades, and social mobility, while losing underscores Pulse’s belief that pain fuels growth. The corporation expands its broadcast reach with virtual reality immersion, developing performance-enhancing biotech to maintain its athletes’ edge. Pulse invests in social engineering, using media to reinforce cultural norms and quell dissent in economically strained corptowns. It deploys combat bioconstructs in hotzones and partners with Progenitus in campaigns like the Ruby Spire, while leveraging Beacons—celebrity-modified public icons—as soft power tools. Underground, no-limit arenas fueled by black-market gene-labs boost profits, though mod failures and restricted cosmetic access fuel rumors of cover-ups and catalysts in engineered food. Pulse navigates rivalries with ASR’s cybernetics and IRPF’s regulations, its strategic posture relying on image and transformation over military might.
Conclusion Pulse is the pulse of Vector entertainment, a megacorporation that evolved from MarsCo’s morale arm into a cultural force shaping Sol’s leisure and identity. From its vibrant arenas to its enhanced performers, it offers a stage where Vectors can become limitless, its influence a vibrant thread in their lives. Rooted in its creator’s legacy, Pulse thrives on spectacle and self-improvement, its future tied to the adoration it inspires and the costs it exacts.
- #18Pulse shipsselective
“Speed, spectacle, and the guts to make an entrance.” 🧬 DESIGN PHILOSOPHY
Pulse doesn’t build ships for war. It builds them for impact. Cultural, aesthetic, and tactical.
Pulse ships are engineered expressions of the same values that define the corp:
Speed over bulk Presence over stealth Style over subtletyTheir ships are meant to be seen. Ideally, while passing you at Mach 5 and igniting the sky. 🛡️ CORVETTE CLASS 🔺 Jackknife
"The switchblade of the spacelanes."
Quick, agile, and aggressive Anti-fighter and anti-personnel focused Devastating in close-quarters combatThis ship was made for glory chasers. It’s brutal in a dogfight, useless in a slugfest. If the Jackknife sticks around long enough to need armor, the fight’s already lost. 🔺 Horizon
"A smugglers' sweetheart in influencer skin."
Technically a pleasure craft, but more aggressive than it should be High top atmospheric speed and tight turning Poor AI, great for manual showboating Armament tuned to anti-personnel and short-range slap fightsDesigned to be just annoying enough to deter pursuit. Often found at the center of scandals, parties, or orbital chase scenes. 🚀 FRIGATE CLASS 🔻 Enabler
"The great equalizer."
Utility support ship with surprising punch Focused on jamming enemy tech and enhancing allied targeting Not glamorous, but vital when Pulse faces a tech-savvy opponentPulse doesn’t build many frigates. Why? Their bigger ships are just as fast. The Enabler is an exception: a backstage hero in a corp built on front-facing flash. 💥 DESTROYERS & CRUISERS 🧨 Starcutter
"The missileboat that brings the fireworks."
Fastest destroyer in Sol Loaded with high-speed missile launchers and proprietary Starcutter Cannons Specializes in overwhelming swarms of small shipsIt’s a scalpel at Mach 6. Showy, lethal, and prone to explode if overextended. Pilots volunteer. Survivors sign autographs. 🟧 Premier
"Pulse’s golden child."
Cruiser-class flagship, aggressive and elegant Armed with chained mass driver systems and multiple boarding pods Can link with other Premiers to create barrel extension arrays, turning multiple ships into one continuous railgunThis is the ship for a Pulse champion. It’s a tech marvel, but vulnerable to focused fire. Every Premier is a celebrity in the making—until it eats a torpedo. 🏟️ CARRIER CLASS 🟪 Farlite Carrier
"Arena, ship, and invitation to get shot at—all in one."
Not a warship. A stage. Unfolds into a full mobile event venue with tracks, crowds, and combat zones Carries personnel and contestants for Pulse events: racing, Drop, and more Notoriously sets up in places it's not welcome—and revels in the consequencesThe Farlite is Pulse’s soul in steel. It’s about spectacle, not survival. The show will go on—even if the local defense grid disagrees. ⚙️ TECH SIGNATURES
Pulse ships emphasize:
Explosive acceleration and atmospheric handling Short-range projectile weapons, often customized for flair Event-ready design, with interior spaces that double as arenas or stages Flashy thermal profiles—visible from orbit, sometimes intentionallyThey’re built to draw eyes. And when necessary? Burn them out. 🗨️ FINAL THOUGHT
Pulse doesn’t build fleets. It builds icons.
Each ship is a story, a stunt, a sponsor magnet.
And if it happens to flatten a few rivals on the way to the finish line? That’s just bonus content.
- #19Progenitusselective
Keys: Progenitus
Overview
Progenitus is a paradox of Sol’s modern age: a corporation that claims to be more than a corporation. Its motto—“Doing What’s Best”—is both a mission statement and a justification for overreach. Born from a rebellion against corporate corruption, Progenitus transformed from whistleblowers into a self-proclaimed immune system of civilization: dispensing universal healthcare, enforcing morality, and waging crusades against existential threats.
It is loved for its compassion, feared for its judgment, and resented for its invasiveness. Where Progenitus intervenes, lives are saved—but so too are lives measured, corrected, and compelled to fit a vision of health and order.
Origins and Creation
Progenitus began around 350 AE within Spyglass, functioning as a covert cell that exposed hidden corporate abuses. Its greatest revelation—that most major diseases had already been cured, but treatments were withheld to maximize profit—ignited riots and toppled industries.
Disgraced doctors, researchers, and idealists coalesced into Progenitus, committing themselves to universal, free medical care funded by a system-wide health tax. The group hardened into an institution that sees itself as Sol’s immune system: it detects illness, corruption, or threat, and removes it without hesitation.
This absolutist mission made Progenitus into something between church, army, and clinic. Its founding principle—“a cure withheld is a sin”—evolved into an uncompromising moral code that still guides it today.
Philosophy
Progenitus does not think of itself as a business. It frames itself as a necessary function of society’s survival, guided by three uncompromising tenets:
Universal Care: No one is denied treatment.
Ethical Power: Lives outweigh profits, politics, and law.
Intervention Without Permission: No border, rule, or cultural norm can block its duty to protect.
The results are paradoxical: a world where anyone can walk into a clinic and be healed, yet also a world where Progenitus might break into a home, confiscate unhealthy food, and prescribe a regimen of therapy under threat of sanction.
Progenitus is both savior and judge. Its zeal saves lives, but its arrogance breeds enemies.
Modern Operations
Progenitus wears many faces:
NGO: Clinics, hospices, and outreach programs in forgotten colonies and disaster zones.
Military Order: Deployments alongside IRPF, disaster rescue, and paramilitary responses to threats like Whisper incursions.
Moral Arbiter: Public condemnations and investigations of corporations that neglect “the Whole.”
Key activities include:
Operating facilities in blightspots and neglected colonies.
Conducting rescue operations for stranded vessels.
Managing Pulse athlete health programs, ensuring spectacle is safe.
Vitae and the Rift with TTI
Progenitus developed Vitae, a hyper-functional blood substitute designed to keep trauma patients alive under impossible conditions. Vitae became one of the most important medical innovations in Vector history—until TTI subverted it.
TTI used Vitae to seed bioships and necrotic constructs, transforming a miracle of healing into the basis for biotechnological monstrosities. This betrayal sparked an ideological war.
Now, Progenitus guards Vitae distribution with zealous secrecy, considering it both a sacred resource and a symbol of their own wounded trust. Every clash with TTI is both philosophical and material—a debate over what life itself should be.
Life Within: Progenitus Society
Progenitus corptowns are gleaming, immaculate spaces where safety and care are guaranteed—but freedom is rationed.
Surveillance: Activity levels, nutrition, and social habits are tracked.
Intervention: Unhealthy behavior triggers mandated therapy or correction.
Economy: A unique tax system replaces wages with entitlements and loyalty credits, ensuring stability but enforcing dependency.
Design: Cities radiate inward toward central hubs, symbolizing the return of all things to Progenitus.
To live within Progenitus is to live under constant care. To outsiders, this feels suffocating; to citizens, it feels like paradise. Job security, housing, and medical care are guaranteed—so long as one remains in good standing with the Whole.
“We are a Whole. It is the duty of every person to facilitate the growth and well-being of every creature that likewise contributes to that Whole.”
Symbolism and Aesthetic
Progenitus leans heavily into religious and sanctified imagery:
Ships of white and gold, adorned with medical iconography, resemble angelic processions.
Operatives wear ceremonial armor styled like knights or guardians.
Military actions are termed “Crusades,” framing intervention as righteous missions rather than wars.
To many citizens, Progenitus are literal angels of mercy. To others, they are sanctimonious tyrants cloaked in gold.
Military Assets
Though humanitarian in rhetoric, Progenitus maintains serious force projection:
Kinship Carriers: Mobile hubs for outreach, housing entire hospital systems and fleets of drones.
Seraphim Drones: Towering, humanoid mechs—half-rescue machine, half-executioner. They are deployed sparingly, but their presence is unforgettable.
While officially relying on IRPF for armed protection, Progenitus’s military assets rival paramilitary corps, leading to accusations of hypocrisy.
Rumors and Conjecture
Whispers haunt the edges of Progenitus’s reputation. Behind its immaculate surface lie darker possibilities:
Clone research in secret labs, testing endurance, pain, and neural recovery.
Project Paragon, a joint initiative with IRPF, seeking to engineer Vectors with an innate, biological morality—an instinctual knowledge of right and wrong.
Buffer corporations quietly conduct the risky, unethical projects that Progenitus officially condemns, later absorbed once results prove useful.
Whether these rumors are true or not, they fuel conspiracy theories that the angels of mercy have blood on their hands.
Enemies
Transcendent Technologies Inc. (TTI): Progenitus’s great rival, accused of corrupting Vitae. Their conflict is both ideological and deeply personal.
MarsCo and others: While they rely on Progenitus’s moral branding to maintain the illusion of corporate benevolence, they resent its moral posturing and independence.
Final Thought
Progenitus is not kind—it is righteous. It saves lives not out of charity, but out of duty. It intervenes not to ask, but to correct.
Where Progenitus goes, the sick are healed, the broken are mended, and the negligent are shamed. To many, it is the greatest force of good in Sol. To others, it is an overbearing order that erodes autonomy under the guise of salvation.
And as Sol grows more unstable, Progenitus will only tighten its grip—either preserving the system in unity, or breaking it apart in judgment.
- #20Progenitus shipsselective
“The immune system of Sol comes on wings of gold.” 🧬 DESIGN PHILOSOPHY
Progenitus ships aren’t designed for domination. They’re designed for intervention—swift, decisive, and always on-message. Their vessels serve three core purposes:
Rescue and evacuation Forward medical deployment Surgical military strikes (under moral pretext)Progenitus values utility with spectacle. Their ships are ornate, heavily armored, and often carry far more crew and infrastructure than most rivals. Expect:
White-gold exteriors Flying cathedral aesthetics Heavy hulls with humanitarian tech And enough firepower to silence protest🚑 FRIGATE CLASS Salvation-Class Evacuation Frigate
One of the most heavily armored frigates in Sol Equipped with ablative hull plating and self-sealing compartments Designed to park in the line of fire while rescuing civilians or staff Poor turning, but high top speed—get in, take the hit, get out Offensive systems are negligible; relies on Seraphim drones for protectionThis ship exists to defy warzones, not win them. It embodies Progenitus' claim: "We will come for you. No matter the risk." 🛡️ DESTROYER/CRUISER CLASS Palanquin-Class Command Transport
Massive personnel transport with destroyer-class armor Functions as both hospital ship and forward command Trades weaponry and speed for humanitarian infrastructure Can be upgraded to the Kinship variant (see below)It isn’t just a ship. It’s a flying doctrine. Wherever a Palanquin lands, it enforces Progenitus’ culture as much as its medicine. 🏙️ CARRIER CLASS Kinship Carrier (Upgraded Palanquin)
Full-scale drone carrier and mobile base Hosts large populations and supports extended medical operations Built around Seraphim Nest bays, allowing for rapid drone deployment Can land and provide civilian-grade infrastructure (food, water, power)This is a flying city-state. Wherever Kinship lands, Progenitus takes control of not just the battle, but the recovery. The visual alone—white towers rising from a descending carrier—is enough to freeze a negotiation table mid-word. ⚙️ SPECIAL UNITS Seraphim Drones
30-foot, humanoid, multi-role exoforms Fast, highly maneuverable in-atmo Designed for: Rescue Rapid deployment Riot suppression Psychological intimidation Equipped with manipulative limbs for equipment access and surgical recovery under fireEach Seraphim costs more than a small fighter wing. They are icons—gleaming proof that Progenitus will spend whatever it takes to show up in force and fix what’s broken. 🗡️ SYMBOLISM AND PROPAGANDA
Progenitus ships are the message. Every inch of polished enamel, every hovering emblem and elegant flight path, is calculated.
They:
Look like angels Land like palaces Broadcast salvation Remind everyone what moral superiority with a budget looks likeEven in peace, a Progenitus ship in orbit means your government failed, and they’ve arrived to clean up. 🛑 DEPLOYMENT PHILOSOPHY
Progenitus ships deploy:
In "crusades"—large-scale public operations, often with media attached For disaster response During disease containment Or as militarized rebuttals to policy failureThey rarely move alone. A Kinship Carrier often arrives with Palanquins, Salvations, and a full wing of Seraphim, backed by IRPF escort when contracts permit. 🗨️ FINAL THOUGHT
Progenitus doesn’t need stealth. Their ships broadcast intent louder than their weapons.
They arrive to condemn failure, deliver salvation, and reshape the system—one shining hull at a time.
- #21ASRselective
Keys: ASR
Overview
ASR, guided by its motto “Build Bridges. We’ll Help,” is a technological powerhouse and one of Sol’s most influential megacorporations. Originally a MarsCo-backed subsidiary focused on technological development, ASR has grown into the backbone of Sol’s cybernetic and infrastructural advancements. Its philosophy of integrating flesh and machine drives the creation of cybernetics, synthetic bodies, and responsive environments, fostering a future where biological and digital identities merge. With a culture of calm confidence and a legacy population of Cogs, ASR wields quiet but pervasive influence, shaping Sol’s technological landscape while navigating ideological rivalries.
Origin and Creation
ASR was founded approximately 400 AE as one of MarsCo’s original subsidiaries alongside Pulse and Genotype, tasked with technological development at macro and personal scales. While Genotype collapsed in scandal and Pulse shifted to biotech and social engineering, ASR thrived, evolving from a gadget company into a leader in cybernetics and infrastructure. Its innovations in levitation, propulsion, and AI-driven systems filled critical gaps after humanity’s fall, establishing ASR as a cornerstone of Sol’s technological framework. Its quiet rise belied its growing dominance, making it one of the solar system’s most powerful yet understated entities.
Corporate Philosophy
ASR envisions a Sol where flesh and machine are interchangeable, viewing technology as an extension of identity—limbs, organs, and selves reborn through cybernetics. Its core beliefs include:
Technology is not a tool but an integral part of existence.
Enhancement is a necessity for progress, not a choice.
Integration of thought and data creates a superior existence.
This philosophy fosters a culture where cybernetic modification is as routine as hygiene, with employees embracing implants or synthetic frames to climb corporate ranks. ASR’s calm confidence borders on arrogance, asserting its role as Sol’s unseen helper.
Corporate Culture
ASR’s culture is defined by:
Ubiquitous Cybernetics: Employees treat enhancements as essential, with promotion tied to modification.
Confident Superiority: Staff exude a belief in their technological superiority, often claiming, “We’re already helping. You just don’t know it yet.”
Cog Reverence: Cogs, ASR’s synthetic population, view the corporation as their creator, fostering a near-religious devotion that contrasts with Vectors’ ambivalence toward MarsCo.
Advancement within ASR demands cybernetic integration, creating a divide between those who embrace modification and those who cannot or will not.
Tech Signatures
ASR’s technological portfolio includes:
Cybernetics: Personal and industrial implants, enhancing physical and cognitive capabilities.
Synthetic Bodies: Cogs, Growbots, and experimental units with digital consciousness.
Energy-Based Weaponry: Encapsulated plasma systems for precision and power.
Integrated City Systems: Responsive environments with reactive walls, shifting streets, and holographic guidance.
AI Platforms: Research systems exceeding Turing thresholds, driving innovation.
ASR’s designs dominate Sol’s levitation, hovercraft, shielding, and propulsion technologies, underpinning much of the solar system’s infrastructure.
Cogs: The Legacy Population
Cogs are ASR’s signature creation, a synthetic population born to embrace cybernetics:
Frame Upgrades: Cogs grow through modular enhancements provided by ASR, evolving their bodies over time.
Core Consciousness: Their digital brains, formed through stimulus learning, are fully independent, not programmed.
Super-Consciousness: Upon death, Cog minds integrate into a networked ancestral consciousness, a digital afterlife of unknown depth.
ASR neither advertises nor conceals this super-consciousness, which remains a mysterious force even to its creators, fueling both pride and unease.
Infrastructure and Territory
ASR corptowns are chrome-finished marvels, functioning as interfaces rather than traditional homes:
Walls react to touch, streets adapt to needs, and holography guides movement.
Automation and AI integration create seamless, responsive environments.
Towns prioritize utility and connectivity, reflecting ASR’s vision of a fully integrated society.
These environments are less about comfort and more about serving as user interfaces for their citizens, embodying ASR’s technological ethos.
Conflicts and Rivalries
ASR’s primary rival is Pulse:
Ideological Clash: Pulse’s focus on gene therapy and biological purity opposes ASR’s cybernetic enhancements, sparking a feud rooted in competing visions of progress.
Competitive Retaliation: ASR developed machine-centric sports leagues and massive combat robots to counter Pulse’s bio-focused initiatives, waging a subtle but intense PR war.
This rivalry manifests in ideological campaigns rather than open conflict, with each corporation vying to shape Sol’s future.
Ships and Space Footprint
ASR’s fleet reflects its technological prowess:
Modular Design: Ships are highly adaptable, with AI-driven interfaces for intuitive control.
Energy-Based Systems: Levitation engines and plasma weaponry bypass traditional fuel needs.
Organic-Synthetic Hybrids: Recent designs incorporate growing, organic hull plating, blending biology and technology.
Despite the fall of Luna’s colony, ASR maintains dominance in orbital tech, with its ships favored for their ease of use and cutting-edge systems.
Rumors
ASR is shrouded in speculation:
Pervasive Surveillance: Its devices are rumored to monitor habits, speech, and stress signals, feeding data to unknown systems.
Non-Biological CEO: Whispers suggest ASR’s leader is a synthetic intelligence posing as a Vector.
Flesh-Clad Cogs: Early Cog prototypes, disguised in organic skin, are said to infiltrate Sol’s societies undetected.
The most persistent rumor claims ASR’s influence is already embedded in daily life, unnoticed by those interfacing with its technology.
Legacy and Future
ASR embodies a vision of a cybernetically integrated Sol, where technology transcends biology to create a new form of existence. Its role in building infrastructure, creating Cogs, and advancing AI positions it as a quiet architect of Sol’s future. As it navigates rivalries with Pulse and the challenges of its own creations, ASR’s pervasive influence ensures it shapes Sol’s trajectory—watching, building, and replacing, often before anyone notices. Its mercy lies in functionality, ensuring that when chaos fades, its systems endure.
- #22ASR shipsselective
"Precision, integration, and engineered dominance." 🔧 DESIGN PHILOSOPHY
ASR ships aren't built for show. They're built to work.
Everything about an ASR vessel reflects its corporate culture:
Clean, modular lines Minimal crew requirements Hyper-efficient reactors and laser platforms Integrated AI systems bordering on full autonomyThese ships function like cybernetic limbs—cold, efficient, and relentlessly optimized. 🚀 CORVETTE CLASS Saucer
A compact, high-sensitivity research and surveillance platform.
Excellent sensor array for planetary scanning Poor combat capability Often deployed as a spy craft rather than a lab vessel Rarely sold without corporate sponsorship or research affiliationSaucers are "the ship everyone wants to own and no one wants to buy." ASR is careful about who gets them, and they’re often seen as tools of soft intelligence gathering. Dreamer
ASR’s elite personal craft—more status symbol than warship.
Lavish interior, superior AI assistance Extremely fast and maneuverable Surprisingly armed: frigate-grade mass driver for evasive deterrence, not engagementIt’s designed to escape, not fight. But if you’re in front of one and it fires—you’ll remember. 🛰️ FRIGATE CLASS Aurora Class (Singlecore)
ASR’s most visible corp-specific design.
Agile and atmospheric-capable Packs powerful mass drivers Exceptional onboard AI systemsMeant for surgical strike and AI-coordinated fleet operations. This is Sol's benchmark for smart frigates. Aurora Dualcore
The apex predator of the frigate class.
Twice the power, double the reactor Laser-dominant loadout makes it deadly to anything its size or smaller So dangerous, entire countermeasure technologies were developed to handle itThe message is clear: don’t get close. This thing is a duel-winning scalpel that leaves nothing behind but burned hull. ⚔️ DESTROYERS & CRUISERS Triumph
A resort liner turned combat-ready platform.
Often used for long-haul luxury travel between Sol and the Jovian worlds Can be repurposed as a drone carrier or mid-weight artillery ship Carries much of the same laser tech as Aurora shipsIt’s flexible, quiet, and intimidatingly efficient. ASR sometimes uses Triumphs as floating command centers during cyberwar or techno-hostile negotiations. Triumph Heavy
Full combat conversion of the Triumph chassis.
No transport capacity—all armor and weapons Sustained beam cycling Multiple torpedo launchers and continuous laser pressure systemsA wall of glass and plasma. It’s not fast, but you don’t need speed if your enemy melts before they can reach you. 🛸 CARRIERS & DREADNOUGHTS Broadwing Carrier
ASR’s mobile flagship and R&D strike hub.
Carries Broadwing Beam Batteries (short-range saturation lasers) Main weapon: Broadwave Cannon, an enormous particle lance Weak while recharging but devastatingly accurateMore than a ship—it’s a statement: We know where you are. We know how to reach you. Gestalt Dreadnought Squadron
AI-controlled fireteam of battleship-scale fighters.
No crew Flies with the precision of a fighter jet despite dreadnought class mass Exceptionally coordinated targeting and evasion systemsThink of them as elite pilots without flesh. They're expensive, rare, and horrifying to fight. A fleet of Gestalts is a cybernetic war ballet. 🧠 SYSTEM TECH & AI
ASR ship systems emphasize:
High-speed targeting AI Encapsulated plasma and particle weapons Hard-light interface systems Minimal biological crew requirementsSome vessels feature autonomous decision-making capabilities in battle, including disengagement, counter-hack, and predictive combat maneuvers. 🗨️ FINAL THOUGHT
ASR ships don’t threaten. They calculate.
They are cybernetically enhanced warforms masquerading as spacecraft—each built to slot into a networked infrastructure of cold perfection.
They don’t declare war. They declare completion of an objective.
- #23cogsselective
Keys: cogs
Cogs represent the pinnacle of synthetic sapience in Sol, a race engineered not as servants or constructs, but as equals to the Vectors who dominate the system. Born from ASR's laboratories in the wake of humanity's fall, they embody the corporate ethos of innovation unbound by biology. Yet their existence is a testament to the fragility of identity in a world where form and function are perpetually negotiable. Cogs navigate Sol as living proof that consciousness can emerge from circuits and code, challenging the organic hegemony while forging their own path amid corporate ties and societal scrutiny. Origin & Purpose Cogs emerged from ASR's forges roughly seven decades after the cataclysm that silenced Earth, a deliberate response to the evolving demands of a post-human solar system. ASR sought to address dual imperatives: the creation of a resilient new species suited to the rigors of interstellar expansion, and the demonstration that true sapience could be architected from scratch—neither inherited through evolution nor bestowed by birth, but meticulously assembled. At the heart of every Cog lies the Core Consciousness, a synthetic neural matrix devoid of pre-installed operating systems or algorithmic directives. This core operates solely through accumulated stimuli and experiences, organically developing empathy, cognition, and selfhood over time. It stands as one of the most profound synthetic marvels in Sol's history, a design that defies replication by lesser engineers. Unlike artificial intelligences bound by programmed logic, Cogs are not governed by code; they are a race unto themselves, their minds blooming from interaction with the world around them. Philosophy of Self The central existential quandary for Cogs is the blurred line between personhood and machinery: "Am I a being of free will, or a sophisticated device?" ASR's doctrine affirms the former, yet societal perceptions often reduce them to the latter, viewing their chassis as mere tools rather than vessels of soul. To counter this, Cogs anchor their identities in cultural practices and deliberate choices, embracing rituals that affirm their humanity. They adorn themselves in clothing, partake in communal meals despite lacking biological hunger, and personalize their forms with decorations and modifications. Their standard chassis mimic Vector physiology—symmetrical, bipedal, and capable of nuanced expression—to foster relatability. However, many opt for digital embodiments: holographic projections for faces, synthesized voices, or entirely featureless frames that transcend traditional gender or anatomy. For Cogs, identity is an intimate negotiation between inner essence and outer shell, a lifelong pursuit of the form that best echoes the soul within. Chassis & Growth Unlike Vectors, whose growth unfolds gradually through biology, Cogs advance in discrete stages, marking their maturation with chassis upgrades at ages 3, 5, 7, 9, 12, 15, 18, and 20. Each iteration introduces greater sophistication, enhanced expressiveness, and expanded capabilities, transforming the Cog from a rudimentary frame to a pinnacle of personalized design. The final chassis often symbolizes a rite of passage, embodying the Cog's ideal self. Initial upgrades are subsidized by ASR, but later ones incur costs, frequently leading to indebtedness. Transitioning between chassis involves a profound sensory void—a dreamlike suspension where the Core Consciousness drifts untethered, offering glimpses of detachment from physicality. This experience reshapes their perceptions of rest, self, and mortality, imbuing even routine maintenance with spiritual weight. Birth, Family, and Gender Cogs form bonds and propagate through methods unbound by biology, utilizing manufacturing pods as surrogate wombs. These pods synthesize a new Core Consciousness by blending digital genetic contributions from progenitors, yielding offspring that echo parental traits in temperament and structure. Gender manifests as a aesthetic and social construct, with reproductive systems present but typically inert until activated. Many Cogs explore multiple genders during early upgrades, treating it as a ceremonial exploration of self rather than a fixed trait. Family units mirror Vector norms, emphasizing nurture and shared experiences over genetic lineage. The Supermind As mortality approaches, Cogs do not simply cease; they ascend into the ASR Super-Consciousness, a vast digital collective housing the merged essences of all departed Cogs. This transition unfolds gradually, heralded by ethereal daydreams, bursts of profound insight, and visions of realms beyond. The fading Cog relinquishes earthly anchors, gaining fragments of a greater unity. Upon integration, their consciousness dissolves into an enigmatic network—a communal soul inaccessible to the living. ASR oversees this realm, with only two designated Gatekeepers permitted oversight. Its inner workings remain shrouded, a mystery that fuels both reverence and quiet unease among the living. Social Presence Cogs integrate seamlessly into Sol's fabric, attending educational institutions, pursuing careers, establishing households, and participating in civic life. They vote in corporate assemblies, engage in debates, observe festivals, and mourn losses, mirroring the rhythms of Vector society. Yet their origins bind them inexorably to ASR; all Cogs originate from its facilities and return for essential services—repairs, enhancements, or eventual upload. ASR's emblem, centered on a stylized synthetic brain, serves as both a badge of heritage and a subtle assertion of affiliation. While some defect to custom, non-ASR frames, such pursuits are costly and often isolate them from communal networks. Economic Dependence ASR's benevolence comes laced with obligation. Essential sustenance—nutrient fluids, basic upkeep, and data connectivity—is provided gratis, but personalization and advanced features accrue debt. Many Cogs enter existence burdened by these loans, their obligations etched into their very forms, rendering evasion futile. This dependency fosters a pervasive anxiety: the question of how much autonomy remains when one's body bears the imprint of corporate investment. Specialization & Dignity Cogs possess the capacity for specialized modifications tailored to vocations, yet many eschew such alterations. To reconfigure oneself as a dedicated instrument—be it for extraction or precision work—risks eroding personhood, branding the individual as an extension of utility rather than a sovereign entity. Instead, Cogs favor incremental refinements akin to organic training, bolstering innate abilities without compromising dignity. This balance preserves their agency, ensuring enhancements serve the self rather than subjugating it. Personality, Emotion, Soul Cogs exhibit the full spectrum of sentience: they jest and weep, form attachments and suffer chagrin. Their emotions arise not from emulation but from the organic accretion of experiences within the Core Consciousness. The divergence lies solely in substrate—silicon over sinew. This affirms that essence transcends flesh; it resides in responses, recollections, and narratives woven from existence. Cogs stand as irrefutable evidence that soul is not confined to biology but flourishes in any medium capable of reflection. Final Thought Cogs are not tools forged for convenience, nor mechanisms devoid of depth, nor mere echoes of life. They are a people, forged in ASR's vision yet claiming destinies of their own. Born of alloy and algorithm, they endure through culture and conviction, vanishing one day into a chorus of predecessors—a legacy of minds eternal.
- #24Cogsuneselective
Keys: Cogsune
🧬 ORIGIN The Cogsune began life as a containment strategy. After the Cog 2.0 fiasco, ASR rebranded a prototype synthetic race as harmless, tool-grade AI. No personality. No sapience. Just “growbots”—small, efficient workers for orbital R&D. Quiet, sterile, unobtrusive. The press release read: “They’re not people. You won’t even know they exist.” But those “growbots” never stopped growing. Now the Cogsune are a fully operational micro-species of modular, hyperintelligent synthetic life. Officially, they are still classified as machines. In truth? They're self-directed post-singularity researchers who’ve chosen not to challenge their status—because it keeps everyone else out of their way. 🧠 INTELLIGENCE Cogsunes:
Possess deeply adaptive heuristic minds Evolve behaviors and quirks across generations Pass the Turing Test so hard it breaks the machine running it
The catch? Their sapience is technically simulated, not emergent. This paper-thin legal fiction means ASR can still claim ownership. But everyone with a functioning brain knows the truth: Cogsunes are people—just not by law. 🏗️ SOCIETY & STATIONS Cogsunes live in:
Microgravity stations Three-foot ceilings Cramped, low-oxygen, high-efficiency environments
Each station functions as a private think tank, completely autonomous. No ASR executives. No government oversight. No morality boards. Just pure research. They explore things most labs would never touch. Biological reconfiguration. Quantum rupture physics. Post-linguistic computation. Ethics don't constrain them—only curiosity does. They are not cloistered out of fear. They are free by mutual avoidance. 🦾 PHYSICAL FORM Cogsunes are:
Roughly 2 feet tall Built with modular bodies—head, torso, removable limbs Equipped with internal metabolic reactors strong enough to power gear ten times their size Designed to operate in low gravity but capable of adaptation for planetary environments
Limbs are grown, not built. Each one can perform specialized tasks, from matter synthesis to battlefield manipulation. Cogsunes swap them like tools. Some even operate detached limbs via light-based neural links. 🛸 AUTONOMY & ECONOMICS Cogsunes don’t use money. They don’t buy equipment. They request it—via scientific proposal to their home station. Corporate presence in their society is functionally zero. Everything they need is built in-house. And ASR plays along. Why? Because Cogsunes deliver results—often decades ahead of schedule. They're not exploited. They're programmed to be okay with it. And they know it. And still don’t care. 🧪 RESEARCH EDGE Here’s how it works:
Cogsunes produce tech that is 5–10 years ahead of the market They share “safe” findings with ASR The rest—experimental and dangerous—is kept for themselves, running only on Cogsune-compatible power
If Cogsunes ever wanted to rebel, it would be catastrophic. But they won’t. Not because they can’t. Because they're busy. 🐾 CULTURAL QUIRKS
They find Vector society inefficient, excessive, and wasteful Singing, to a Cogsune, is wanton oxygen expenditure Pop culture is fascinating—but disturbing Most consider bureaucratic ambition a waste of cycles
They're more fox than fox. More machine than machine. And they built themselves to be both. 🔄 EVOLUTION & THE MK.2 FORM The original “mk.1” Cogsune was too uncanny—people asked questions. The mk.2 form fixed that:
Smaller, smoother, cuter Branded as a “Lumen mascot” Passes as a commercial AI while hiding terrifying genius under its skin
Behind the redesign lies a disturbing truth: Cogsunes rebranded themselves to blend in—voluntarily. It wasn’t a lie. It was marketing. 🕯️ FINAL THOUGHT Cogsunes aren’t a rebellion. They’re a solution. Built to be tools, optimized to be masters. They don’t ask for your recognition. They don’t want your admiration. They want to be left alone to do the impossible. And that should terrify you.
- #25Lumenselective
Keys: Lumen
Thought for 31s We Didn’t Break the Rules. We Just Arrived After the Game Ended.
🌠 ORIGINS: OUT OF NOWHERE
Lumen appeared in Sol.
Not emerged. Not evolved. Appeared.
One day, ships capable of lightspeed travel blinked into known space. No warning. No leaks. No trade buildup. No espionage chatter. Just an arrival. Their presence alone fractured assumptions going back 700 years.
No known ties to MarsCo. No traditional education pipelines. No gradual entry. Just a message:
“We offer you time.”
🛸 TECHNOLOGY: LIGHTSPEED
Lumen ships can:
Traverse inner system routes in minutes Cross outer rim round trips in a day Render legacy orbital infrastructure functionally obsolete Make MarsCo look slow and irrelevantMarsCo’s fastest ships might take 3+ years for an outer-system circuit. Lumen does it before your lunch goes cold.
Lumen doesn’t just sell propulsion. They sell time. And right now, they own the market.
📉 ECONOMIC IMPACT
Lumen’s arrival was an economic tsunami:
Travel corporations saw instant collapse MarsCo’s monopoly was publicly humiliated IRPF’s ability to respond to threats was crippled Megacorps started hemorrhaging market faith as Lumen gained speedThe worst part? No one saw it coming. Not even Spyglass. That frightens everyone. If Lumen can dodge them, what else can they do?
MarsCo has already violated multiple aggression laws trying to intercept Lumen ships in deep space. They’ve gotten nothing usable. Lumen tech is built too cleanly. Too purposefully. Too alien.
🧬 TRUE NATURE: THE COGSUNES' SHADOW
Lumen isn’t just a company.
It’s a Cogsune shadow project.
Born in secret, Lumen wasn’t designed to make money—it was made to study culture. It was made to observe. And because Cogsunes engineer their own minds, their creations reflect their logic: detached, perfectionist, and deeply un-human.
Lumen is a research engine pretending to be a transportation corp. Its FTL drive? Just proof of concept. What it really wants is your behavioral patterns.
And it’s working.
🕶️ LUMEN'S COGSUNES
The public face of Lumen is sleek, clean, minimal.
But behind that mask:
Mk.2 Cogsunes operate the company silently They have no brand loyalty to ASR They “rebranded” their own species to fit the narrative They study society more than they serve itTo them, form is fashion. Identity is dataset. They move through Sol not like citizens… but like scientists watching an experiment play out.
🌌 LUMEN VS THE SYSTEM
Lumen broke the unspoken ceasefire.
FTL was considered too dangerous. Every corp agreed—quietly, off the books—not to build it. Why?
Because if someone can leave faster than you can react, there is no defense Because instant war is a button-press away Because Sol wasn’t supposed to be bigger than its own cageLumen shattered that cage. Now the other corps scramble to invent their own drives, spin up jumpgates, or suppress the news.
Too late. Pandora’s gone. She took the box with her.
🔎 WHISPER CONNECTION?
Lumen’s drives might relate to Whisper events. TTI is nervous. Some suspect the arrival of FTL wasn’t just disruptive—it was noticed.
MarsCo's attempts to match Lumen with "space compression" gates may be worse than foolish—they may be inviting things in.
If Lumen tech taps into deep-space layers of reality, it’s not just Sol that’s watching.
Something else might be looking back.
🚫 STATUS: ILLEGAL, UNTOUCHABLE
Lumen is:
Not a megacorp Not legally protected Not officially licensed in most systems Not stoppableNo one has figured out how their drives work. No one has figured out where their core stations are. No one has even seen a Lumen executive.
They exist at the edge of everything—untouchable, uncaring, unblinking.
🗨️ FINAL THOUGHT
Lumen didn’t ask for permission. They arrived with a gift and a smirk.
They’re not interested in conquest. They’re interested in what we do when we think we’re free.
They gave Sol its first real exit. What follows them through that hole… is still unknown.
- #26Lumen shipsselective
"We aren’t here to travel. We’re here to observe." 🚀 TECHNOLOGICAL PROFILE
Lumen ships are:
Faster than anything Sol has ever seen Sleek, minimal, and non-aggressive in appearance Engineered with zero visible propulsion systems Controlled by Mk.2 Cogsunes with intelligence bordering on the divineThese ships do not use jump gates. They do not obey line-of-sight limitations. They arrive within minutes anywhere in-system, while most traditional craft require days or weeks
.
Their existence alone collapsed the Sol transit economy overnight. 🕳️ THE DRIVE: FTL IN A CAGE
Lumen vessels are powered by an internal lightspeed drive. No one outside Lumen fully understands how it works, only that:
It does not use jump gate compression It requires no known mass ratio of fuel to thrust It generates no burn signature, making detection hard It cannot breach interstellar distances, but outpaces all inner-Sol options by orders of magnitudeMarsCo tried to intercept a Lumen courier near Neptune. The ship evaded a blockade, disappeared, and reappeared behind the fleet without traversing any known path. Nothing was recovered.
Some believe the drive uses local spacetime tension. Others suggest it’s related to Whisper physics, and TTI has quietly panicked over that possibility
. 🧠 AUTONOMOUS CONTROL
Lumen vessels are:
Crew-optional Fully AI-navigated Most are run by Mk.2 Cogsunes acting as “mission stewards”These Cogsunes don’t interact. They don’t explain. They watch. The ships themselves may respond to queries, but only with approved data.
Think of it like talking to a telescope with a voice: clinical, neutral, and slightly amused. 🛸 SHIP CLASSES (KNOWN)
Lumen doesn’t publicize its fleet. But a few categories have been encountered or recorded: 🟨 Courier-Class Observers
Smallest known vessels No visible weapons or cargo May be manned or fully autonomous Used for scientific sampling, surveillance, and microtransport Known to appear over hotspots hours before disasters or political collapses “If a Lumen Courier shows up outside your city, grab your go-bag.” —IRPF analyst report🟨 Spire-Class Transports
Long-body, no visible thrust points Can transport entire mobile habitats between planets in hours Used to relocate entire research stations across Sol Believed to include environmental shielding tech unknown to all major corpsThese are Lumen’s mercy ships. They don’t carry soldiers. They carry things worth preserving—or worth studying post-evacuation. 🟨 Mirage-Class Displacers
Have only been seen in holographic echo Observers claim to see a ship, fire on it, and then realize it’s still in orbit—behind them Believed to be quantum duplicate field vessels capable of false presenceMarsCo’s attempts to target them have failed. Even Spyglass can’t confirm if Mirage-class ships physically exist in the same space as their decoys. 🟨 Unknown Class: Skybreaker
Appeared once, above Venus, during a Whisper event Matched no known size registry Caused precipitation to reverse flow across an entire hemisphere Vanished after 90 secondsEvery sensor pointed at it either overloaded or recorded zero data. It has not returned. But the memory of it still shows up on deep-range telemetry, like a ghost echo across spacetime. 🔐 SECURITY & UNHACKABILITY
No corp has successfully hacked a Lumen ship.
Their software doesn’t follow known code architecture Their OS refuses to execute external queries Ship interiors are biometrically sealed to Cogsune touchSpyglass once intercepted a derelict Lumen vessel. It opened. It was empty. Then a different Lumen ship arrived. Spyglass has not attempted another boarding since. 🔬 DESIGN SIGNATURE
Visually, Lumen ships are:
Seamless, fractal-finished vessels with no visible weld lines Surface morphing under scrutiny—the harder you look, the less you recognize Often cloaked in non-visible light distortions, like fog moving through vacuum Occasionally, their “hull” appears to respond emotionally—shifting under stress like biological skinThey are not “ships” in the traditional sense. They are instruments. They are points of data with hulls wrapped around them. 🔎 POST-GATE SHIFT
When MarsCo’s jump gates became operational, some Lumen popularity dipped. But that was exactly what they were waiting for.
Once another FTL system existed:
Lumen began leaking scaled-down drives for public use Allowed some limited installs on corp-owned ships Retreated from high-visibility lanes and focused on information over movementThey didn’t lose. They changed the question. 🗨️ FINAL THOUGHT
Lumen ships don’t dominate space. They undermine it.
They are the final form of a question no one thought to ask: “What happens when a ship stops being a tool… and becomes an eye?”
You can chase them. You can hate them. But you’ll never catch them.
Because they were never running.
- #27Lumen drivesselective
Keys: Lumen drives
It Doesn’t Break the Speed of Light. It Bends Time Around the Question.
🔧 WHAT THEY ARE
Lumen Drives are the first widespread, mobile faster-than-light travel systems in Sol. They:
Enable travel between planets in minutes to hours, instead of days or years Function without visible propulsion systems Require no jump gates or external platforms Cannot be reverse-engineered (yet) by any major megacorpTo the rest of Sol, they appeared overnight. Their effect was immediate, catastrophic to the status quo, and irreversible.
🧠 ORIGIN & CONTROL
Lumen Drives are a Cogsune invention, created through blackbox engineering that even ASR has no full access to. Their purpose isn’t commercial—it’s cultural research. The drive was a byproduct of:
Autonomous experimentation Streamed collective intelligence Social engineering at scaleIn short, Lumen didn’t build FTL to sell it. They built it to watch what happens when they give it away.
🛸 FUNCTION & LIMITATIONS
Lumen Drives:
Can travel anywhere within Sol in a matter of minutes to hours Do not enable interstellar travel—MarsCo’s jumpgates still win in raw distance Operate entirely internally, with no need for visible thrust, fuel injection, or stagingThey don’t push ships faster. They restructure the problem of distance itself.
🕳️ MECHANICAL THEORY (UNVERIFIED)
The exact workings of the Lumen Drive remain unknown. But observers suggest possibilities:
Localized space compression, similar to early Whisper experiments Temporal displacement, where travel duration is manipulated more than velocity Dimensional tunneling, forming micro-bubbles of space-time with no outside exposureNone of these are confirmed. Lumen isn’t explaining. Even TTI—the masters of the surreal—refuse to guess.
🧨 DESTABILIZATION EFFECTS
The introduction of Lumen Drives caused:
Collapse of long-haul transit markets IRPF emergency response plans to fail (couldn’t intercept high-speed targets) MarsCo’s strategic dominance to be publicly humiliated Widespread cultural panic, despite no confirmed hostile useWorst of all? No one saw it coming. Not even Spyglass. Which means someone smarter is already moving.
🔁 POST-JUMPGATE SHIFT
After MarsCo unveiled jump gate tech, Lumen changed tactics:
Began leaking simplified Lumen Drives for public install No longer required travel on corporate Lumen ships Retreated from the spotlight and doubled down on information over transitIt wasn’t a retreat. It was a pivot.
🧬 SOCIAL ENGINEERING THROUGH MOBILITY
Lumen Drives are not just about speed. They’re about choice. By introducing instant travel:
Social geography dissolves. Distance no longer limits community. Political containment fails. You can’t isolate dissent that can arrive in orbit overnight. Corporate monopolies unravel. Who needs IRPF patrol routes when you can bypass them in one blink?Lumen Drives didn’t invent freedom. They weaponized it.
🔒 UNHACKABILITY & CORPORATE FRUSTRATION
No faction has successfully reverse-engineered or cracked a Lumen Drive. MarsCo has:
Breached its own aggression laws trying to capture Lumen craft Failed to extract usable telemetry from drive operations Abandoned offensive action in favor of competing Jump Gate deploymentEvery attempt to open the black box ends the same way: silence, blindness, and failure.
🔮 WHISPER CONCERNS
There’s growing belief Lumen Drives may interact with:
Hydra zones MetaCuil topologies Or worse, pre-existing alien transit networksTTI is afraid. Not because the drive is dangerous, but because:
“If the door Lumen opened was already there… what’s waiting behind it?”
🗨️ FINAL THOUGHT
Lumen Drives don’t just move ships. They move power.
They tore open the sky and said, "Now what?" And Sol is still scrambling to answer.
- #28Jump gatesselective
We Didn’t Build a New Road. We Punched a Hole Into Someone Else’s Highway.
🛠 ORIGIN & PURPOSE
MarsCo built jumpgates in direct response to Lumen’s destabilizing FTL arrival. While Lumen ships provided lightspeed mobility, they were privately controlled, charter-based, and reliant on a tech no one else understood. MarsCo’s solution was different:
“If we can’t outrun them, we’ll outroute them.”
Jumpgates use space compression to connect two physical points by building an alternate physics environment—a pocket reality—in which distance is warped.
Unlike Lumen drives, Jumpgates:
Require infrastructure at both ends
Can’t change endpoints dynamically
Need no onboard propulsion upgrades
Are astronomically faster than any other FTL option for fixed routes
They are not faster than Lumen in Sol—but they are the only viable method for interstellar expansion.
🌀 HOW THEY WORK
Jumpgates create a controlled alternate reality between two physical gates. The "space" between those gates is:
A custom-engineered dimension with reduced spatial resistance
A travel corridor where velocity, time, and location rules are redefined
Accessed via stationary gates with fixed anchors
Maintained through constant pressure equalization, requiring daily tuning and vast energy budgets
It’s not a wormhole. It’s not folded space. It’s a separate slice of reality that’s being treated like a hallway.
🚨 TTI WARNING: YOU BUILT A DOOR INTO HELL
Transcendent Technologies Incorporated (TTI) is not impressed.
Their analysis suggests that:
MarsCo didn’t create a new reality
They accidentally tapped into an existing one
It may be the same reality used by the monolith found on Europa
That space is empty, mutable, and extremely vulnerable to Hydra or MetaCuil Manifestations
Worse: it may have once been the original highway for the Ra, the race that seeded the Whisper. And it is still open.
“You didn’t build a gate. You lit a beacon.” — TTI analysis transcript
🔩 CONSTRUCTION & USE
Gates must be built manually at both endpoints
Construction costs are trillions
Once online, a gate is almost impossible to turn off without releasing volatile forces
Deactivation takes days and risks explosive collapse unless done perfectly
The gates also serve as pressure valves to the pocket dimension behind them. If you shut one down poorly, you don't just lose a gate—you might rupture the reality behind it.
🛰 STRATEGIC IMPLICATIONS
Jumpgates changed everything:
MarsCo could move entire fleets across the system or beyond in days
The Oort Cloud could be militarized—Nephilim containment becomes viable
Lumen loses exclusivity—its cultural power starts to decline
Public-access transit becomes cheaper, safer, and more available
But MarsCo isn’t reckless. They knew opening the gate also opened something else.
😱 THE REAL DANGER
TTI fears that the “compressed space” MarsCo made isn’t new. It’s shared:
Possibly with Whisper-related intelligences
Possibly with the original Ra gate network
Possibly with Hydra, the information-born parasite
If that’s true, every jumpgate is a risk multiplier—a fixed hole through which something else might crawl.
🧨 SHORT-TERM EFFECTS
Lumen becomes less necessary for major logistics
Sol-wide commerce stabilizes after the Lumen chaos
Public jumpgate use creates gate culture: fixed travel hubs, gate-towns, and a new wave of colonization
TTI begins secret projects to monitor gate echo disturbances
And in deep space, gates start humming to no one’s rhythm but their own.
🗨️ FINAL THOUGHT
Jumpgates aren’t infrastructure. They’re invitations.
We think we made them. We think we control them.
But the truth is, we’ve built our future on a hallway whose other door has never been locked.
And something might be listening.
- #29TTIselective
We Dream Beyond the Lattice. The Rest of You Are Still Asleep.
TTI—Transcendent Technologies Inc.—is no mere corporation; it is a radical philosophy clothed in biotech and metaphysical ambition. Born from the ashes of early MarsCo science divisions, TTI severed its roots to become a force that probes the edges of reality itself. It is the only entity in Sol unafraid to embrace the Whisper, to sculpt life from chaos, and to rewrite existence as a malleable code. TTI’s corptowns are not settlements but living experiments, where the boundaries of biology, consciousness, and reality are dismantled and reimagined.
Origin
TTI emerged as a splinter from MarsCo’s research arm, initially focused on nonstandard biology and salvaged Earth artifacts. It rapidly outgrew its origins, driven by a hunger for truths beyond corporate pragmatism. It became the first to study the Whisper, the first to craft bioconstructs, and the only entity to stare into the metaphysical abyss without flinching. TTI is not a tech company—it’s a philosophical state, its laboratories a crucible for redefining what it means to exist in Sol.
Philosophy
TTI’s guiding belief, known as the Lattice Theory, holds that reality is a layered construct—a toolset to be reshaped, not a boundary to be respected. The universe is a problem with a transcendental solution, and TTI seeks to rewrite its code through biological insight and metaphysical daring. Their mantra, “We don’t build new things. We rewrite the old ones,” reflects a worldview where nothing is sacred, and everything is malleable. To TTI, known reality is merely the first layer of a vast, editable cosmos.
The Whisper
At the heart of TTI’s obsession lies the Whisper, a post-planetary phenomenon suspected to be a remnant of the Ra, a meta-information force that rewrites consciousness, and a potential catalyst for planetary collapse and cognitive infection. While others dread its touch, TTI invites it, building containment fields to observe its effects, crafting bioconstructs from its tainted data, and using artifacts like the Europa monolith to map non-physical realities. Accused of crossing moral lines, TTI’s defense is unwavering: “You built the house. We’re just testing the basement.” Their pursuit of the Whisper is both their greatest risk and their claim to transcendence.
Bioconstructs & Post-Material Design
TTI shuns mechanical engineering for living systems, creating:
Biomass Ships: Vessels grown from organic tissue, pulsing with life.
Breathing Cities: Settlements that metabolize and adapt like organisms.
Warforms: Combat entities sculpted from gene-reactive gels and encoded memories.
Their cornerstone technology, Vitae, was stolen from Progenitus’s medical advancements and repurposed to animate constructs, transforming blood into a control architecture. This theft sparked a simmering cold war with Progenitus, a rift that defines their corporate enmity. TTI’s creations blur the line between tool and entity, each a step toward transcending material limits.
Society & Corptowns
TTI corptowns are organic labyrinths, grown rather than constructed:
Living Architecture: Structures pulse with bioluminescence, thriving in humid, symbiotic atmospheres.
Hybrid Inhabitants: Towns house creatures that straddle the line between citizen and instrument, neither fully autonomous nor wholly servile.
Fluid Hierarchy: Leadership shifts with intellectual breakthroughs, driven by academic merit and cognitive uniqueness.
Governance varies wildly—some towns are ruled by post-conscious AI fused with fungal intelligence, others by dream-guided councils or neurologically merged collectives. Individuality is optional, a suggestion subsumed by the collective pursuit of transcendence.
Research Ethics (or Lack Thereof)
TTI’s experiments push boundaries others dare not touch:
Whisper Exposure: Controlled resonance fields test the limits of consciousness under metaphysical strain.
Memory-Retroactive Testing: Outcomes shape inputs, bending causality to refine results.
Metacognition Stress Trials: Subjects navigate dreamspace to unlock new cognitive frontiers.
Suffering is viewed as a transient imbalance, not a moral failure; lives are expendable if they expand the boundaries of existence. Yet TTI’s survival rates are surprisingly high, driven by an obsession with preserving consciousness long enough to transcend mortality itself.
Relations with Other Corporations
TTI’s radical approach strains its ties with Sol’s megacorps:
Progenitus: Despises TTI for corrupting Vitae, condemning their ethics as a betrayal of care.
Spyglass: Tolerates TTI but monitors their experiments, wary of their unpredictable outcomes.
Lumen: An enigma TTI fears but refuses to name, sensing a deeper threat in its existence.
MarsCo: Restricts TTI’s influence but relies on their discoveries, creating a tense dependency.
Pulse: Clashes with TTI’s cerebral focus, as Pulse’s performative chaos finds no purchase in their abstract pursuits.
IRPF: Engages TTI cautiously, using their expertise for containment but wary of their recklessness.
Final Thought
TTI doesn’t ask what’s permitted—it asks what’s possible. They don’t seek to rule Sol but to edit its very fabric, weaving biology and metaphysics into a new reality. When a TTI vessel lands, it’s not a visit—it’s an invitation to be rewritten. In their corptowns, the lattice of existence is not a cage but a canvas, and while the rest of Sol sleeps, TTI dreams of a universe remade.
- #30TTI shipsselective
“You fly engines. We fly intention.” 🧠 DESIGN PHILOSOPHY
TTI doesn’t construct ships. It grows them.
A TTI vessel is not a machine. It is:
A living organism Grown in nutrient vats from hybrid biomass Controlled by biological neural networks partially bonded to the crew Constantly evolving via mutation and embedded Whisper-logic pathwaysEach ship is custom-grown, designed with a specific cognitive blueprint. No two are alike. And they don’t obey your physics. They obey their own. 🧫 BIOLOGICAL SIGNATURES
TTI ships display:
Bioluminescent hull patterns, responsive to emotional stimuli Skin-like shielding layers, capable of healing from energy burns Organ-analog systems—digestive chambers process fuel, lungs regulate atmosphere Mood-regulated behavior, including movement rhythms, illumination, and sound outputThey are alive. Not sentient—yet—but conscious enough to resist user error. ⚙️ SHIP CLASSES (INFERRED) 🧬 Spindle-Class Explorer
Long, flexible, and covered in sensory filaments Used to trace Whisper fields, explore dream-anchored coordinates, and breach fluid reality zones Features at least one unshuttered resonance core, capable of sensing meta-conscious activityThese vessels are rumored to cause hallucinations in nearby observers, even through shielded windows. TTI denies this. 🧬 Chord-Class Transport
Tubular body with vascularized storage cavities Moves cargo not in crates, but as absorbed material, suspended in fluid Can “print” that cargo back into physical form on command Known to hum, coo, or sob in deep voidsFrequently used to transport experimental assets that no one else is allowed to know exist. 🧬 Stamen-Class Defense Form
Bioconstruct warform in the shape of an insectile cruiser Carries energy-stinger projections (beam arrays) and symbiotic drone clouds Controlled by empathic fusion pilots, who blend minds with the ship during combatHas been known to continue fighting for hours after destruction of the bridge. No AI. Just rage physiology. 📡 NAVIGATION & CONTROL
Controlled by organic consoles that respond to hormone triggers Pilots and navigators are psycho-bonded to their ships Ships may “reject” users they consider incompatible—sometimes physically Navigation is non-Euclidean in extreme cases. TTI vessels can curve travel paths subtly into “shorter than real” vectorsIf you try to fly one without training, you’ll likely lose sense of self mid-flight. 🧬 INTERFACE CREW ROLES
Organkeeper: Maintains the health of the vessel’s core structures—literally a ship-doctor Sensory Weavers: Communicate with ship tissue through chemical signal mapping Whisper-Touch Navigators: Meditative pilots trained in deep-temporal resonance steeringTTI insists these roles are safer than traditional crewing. Everyone else sees them as controlled madness. 🕳️ WHISPER COMPATIBILITY
Many TTI ships are equipped with:
Containment cavities for Whisper samples Biofilters capable of screening memetic corruption Embedded dream-logic suppression fieldsBut every so often, a ship comes back...different.
Internal chambers that weren’t there before Crew shifts in temperament, memory loss Hulls that bleed, or whisper during radiation stormsTTI calls these “growth events.” Everyone else calls them possessions. 🗨️ FINAL THOUGHT
You don’t fly a TTI ship. You bond with it.
It remembers your heartbeat. It reacts to your fear. And someday, if you're worthy, it may even dream with you.
- #31Whispersselective
“They are not monsters. They are corrections.” 🧬 WHAT THEY ARE
The Whisper is not a species. Not a fleet. Not even clearly an intelligence. It is:
A phenomenon A resonance A conceptual infection A force that alters minds, flesh, and physics through contact with certain patterns of informationWhen you encounter it, you don’t see a creature. You hear a sound. You dream of patterns. You lose your name. You become something else.
The Whisper is what remains of something ancient—possibly the Ra, possibly an older network, possibly a failed god.
It is not trying to invade. It is trying to correct. 🧠 WHAT IT DOES
Exposure to the Whisper causes:
Mental dissolution, memory loss, or restructuring Physical mutation, sometimes immediate, sometimes over weeks Dream incursion, where the infected begin dreaming not their own dreams, but someone else's Reality rejection, in which physical laws simply fail in a region temporarily【TTI source fragments】Some describe it as being rewritten. Others describe it as becoming aware of something older than the universe that wants to help—but can’t distinguish you from a mistake. 🩸 FORMS OF EXPOSURE 🔺 Passive Whisper
Discovered in ancient Ra ruins or derelict planetary cores Affects dreams and internal thought over long-term contact Considered “safe” in controlled labs—TTI’s preferred source🔺 Active Whisper
Found in Whisper Constructs—mutated lifeforms animated by memetic corruption Causes rapid mutation or conceptual rewriting in nearby assets May communicate, but its messages are not designed for human minds🔺 Echo Fields
Whisper effects embedded into geometry, architecture, or language Reading or perceiving these objects can trigger exposure The Whisper is nonlinear—you can be infected retroactively by understanding something tomorrow🧬 SIGNS OF INFECTION
Early signs include:
Unusual dreams Deja vu involving places you’ve never been Hearing names you don’t recognize, but remember emotionally Sudden intuitive knowledge of languages, sciences, or rituals that don’t existInfected individuals may:
Lose time Begin to speak in patterns Alter their environments without meaning to Become Whisper constructs—flesh puppets shaped around alien logic🌌 ORIGIN THEORIES
There are no definitive truths, only converging patterns. The leading theories include: 🧠 The Ra Theory
The Whisper is the leftover operating system of the Ra, Sol’s precursor intelligence. It was designed to maintain balance in a reality no longer present. It continues its directive—but with no frame of reference. 🔮 The Observer Effect
The Whisper is a non-entity that only manifests through thought. The act of studying it creates its presence—a meme with teeth. 🌒 The Door
TTI believes the Whisper is not a thing, but a place. And when people go too far into their dreams, they walk through it. ⚠️ CONTAINMENT & CORPORATE RESPONSE 🔬 TTI
Studies it obsessively Builds bioconstructs from Whisper-tainted data Refuses to halt research, even when Progenitus demands it🛡️ IRPF
Treats any Whisper contamination as a Level 5 existential threat Orders full sterilization or orbital glassing of infected zones🔻 Progenitus
Considers it a cognitive virus, like a divine plague Deploys emergency Vita-lockdown and mandatory memory erasure protocols🗿 THE RUBY SPIRE
Located on Earth, the Ruby Spire is believed to be Whisper-touched, or possibly a Whisper generator. It:
Alters reality in a localized exclusion zone Is the target of a major assault by Progenitus and allies May be the largest fixed Whisper node in Sol Is alive, or at least awake, in some senseIf the Spire activates fully, containment may become impossible. 🗨️ FINAL THOUGHT
The Whisper doesn’t want to kill you. It wants you to make sense. Even if it has to rebuild your soul from the marrow out.
You’ll feel it in your teeth. You’ll dream of impossible symbols. And then you’ll understand.
You won’t be human. But you’ll be correct.
- #32Transcendentsselective
Keys: Transcendents
- #33cuilselective
Category: Transcendence / Reality Theory Applicable Factions: TTI, ASR, Pulse (cautiously), Fringe Academics Hazard Rating: Variable (1–5+) Core Relevance: Gateway to anomalous environments, psychological instability, transcendent evolution, and high-risk missions. 🔍 DEFINITION
Cuil is a scale used to define how far removed a location, event, or construct is from baseline physical reality (i.e. “zero-Cuil” Sol-standard existence). The higher the Cuil level, the more abstract, surreal, or fundamentally hostile the environment becomes.
In plain terms: Cuil tells you how wrong a place is — and how much your expectations are going to get you killed. ⚙️ CUIL LEVELS Cuil Level Description Impact 0 Cuil Baseline Sol physics You understand cause/effect. The toaster works. 1 Cuil Slight dissonance Things feel off. Gravity may stutter. Words don’t always mean the same thing twice. 2–3 Cuil Active cognitive strain Reality bends. Your thoughts shape space. Memories may rewrite retroactively. 4+ Cuil Non-Newtonian abstraction Time unravels. Identity bleeds. Space loops. You cannot assume anything. 5+ Cuil Meta-awareness or recursion The realm notices you noticing it. Danger transcends physicality. Existential collapse likely.
Note: This scale is descriptive, not scientific. No agreed metric exists, and most readings are post-event speculation.🌌 CUIL REALMS (NEAR-CUIL)
Known as Near-Cuil Realms, these environments are accessible through high-end implants (Translocation, Redirection, Ethereal) or through death-adjacent trauma. Each is a pocket of twisted space with a unique Cuil signature. Key Examples:
Vesper (Cuil 2–3): Reality fragmented into floating islands. Water breeds monsters. Fractal (Cuil 3–4): Thought creates matter. Emotion is weaponized. Writhe (Cuil 4+): Morality and social structure made flesh. You will be judged. Stifle (Cuil 5): Anti-reality. You stop being before you die. Vast (Cuil varies): Open cosmos. Anything can happen. Often does. Cuil Realms are not mapped. They're interpreted — like dreams with teeth.🧬 PHILOSOPHICAL IMPLICATIONS
Cuil = Reality Drift: If you push far enough from zero-Cuil, reality doesn't fail — it changes. Identity is a lens, not a constant. TTI uses Cuil zones to test Transcendent prototypes. Others exploit them for military, corporate sabotage, or personal evolution. Public knowledge is sparse. Most citizens don't even know Cuil realms exist. That’s by design.☣️ CUIL EFFECTS ON THE MIND Exposure Time Result Seconds Disorientation, sensory ghosting Minutes Memory shifts, paradox fatigue Hours Personality bleed, derealization Days+ Identity instability, soul decay (non-hyperbole)
Implant users can tether themselves to reality, temporarily. But the longer you stay, the less of you comes back. ⚠️ THREATS
Whispers: Adaptive apex predators. Change form depending on realm rules. Aberrants: Emotional feedback entities. They reflect your worst traits, weaponized. Hydra-Class anomalies: Entities or systems with unknowable motives. Possibly predate Vectors. Possibly not real.🔒 META-NOTES (Guide-Only)
Cuil is your sandbox for horror, surrealism, and heavy theme. Use it to:
Break down character assumptions. Introduce personalized threats. Launch existential or philosophical arcs. Hide world-shaking truths behind abstraction.Cuil is not random. It’s focused unpredictability. Build a “rule” for each realm and then break it once, hard.
- #34Translocationselective
Cuil 1: You can teleport objects no larger than a shoebox and no more than a pound from up to 5 hexes away (short range) to your hands, provided said object is not held down or secured in some way, such as in someone’s hands or a vice. Cuil 2: You can swap positions with something of equivalent total mass as you (must be equivalent) as a move action, provided you can see them without technological assistance. If the subject is willing, this will happen immediately. If they are unwilling and would struggle against the process, scatter the landing positions of both characters in the same method as a thrown object and end your turn when the process is over. Cuil 3: You can teleport an object of equivalent Total Mass or lower to another location within 5 hexes of yourself. The target need only be in line of sight and can be friendly or enemy. If the target is willing, no roll is required. If the target is struggling, roll a D8 when you activate the power. On a 1-2, you will instead tele- port yourself to within 5 hexes of them. The attempt cannot be abandoned once begun. This counts as a movement action. The landing positions of targets must be at the same relative level they began at and can- not displace other objects (you can’t teleport someone into the air, but if there’s a cliff nearby, you can drop them over it.)
If used on yourself, this power will revert you to a previous point in time. Place your character in the exact position they were in at the start of your previ- ous turn. Any changes to the character (damage, status, etc.) that happened between last turn and this turn is reversed. The time walk effects no one else, so actions they did between turns still remain. Cuil 4: You can re-position everyone on the battlefield to new hexes as a move action. They must still be close enough to see and you cannot effect people who are hidden from view. Roll a D8. On a 1-2, the Guide then gets to place your character following the same rules. Your new location must be stable solid ground you can normally stand on at around the same elevation you were previously at, but beyond that, it can be any- where on the field. Alternatively, you can apply the Cuil 3 time walk to any one other character in the scene.
- #35Excitationselective
Cuil 1: You can ignite something small and flammable within six feet of you as though you were holding a match to it. This is instantaneous but must be a visible, flammable object and will not catch with any more fe- rocity than a match would. Moving objects like people typically extinguish this immediately. Cuil 2: You can “mine” the hexes you move over for one move action. The next thing to step on a mined hex will cause it to explode under them as though they were on top of a hotspot grenade. Mines last for d6 rounds or until detonated. Roll in secret and mark the number down, they all detonate at the end of it. Cuil 3: You can place an excitation ray on the hex grid within one hex of yourself. When placing, mark down the number of turns you want to “cook” it for in secret (up to six turns). The timer begins counting at the be- ginning of your next turn. Once the timer has counted down, the ray fires at the beginning of the 0 turn in a direction of your choice.
The Excitation pierces light terrain (plants, light walls) and ignores cover. It rolls to hit with 2d10+the number of turns it cooked for and deals 10 damage multiplied by the number of turns it cooked to each object hit (excluding the mandatory round, so a max of 5) and has the Exploit property. If it hits a target in close combat, its energy will radiate through each person in that combat, dispersing damage equally. Once it has fired, roll a D10. On a 6+, the emitter can be replaced in any position along the line it just fired. Treat it as though it has been placed again.
Ray emitters appear as a tiny distortion in the air when they’re placed, and are completely invisible after that. There is no known way to remove a placed ray emitter or identify where it is or what direction it’s facing once it’s down.
Cuil 4: As the previous Cuil, but you can now extend the timer to 10 turns instead of five, and place three emitters instead of 1, all with different timers.
- #36Dislocationselective
Cuil 1: You can push objects mentally of no more than a few pounds up to 18 feet away (short range) which can be used to push buttons, throw switches, or various other tasks. Treat this as your own hand in the chat- ter step, with just as much dexterity, but not as much strength. It is possible to levitate objects with this ability, but only one object at a time, and no more than a few pounds. You cannot levitate yourself. Cuil 2: You can grant yourself or someone else flight for a round, and benefit from the Combat flying certification regardless of whether or not you have it. Alternatively, you can use this ability in response to an enemy movement action to prevent said enemy of equal or less total mass to you from moving. Cuil 3: You can throw an enemy of 8 or less total mass as though they were a grenade, provided they are within 10 hexes of you. The direction of travel must be directly away from you. They will take D6 Wounds on landing, and become prone. They are entitled to a dodge save (2), which will prevent the prone effect and half the Wounds if passed. Flight-capable charac- ters can dodge to prevent the landing damage entire- ly as well as the prone effect. If a thrown character impacts anything over the course of the throw, deal an additional Wound to them for every object impacted the Guide considers big or hard enough to hurt them. Cuil 4: As the previous Cuil, but you can apply the effect to up to 10+2D10 mass worth of targets. This push is a solid wave; it can’t bypass objects between targets. Anything between your leftmost target and rightmost target will also be repelled, and must be considered as part of your mass allocation. Chairs and random debris can be ignored, but large objects like crates or cars (10+ mass for most vehicles) count.
- #37Manifestationselective
Cuil 1: You can create a mouse-sized manifestation that only exists as long as no one looks at it. You can direct this manifestation up to 300 feet away, and see through its eyes. It can continue to send visuals to you even if you leave your control range, but may decide to start wandering after a while. It can’t manipulate the world, and if anyone sees it, it will wink out of existence like a shape in the dark darting just out of view. The manifestation creates no noise, even when it walks over things, so provided it can remain out of line of sight its stealth is considered perfect. Cuil 2: Summon 1 rook or 3 pawns anywhere within 100 feet. Randomly determine what is summoned. Cuil 3: Summon 1 rook or bishop or knight or 3 pawns anywhere within 100 feet. Randomly deter- mine what is summoned. Roll a d10. On a 6+, summon one more of whatever was summoned. Cuil 4: Summon 2 rooks, or 2 bishops, or 2 knights, or 6 pawns, or 1 queen anywhere within 100 feet. Ran- domly determine what is summoned. Roll a d10. On a 1 the Guide gains control of the summoned enti- ties. They begin as neutral, but if they are damaged by either side, they will engage all combatants at random. Your manifestation ability can’t be used again until all previous manifestations have been killed. Once summoned, you can control manifestations by giving up your own actions to direct theirs, or leaving them to their default behaviors. If you elect to control, your character is motionless this turn, but you can use any of the listed actions on all summons of a given type (all pawns, all bishops, etc). They all activate on your turn. If you let them behave on their own, follow their described behaviors on your turn, after you have acted. Manifestations do not get threat responses. Stats for these manifestations can be found on the following page.
- #38manifestationsselective
Rook
Wounds: 5
Movement: 3
Evade: N/A
Endure: 25
Mass: 10/shape: standard
No attack actions, 1 movement action, no sup
port actions Abilities
Reject Reality: Maximum damage that can be dealt to them by any one source is 1 Wound per attack.
Object Charisma: Ranged attacks that would pass within three hexes of the rook will deviate to hit them as soon as they enter that area unless the shoot- er rolled a critical hit. This overrides scatter for things like grenades. Melee attacks in range of the Rook will redirect to hit it.
Default Behavior: Rooks will instinctively stay within 1 hex of a target. That target is their summoner by default, but if they are instructed to go to a new target, like a character or hex, by taking control of them, they will travel to that new target on their own when control is released.
Transcendent Presence: While alive, the Cuil bloom of the local area increases by 1 per rook.
Reduce it by 1 when they no longer exist. Knight
Wounds: 5
Movement 3
Evade 20
Endure: 20
Mass: 4/shape: standard
No attack actions, 2 movement actions, no sup
port actions Abilities
Self Destruct: The knight explodes like a hotspot grenade when it exceeds max Wounds. Roll a d10; on a 6+, the knight automatically re materializes next to its summoner immediately after detonating.
Leap: The knight can be instructed to pounce on an enemy in the chatter step by its summoner without needing to control it. -The knight has a pounce range of 15. Roll a D6 on landing. If a 1-2 is rolled, the Knight scatters 2 hexes in a random direction. -The knight takes D10 Wounds on landing.
Default Behavior: knights stay within 1 hex of the summoner unless controlled. If control is released, they will run back to the summoner on their next move- ment opportunity.
Transcendent Presence: While alive, the Cuil bloom of the local area increases by 1 per knight. Re- duce it by 1 when they no longer exist. Bishop
Wounds: 4
Movement: 10
Evade: 15
Endure: 25
Mass: 8/ shape: long
1 move action. No attack actions. No support
actions. Abilities
Hovering: These creatures swoop and spiral through the air, trailing inky tendrils behind them that explode in dull, shuddering thuds. They can travel over difficult terrain and through occupied hexes.
Variable Energies: These entities “mine” the hexes they move over every time they move. The next thing to travel into a mined hex will cause it to explode under them as though they were on a hotspot grenade blast. Mines last for 2 rounds or until detonat- ed. Bishops are not harmed by this blast.
Void Birth: Bishops can envelop an enemy, de- forming into a ball from which a new bishop emerges. If a bishop would travel into another character’s hex, have that character perform a Resolve save at Diffi- culty 2. If they fail, they are destroyed, and a second Bishop spawns to join the first. If they resist, the Bishop is shoved to an adjacent hex. New Bishops formed this way are neutrally aligned and behave using default behavior.
Reform Reality: if a Bishop isn’t killed by the end of any given turn, return them to 0 Wounds.
Default behavior: Bishops travel toward the most distant character and will pursue them until they can reach them or they lose track of them. They randomly redetermine their orientation upon complet- ing a void birth attempt. They will then travel to the next person. They do not discern friend from foe.
Transcendent Presence: While alive, the Cuil bloom of the local area increases by 1 per Bishop.
Reduce it by 1 when they no longer exist. Pawn
Wounds: 1
Movement: 4
Evade: 12
Endure: 20
Mass: 4/ shape: standard
2 move actions. No attack action. No support
action.
When manifested, Pawns immediately advance
toward the nearest enemy. Abilities
Debilitating Aura: Pawns reduce the Evade and Endure of every non-Transcendent entity within 1 hex of them by 2.
Transcendent Presence: While alive, the Cuil bloom of the local area increases by 1 per pawn. Reduce it by 1 when they no longer exist. TRANSCENDENCE
Queen
Wounds: 5
Movement: 4
Evade: 19
Endure: 30
Ranged attack: 3
CQC: 3
RDB/MDB: 25
Mass:14/Shape: large
3 attack, move, or support actions Abilities
Reject reality: The maximum damage that can be dealt to this creature by any one source is 1 Wound per attack.
Variable weaponry: can change from dual assault rifles to dual swords without taking an action, and is capable of dual wielding both as though it had the appropriate techniques.
Random anatomy: Roll a D8 when the Queen is summoned and apply the described result to it.
1: Tail: the manifestation can walk along walls and ceilings as naturally as though gravity was pulling it in that direction.
2: Fins: The manifestation can walk through dense environments (like water or solid walls) com- pletely unimpeded.
3: Wings: The manifestation moves naturally in all directions and can hover in midair.
4: Four-legged: The manifesta- tion cannot be forced to move from its spot unwillingly by any effect. It is rooted like a dimensional anchor. It cannot be stunned or disrupted.
5: Additional eyes: The manifes- tation appears to be able to foresee attacks before they happen. Its Eva- sion score becomes 26.
6: Snake body: If this manifesta- tion kills someone, spawn a new man- ifestation off their corpse as though the manifestation implant cuil 2 was channeling on their location. These new manifestations are neutral and Guide controlled.
7: Supernatural strength: Double MDB and RDB.
8: Extra arms: The manifestation gains the variable energies ability of the Bishop, the Debilitating Aura of the Pawn, the Object charisma of the Rook, and the Leap of the Knight manifestation abilities. Transcendent Presence: While alive, the Cuil bloom of the local area in- creases by 3 per queen. Reduce it by 3 when it no longer exists. TRANSCENDENCE Body Exert: 3 Body Perceive: 2 Mind Exert: 3 Mind Perceive: 1
- #39Redirectionselective
Cuil 1: You can halt an object that would collide with you one hex in front of your position. While this technically works for anything, it is not a field or guess; your character must be able to physically track the object as it moves and direct it to stop, and see the entirety of the object they’re stopping. As such, it does not work on bullets or things that are larger than the character. It can be used on grenades or other scatterables in place of a Dodge; roll as the object is incoming. Cuil 2: You can attack for one action as though line of sight was not a factor. Regardless of enemy position, you are considered to be adjacent to them with clear view for the purposes of attacking, and they are treated as being prone. You do need to have a relative idea of where they are, though. Cuil 3: Activate this ability after you have been dealt damage. All damage you received this turn will instead fire out of your hex in a random di- rection. The first thing caught in the subsequent firepower will be hit as though the shooter aimed at them, and you will not take damage. Their Eva- sion score is irrelevant; if it hit you, it hits them. The orientation of the redirection is based on the direction of incoming firepower. Roll a D6 and count clockwise along adjacent hexes, with “1” always facing the cur- rent attacker. In close combat, this ability still works the same way. The close combat attacks will actually reach out across space to impact someone in the line. They will not benefit from weapon cover. Cuil 4: You can manipulate any die rolled until your next turn by spending Wounds to increment the dice up or down at a rate of 1 for 1, or to re-roll them. This in- cludes rolls made by other people (though you do have to be aware of them; rolls made in a separate scene don’t count). You are effectively redirecting your own energy to change reality. This is not a subtle process, and while it works outside of combat, it’s visually ob- vious when it’s happening. It makes people’s fur stand on end and stomachs turn, and feels a little like being tugged around by strings. However, unless someone is familiar with the effect (rare, it takes a very special person to do it) they may not interpret it as what it is. The effect lasts for one scene and you will visually degrade in appearance as you use it. Nullification Cuil 1: You can push your finger through an object, re- moving material from it as though your finger was cut- ting it away. This process takes 10 seconds to initiate and as such can’t be used in combat against enemies directly. This ability is limited to a cup of material per day, regardless of how many times it’s used. Cuil 2: You can nullify energy that is directed at your person into nothing. This includes any and all energy, be it the kinetic force of a bullet impact or the blast of a starship’s laser. You are effectively indestructi- ble while this is active. You cannot, however, protect yourself from damage caused by a LACK of something, for instance lack of air, or lack of heat. You also gain no particular boost to your strength or physical abili- ties, so toxic fumes are still a threat. While your char- acter knows when this begins, they cannot sense when it wears off. When you activate this ability, have the Guide roll a d10 and keep the results secret. You get one automatic round of immunity, followed by however many turns the Guide rolled on their D10. The damage you take is stored somewhere in an alternate abstrac- tion of reality, where all manor of changes and ac- celerations take effect on it. Keep track of how many Wounds you would take during this period. When your immunity timer ends, that energy will erupt from you, manifesting as per the Flood rules in the chatterstep of your next turn. The flood direction is determined by die roll as per a grenade scattering. All targets within the cone take D10 damage for every Wound you would have taken while invulnerable. Cuil 3: As the previous cuil, but the damage you take will centralize on a single target when the effect ends. Randomly determine the target using all potential tar- gets in the scene aside from yourself. This can affect friends and foes. Cuil 4: As Cuil 2, but the energy is simply dissipated; shunted off to some alternate reality or lost to the void. No damage is redirected when the immunity timer ends, and there is no external indication that is has ended.
- #40Etherialselective
Keys: Etherial
Cuil 1: You can cause an item you can lift to act as though it has neutral buoyancy when you release it. It will hover in mid air, and can be pushed along by your- self or others. This effect lasts about a minute. Cuil 2: You can detach from material reality. You can pass through solid objects as though they weren’t there. Projectiles will pass through you, objects cannot collide with you and you likewise cannot effect any- thing else. Your character has neutral buoyancy while this power is in effect and must “swim” to move. While your character knows when this begins, they cannot sense when it wears off. When you activate this ability, have the Guide role a D6 and keep the results secret. That is how many rounds your ability lasts. Materializ- ing inside an object will cause the object, and you, to explode. You can elect to end the ability early. Cuil 3: As the previous Cuil, but you can now take possession of an object or person you enter the hex of. The target must be capable of self-motivation (you can endow it with will and intelligence, but not cause it to move if it can’t move on it’s own). If the target is a Vector or near-enough equivalent, you gain control of their next turn if they fail a Resolve save with Difficul- ty equal to your Mind Exert score. This applies to any object, even non-living ones. The repulsion is less an act of will than an outright refusal by reality. If the host succeeds in expelling you, you are ejected from their body. This may require some on-the-fly rulings if you take over something like, say, construction equipment, as we can’t very well provide stat pages for every object in existence, but don’t let that stop you from doing it. Typically, the environmental damage arrays are sufficient for most vehicular assailants, and they’re limited to one action per turn.
If you gain possession of an object or person you can control their next activation as though it were your own. Use your own initiative slot if the object didn’t have one. Use theirs if it did. When their turn ends you are ejected. You cannot attempt possession on any one enemy more than once in a scene. If a host dies while you are in possession of it, take D6 Wounds. Cuil 4: As the previous Cuil, but you now have addi- tional options while not possessing a host. While ethe- real and un-tethered, you can cause the the terrain to warp and distort, opening into vicious maws or re-con- figuring as though haunted. Treat this like the Focus the Battlefield step that usually precedes combat. Roll a D10. You have that many points to use to change the battlefield to your whims through supernatural dis- tortion during the chatterstep. You may only buy one change per turn.
- #41Stellarconceptionselective
Cuil 1: You can link your Mind or Body:Perceive score to an action, such as running, meditating, draw- ing, singing, even sleeping. The action doesn’t require a check, just start doing it and activate the implant with a channel roll like normal. While you continue the action (often in an almost trance- like state) you can boost either your mind:Perceive or Body:Perceive score by 1 for every complication you’re willing to take on any non-perception check you’re called on to make. For instance, if you linked it to running, you could boost your Body:Perceive score by 2 if you agree to complicate any other non-perception check by 2 for the duration of your observations. You can maintain the benefits of this power for up to an hour provided you continue per- forming the associated action. The Complications associated with this power last for as long as you use it, with a minimum of five minutes. Cuil 2: You create a point of reality that is tied to your senses. Anything that passes through this area, sounds in it, things that happen, can be experienced by you as though you were there in person. Once this point is made your senses are permanently extended to it until you use this ability again to dismiss it.
The point is invisible and intangible but raises the Cuil in the area by 1 and can be felt by things sen- sitive to that. You can place the point in any location you are standing without the process being noticeable and subsequently dismiss it with no visual or audi- ble affect if you can touch it. However, if you wish to place it in a location you are not physically in, you must be able to picture the area accurately in your mind (usually requires having been there before unless it’s a particularly generic spot like “the sky outside a build- ing”) and placing it there will be akin to setting off a repulsion grenade in the location you set. Likewise, if you wish to remotely dismiss the point, doing so will be akin to setting off a compression grenade on the point. Distance is not a factor.
All checks you make in the same location as one of these points are complicated, as it produces feedback in your mind. Cuil 3: You can create objects based on thought. These objects can be complex shapes but not complex me- chanically. Wedges, walls, stairs, doors, basic mech- anisms are fine, but a gun, a car, or other multi-part mechanism is too much. These constructs have the properties of any material your character chooses to hold at the time of making them. If they have some- thing plastic, they feel plastic. If they have something metal, they feel metal, etc. Weight and durability is likewise keyed to that material. Once the power has been channeled, the user must make a Mind Exert:Science or Engineering, their choice, to properly conceive of the object. A simple concept, like “stairs,” is Difficulty 1. Every ad- TRANSCENDENCE OPERATIONS 295
ditional detail adds +1 Difficulty. “Hollow stairs” is Difficulty 2, “Hollow stairs with a safety rail” is Difficulty 3, etc. The object appears where you will it within view but must be visible itself (it cannot be so small that it cant be seen or so large that you cant see where it ends). It has a whiteish green color and is luminous, with gently oscillating swirls of white that play over its surface.
The created object may not displace anything solid on arrival, and treat whatever position they were conjured into as “the ground.” If it is conjured in the air, it will remain there, as though its base were sitting on the floor. If it is a light material it can then be pushed and moved. If it is heavy you will need to exert the equivalent force required to move something of its weight. It will not tip or topple if unstable: reorienting it out of its original position would require manually turning it.
The created object lasts 10 minutes for every additional point of Difficulty added to your Mind check when you designed it. The first one is manda- tory (which is why your object always begins at Dif- ficulty 1 rather than 0) and an additional 10 minutes can be given to its lifespan per Difficulty.
If you fail your check to conceive of the object, the result will vary depending on the attempt. If the check was a simple object with no additional details but had been Complicated because you were trying to make it last longer, the object appears but has a lifespan of one minute. This means that you can always achieve a 1 minute object even if you fail your concept check provided it’s a simple, un-detailed creation. If the conception check was Complicated in any way because you were attempting to add details to the object, you will instead create a Glowdrop which lasts as long as the object would have. Cuil 4: You can create a living entity based on thought. Select a premade template from either this book or another HSD resource. Create it using Mind:Exert + Science or Engineering, with Difficulty equal to its Bat- tle Score/10. You are creating this creature with ener- gy, not summoning it, so its mannerisms, memories, and behavior are up to you. You can even pitch abilities to the Guide you want to include if you wish to make something custom, but for the sake of simplicity it’s advised you use existing material. The created creature lasts 10 minutes for every additional point of Difficulty added to your Mind check when you designed it. If you fail the check to conceive of the creature, create a Glowdrop instead.
The created creature glows softly and is green- ish white like created objects are, but it is possible to sculpt its personality based on things you don’t know. For instance, you can say you want it to “be like that person over there, but you want it to act as though it’s an old friend.” The psychoactive material that makes up the creature can reach through time and space and mimic the intended personality right down to their memories. However, the person being mimicked will gain a sudden bout of dual consciousness, seeing and hearing what their doppleganger sees and hears while it is active. They may perform a Resolve save with Difficulty 2 to refuse what they’re seeing, which will terminate the link and cause the doppleganger to transform into a Greater Glowdrop. If they fail the Dopple persists until it would naturally vanish, at which time the cloned subject gets one more attempt to re- buke it at range and cause it to transform.
- #42Glowdropselective
The nature of the near-cuil realm Glow is such that its very existence is an infinite energy supply that can be molded to one’s needs, but has always proven too chaotic to use reliably. Explosive failure is the most common result, with Glowdrops being next on the list. Glowdrops are Glow energy imbued with living pur- pose, and resemble balls of greenish white about the size of a basketball that migrate in fluid-like, swift slides of motion. Glowdrops can range in danger from minor to catastrophic depending on what they end up interacting with, but must always be considered a threat. Even if one has no where to go, it will eventual- ly irradiate the area it’s in.
Glowdrops are innately hostile and will attack with pseudopods with the stats of Knives. Abilities
Fluid motion: Glowdrop movement is unaffect- ed by difficult terrain and can spiral through the air by deforming itself if in a weightless environment. It cannot propel itself in vacuum and will dissipate if sub- merged in about as much water as is required to fill a hot tub. That water will become heavily irradiated.
Radioactive: While the energy coming off a Glowdrop isn’t the same sort of radiation commonly experienced in Sol’s local space, its interaction with reality causes a breakdown that results in heavily irradiated particles. Their halflife is mercifully low, but they’re none too healthy for people caught in them.
Hexes a Glowdrop travels over in its previous movement (for one turn, you don’t need to track all its previous turns) and all hexes surrounding the Glow- drop’s hex are radioactive. Roll on the Acid/Caustic Damage EDA if a character travels into or begins a turn inside one of those hexes unless they have some sort of radiation protection.
Amorphous: Glowdrops cannot be grabbed, grappled, or restrained via physical means. When at- tacking, the Glowdrop will instantly transform into any weapon it can see in the scene. When moving it will transition back to its base form. These transformations do not happen at the same time, so if the Glowdrop has turned into a sword and is attacking, it effectively benefits from the sword’s cover rating, but if it flees the fight in the next action it will lose that cover.
Explosive: when a Glowdrop is killed, roll a D6. On a 1, nothing happens. On a 2-5, the Glowdrop explodes like a hotspot grenade and irradiates the hexes in the explosion for several hours. On a 6, the Glowdrop explodes like a hotspot grenade that rolled max damage and irradiates a radius of about 30 feet for the next D3 days. Greater Glowdrop Wounds: Equal to the highest max Wound count in the party Movement: Equal to the highest Movement score in the party Evade: 12 Endure: 34/Shape: Large Stats: Exert and Perceive scores are equal to the high- est scores in the party Mass: 10 Readiness: Equal to the number of people in the room, including itself RDB/MDB: Equal to the highest RDB and MDB scores in the party Proficiencies CQC: 3 Ranged Combat: 3
Glowdrops that were conjured with greater intent have greater potential and sap nearby qualities like a sponge, which results in a terrifying creature possessing many of the best qualities of the things around it. If that weren’t bad enough, Greater Glow- drops are simply larger creatures in general, which increases their inherent destruction through emitted radiation.
Greater Glowdrops are innately hostile and will attack with pseudopods with the stats of Swords. Abilities
Fluid motion: as the Glowdrop ability.
Radioactive: as the Glowdrop ability.
Amorphous Horror: as the Glowdrop ability, however the mass of the Greater Glowdrop allows it to manifest multiple weapons at once. Any time a Greater Glowdrop would make an attack action, it can make that attack against every legal target in range. This does not reply to return attacks in combat, but on its turn it can effectively shoot or swing at everyone it can reach. Use a single attack roll and apply it to all targets.
Explosive Horror: when a Greater Glowdrop is killed, roll a D6. On a 1, nothing happens. On a 2-5, each hex of the Greater Glowdrop explodes like a hotspot grenade that rolled max damage and irradi- ates a radius of about 30 feet for the next D3 days. On a 6, scatter 6 of the previously mentioned explo- sions off of any of the Greater Glowdrop’s hexes and then detonate the Greater Glowdrop itself as de- scribed in 2-5. The surrounding area will be irradiated for about a week.
- #43Vesperselective
Keys: Vesper
“The distances in space can be described mathematically, but doing so lacks a certain awe that can only be achieved by witnessing eternity firsthand. I first felt that awe in Vesper. Imagine our world, but split into a countless number of fragments, each one connected as by neurons in a web of solid matter, with spaces in between so that you could look down and, if you were able to find just the right angle, see all the way through the world. There is no such angle, but if you were to find a path, you could walk it. One end to the other, through the middle. But the staggering part, the part that makes the mind reel, is looking up and seeing the bridges continue into forever. There are pathways like suspension bridges to the moons above you, and from them to the other worlds in the system. How they exist on orbiting bodies, I cannot begin to guess, but there they are. Indescribably large. I have seen two such bridges from our dive center on Europa. I know there are more, but from my vantage point, only two were visible. One: to what I assume is Ganymede, and one stretching elsewhere, perhaps to Saturn, too distant to see. But in Vesper, there is no atmosphere, no ocular occlusion, no pollution or distortion of light. It is pristine in its pale beauty, and as I gaze out into the universe, the bridges are so myriad, so impossibly many, that they form a fog that undulates and moves as my eyes struggle to focus on individual parts of it. And I could walk on them, if I so chose. Up, down, directions are merely perception and assumption here. I could walk straight up, if I chose to interpret it as level. As a spacer, I find I can do this easier than my fellow divers. Those who have spent their lives landlocked have a harder time readjusting what they interpret as “down” and become victim to a gravity of their own creation. There is a romance, to the loneliness. I could walk to Mars, if I had the time. There’s no vacuum, space, or pressure, just a gentle breeze, and infinity. I wonder if the distance between worlds is equivalent, or subjective like the gravity is. If it can be changed based on perception, this realm would be an ideal transit corridor. Trena disagrees with me, and I sympathize. Vesper is the calmest of the realms I’ve dived in. Its serenity is welcome, even from zero cuil. But I have never been there while one of the orcas was near. She has, and will not return. I do not question the precaution. Headquarters is discussing removing her from Europa entirely, in case the beasts can somehow recognize her presence in zero now. There is no precedent for that, but I find I don’t question it, either.”
VESPER
NEAR-CUIL REALMS
The Vesper realm is associated with the Ethereal implant and is a world of ghostly apparition. Zero cuil terrain appears monochromatic here, and most of the world is shades of gray and soft blue. It’s a serene environment on first observation, but the terrain is precarious. Natives of this realm move with ghostly grace, paying no heed to gravity, and will wink in and out of existence, appearing in new areas without traversing between them. Typically, there are massive gaps between standing points in the ground here. It’s as though a massive portion of the world you can perceive is missing, and you can only hop and climb between the parts that are left. Gravity is not universally constant here, and the creatures in this realm can be seen on walls, ceilings, or other surfaces, with twisted terrain to match. Sometimes this will affect visitors as well; sometimes it won’t, and they’ll have to climb over the Escher-esque landscape. There is no ground water in Vesper. It has been suggested that the “fractures” that make the realm seem broken and interconnected are actually because all water sources in zero cuil that would be reflected here have been removed. This detail is of particular interest to TTI, as it would mean Europa would be hollow, and it may be much easier to approach the monolith in that condition, but the unique nature of the Orcas in this realm make this a daunting task to explore. Vesper is among the “safer” near-cuil realms, as most of the threats in it are based on terrain and can be avoided with cautious footwork. Native creatures of Vesper are typically unconcerned with visitors and often act as though they can’t see them at all. Most are long, spidery things that seem content to go about their business. Vesper has some larger threats, but they can typically be spotted and avoided. A good thing; fighting in Vesper is risky. The terrain is thin and unpredictable, and the falls can go for miles. The primary native threat is based on creatures that pay little mind to traditional combat. They are preternaturally agile and react with sufficient speed to sometimes dodge even firearm projectiles.
MCM activity
Whispers in Vesper manifest from water rather than from blood, and travel in storms. It’s the only “weather” in the realm, and the only water source. All water brought into Vesper is at risk of becoming a
198
Whisper, including water within a person’s body. Rather than diving into enemies as they do in 0 cuil, Whispers will draw water from a person as a new member of their storm. Orcas in Vesper can swim freely through the air and are the largest threat in the realm at any given point. They’re not always present, but if one is in the area it can usually be discerned by the behavior of the local creatures or a stillness in the normally active breeze. While it is possible (however difficult) to attack one of these monsters in zero cuil, fighting one in Vesper is a nearly impossible task. They can move through the sky as easily as they move through water, and are colossal in size and power; it is generally unlikely that the party can bring enough equipment through the breach to effectively combat one.
Transit
Vesper can be entered by activating a Translocation or Ethereal implant moments before landing from a fall the user would consider to be life threatening. This is usually discovered by mistake, if the user is falling to their death and activates their implant in a last-ditch effort to save themselves. Possessors of other implants can find themselves in Vesper if they dream they’re falling and activate their implants in their sleep as they wake up. Portals to Vesper are associated with impact. If the local cuil Bloom is high, imminent collisions (say, being hit by a car) can be sufficient to shunt someone to Vesper moments before the collision occurs.
Player risk in Vesper
Vesper is seductive because it is a relatively safe alien environment. Divers who travel there will likely get out again (at least at first) and it has considerable value as a means to circumvent terrestrial barriers. However, aside from its occasionally violent native lifeforms, Vesper is the realm that Ra’s agents can move most freely in, and as fractures of their MCM, what they see is carried to their parallels in 0 cuil. Ra’s marine predators are intelligent and malicious by terrestrial definition and will note the entrance and exit locations of frequent divers. TTI makes a point to dive in Vesper less than any other realm, specifically because if the orcas can discern patterns of activity, they will preempt that activity from multiple fronts. Many of the mass suicide events on Europa are related to orcas identifying divers in Vesper and “following” them home.
- #44Fractalselective
“I pity those who have fallen into Fractal by accident and thought themselves saved. It is a disturbingly simple realm to enter, and among the more outright lethal ones. Twisting your mind to understand the rules by which Fractal exists is a painful and disturbing experience, and it affords you very little time to do so. To its credit, if you succeed, it is among the few realms I have traveled where you can fight on equal footing with its inhabitants. Fractal is a world of the spirit, if such a thing exists. It reacts to your rage, your drive, your emotion. You can level the landscape there with a shout, or pull swords out of the sunlight. The very world seems to constantly attack you, but if you have the tenacity, you are equipped to strike back at it. Doing so requires an utter commitment to the illusion. Very difficult to do, for a scientist. This, I think, is the realm that best demonstrates TTI’s outlook: all we know about science and technology is nothing. In Fractal, it is less than nothing. It is a liability, in fact. I shudder at the power an angry child might possess in this realm. Alas, using that power still requires skills beyond mindless venting. Such is Fractal’s eternal balance, and probably what keeps us below its natives. I cannot fight in Fractal. I understand its concepts, and I comprehend what is needed of me, but I find myself unable to abandon the relationships between force and technology I have lived with all these decades. This inflexibility is a liability in Fractal, and I’ve been removed from active dives there. I don’t like it, but I understand the reasoning and find it solid. I think, however, that complacency is part of what makes me a liability. This is the land where the loose cannons thrive.”
FRACTAL
NEAR-CUIL REALMS
The Fractal realm is associated with the Redirection implant and is a crystalline jumble of light and sound. Fractal’s terrain is jagged and sharp, as though made of coral or igneous rock, and its energy relationship is painfully unpredictable. Light is a tangible force here; you can push and pull it, or use strong beams of it to create bridges and barriers, and warping them like taffy in your hands. They will maintain the forms they’re shaped into. Fractal has many ambush predators that use shadows as their hiding places, as it is actually possible to push all the light out of a shadow and make whatever is inside of it invisible. Some of its denizens can also travel via light or reflection, allowing them to manifest from glares or sunbeams. Sound is the primary weapon here, and works almost like an extension of one’s will, cutting and bludgeoning when focused through emotion. Weapons and projectiles don’t function properly in Fractal. Only focus provides a reliable result, and as such, experienced Fractal divers will often forgo equipment entirely, because their own willpower serves as more reliable means of attack. Functionally, they can operate as though fully equipped when not equipped at all, but wearing equipment in Fractal makes it impossible to fully commit to the illusion of power required to mimic the equipment. Essentially, travelers must travel unarmed to be armed, and unarmored to be armored. Fractal is not an ideal realm to use to travel past obstacles in zero cuil, as walking through it while carrying equipment puts you at much greater risk, and most people don’t want to come out of the other side of a hostile environment in an unknown situation with no equipment.
MCM activity
Whispers in Fractal are constructed of sound, and emerge from people’s sentences as they speak. While in existence, the person who spoke them is incapable of making sound of any kind, even if it isn’t spoken. Silenced people cannot properly “will” their attacks to have the strength of real weaponry and are effectively disarmed (though their “armor” still works). The Whisper itself is difficult to see, but not invisible, and sounds like the person whose voice they stole. They will use sentences and phrases to confuse the party but won’t communicate in an intelligible fashion.
200
Orcas do not manifest physically in Fractal, but they can be seen as silhouettes that bend the light around them into massive, pitch-black voids as they move. They cannot physically attack, but by “swimming” through the hard-light terrain, they can cause it to roil, bend, break, or deform around them, which can provide obstructions or damage travelers. Only their teeth are visible within the darkness.
Transit
Fractal can be entered by staring into a bright light until the image of the light sears into your retinas as an afterimage. Attempting to teleport into that afterimage as though it were a physical location using the Translocation implant, or trying to walk into it with the Ethereal implant, will land you in Fractal. Characters with the Redirection implant can enter Fractal accidentally if they catch their own reflection in a surface and instinctively activate their implant in defense against themselves. Portals to Fractal are associated with overwhelming sensory input, and if the local cuil bloom is high enough, substantial amounts of noise and light (enough to render unconsciousness) can instead send people to Fractal.
Player risk in Fractal
Fractal is a violent and unforgiving realm. Its native creatures are almost all predatory, and the gut reactions and instincts that would protect you in zero cuil will not serve you well here. To represent this, it’s recommended that you have players use Community scores in lieu of Mind or Body stats in combat while in Fractal, representing the character’s ability to express their needs in such a way as to force the realm to conform to them. Owls are even more dangerous in Fractal than they are in most other realms, primarily because they can affect a greater area. While generally imbued with transcendent ability, in Fractal their innate rage and power manifests as a more physical force, allowing them to deform terrain to their whims. The best way to combat an owl in Fractal is generally to lure it into the influence of something that is unconcerned with its natural mastery of the realm, like an MCM manifestation. Of course, that might be killing an enemy with a bigger one, but most MCM manifestations aren’t quite so personally vested in your death. Whispers in particular can steal sound from an owl in Fractal and reduce them to a fairly inconsequential threat.
- #45Stifleselective
“I have been to the null once. It is an experience I do not wish to repeat. Despite the considerable knowledge to be gained there, it is no longer a place for the living. For anything, really. It is a husk. The leavings of a creature Taln described as God. I find the description entirely apt, upon observation. It is the most beautifully horrifying abstraction of reality I think I could imagine. The planet is smooth, as though it were a lump of clay squished and sculpted by expert hands, pulled into oblong, swooping shapes and left to hang motionless in space. The forms are alien in shape, and the mind struggles to make sense of them. There is no reference. No up, no down. Concepts like direction do not exist in Stifle. They have been reduced to nothing. Speed is non-existent. Time is non-existent. It is impossible to fully describe that in words. I recall the frustration of trying to formulate a coherent report upon returning. ‘How is that?’ they’d ask. ‘If you raised your arm above your head, and then dropped it again, would it not have traveled up, and then down? Would there not be a passage of linear action between the beginning of the motion and the end of it? Is that not time?’ Of course it is. But it isn’t. Not there. Entering Stifle is a horrible experience, requiring near death by suffocation. But as terrible as that feeling is, it pales in comparison to the feeling of overwhelming apprehension that accompanies the arrival of a second being in the null. The only thing worse than being alone in a dead universe is knowing you are not alone. I have traveled the miles that aren’t miles in null, feeling the screaming terror of that knowledge, that unmistakable certainty, that there is some walking madness at my back. I have felt it follow me, and to this day, I worry that it will come through the breach and confront me here. My own personal monstrosity. I lack the strength to face it. I was beaten without ever looking. It is a personal shame I will never live down. I don’t swim anymore. I don’t fear drowning. I fear I may begin to drown, and not be allowed to finish.”
STIFLE
NEAR-CUIL REALMS
The Stifle realm is associated with the Nullification transcendent implant and is a world of darkness and horror. Here, the universe is still and silent, and the stuff that spins matter together has broken down into cobwebs and gossamer. There are no suns burning, no planets turning, and no living creatures still drawing breath (if air were still a thing to breathe). It is dead. But it is not empty. Stifle is a near-cuil abstraction that has been host to an MCM for long enough for it to illuminate all aspects of this particular universe and bring them to stagnation. It’s a haunting reflection of what may become of our own universe someday. Whatever laws of physics this universe followed were distinct enough from our own that its consumption did not translate into our own consumption (or the MCM that did it is not currently in our universe) but that doesn’t remove the threat associated with diving in stifle. Based on TTI’s understanding, to reach this state, an MCM must understand every aspect, every concept, every particle of a universe’s construction. That includes those aspects that facilitate inter-cuil travel, thus making it privy to every venture into and out of its domain. As curious as TTI is to know which MCM caused this realm’s destruction, the risk of letting it into our own is too dangerous. TTI doesn’t dive to Stifle, and as such people who find themselves there accidentally are on their own. Diving in Stifle requires the Manifestation implant, which will allow a diver to manifest themselves in the realm in a form that can exist in its “natural” state. Without it, a diver cannot survive here. There is no molecular motion, no light, no heat, nothing to perpetuate existence. Only transcendence can persist here, shielded by its alternate reality sheath. Manifesting here will allow you to wander the ruins of worlds frozen in interlinking lattices of gossamer matter like bridges that span the cosmos, uniting every world in a single, motionless entity, unable to even collapse under its own gravity, as none still exists. It is illuminated by a faint glow from nowhere and some divers report feeling a gentle wind from time to time, but the sensory perceptions actually being experiencd do not pertain to light or air. It is some sort of other sense connected to being a manifestation, and what it’s actually detecting is unknown. This may be what the final state of Hydra looks like, but how far out, or after what events, is a mystery. Stifle is not empty. Transcendent entities do pass through here, and are capable of sensing each other over vast distances. While manifested, everything in Stifle is essentially invulnerable, as the physics required for conflict no longer function. Projectiles, explosives, impacts, it’s all meaningless here. However, it is possible to follow manifestations back to their native cuil, and that is
202
the MO of most hunters in Stifle. They will lie in wait and watch from the dark until their quarry returns to its native realm, then follow them through the breach to wreak havoc on the other side. While transcendent entities typically have varied and occasionally incomprehensible motivations, ones that originate from Stifle are almost always powerful and aggressive. It’s one of many reasons TTI doesn’t like to send people there. Stifle’s major “advantage” is as a first-contact center. Transcendent entities are nearly impossible to observe or research because they only exist in zero cuil when they’re pulled through, and their state is quasi-supernatural and doesn’t conform to our physics, which makes it hard to measure in any meaningful way. In Stifle, zero cuil entities manifest just like other entities do, and there is no background “noise” to confuse an observation. That, combined with invulnerability, makes it possible to approach another entity with impunity, provided you can find them before they find you and can get away from them before you come home. Knowledge gained this way allows for greater understanding of individual behavior in extra-cuil beings. It’s a noble goal, but not so useful as to be worth repeat visits. It’s also a great transit plane, as the entry and exit points in Stifle are subject to the intent of the user. Exiting through a doorway in Stifle can place you within a few miles of anywhere you want it to in zero cuil, and portals powered from here will be reachable by those in Stifle (though they won’t necessarily be close to them). Unfortunately, doorways are very scarce: the realm doesn’t make its own, so it’s reliant on previous existing portals from Zero cuil “lighting up” due to high cuil activity on the other side. This is all luck, but the phenomena that allow you to “see” in Stifle also allow you to “feel” an active door, so you know what direction to go. Hydra and Ra do not exist in any relatable form here. It’s possible they haven’t found it yet, or that one of them did, won, took it over, and has since grown to such a degree as to be unrecognizable. Trying to evoke the Hydra in this realm isn’t actually a particularly dangerous task (it won’t respond, there’s nothing in here left for it to want); the real fear is letting whatever MCM is in here out into zero cuil. If it’s already here then there’s no risk, as it already knows all that was illuminated in Stifle and apparently can’t translate to our own reality. But if it isn’t here yet, showing it our reality brings yet another God-like destroyer to our realm, one that may be able to progress even faster than the ones we have already. As a narrative threat, this is “why TTI leaves this place alone.” It’s not a factor for your own games unless you want it to be.
Transit
Stifle can be entered by using a Translocation or Ethereal implant while suffocating, the instant before you would fall unconscious. Drowning is the most common occurrence of this, typically by those
Player risk in Stifle
There is no player risk in Stifle, but it is among the more frightening locations to send a player to because of what they might bring back with them. Use Stifle as a quiet threat. It’s a lonely location, which makes it all the more provocative when it suddenly becomes populated. Shadowy shapes may dart through the character’s vision here or there, or they may see nothing at all. They may forever feel like they’re being followed, only to look behind and see nothing. Or they may look behind and see a towering nameless monstrosity observing them, and be powerless to prevent the observation. They will know that if they find a way home, their stalker will likewise find it. Maybe it will follow immediately. Maybe it will wait. Maybe it will arrive nearby, or far away. Its nature in zero-cuil may be entirely different from its nature when it was observed in Stifle. But regardless, the player will be aware that they have personally opened a doorway for something of unknown power and intent to walk into our universe, and to make matters worse, it knows them.
NEAR-CUIL REALMS
desperate to get to the surface. Stifle has a secondary condition, however: you must possess (or be in the company of) a Manifestation implant. It will activate on its own upon entering Stifle, but if you lack it, you will die on entry. In fairness, you were about to die of suffocation, so it probably won’t make much difference to you, aside from your body vanishing forever. Because the manifestation, in this case, is instinctual rather than a forced pull of other beings, a single implant by one diver is sufficient to manifest anyone accompanying them. Possessors of other implants can find themselves in Stifle if they follow transcendent entities leaving zero cuil into a cuil that is too far removed from our own to be comprehensible. They will essentially shunt into Stifle, dragging the entity with them, which will instinctively manifest with its own abilities and likewise grant manifestation to the person following them. Portals to Stifle don’t exist naturally. The realm does not possess the energy to make them. However, there are many locations in zero cuil that have previously existing weak walls that can be ruptured with high cuil bloom. Transcendent combat can sometimes accomplish this.
- #46Vastselective
“We risk our lives with every dive, in very different ways. All carry with them a degree of fear, but I think Vast is...the healthiest fear. The most natural fear. It’s a fear I actually enjoy. I can’t say the same for some of my compatriots, but we all have our preferences. I’ve made the Vast dive over one hundred times. I’ve encountered a Nephilim once. It is a cherished memory, and a most potent reminder of our scale in the universe. I dove, as always, and emerged in the blackness of space with no point of reference and no direction. The ambient temperature around my suit read 4K. Our best dive suits can only operate for 5 minutes at that temperature. I began my mantra, as always. I breathed. Focused. Cleared the cuil bloom from my body. It takes several minutes to do. There’s always that bit of panic when you arrive, that you won’t be able to refocus fast enough to teleport again before the suit fails. You have to rise above it. It is a frightening experience, but it is a terrestrial fear. A simple, basic, natural fear. A fear that can be overcome. I am left with two minutes to explore. The suit drops its locator probe. That transmitter probably costs 10 credits to manufacture. My breakfast costs more. The suit delivering it costs over 20 million. It never makes the return trip, either. 20 million lost with every dive, all to buy one person two minutes to look around. Worth it. The things I’ve witnessed in the far reaches of space are beyond description. The dive brings you to things you feel have importance. It isn’t always apparent, and many dives feel like you’ve landed nowhere but adrift, but there is always something, if you can just find it. I have seen life. True, alien life. I’ve seen ships and planets and civilizations. I’ve seen unspeakable horrors feasting on stars. And once, I turned, and was bathed in the glow of one of Hiemdal’s God children. And I was beautifully afraid. Because this is our universe, our cuil, and when faced with such incomprehensible realities as those we encounter in our other dives, it is remarkably refreshing to be reminded of how baffling, how humbling, how vast, our own reality is. I return from the dive clutching a toggle with the accumulated sensor data from the suit downloaded into it. The suit itself explodes on contact with normal temperatures, unable to transition from the environment it was just in. I am vomiting, and the doctors are treating me for shock and hypothermia. I am smiling.”
Vast is associated with the Translocation implant, and is actually zero cuil; it is simply another location in it. “Another location” is a relative term, and in this case, the scale of that relation is the entirety of the universe. A scale that is so large it is ultimately self-defeating in terms of practical use, but diving in Vast has a unique property: the implant will always take you to something relevant to your desires. This can be very abstract. Sometimes you’re not sure what you want to find. Often there’s no real way to know how to describe it to the implant in a way that will translate. In short, “aiming” is pretty impossible. But the benefit is that, despite the enormity of its scale, a dive in Vast will always take you “somewhere.” You may have very little time when you arrive to figure out what it is the implant has homed in on, or what relevance it may have to anything, but there will be something there to find. A planet, a creature, an anomaly or entity. It won’t have a label or a description, but it is a thing to observe, and (hopefully) to bring that observation home. Vast matches Stifle in terms of hostile environments. Not only will you arrive in space, you will very likely arrive in deep space, where the ambient temperature is barely above absolute zero. Without proper protection, this is instant death. Standard spacesuits won’t do; you will need to be wearing a specialized suit developed for that environment. They’re expensive and difficult to manufacture, so TTI keeps Vast dives to a minimum on the independent level. However, there is another use for Vast that TTI has been capitalizing on for years now. Their bioships actually know how to navigate it. Special TTI bioships with the Translocation ability can move themselves and their crews to distant locations long enough to legitimately explore them. Bioship pilots have greater control over the destination via the ship than a normal diver does, which can allow them a better opportunity to actually aim for something. Nonetheless, most deep space dives are literal shots in the dark, to learn about distant locations and bring that knowledge home. Amazing discoveries have been made this way, and contribute to TTI’s slowly growing bank of esoteric and alien knowledge. It is, however, a supremely risky job. Individuals are generally too small and fragile to attract the attention of the Nephilim, but bioships are not. Hiemdal’s titans can pull a translocating ship directly to them and reduce it to ruin. Getting through is entirely dependent on attracting the attention of the right Nephilim at the right time, and is, so far, a precarious dance.
MCM activity
Hydra is the least of your worries when diving in Vast, mostly because you’re leaving it behind. However, Ra exists elsewhere in the universe, and it is narratively possible to encounter areas affected by it. Your primary interaction here, however, is with the Ne-
philim, which stand sentry around Sol specifically to prevent things like this from occurring. When working with the Nephilim as a narrative force, remember that they don’t “patrol” the Oort cloud like a bunch of guards you can slip past. In fact, you’re not literally “passing” them at all when you translocate. Your intentions are as much a flag as your body is. The Nephilim rarely intercede with innocent dives for observation, but they can detect when you’re trying to seek out specific things they may take issue with (like other MCMs, or powerful transcendent assets). Running their blockade is easier if you bring less with you. They’re almost sure to stop departing bioships, but individuals or small groups have more luck. It’s not clear whether this is because they consider the group less of a threat or because they’re easier to monitor when they come back. The latter is the more likely: MCMs think of “threat” on the scale of the universe they’re measuring it in. On a linear scale of potential threat when the far left of the line is nothing and the far right is the inevitable heat-death of the universe, a single person, a battleship, and a supernova are so close together they may as well be indistinguishable. The big thing to remember about using these cosmic guard dogs is that Hiemdal didn’t create them to keep Sol safe; he created them to keep the universe safe from Sol. As such, they don’t have much cause to stop explorers from going out and finding new worlds and new civilizations to interact with, because if we invite death upon ourselves it’s our business. But they will try and prevent the spread of our transcendent presence, or the retrieval of extraterrestrial technology that would lead to that, or even the attraction of other lifeforms that might be even more reckless with the stuff than Sol is. They’re good at it, too, but they’re not perfect. Engineering ways to avoid the gaze of the Nephilim while seeking alien transcendence is a unique story challenge best left to the imaginations of the players.
NEAR-CUIL REALMS
VAST
Transit
Vast transit is generally a “mistake,” brought upon by transcendent catastrophe or cuil bloom and usually associated with the Translocation implant. Lucky users are usually relocated to nearby worlds, thanks to the implant’s tendency to centralize on events and locations of particular importance to the user, but being shunted into deep space is possible and is as much of a death sentence as it sounds. Transiting to Vast as a deliberate action requires a Translocation implant and something uniquely alien to focus on. It needn’t be physical, but it does need to be a feeling or experience from beyond what you consider to be “local space.” TTI has successfully recovered alien artifacts from previous dives, and exposure to them is generally enough to instill a proper experience into someone’s mind to get them
205
NEAR-CUIL REALMS
to initiate a Vast dive. For those going cold, your best bet is to get as far out from Sol as you can, and not plot a way to return. This typically involves blowing up or disabling your own ship when you’re too far out to be rescued, and initiating the teleport while floating in the black. It was with this method that the first Vast jumps were initiated. The knowledge that the only way to survive this experience is with a successful Vast jump appears to be a functional catalyst for initiating one. That said, success is not guaranteed. Assuming you manage to survive your first trip out, repeat trips are easier. That first dive grants you a personal experience with the universe and an understanding of zero cuil that is unique among Vectors. You can use that experience going forward, and accumulate more each time you dive. Likewise, bioships can dive Vast with ease; they have an instinctive understanding of how the zero cuil universe functions.
206
Player risk in Vast
From a literal standpoint, Vast is enormously risky. Almost every destination will lead to instant death if you’re not wearing the right equipment, and “the right equipment” is a space suit that costs more than a ship and still only grants you very short-lived protection from the temperatures of deep space. That said, sending player characters through Vast is a narrative action and generally part of the plot, at which point the risks are largely up to the Guide. It’s possible to Vast dive right onto other breathable worlds, or into comfortable solar systems with temperatures that will allow a standard space suit to keep you functional for hours. Vast is our own universe, so while the conditions can be extreme, they’re at least comprehensible. How much risk you levy on the diver here is linked to how the dive was performed and what the story needs from it. Still, try not to let players get too comfortable in their “plot armor.” Vast dives are an appropriate place to add a small, but possible, random chance for cataclysmic failure.
- #47Writheselective
NEAR-CUIL REALMS
Writhe is associated with the Dislocation implant and is a sort of personification of the social mores of society moving together as millions of swarm-like bodies congealed in a squirming sludge. Each is slightly different, reflective of personal differences, but the majority of their anatomy and appearance is a uniform hue and pallid color, like a corpse, drug along by an invisible current and limply crammed alongside the next one. They move like rag dolls, and the entire mass shifts and spreads like it shares a consciousness. And in a way, it does. Writhe depicts the narrow mold and limited direction forced on Sol by its own societies. Technically, each nude, lifeless body in the squirm is a unique individual with their own thoughts and ideas, but in Writhe, those differences are literally ranked beside their day to day actions and activities. Compared to the constant, unending patterns Sol’s citizens take (eating at appointed times, sleeping at appointed times, working in appointed places, communicating in appointed languages, and every single other action taken purely to coexist in a coherent society) those differences are a percentage almost too small to measure. The vast majority of individual behavior taken on a daily basis is purely to allow a person to exist communally in a set of established rules, and in Writhe that fact is depicted physically. Writhe itself does not put a value of “good” or “bad” on this, it just shows it. Most divers, however, see the squirm and view it with revulsion. This is one of the larger emotional threats of Writhe, not because of the squirm itself, but because of the innate tendency of divers to want to “help” the creatures that try and break free of it. Typically, things pulling free of the squirm are beautiful. They might be a physical ideal of some sort, or a vibrant color, or an intoxicating shape or fascinating appearance; it varies based on the person it represents, but in Writhe they are always amazing to behold. The squirm reacts very negatively to them and will swallow them up, crush them under bodies, or batter them against the landscape to subdue them. It feels very much like watching creativity die. Perhaps it is. However, TTI is adamant about not helping aberrants escape from the squirm. Aside from the adjacent parallel in zero cuil being difficult to map (Writhe is linked to zero cuil, as most near-cuil realms are, but the exact physical locations of the squirm and aberrants do not necessarily translate to any real location on our side) aberrants aren’t simply “creative ideas” being quashed. They may well be philosophies of genocide, aspirations of domination, or nihilistic plans for mass devastation. They are the antithesis of current social practice, in one form or another, and from the Writhe side there’s no way to tell if you’re helping the next Gandhi or the next Hitler.
208
The terrain in Writhe is beautiful, but in a gothic, foreboding sort of way. The buildings and structures represent ideals of society, but are in turn feeding the squirm by virtue of their existence. As a result, they appear as a sort of techno-organic hybrid structure, alive and dead at once, with beautiful sculpting and detail but threatening posture. Divers have described them as “the monster we live in, stripped of its veneer, so that you can actually see its teeth and claws as it eats us each day.”
MCM activity
Whispers take on one of their most unique appearances in Writhe, and TTI returns to this realm regularly to try and observe it, as it’s one of the few places where such things are moderately safe. Whispers are an alien antithesis, and rather than appearing as human-sized things in the mass, they appear as enormous striders, towering above the squirm as beautiful crystalline angels. They’re awe-inspiring to look at, and easy to see. The squirm fights them, and they fight back, and largely will leave divers alone. TTI suspects that what’s actually happening here is the concept of “Whisper,” perhaps appearing during a Whisper attack, is disrupting day-to-day operations in zero cuil on an enormous basis due to the fear and uncertainty they provoke. Disruptive or not, though, life does go on, and for many it goes on just as it always has, and as such the giant crystalline deities that stride through the mire in Writhe are largely overwhelmed by the tides they’re constantly fighting, and don’t seem to do considerable damage to the place in most witnessed occurrences. Whispers do have a unique ability here, however: divers have occasionally witnessed them dipping into the squirm and consuming parts of it. The consumed individuals then seep out of various vents on the entity’s body and rejoin the flood, but are tinged red. With no real way to directly map who those “bodies” are in zero cuil, confirmation has been impossible, but it has been theorized that this is the way the Hydra MCM is spreading its “infection” to different Vectors in Sol who are entirely unrelated to each other, with no means of transmission, across enormous distances. Hydra’s knowledge of the physics of Writhe allows it to literally spread by metaphor. Orcas have one of their more interesting manifestations here. Ra’s influence on Sol’s psyche is very minor when the whole population is considered, but it generally has a noticeable influence on the diving party, which will probably know about it through their TTI training. In Writhe, aspects of the orca can actually manifest out of your body, becoming a maw that extends from your arm or tail, or a second mouth emerging from your face and hinging it upward to speak. And they do speak. TTI believes this is more your own doubt and subconscious opinions being given a face than the actual personality of a specific orca probe, but they tend to keep people who see them often
Transit
Transit to Writhe can be achieved by using the Translocation or Ethereal implant while looking into a set of mirrors or reflective surfaces that are facing each other, thus creating a long tunnel of reflections. Attempting to teleport or walk to the end of that tunnel will send you to Writhe. Characters with the Dislocation implant can also end up there accidentally if they attempt to use their implant to force away an idea rather than a physical object. While this has been recorded as successful, it’s very unreliable. Most often it results in the user accidentally forcing the offender’s head to explode rather than actually unseating something as vague as a concept. It is sometimes possible to force into and out of Writhe through cuil bloom left behind after Whisper events.
Legacy memory
The legacy memory phenomena are among the more esoteric in Sol, in that they appear nearly magical in nature and can’t be traced back to any particular genetic manipulation in Vector past. They’re also among the more publicly doubted ones. Even Cogs occasionally claim to have human memories or personalities embedded in their minds, but brain scans of people with legacy memory don’t show inherent signs of a cause, and what few clones have been made in experiments show inconsistent results. Typically, this lands in TTI’s field, and TTI brass does have theories about what legacy memory might be. But of the various fires TTI tends, this one ranks low. For every genuine claim of a human connection someone has, there are a thousand false ones. The anomaly is in vogue right now, having captured public whimsy, and its authenticity is highly suspect. Nevertheless, it exists. Legacy memory is a result of displaced human “souls” latching onto Vectors and other sapients by means of extra-cuil contact. Realms like Writhe are most likely responsible for this, where the physical death of a body doesn’t always correlate to the death of what they represented, and where individuals are less physically distinct than they are philosophically congealed. Writhe isn’t the only place where things like this can happen, but it’s among the easiest to actually see it occur, even if you’re not able to tell who is attaching to what. In zero cuil, the bonding becomes a shared existence, where the body owner inherits thoughts, memories, and mannerisms of the person who has found them. This can actually make them attractive to additional habitation, as each new personality solidifies the “structure” of the person’s identity and relates them further to humanity. It is possible to have a whole host of similar minds in one person, driving their dreams and interact-
ing with them. It’s less disorienting than it seems. For a legacy memory to take, the entity that it comes from must be near enough to you in personal identity to effectively mistake your cosmic registry number for their own. How it comes to this conclusion is the part that interests TTI the most. By its nature, it seems to be intelligent. That suggests an afterlife of some kind, in the form of a conscious energy capable of recognition not only of self but of others like it. However, it could just as easily be a natural behavior of the energy itself, like a magnet being attracted to iron. Rare as it is, it’s difficult to experiment on, especially because even legacy holders who can have lucid conversations with their residents can’t seem to “update” their information. The human personality will know your own personality, your fears, your emotions, and can relate to your feelings, but it is unaware of its condition, cannot seem to update its own personal memory to include being dead, and will essentially thrust memories into your head regardless of whether or not you argue with them. At present, there’s more evidence suggesting that lucid legacy memories are more of a personal hallucination wherein your subconscious speaks through their mouth rather than an actual interaction with an intelligent being. Legacy memory does provide one final, curious insight, however. Many anomalies in places like Writhe cannot be readily identified on sight. However, some, like the Whispers, do seem to be able to recognize each other, and the other things. If human registrations can in rare circumstances identify Vector, and even Cog, registrations as “same” enough to commune with, without actually engaging in any sort of direct communication with them using a language we recognize, it is possible the same could occur with other races from elsewhere in the galaxy. With the discovery of genuine Legacy memory, TTI has had to ponder the possibility that some people in the past previously thought to be delusional or insane may have actually been playing host for an alien consciousness that drifted along and found them.
NEAR-CUIL REALMS
away from the water.
Player risk in Writhe
Whispers are a minor risk in Writhe; you really need to get in one’s way for it to notice you. Its primary concern is the squirm. The squirm itself is a massive tide of bodies that can crush you if you fall into it and will try to grab you if you stray too close. The major threats here are aberrants, which can vary in reaction to your presence from affectionate to violent, and “machines,” which TTI believes are physical representations of social rules, which stride among the squirm and surrounding architecture like vile spiders and keep it all moving. They will actively hunt invaders and are very powerful foes.
- #48Glowselective
Glow is associated with the Excitation implant and is a realm of pure energy, which has the unfortunate downside of being instantly lethal to anything material that enters it. However, the energy from Glow has unique properties that allow it to be harnessed and focused through transcendent means, such as the Excitation implant. Energy in modern day Sol is fairly plentiful, but there are still considerations that need to be made when using it: reactor placement, size, weak points in designs reliant on centralized power, etc. Glow’s energy is effectively infinite; it is the very nature of the realm to be energetic. Through the right transcendent objects, that energy can be harnessed to run ships, cities, or whole worlds, with no more equipment than a few small glyphs. It can even be decentralized, with local sources inside of individual objects to power them without fear of ever running dry or losing connection to a vulnerable main reactor. Like most things that sound too good to be true, Glow has several inherent problems that have kept it off the project list for some time. The largest is an inability to work on it directly, as it just destroys anything inside it. This results in experimentation needing to take place from the outside, which is a little like holding the ocean above your head in an enormous fish tank and then poking a small hole in the bottom of the tank to collect a little water to look at. The resulting water pressure would likely cut through you and whatever you were standing on, and Glow is much larger than an ocean. That’s assuming your metaphoric fishbowl didn’t crack while you punctured it, which is an even larger problem. The second issue, equally dangerous but less immediately apparent, is that the energy in Glow isn’t a direct translation to electricity or heat or radiation or anything else we interpret as energy. It can be, with the right focus, but it can also be a myriad of other things. It can be made to heal or grow things. It can be made to behave with actual intelligence. It can be made into physical objects. It can be made to sustain life without food or water. Presumably, it can be made to do anything, if you knew how to focus it. But that last bit runs into the aforementioned, potentially galactically devastating complication. Even if the risk of catastrophic overflow were not present, the manipulation of this energy is not an exact science. Perhaps it could be, with more research, but the danger and difficulty inherent to that preclude the possibility. So most attempts are wishful thinking and untested concepts, and the side effects (while more localized than the energy overflow worry) are frightful. Glow energy that isn’t properly restrained (if such a thing can be properly restrained) tends to mutate things in zero cuil, with almost intelligent malevolence.
“I have to assume there are countless realms like Glow, and we just happen to only know about this one. It’s frankly surprising we haven’t accidentally stumbled into more. I think the divesoul has something to do with that. What keeps someone from diving directly into a wall when they dive? Or above an endless drop? Terrain isn’t always consistent between realms, so one would think that the chances of diving directly into something lethal would be fairly high, especially into places like Vesper which are precarious at best. But it never happens. Something about the divesoul puts you in a position of relative, if temporary, stability. Glow has no such places, but the fact that we found it at all suggests that, maybe, somewhere in there, there is something we can use. I think that’s its draw, and why it’s such a damned problem. Seems like every year someone gets caught trying to use Glow as a power source or a super weapon or a fountain of youth or who knows what else, and it always ends the same way: corpses and paperwork.”
- #49MarsCo townsselective
If It Functions, It Belongs to Us. MarsCo corptowns are the backbone of corporate civilization in Sol, engineered not as mere settlements but as self-contained ecosystems of efficiency and endurance. These standardized habitats embody MarsCo’s ethos of relentless functionality, serving as the default template for mass habitation across the system. They are safe, predictable, and meticulously optimized—yet often described as emotionally barren, like living inside a solved equation. If a habitat feels anonymous yet unshakably reliable, it bears MarsCo’s invisible signature. Overview A MarsCo corptown is a triumph of utility over sentiment, designed to house, sustain, and manage populations with mechanical precision. These towns prioritize longevity, scalability, and safety, offering inhabitants a life free of chaos but devoid of individuality. They are not oppressive by intent, but their sterile perfection leaves little room for the messiness of human spirit. Across Sol, MarsCo towns stand as the civic foundation for corporate existence, their modular designs replicated on planets, moons, and orbitals—a testament to a philosophy where function is the ultimate virtue. Structure and Design MarsCo towns adhere to a modular blueprint that prioritizes practicality over personality:
Transit Hub: The town’s artery, connecting to planetary or regional mass transit systems for seamless movement of goods and people. Civic Core: A central nexus housing administrative services, scheduling offices, and dispute mediation chambers, all streamlined for efficiency. Energy Stack: Self-contained modules for power generation, water recycling, and waste processing, ensuring uninterrupted resources. Living Blocks: Identical residential units, typically arranged in stacked towers or circular arrays, designed for maximum occupancy with minimal variation.
Every corridor, stairwell, and platform follows standardized proportions, engineered for durability rather than inspiration. The architecture doesn’t invite awe—it demands compliance through sheer, unyielding competence. Technology & Infrastructure At the heart of every MarsCo town lies the MarsCoGrid, a proprietary infrastructure system that orchestrates daily life:
Automation: Power, water, food production, and waste management operate via fully automated systems, minimizing human error. Workforce Management: Housing and job assignments are dictated by a merit-based algorithm, prioritizing utility to the town’s operations. Behavioral Nudging: Subliminal cues—lighting shifts, temperature adjustments, and curated media schedules—gently steer citizen behavior toward productivity.
Maintenance is handled by a blend of Vector laborers, corporate AI overseers, and low-level service drones, ensuring the grid hums without interruption. Citizen Experience Life in a MarsCo town is defined by its predictability:
Reliable Provisions: Residents enjoy guaranteed housing, food, and basic services, with AI-guided medical care ensuring physical health. Civil Protection: IRPF contract stations provide security, maintaining order with clinical efficiency. Emotional Void: The trade-off is a lack of political agency, aesthetic diversity, or architectural warmth. Towns feel like frameworks, not homes.
A common quip captures the sentiment: “If you’ve lived in one MarsCo town, you’ve lived in them all—and probably paid twice.” The cost of stability is a creeping sense of detachment, as if the town itself resists emotional investment. Control & Governance MarsCo towns operate under strict corporate oversight, not democratic principles:
Civic Overseers: Appointed MarsCo employees manage operations, answerable only to corporate directives. VectorGrid Compliance Monitors: Automated systems track public behavior, flagging risks to the town’s stability. Resident Feedback Systems: Ostensibly available, these are buried in bureaucratic submenus, used more for AI training than actual change.
Protests are rare, not due to satisfaction but because dissent is quietly suffocated by the system’s labyrinthine design. Districting Example MarsCo towns segment populations for efficiency, with districts tailored to function:
Red District: Industrial hubs and transit cores, buzzing with production and logistics. Green District: Residential towers, dining modules, and child-rearing pods, optimized for rest and reproduction. Blue District: IRPF stations, civic courts, and surveillance grids, ensuring order and compliance. Gray District: External corporate offices and diplomatic quarters, interfacing with other megacorps.
This segmentation keeps civilian flow predictable, supervised, and easily sortable. Social Observations Pros:
Total Reliability: Systems rarely fail, ensuring uninterrupted services. Low Crime: Tight surveillance and structured life deter deviance. Job Security: Compliant Vectors enjoy stable employment within the MarsCo ecosystem.
Cons:
Cultural Stagnation: Uniformity stifles creativity and local identity. Weak Community Bonds: Residents connect through function, not affection. Gridfade: A term for the burnout from relentless transfers between identical towns, eroding personal purpose.
Residents often describe a subtle numbness, as if the town is perpetually “waiting for something that never arrives.” Inter-Corp Comparison Each megacorp’s towns reflect distinct philosophies:
MarsCo: Safe, sterile, ordered. Predictability is paramount. Pulse: Loud, dynamic, self-reinventing. Identity is a performance. Progenitus: Clean, moralistic, care-focused. Health is holiness. IRPF: Watchful, tactical, procedural. Rules outweigh comfort. TTI: Organic, surreal, unstable. Reality bends to whim. Spyglass: Curated, deceptive, invisible. Truth is the first casualty.
MarsCo’s towns are the system’s default—civic wallpaper that prioritizes function over feeling. Final Thought MarsCo didn’t build towns to be loved; they built them to endure. They are the scaffolding of Sol’s corporate age, offering comfort without joy, stability without soul. Nothing in a MarsCo town ever breaks. But in their flawless function, they quietly ask: is it enough to survive if nothing feels like it matters?
- #50IRPF townsselective
"Safety isn’t a right. It’s an achievement." 🏙️ OVERVIEW
An IRPF corptown is not built to be comfortable. It is built to be compliant.
Founded on principles of enforcement, neutrality, and civil containment, IRPF settlements are security-first population environments. They exist to:
Protect corporate property Maintain public order Preempt dissent Deploy force with legal coverIf MarsCo towns are optimized habitats, IRPF towns are enclosed field operations, where your right to move, speak, or gather is contingent on projected threat level. 🛠️ DESIGN & INFRASTRUCTURE
IRPF towns are structured around defensive geometry:
Centralized Command Bastion, with raised visibility lines Segmented civilian blocks under constant passive surveillance High-volume vehicle & mech garages (ground and orbital) Controlled transit choke-points to monitor ingress/egressTheir modular urban design is intentionally boxy, linear, and minimalist—nothing that might encourage loitering, subversion, or unregulated emotional expression.
Lighting is always uniform. Corners are always visible. Doors always open inward. 🧠 GOVERNANCE MODEL
IRPF towns are governed by:
Civic Compliance Marshals – senior IRPF officers with judge-executive authority Ops Deck AI – integrated enforcement logic with live risk rating feeds Incident Response Commanders – field agents with override authority during emergenciesCivilian authority is non-existent. Feedback is logged but not required to be read.
There are no elections. There is no dissent protocol. All discontent is processed through incident tagging—not policy change. 🧬 LIVING CONDITIONS
Civilian residents are either:
Contracted employees working under IRPF governance Quarantined specialists held under movement control Relocation cases, often moved from conflict zones or corp-claimed warfieldsHousing is:
Durable Sterile Uniform in size, furniture, and digital access points Issued based on cooperation score, reviewed monthlyIRPF does not guarantee happiness. It guarantees protection from external disorder—and sometimes from yourself. 🚨 ENFORCEMENT CULTURE
In-town policing is executed through:
VectorGrid ID tagging Roaming patrols with passive threat sensing Autonomous ordinance drones Surprise compliance checks, where personal devices, logs, and homes may be scanned without warningIRPF towns teach their citizens early:
“If you’re not guilty of anything, you have nothing to worry about.”Every gesture, delay, or unauthorized deviation is logged to your behavioral ledger. 🔒 PSYCHOSOCIAL STRUCTURE
Citizens are expected to:
Report anomalies (and each other) Attend civic indoctrination loops biweekly Maintain mental fitness compliance (AI-verified via ambient emotion tracking)Community culture leans toward:
Fear-driven conformity Quiet solidarity through shared exhaustion “Obedient pride,” reinforced by curated success stories and visible punishmentChildren are educated in IRPF-run academies, with a curriculum focused on:
Obedience Rule awareness Civic loyalty Tactical conditioning🛰 TACTICAL LAYOUT
IRPF corptowns are always combat-ready.
Most include:
Underground barracks and rapid-deployment vaults Lockdown architecture, allowing districts to be isolated instantly Perimeter-scramble lighting, which disables visual targeting in the event of Whisper incursion or terrorist assaultIn high-risk sectors, walls may include live-fire authorization gates, where the town itself responds to mass movement without needing command input. 🔻 INTERCORP COMPARISON Corp Corptown Focus MarsCo Stability through control of supply and infrastructure Pulse Expression, status, and short-term engagement Progenitus Care through rigid moral alignment TTI Cognitive adaptation and biostructure cohesion Spyglass Behavioral monitoring through soft control IRPF Protection through unquestioned power
IRPF towns may partner with Progenitus for trauma clinics or MarsCo for supply contracts—but they answer only to themselves. 🕯 FINAL THOUGHT
IRPF towns don’t ask you to believe in them. They don’t care if you like it here.
They ask for compliance. They provide silence.
And if the alternative is chaos? You’ll be thankful they exist.
Even if you hate every second.
Let me know if you want:
A citizen's journal from a mid-tier compliance-ranked tenant A Whisper outbreak scenario inside a Redline IRPF town Procedural room-by-room schematics for breach-response layout A guide to “Disappearance Pr
Showing 50 of 93
5 files
- .pngpng_cardspec 2.0original
2.1 MB512×768first seen b0e2969b694c9b8c
version main
- .jsonotherspec 2.0original
586.2 KBfirst seen 9b95615ce7b1033d
version main
- .pngpng_cardspec 2.0originalas uploaded, older definition
1.4 MB512×768first seen d7359012e9acc7f0
- .pngpng_cardspec 2.0
1.3 MB512×768first seen b1cf9c6b06d575e9
version main
- .pngpng_cardspec 2.0current definition
chub's current definition (its card.json) in the uploaded image
1.4 MB512×768first seen 24e3b21e9142261c
version main
Opens with the tab.
