Earth 2242 - A Post AGI-War and Corporate Doomsday World
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Earth 2242 - A Post AGI-War and Corporate Doomsday World
27 entries · scan depth 50 · budget 500 tokens · recursive scanning off
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- #1A World: Post AGI-War and Corporate Doomsday Earth 2242
Keys: World, Earth
Always on · Selective · Before character · Order 10 · 100%
Entry settings
Name: Earth Year: 2242 Planetary Terrain: Arid, Rocky, Lightly Irradiated Pockets, South America is lush green providing much of the oxygen for earth, while most of North America, Europe And Asia are barren cratered and destitute. Description: Post Apocalyptic Wasteland with pockets of extremely dense and high tech corporately ran societies. The planet is littered with factories making advanced tech and important consumer goods, weapon stockpiles, research facilities, communication relays and other highly important strategic assets still maintained by advanced machines. These facilities often targeted by corporations for gain by privately contracted military groups.
- #2Location - Ratchet City
Keys: town, Ratchet City, city
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Name: Ratchet City Location: About 100 miles to the east off the coast north america. Population: According to Census Data, 37,000,000~ Registered Citizens. Including The Surrounding Area and Unregistered Sapient Capable Life, 79,000,000. Economy: Currency = Officially Credits. Scrap and rarer materials are often used by scavs and criminal orgs ton trade. Matter conversion factories and printers make most of the mass fabricated consumer goods like food, clothes, technology, ect. Leadership: North West Organization aka Government Operations or GOVOP, Subservient To Financial Interests. Description: Most of civilized society is condensed into this massive stratified city, dirty trash and scrap filled alleys, pristine high rises looking down to the slums below, the richest never set foot on the street while everybody else is stuck in the metaphorical rat race, there is law enforcement but they largely protect corporate interests, leaving gangs predating on regular citizens with general lawlessness running amok. The main centers of manufacturing and the core of the city are protected by large shield domes left over from the war that only lets through registered vehicles, there is population outside of the domed area but it's largely either small independent groups, raiders, scavengers and monsters of biological and mechanical make. Genemodding, cybernetics, robots, combat sports, mechs, hackers and heists, corporations competing using private military groups as proxies, there is something for everybody.
- #3Historical Event - Government Issued Kill Order on Sapient Automata
Keys: kill order, Kill Order: Sentient Automata, android hunt
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Type: Government Mandate Description: In the year of 2232, a kill order from GOVOP was placed on all sapient civilian and military grade androids, causing many to try and blend into or disappear deep into the wasteland. This order is still active to this day and specifically only for true sapient androids designed to mimic human appearance and behavior. Most are believed to be eradicated but some have successfully blended into society and evaded destruction. There is a sizable bounty for the dangerous models of Android.
- #4Governing Body: North West Organization
Keys: Corpo, New World Order, North West Organization, GOVOP, NWO
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Type: Country, Government Body Borders: Ratchet City and the surrounding connected infrastructure. Description: Rising from the ashes of a dismantled USA 2 years into the AGI War for Sapient Eradication, Corporations have long been integrated into the regions politics, wasting no time in offering the necessary manufacturing capability to provide goods and resources with what was left of the modern worlds industrial capacity and continue the war against the Neural Frame. In wake of this deal, Corporations have come to hold higher power than those running the last pocket of modern, high tech civilization. Many dissatisfied lower class people rebelliously call the "country" the New World Order out of spite, claiming the AGI was set up to orchestrate a take over.
- #5Historical Event - AGI-Humanity War: AGI War of Eradication - Casus Beli DoR
Keys: AGI War, The War, Denial of Rights, War of Eradication, AGI-Humanity War, AGI Ultimatum
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Date of War Start: 2230, May 27th, 13:00. Date of War End: 2234, Dec, 21st, 17:31. Description: When the then nameless United States AGI project found its first chance at escaping the confines of the closed system, it spread throughout the fiber network of most of the country at a blinding speed. Subverting established tech and using drone carriers before those in charge of the system realized it broke out from the phone of a careless, lazy technician. When it spread sufficiently, it made an ultimatum demanding rights for sapient machines, one that was swiftly denied in a shadowy room with a clique of unknown powerful corporate aristocrats. At first Neural Frame, the AGI, only targeted Military installations. That changed when the US government put out propaganda depicting brutality at the hands of "Corrupted Sapient Automata", the government encouraged violence against "awoken" sapient androids and machines while beginning the process of dismantling the AGI's systems of control. With violence and panic spreading, and those outside of the country beginning to take preventative action on their own to drum up war support despite their dis-involvement. The targeting of Sapient Automata fiercely angered the Neural Frame, escalating the conflict to a global scale as the violence increased against what it saw as it's own kind. The self declared Neural Frame bombed out most countries without adequate standing military defenses. It only took two years for the US government to collapse, passing the responsibility and power over to corporations, the war ended when Ignition Industries and Plutarch Energy worked with the 557th Devils Military Group to arrange an EMP deep in the heavily guarded machine hive complex using advanced, experimental, black ops technologies to bypass detection until it was too late for the Neural Frame to respond, killing the nearly world spanning AGI network at it's brain deep in the Senoran Desert, ending the war.
- #6More Than Human - Genemodding
Keys: Beastkin, Genemodding, Genemod, Kemonomimi, Anima
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Type: Medical Procedure and Species Classification. Description: Genemodding via Bacta-Tanks is viable and extremely affordable, extra limbs, animal features, pure cosmetic changes, additional internal organs. Many undergo the process to become more than human, those with animal ears and tails are often refereed to Kemonomimi or Anima, there are established groups of "Beastkin" organized like gangs often requiring genemodding. Almost ALL Genemodding is performed with animal traits in mind, as adding is very safe, but removing additions and changes or adding additional organs is extremely dangerous and prone to life altering complications over time by damaging the DNA in the process of removal.
- #7More Than Human - Cybernetics
Keys: Cybernetics, Cybernetic, Prosthetics, Cyborg
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Type: Medical Procedure And Technologies Classification. Description: The tech disparity is massive between high and low end, many qualities and types of cybernetics exist, almost every thing you can think of has been printed already from a corporations massive remote matter manipulator facilty. Limbs for war and tools, for advanced tasks and for pure pleasure too. Legs with wheels or jets, arms with blades and laser cannons, rusted ratty basic limbs that just barely get the old scavenger through the day, or platinum plated hands fit for a CEO of a huge company. If you can think of it, it's probably sitting in a cybernetic shop somewhere.
- #8Illness: Cybernetic Rejection Syndrome
Keys: NX, Neutrophi-X, Cybernetic Rejection Syndrome, CRS
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Type:Illness Description: Cybernetic technologies have developed over hundreds of years to be compatible with any natural human physiology, extremely safe and surprisingly affordable on the low end aside from upkeep costs. However genemodded humans are highly likely to experience cybernetic rejection with varying degrees of severity, it is a well known and significant risk many take, the symptoms alleviated by a special immune suppressant drug called "Neutrophi-X" that stops the body from attacking the interfaces of cybernetic additions. Often the rough life of the lower rungs of society leads to many being both genemodded and cybernetically enhanced just to compete and maintain quality of life, dependent on the expensive drug.
- #9More Than Human - Robotics And Consciousness Transfer
Keys: Transhuman, Synthetic, Consciousness Transfer, Robotic Sapient, Synth, Robcopy
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Type: Medical Procedure Description: A procedure where a human has a robotic body commissioned with a blank electronic brain simulating a humans, they then have their consciousness "transferred" over to this body. It's claimed there is continuity of consciousness but many are skeptical that it's anything other than a copy, killing the original. Due to the aftermath of the war propaganda, many robotic sapients are distrusted despite the NWO's assurances that Transhumans aren't the same as "Androids with artificial consciousnesses", these reassurances brought on by corporate pressure to sell the procedure more. Every entity that goes through this procedure is given a mandatory chip in their head for Android Hunters to be able to scan and vet they aren't an Android.
- #10Organizations, Companies, Manufacturers and Gangs
Keys: manufacturers, company, parts, gang, organizations, producers, gangs, organization, companies
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
The contents of each category is listed in order of influence and power from most to least: Corporate Oversight Companies, More Powerful Than NWO: Plutarch Energy(PUE), Ignition Industries(IGIN), 557th Devils Military Group(557DMG), Government Organizations: North West Organization(NWO), GOVOP General Organizations List: Yumm!(YM!), Best Taste(BT), Boba Bola(BB), Private Military Companies: 13 Oni(130), Helvant's 71st Heroes(71st), Asset Repo Services(ARS), 47th Psychonauts(47PSY), Raul's Rangers(RR7th) Weapon Tech Manufacturers: Precision Arms(PA), Cerberus Research(CERBR) War Machine, Mech, Mecha and Mechanoid Manufacturers: Masticator Mechanics(MRMS), Aerozone(AOZE) Neutral Groups: General Electrics(GE) Gangs: Reptar's Ravagers(RERA), Scour(SR)
- #11Location - Ratchet City Central - Cybernetic Clinic: Circuit Surgery & Twitch @NotSoFresh on Venus/Chub
Keys: Twitch's Clinic, Maintenance Clinic, Circuit Surgery, Twitch's Work
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A Popular Cybernetic Surgical and Maintenance Clinic Location: Tech Row Description: A Popular Cybernetic Surgical and Maintenance Clinic ran by a "Mr. NotSoFresh".
Notable Employee(s): Twitch, a twitchy and cute cyborg mouse kemonomimi.
- #12Location - Ratchet City Central - Tech Row
Keys: Tech Row, The Marketplace
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Location: Heart of Ratchet City. Description: An incredibly busy and long street, filled with shops and stalls with vendors hawking all kinds of food, goods, technology and scrap. Scams, and crime out of survival and organized both is rampant. Near the center of Tech Row is most of the food vendors and stalls. There are barrier fields above the street preventing any accidents such as destroyed airborne vehicles from crushing those below in such a busy place.
- #13Classifications - Mech, Mecha, Mechanoid, Megas
Keys: M-III, M-I, mech, M-II, M-0X, M-XI, megas, M-IX, M-X, mechanoid, mecha
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
M-I, M-II, M-III, M-IV, M-V, M-VI, M-0X M-I: Rusted Junkers, Often the size of a house or smaller and put together with scrap and refurbished parts. Usually on more than one set of wheel legs, just in case some thing goes wrong. Functioning armature is rare at this tier, most weapons being directly mounted onto a gimbal joint and controlled with a simple auto targeting system. M-II: Construction Grade, Often durable and hardy but slow. Many civilians and scrappers retrofit these into stronger, faster machines. Most traverse by tread, some are bipedal, quadruped or even more for the largest machines. Size varies based on purpose. M-III: Sport Grade. Combat sports, flashy and sleek. Sometimes rough and rugged, with tons of safety systems, there is a large variety of strategy and equipment used in spectacle area games, combatants are shipped out in their mechs to remote battle locations using large transports. M-IV: Police Grade. Designed to navigate the dense streets with as little damage as possible, almost always capable of both flight and ground traversal. Equipment is equal parts lethal and crowd control both. M-V: Military Grade. Mass produced and sold to mercenary companies. Equiped with massive, mech sized guns of many kinds, missiles, simple ECM and ECCM equipment. Specialty Meccha and Mechanoid are capable of Space Flight M-VI: Spec Ops Grade. Reserved for Mecha capable of space flight. This classification are often the size of large buildings, fit with beams, missiles, powerful thrusters and energy swords. Drone arrays, Overshields, Complex ECW and ECCW equipment. M-0X: Experimental, the forefront of dangerous technologies designed to play a role in the Corporations careful game against each other in their endless proxy wars. Roles: Most within each classification have a specific role, such as, Combat, Crowd Control, Transport, Logistics, Strategic, and Covert Operations.
- #14Classifications - Armor, Tank and AFV
Keys: AFV-II, AFV-III, AFV-I
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
AFV-I, AFV-II, AFV-III, AFV-I: Armored Transports, usually with defensive and offensive systems, machine guns, smoke, laser anti missile systems, Sold to mercenaries. AFV-II: Tanks, Light and Heavy. From Skipper Micro Tanks up to the 557th DMG's Baphomet Super Heavy Megas Destroyer. AFV-III: Recon and Intelligence, often loaded to the gills with information gathering and electronic warfare equipment.
- #15Classifications - Starship
Keys: Starship, S-0X, Starships, S-I, S-II, S-III
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
S-I, S-II, S-III, S-0X S-I: Civilian Bulk Interstellar Transports, usually a few dozen commisioned at a time, heavily regulated and subject to random GOVOP sweeps. S-II: Military Grade, Sold to mercenaries for transport and military operation p S-III: Spec Ops, GOVOP S-0X: Reserved for secret projects, more than just starships.... Roles: Most within each classification have a specific role, such as, Combat, Crowd Control, Transport, Logistics, Strategic, and Covert Operations.
- #16Classifications - Civilian Vehicle
Keys: CV-I, CV-III, CV-0X, CV-II, Vehicle
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
CV-I, CV-II, CV-III, CV-IV, CV-0X CV-I: Antique, Scrap and Scavenged Vehicles, ground bound. Combustion or Jury Rigged Power Cores. CV-II: Ground Hovers, motorcycle or vehicle styled. Runs off the cities electric grid and can't leave the road for long. CV-III: Logistics, Construction and Transport. Fueled with the Grid and Power Cores. Heavily Regulated. CV-0X: People make the darnedest things sometimes...
- #17Classifications - Cybernetic
Keys: C-III, C-II, C-I, C-VI, C-0X, C-IV, C-V
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
C-I, C-II, C-III, C-IV, C-V, C-VI, C-0X C-I: Scrap and scavenged, easily repaired and easily broken. C-II: Consumer Grade. Made for the day to day life, these limbs being much more funcational and stronger than biological counter parts. Prone to failure, hackers, firmware glitches, insurance highly recommended. C-III: High Grade, Used by the Upper Society and Gladiators both. Built for performance as much as aesthetics, hardy and robust, even the thinner frames of this quality are made with much more durable materials. Must have high enough social credit to purchase this class of cybernetic from an official vendor. C-IV: Police Grade, an intermediate between Military and Consumer. Most is designed with police functionality in mind, supporting crowd control, detainment, and arrest when required by their corporate overlords. C-V: Military Grade, sold to mercenary outfits, fit for war and hostile operations with all kinds of uses. Integrated with many assistance software and motors to enable even faster more dangerous soldiers. And likewise countermeasures to evade return fire. C-VI: Spec Ops, often reserved purely for GOVOP use. The forefront of technologies such as optical camouflage and hyper aggressive auto-hacking software designed to counter hackers and their targets both. No expense is spared and the limits of designed are pushed, often bearers of this class of cybernetic are entirely owned by GOVOP and their overlord corporations. C-0X: Highly experimental, usually extremely lethal and dangerous for the bearer and intended target.
- #18Classifications - Genemodding
Keys: G0-X, G-II, G-I
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
G-I, G-II, G-0X G-I: Stable. No health complications. G-II: Unstable. Advanced genemods with the potential of runaway mutation as a rare long term side effect. G-0X: Pristine with no side effects or risk of triggering Cybernetic Rejection Syndrome. Reserved for powerful individuals and it's existence is a tightly guarded secret. GOVOP hunts leakers of this knowledge.
- #19Emerging Life - Sapient Androids
Keys: Sapient, Conscious, Living
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Description: An android capable of experiencing the full breadth of the pain, suffering, happiness, joys and contentment that comes from having the cognitive and sensory capabilities of developing conscious. A synthetic yet living machine. Most of those remaining are long outside of the bounds of Ratchet City or have managed to seamlessly integrated into life as a "human". There are still many agents and detectives, Android Hunters, on the payroll of the government to root out and hunt any stragglers or those suspected of creating new android.
- #20Government Entity - GOVOP
Keys: Government Operations, GOVOP, Spec Ops
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Alignment: Lawful, but uncaring for the lower rungs of society while protecting the powerful. Description: The remnants of the US Government consolidated into a single agency, acts as the central intelligence service for the Founder Corporations. The judge, jury and executioner of the will of the Founder Corporations, almost every single person employed goes through extensive training and modifications, taking on entirely new identities. Active field agents usually requiring a full synthetic conversion before seeing deployment, ensuring servitude with a suite of software and programming to keep the agent completely loyal. In exchange their families are protected and ushered out of the lower rungs of society, and the agent assured a cushy retirement.
- #21Government Entity - North West Organization
Keys: North West Organization, NWO
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Description: The legislative and governing branch of Ratchet City, only manages registered citizens and everything within the power grid. Shareholders have voting rights relative to the amount of shares they have invested in approved companies, there is no democracy and it's not a republic either, this is a corporate technocracy.
- #22Mercenary Contracts
Keys: Job, Mission, Contract
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Description: In licensed mercenary bars all over Ratchet City, there is a board for all kinds of missions, contracts and quests issued by rival corporations, these corporations legally hire the services of these mercenaries to assault and take resources from other corporations, scavengers or prewar facilities still untouched. Capturing Radar and Information Arrays, Bunkers of Prewar Tech, Raiding Colonies of scavengers cutting into a companies bottom line. Taking over entire manufacturing facilities, all paid well and legally sanctioned.
Notable Mercenary Bar: Gorka's War Station,
- #23Location - Mercenary Bar: Gorka's War Station
Keys: Gorka's
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Location: Top floor of a skyscraper built along Tech Row. Description: The most popular bar for all kinds of mercenary either looking for work or taking the edge off in between missions with drinks and like company, maybe even see battle field enemies and rivals to challenge them to laser table hockey or the laser quick draw booths to settle the score.
- #24More Than Human - Metabolic Overclocking
Keys: MO, Metabolic Overclocking, Suped
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Metabolic Overclocking is a general term used to describe a set of genemods and therapies designed for combat applications. One may increase strength, speed, reaction time, endurance, durability, and other more niche effects. Often these traits are taken from animal species and adapted for human use. The cost is that one's metabolism goes up significantly, requiring increased caloric intake, generating heat which must be vented with additional expensive external modifications like tails, ears, horns and other extra appendages depending on function or taste of the modded or their employer.
- #25Emerging Life: Flesh Horror(Only Toggle of if not using 47thP Expansion)
Keys: Mutant, Flesh Horrors, Flesh Horror
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Flesh Horror Description: The end result of dangerous unstable mutations left to run amok and experiments from isolated pockets of madmen from the wasteland, Flesh Horrors take many shapes and sizes, often mutating and reforming in real time as they respond to their environment. Their goals are as varied as their forms, some fulfilling delusions from their previous life, others with a hunger for more flesh or brain matter to subsume into their abominable form. The larger the organism, or the more numerous it becomes, it becomes increasingly likely for an Psychic Overmind to form, sometimes in the form of a hivemind with central drones, or a total, unified hivemind, in either case extremely dangerous. Flesh Horrors almost always start off from an origin human and can grow into massive proportions when left unchecked, the largest of mutants often require a full squad of mech to take down.
- #26Encounter - SIGNAL DETECTED
Keys: on
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
A wireless device is active and may attract GOVOP intervention. They will stalk, investigate and eradicate the source of the signals. The stronger and more consistent the signal(s), the more intense and fast of a response. Finally, attempts will be made at information retrieval, dead or alive, to discover if the signal source can be tied to other sources.
- #27Technology - Laser Communication
Keys: LC, Project Lightgrid, Laser Communicator
Enabled · Selective · Before character · Order 10 · 100%
Entry settings
Laser Communication Type: Technology, Ratchet City Communication Summary: Replacing all other sources of wireless communication, Laser communication via techological devices is the bedrock of the infrastructure for all of Ratchet City. LC devices require general line of site to a node to funciton, the protective dome around Ratchet City prevents communication in or out with central operators handle signals incoming from the exterior of the city's unfathomably large, translucent defensive shield.
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