ENTRY 002: Rimwalkers
There has always been a segment of transhumanity that is
disenfranchised, lost, or refuses to be tied down. Some are criminals, others
just outcasts, while still others are the detritus of civilization—relicts of
old humanity, failed experiments, flawed forks in broken morphs, all gathering
at the edges of transhuman society. They thrive in the fringes of habitats,
beyond the ambiguous fringes of legal and political jurisdictions, moving on
and adapting to each new culture, finding out what they need to do in order to
breath, subsist, heal, fuck, and move on. Closer in to the warmth of Sol, they
inhabit scumbarges and slip from asteroid to planetoid and back again, wearing
many names. Sooner or later, though, the
game grows too hot, debts are called in, and the enemies they make start to
close the noose—then they flee outwards, trying to lose themselves in the vast
emptiness as they walk the rim.
Rimwalkers are hardy itinerants that move between the
habitats of the outer solar system. Poor by most material standards, they sell
what they carry with them always: their skills, knowledge, and experience. They
are freelancers who often specialize in negotiating the legalities and commerce
between habitats, or the make-do technical know-how that doesn’t come out of a
text book. Most are criminals in one way or another, though that means nothing
out on the Rim, where a transhuman might be a criminal just for wearing the
wrong shell. All are opportunists, looking for the next score. They familiarize
themselves with the rules and laws of each habitat they encounter, the better
to avoid trouble until time to circumvent them.
Among themselves, rimwalkers tend to trade favors and
information. Many rim habitats have corners of the local mesh with signs and
codewords where rimwalkers have left messages and advice, gathering rep among
their contemporaries, helping each other live a little longer. While rarely
clannish and never organized beyond small groups, as a whole rimwalkers
recognize the need to avoid preying on one another, and con artists or those
who prey on fellow rimwalkers quickly become unwelcome—outcasts among outcasts.
Mechanics
Rimwalkers are not quite a faction, and use the Guanxi rep
system (g-Rep). Rimwalker characters that betray or rip off other rimwalkers
may have the Black Mark or even the Blacklisted negative traits (Eclipse Phase, p.149) relative to other
rimwalkers.
Seed
The conflict on Eris has become a beacon for rimwalkers, who
sell their services to both sides, rarely on the front lines, but as smugglers,
negotiators, spies, subject matter specialists, and teachers. So many have been
drawn in to the edges of the conflict, in fact, that something like a rimwalker
community is forming, with a darkcast mesh and shared resources—safe houses,
false identities, secure data storage, community dead drops, etc. The problem
is that a rimwalker called Noface, a neuter splicer, has taken it in their head
to play kingmaker—and if either the ultimates or exhumans perceive the
rimwalkers as a coherent group they will be seen as a threat, and the whole
game will collapse. Senior rimwalkers recognize this, but none wants the black
mark that would come from killing a fellow rimwalker out of turn: but if an
outside group can kill NoFace or ruin their reputation, they would be very
grateful.
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