ENTRY 007: The Fear
Fear is a survival trait, an autoimmune response with
pre-programmed triggers that have historically helped transhumanity to fight
against the disease of death. All the worse then when fear becomes an
autoimmune disease—instead of keeping transhumans alive, it can keep them from
living, trapped in their habitats, their bodies, their thinking, unable to face
the stars or their own limitations. The infinite transhuman potential kept
caged by the same instincts that once helped us escape the Earth and the
limitations of our own genetics.
The Fear is a disease, one of the most subtle exsurgent
viruses, but one that only targets biomorphs and is usually spread by contact.
The infection takes hold slowly and has the potential to affect large segments
of the population, especially crowded habitats. The only outward sign in the
infected is reticence—to resleeve, to move on, to see the stars; their minds
attempt to form rationalizations for the instinctual fear that grips them,
which they can barely frame or put words to. Eventually the infected feel fear
all the time, threatened by everything, crippled by worry and paranoia. The
personal costs of The Fear are magnified in populations: groups because
insular, withdrawn, and factitious; habitats no longer look to expand or
improve, and many actually become hostile to the idea.
Mechanics
Stage 1 (initial
infection to 1 year):
Upon initial infection, the character begins to gain 1
mental stress per month, gradually manifesting as an acute phobia in about six
months. At this stage, the phobia is generally very specific—fear of
resleeving, fear of space travel or vacuum, even fear of open spaces. Minor
habits tend to form to support their fear, like leaving their settings just as
they were or putting off necessary upgrades. Characters may realize their fear
and seek treatment, but unless the underlying nanobiological infection is
recognized or dealt with then psychotherapy will be ineffective and the fear
will continue to get worse and more crippling. Characters face a penalty to any
action that would invoke their phobia equal to their current mental stress x 3.
Stage 2 (1 year to 2
years):
After one year, the character begins to gain 2 mental stress
per month, and their phobia broadens—the character picks up another relevant
phobia every three months. At this point, other characters can generally begin
to discern something is “off” about the characters, as their daily activities
and attitudes tend to be severely curtailed and they begin to be closeted. Psychotherapy
is still effective at this point, provided the exsurgent virus is somehow
eradicated from the character’s system (typically by resleeving into an
uninfected morph). Additional complications may arise depending on how much
mental stress the character accumulates while dealing with their issues; it is
not uncommon for some (10%) of characters to develop a general anxiety disorder
in the 24th month of infection.
Stage 3 (2 years+):
Characters at this stage are consumed by their phobias, and
are typically afraid of anything and anyone new, traveling to new places, and
any technology or cultural innovation beyond what they knew prior to infection.
On busy habitats, such characters inevitably become shut-ins. Curing the
afflicted character is still possible with intense and prolonged psychotherapy,
but not in their current morph—The Fear literally becomes hard-coded into their
systems, and they must be resleeved before any progress can be made.
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