Wednesday, December 18, 2013

352: Operation Orphan

ENTRY 352: Operation Orphan

"You've heard that during the Fall that there were transhuman collaborators on the side of the TITANs. The show trials and media have cast them as civilian administrators trying to keep their people alive, or lone opportunists taking advantage of a situation for their own personal gain. The truth is that an entire faction went over to the TITANs - a group of traitors that sold out Earth and the rest of transhumanity. That organization still persists, existing in secret among us. A mutual support network for the greatest criminals in our history, helping each other stay hidden. Our job is to root them out, to find what those others they are hiding...and, ultimately, to destroy them. Understand: this is not about justice or revenge, this is a matter of survival. When the next war comes - when the TITANs return or extraterrestrials invade through the gates or whatever it might be - we must stand united. If you can agree with that, then welcome to Operation Orphan."
- Ezel Idis, Chief Executive Officer, Operation Orphan

"That's what you could never wrap your minds around. We're just like you. The survival of transhumanity, at any cost. You call us traitors, but for us it was just another survival strategy. We wanted to cover all the bases. The only difference is, you forgot..."
- Recording of interrogation session #04546, subject "Doubleblack", AF 8

Trust underpins transhuman society. Anarchists raise their children on games to illustrate the prisoner's dilemma, Jovian military academies emphasize the importance of trust in the command structure, reputation networks depend on layers of trust as much as the underlying technology - for it is important not just who votes and how many, but who counts the votes. In the aftermath of the Fall, when the invisible machinery of society was so broken down and in need of rebuilding, trust became even more important. Transhumans needed to work, to learn, to about the business of living, and be able to rely on each other. In this respect at least the TITANs did transhumanity as favor: they presented a single great Other, an enemy that all transhumans, regardless of faction or politics, could unite against. Or, almost all.

The TITANs and their collaborators are guilty of genocide. Entire species were destroyed during the Fall, the entire Earth reduced to a poisoned, ash-choked world of burning skies and caustic seas, and the TITANs have left their tainted footprints on every other world in the solar system. Yet because they are not human, it is difficult to countenance the TITANs as explicitly evil - powerful, devastating, and disastrous, but too alien to describe as cruel, vicious, or tyrannical. The collaborators, however...those are transhuman. They knew full well what they were participating in the extinction of their own species, their own world, and they chose to help. They are the worst traitors imaginable, all the worse because they are not stupid thugs.

Firewall's Operation Orphan has been tracking the collaborator network ever since the Fall. What they have found is evidence of more than just a few well-meaning admins or opportunistic rogues, but an entire clandestine organization dedicated to support the TITANs - and currently preparing for their return. These are not madmen or exsurgent cultists, whose motives could be explained away by illness or neural damage, but apparently sane, frighteningly intelligent and competent transhuman operatives who believe in their goal. There are even some implications, though the more senior Firewall members at Operation Orphan still find it hard to credit, that this nameless group of conspirators may be a rogue faction of Firewall dedicated, according to their own claims, of pursuing every method of transhuman survival - even the least palatable options. Ezel Idis dismisses this claim as classical psy ops, misinformation spread to sow doubt and discord. Yet as evidence piles up, the shape of the collaborators' mutual aid network does bear a striking similarity to Firewall...

Using Operation Orphan

Firewall's Operation Orphan is a good set-up for a darker kind of spy game, calling back to the hunt for former Nazis gone into hiding after World War II and support networks like ODESSA - and if the gamemaster and players like hunting down war criminals and bringing them in to face the long-awaited consequences of their crimes, then that's fine. However, the possibility remains that the interrogated collaborators are telling the truth - that the collaborator network is nothing more than a splinter faction of Firewall, seeking to fulfill the ultimate mission of transhumanity's survival by pursuing a different strategy. This adds a layer of moral ambiguity and philosophizing that might make for some interesting in-character debates beyond "shoot the bad guy in the head and take their cortical stack." Or perhaps the whole thing is just a con, one more ruse that the conspirators have cooked up to try and escape from their betrayal.

Seed

  • Rumor has it that the Jovian Junta unofficially offered asylum to several collaborators after the defeat of the TITANs on Mars, using their resources and knowledge to spearhead military development. Operation Orphan has been sniffing around several transhumans from Mars for years, but recently they believe they've made a break - a series of clandestine meeting and communications on Ganymede between several suspects, all out of character. One of the suspects is scheduled to head off alone on a deuterium-mining operation at Blazing Loch, and the PCs are asked to subdue and capture the suspect for questioning. A cold trek through the hinterlands, tracking the most dangerous prey...who might well turn the tables on the PCs.

Tuesday, December 17, 2013

351: Comet For Sale

ENTRY 351: Comet For Sale

For sale: Encke's Comet. Gently used. Inquire within.
- Mesh Ad

Comet habitats have never really taken hold of the transhuman imagination. While the nucleus of comets are equivalent to sizable asteroids several kilometers in diameter, and comets often contain hydrocarbon compounds and water ice which are relatively easy to mine, the often erratic and sizable orbits are a turn-off, and the delta v necessary to lock trajectory and close with a comet through its thin atmosphere (coma) can make embarking or disembarking more complicated than an orbital habitat in some respects.

One of the few serious efforts at comet habitation was Encke's Comet - with a nucleus of 4.8 kilometers and an orbital period around the sun of 3.3 years, it seemed an ideal candidate as a sort of roving trading or scientific post. A development corporation was established, landed on the comet, and drilled down beneath the crust to carve out a series of chambers, roughly half of which were furnished and functional by the time the credits ran out. Worse, the construction period took so long that the comet was headed away from the sun by that time, and the majority of the crew abandoned Encke's Comet save for an AGI caretaker called Yngvi as it headed out to its aphelion of 4.11 AU and back.

The return of Encke's Comet in AF 7 sparked a renewal of interest, but legal troubles where encountered when the AGI caretaker claimed squatters rights; few of the original parties chose to contest it, and after a brief bout of fund-raising development on the comet renewed. This time, Yngvi focused on the installation of antimatter drive engines, intended to function as directional thrusters to help steer the comet to make flyby passes of certain habitats and thus increase its commercial utility, but found itself unable to procure antimatter due to the interference of the Jovian Republic (which already viewed the comet as a potential interloper and threat). Yngvi and Encke's Comet moved away from the sun once again.

Having now just returned in AF 10, Yngvi is tired of playing caretaker and is looking to sell the comet and settle down, possibly getting a little apartment on Titan. Beginning asking price is 250k credits, though Yngvi is willing to act as the banker in the transaction as long as it gets a down payment of 20% in cash.

Using Comet for Sale

Encke's Comet makes a good setting for a one-shot adventure, a fitting lair for a brinker or setting villain, or a quirky fixer-upper for enterprising player characters that don't mind being stuck on a fast-moving ball of dirty ice for a three-year tour of the Outer Rim. Being relatively large, isolated, and moving, comet habitats combine aspects of long deep space voyages and being stranded on an alien planet - although in this case, at least for a third of the trip the comet should be reachable by various transhuman habitats with fast ships, so in that respect it can allow player characters to visit many settlements they might not ordinarily get to in the course of their adventures.

Seeds

  • Lionel Beauchamp believes that the Tunguska Event was caused by a fragment of Encke's Comet breaking off and exploding above Earth - and wants to prove this to show that comets are weaponizable. Lionel and his fellow space pirates have boarded and taken control of Encke's Comet, and Firewall believes they plan to make a test strike on Luna. The PCs are the only ones in a position to stop them, since they are near to where Encke's Comet will pass.
  • Sauvegarder Comète Encke (SCE) is a grassroots mesh-based organization that wants to cease further development on Encke's Comet. They've raised 20,000 credits, but Yngvi is unwilling to sell the comet to them or place it under trust. The PCs are asked to negotiate a settlement, possibly with an eye towards turning Encke's Comet into a Universal Park - but they will have to work against a third party, a Jovian miner named Maria Manuel Escopetarra that wants to buy the comet just to strip it of its hydrocarbons.

Monday, December 16, 2013

350: Charge Craters

ENTRY 350: Charge Craters

"Omar Patang was walking up the leeward edge of a crater near the Lunar north pole, scouting water ice. The spark came suddenly, and shorted out his suit. Unhurt, Omar managed to walk back to his landcraft before the oxygen in his tank gave out. Dozens of other transhumans haven't been so lucky."
- Charge Craters: The Hidden Menace, Lunar Chamber of Commerce

Even before Luna was permanently inhabited, scientists had theorized that under the right conditions certain crater rims - particularly near the poles - could become electrically charged from ions deposited by the solar wind. A given crater can build up a few hundred volts of static charge before eventually discharging naturally, either in an arc of incandescent dust or a spark to a transhuman's boot.

Static electricity is not a new or unexpected danger to Lunar exploration, and most transhumans who make a profession of moonwalks are aware of the possible dangers. Most vacsuits nowadays are designed as ESD garments, or with extra shielding on essential electrical equipment. Many charge craters have been identified and physically marked with signs and augmented reality tags to prevent random hikers and prospectors. Still, at least a few transhumans a year manage to fail to heed the warnings or take proper precautions, and ends up with a nasty shock or damaging their suit, and on average at least one will die, lending their name and likeness to the legendarium of charge crater ghost stories.

Seeds

  • Lunar habitats have to deal with the build-up of static charge too, especially when the moon brushes the Earth's magnetosphere. The static can play hell with sensitive electronics, shorting out many sensors or causing them to give erroneous readings - and a clever yegg named Jowls thinks this is the perfect time to pull off the heist of a century. A remote secure server farm contains vast amounts of privileged financial data for companies in the Lunar-LaGrange Alliance - with most of the surrounding sensors disabled, all Jowls needs is for the PCs to get him to the front door so he can crack in and siphon off enough data to make them all millions of credits. Of course, that means an extended moonwalk and breaking in to a secure, static-sensitive complex...if they blow the doors or fail to take the proper precautions going in side, they'll fry the whole thing and be left with nothing for their troubles.
  • Authorities are tired of idiots getting killed by charge craters, and have decided from this point on anyone stupid enough to be killed by them will have their body left to rot their for all time as a warning to others. This "Darwin Warning Statute" has infuriated the families and friends of at least a few of the dumbasses that get themselves killed every year, but until the law goes into effect they have little case in the eyes of the media - so the would-be victim's rights group seek to hire the PCs to stage an accidental death at a charge crater so that they have a case to rally to.
  • Normally charge craters only build up a couple hundred of volts - more than enough for a shock, but only a danger to those with sensitive equipment and unshielded suits. However, lately scientists have been measuring a crater with a charge of 40,000 Volts...and rising. The local lunar scientists have set up a crowdfund reward for anybody that can go there and figure out what is causing the abnormality.

Sunday, December 15, 2013

349: Grey Boy

ENTRY 349: Grey Boy

"Some egos resleeve like they're changing clothes. Some stick with the meatsack they're born in 'til they die. A couple want to explore a new body, or think that resleeving will solve all their problems. Me? I guess I wanted to make a statement. Take a step that I couldn't step back easy. It's about commitment, see. If you want to push your limits, to see how far you can go, you can't leave yourself an easy out. So when I went grey, I went all the way. See, lot of exhumans take the easy way out - abandon the whole humanoid form, go for something that looks exotic. Not many of 'em twig that being exhuman is more than a weird morph, it's a state of mind. You gotta change your perceptions, not just your look."
- Grey Boy, interview with Exhuman Spotlight (AF 8)

Deep down, most transhumans are the same - whatever they might look like on the outside, biomorphs share anatomical and genetic similarities to other Earth-based life, the majority of synthmorphs and pods are generally humanoid, and almost all transhuman egos are recognizable as human. Key word: almost.

Grey Boy designed the greymorph from the ground up, based on a theoretical left-handed Z-DNA structure. On the outside, the greymorph looks like a pop culture reference a century or so out of date, but on the inside it is as alien as transhuman science can get - instead of bones, for example, it has a flexible cartilaginous endoskeleton with an arrangement of "floating" bony plates protecting critical organs. It has orifices most transhumans would need a degree just to name, and one of the byproducts of its respiration and digestive systems is a nerve gas. More than that, the greymorph brain was deliberately designed to be hard for contemporary transhuman technology to sleeve in and out of - as alien as Grey Boy could make it and still be able to interact with transhumans. One sleeved in, it took three years of therapy for Grey Boy to adapt to the greymorph, to learn how to operate things that look like knees and elbows but really aren't, to parse sensory information his new brain fed him as colors he didn't have names for, and why chalk tasted like candy to him now.

COG
COO
INT
REF
SAV
SOM
WIL
MOX
20
12
20
13
20
14
21
-
INIT
SPD
LUC
TT
IR
DUR
WT
DR
7
2
42
8
84
40
8
65

Morph: Greymorph (Unique Biomorph)
Skills: Academics: Genetics 80, Academics: Philosophy (Anarchy) 34, Art: Fingerpainting 24, Deception 25, Fray 36, Free Fall 30, Gunnery 19, Infosec 25, Interests: Pre-Fall Science Fiction 40, Interests: Tobacco 22, Interests: Xenobiology Culture 40, Interests: Xenopsychology 35, Interfacing 30, Language: Native Czech 80, Language: English 75, Language: Russian 60, Negotiation 35, Networking: Autonomists 15, Networking: Criminals 15, Networking: Firewall, Networking: Scientists 25, Profession: Geneticist 37, Protocol 21, Unarmed Combat (Claw) 40
Implants: Basic Biomods, Basic Mesh Inserts, Bioweave (Light), Circadian Regulation, Clean Metabolism, Cortical Stack, Poison Glands (Nervex, Psi-Opener), Enhanced Senses (Echolocation, Enhanced Vision), Eidetic Memory, Fractal Digits, Hibernation, Medichines, Neurachem (Level 1), Oxygen Reserve, Toxin Filters
Traits: Addiction (Nicotine, Minor), Greymorph*, Morphing Disorder (Level 3), Social Stigma (Exhuman), Claw Attack (1d10 DV, use Unarmed Combat skill)

* Greymorphs are treated as xenomorphs in terms of being affected by psi (see Eclipse Phase 222) - asyncs suffer a -20 modifier and +1 strain using sleights against them - and are unaffected by Enhanced Pheromones (Eclipse Phase 305). In addition, Greymorphs may only ever create delta forks (Eclipse Phase 273-4).

Seeds


  • Having spent the last several years acclimating to his morph and finding himself, Grey Boy is at the point where he's happy being on his own - unfortunately, the universe has other plans. It turns out having an "alien perspective" is a marketable quality, and he's getting besieged with offers from everyone from xenocultists looking for an alien love messiah to hypercorps looking for insight on the Factors. Firewall hires the player characters to make contact and convince Grey Boy to lend his unique perspective to protecting transhumanity - a transhumanity he no longer really feels a part of.
  • Grey Boy keeps his ear to the ground on developments, and hears a rumor of a Jovian Junta military black research project - a psi-opener tuned to xenomorphs. Intrigued, he hires the PCs to steal the research - all they need to do is bust into the heavily-fortified military habitat and copy the files. Of course, there is the minor problem that the Junta was experimenting with the psi-opener on live xenomorphs...who are now loose in the compound.
  • A new drug is making the pretty young morphs in the club sick - and the media is reporting that Grey Boy has gone missing. The PCs are hired to look into one of the drug deaths, and the clues they follow just might take them to a xenocult that's harvesting Grey Boy for his secretions - the drugs to raise funds, the nerve gas to stockpile as a terrorist weapon - but the leaders are stupid enough to let the nerve gas bleed into the psi-opener, hence the club kid deaths.


Saturday, December 14, 2013

348: Ymir

ENTRY 348: Ymir

On one end of the Fissure Gate, gatecrashers stepped through onto an icy, airless moon orbiting a great banded gas giant - and stared up at the shapes moving along edge of the storm fronts. They called the gas giant Ymir and the extraterrestrials frost giants, and the name stuck. The frost giants are huge non-sentient invertebrates, some hundreds of meters long, armored in methane ice against the winds and could, their bouyancy controlled by internal gas bladders, filtering the gases they "swim" through for water ice and other nutrients. The frost giants travel in throngs with the oldest, largest frost giants in the front, and sometimes make group "dives" into the lower atmosphere, only resurfacing hundreds of kilometers away. Most xenobiologists believe that the creatures are native to Ymir, and speculate that the upper atmosphere contains myriad smaller organisms that the great frost giants feed on, but studies have been extremely limited so far, and an opposing camp believes their biology is based on the metabolism of methane. For the most part, portable telescopes have captured video feeds of the frost giants "swimming" through the upper atmosphere at the forefront of the storms, which have proven very popular on the Mesh - even spawning the expected commercial clothing and toy lines from their images.

Seeds


  • An expedition has been planned to travel through the Fissure Gate, travel to Ymir, capture one of the smaller frost giants (only 8-9 meters long), transport it back through the gate, and from there release it "into the wild" of Jupiter's upper atmosphere. It's a dangerous, technically difficult operation with quite limited scientific impulse behind it, but a Mesh crowdfunding initiative has raised over 200 million credits for the plan, based more or less solely on the idea that having frost giants swimming around Jupiter will be awesome. The player characters are hired on to help wrangle the frost giant - or maybe just as bait for one.
  • There are other mysteries of Ymir than the frost giants - notably, whether the planet is suitable for gas mining and other commercial exploitation. An anarchist collective with hypercorp partnership is exploring the possibility of turning the moon the gate is on - really, just a largish asteroid - into the anchor point for a space elevator that could be used to pump gas up to station for processing and transport back to Chat Noir. Opposing groups of anarchists use the guise of environmentalism to try and get the PCs to disrupt the operation for free, claiming that the project will endanger the frost giants.
  • A giant-watcher - one of those transhumans who has set up camp on the moon to monitor the strange extraterrestrials - has detected a solitary specimen that has drifted far away from the other throngs of frost giants and behaving very erratically. Enlisting the PC's help to investigate, they discover the errant creature is long dead - a floating corpse kept aloft by its intact gas bladders, tossed about by the winds. A tremendous prize for science if they can get it out of the atmosphere, certain to cement a rep among scientists and gatecrashers.

Friday, December 13, 2013

347: AF Healthcare

ENTRY 347: AF Healthcare

"Every transhuman is their own physician."
- LGM of Mars

"Hold on, let me check MeshMD."
- Earl Boutain

Not everyone can take a trip into the nanobath every time they get a cut or a sniffle, but most habitats and transhumans recognize the need for general, preventative, and emergency care. The exact form of that care and what's available depends largely on the resources available: larger and more established habitats tend to have dedicated on-call medical facilities subsidized by hypercorps or political bodies, staffed by physicians who have passed through a formal course of instruction supplemented by practical experience, and supported by trained nurses, medical technicians, and specialists. Smaller habitats make do with what they have - often little more than a dedicated nurse with a Mesh-based education and certification (or skillwires) with locally 3D-printed tools, and probably an agreement with to wave fees and restrictions so that traveling physicians can farcast in to deal with emergencies beyond local capabilities. Anarchist and Autonomist habitats rarely even have medical farcast agreements in place, relying on Mesh-based medical knowledge and expert systems to diagnose and treat injuries and illnesses to the best of their ability.

Most transhumans out on the Rim trust the calm, reassuring voice of their medkit over the confusion of Mesh-based medical databases, though in reality the medkit expert system is often based off of and regularly updates from the sprawling, discipline-jumping wikis which touch on everything from chemistry to medical engineering to genehacking to psychology. In the Main Belt, where miners and prospectors are often alone for months on end with very limited supplies and regularly deal with vacuum-walks and high explosives, most habitats keep live medical personnel on-hand at the communication stations to give advice and opinions, perform virtual triage, and to help direct potentially lethal injuries to the nearest station or habitat. Prospector hypercorps that operate in the Belt recognize medical necessity as one of the few legitimate reasons to ransack remote or currently-uninhabitated facilities, and most have signed the Reciprocal Emergency Medical Agreement that forces hypercorp employees to lend aid and assistance in medical emergencies under most circumstances.

While most transhumans think of healthcare in terms of medical emergencies or life events, the most pressing issue for most habitats is the ongoing management of infectious disease, which in the relatively high-radiation, high population density habitats tend to spread and mutate quickly. Traditional antibacterial agents produced by natural or genegineered micro-organisms tend to be as scarce as natural food; most habitats rely on synthetic antibacterial compounds that they can manufacture locally - and even then, habitats are regularly ravaged by antibiotic-resistant superbugs, which are usually only kept in control by counter nanoinfections and smart viruses. Animal, plant, and even some mineral-based medicines too are relatively rare, though genehackers with a philanthropic bent have made some progress in publishing open-source gene sequences to produce certain substances, with instructions on how to work them into common workhorse bacteria or drug glands.

Using AF Healthcare

This brief article barely scratches the surface of an ocean that is as deep as you desire it to be; the gist is that healthcare in Eclipse Phase is varied and limited by local restraints - often medical knowledge is in good supply, but medical experience and many common medicines of today are relatively scarce. On the other hand, in the face of extreme need transhumanity has applied their greater technology to the task, so that in the event of medical emergencies a habitat could literally download a doctor into a waiting morph (or have medical staff fork themselves repeatedly to deal with a sudden rush in demand), a surgeon on Luna can operate a surgical pod on Titan, and even in a Brinker stronghold you can download a step-by-step guide on how to facilitate the birth of a transhuman baby through the Mesh. The emergencies are good fodder for adventures, or for when the PCs themselves get hurt and need treatment, but for most transhumans though, healthcare is not about treating beam weapon burns, bullet holes, and slight explosive decompression - it's getting a drug gland that looks like a third nipple but releases anti-migraine medications, figuring out whether the growths on their back indicate it's time to upgrade the radiation shielding, check-ups for micronutrient deficiencies, and all the other regular day-to-day stuff of life. Background, in other words, but potentially important background that can be used to heighten tension in some scenes, or provide solutions when the PCs think they're out of options.

Thursday, December 12, 2013

346: Mr. Attercop

ENTRY 346: Mr. Attercop

"You wouldn't believe how much he enjoys being a giant spider."
- Sheena Brideswell, "Mrs. Attercop (I)"

An ancient Earth philosopher once wrote on the hierarchy of needs - a construct to help try to understand and express how transhumans prioritized their internal and external lives. At the base were physical needs - food, water, shelter - and progressed upwards in extraction to more intangible mental, spiritual, and emotional fulfillment. At the apex was self-actualization - which definition depended slightly on whom was talking about it, but was considered the goal of realizing one's own potential to its greatest extent. It was a goal that was not possible when mere physical needs were a concern, or even the needs of friends, employees, and dependents.

Synthmorphs, makers, and the post-scarcity economy rather shot a hole in the old hierarchy of needs. Most transhumans don't have to worry about things like breathable air, potable water, and basic nutrition or electricity. The Mesh provides near-infinite entertainment, all the games, porn, viral images of juvenile animals, and transhuman interaction that most people ever need. Most of transhumanity may not exactly be happy, but with their physical needs taken care of and plentiful of mental stimulation, all that is left - all that remains for the majority to seek and solve - is the fulfillment of their emotional needs, and self-actualization. Some find purpose in the defense of transhumanity, the pursuit of political power, or the creation of art. For Mr. Attercop, the first step was resleeving into an arachnoid morph.

Mr. Attercop has no greater purpose to his life than to be a giant spider. It is his bliss, his goal, and though his wives and children don't always understand it, they are supportive of him and love him. He doesn't consider resleeving to have even been a choice - simply a realization of who and what he always was.

COG
COO
INT
REF
SAV
SOM
WIL
MOX
12
12
15
20
15
25
20
-
INIT
SPD
LUC
TT
IR
DUR
WT
DR
6
1
40
8
80
40
8
60

Morph: Arachnoid
Skills: Academics: Arachnology 40, Academics: Mythology (Spiders) 40, Art: Storytelling 25, Fray 20, Free Fall 26, Infiltration 44, Interests: Arachnoid Morphs 50, Interests: Cooking 24, Interests: Web Design 23, Interfacing 26, Language: Native French 90, Language: English 80, Networking: Firewall 10, Networking: Media 20, Perception (Lidar) 36, Profession: Teacher 30, Profession: Tour Guide 30, Protocol 25, Unarmed Combat 40
Implants: Access Jacks, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Vision, Extra Limbs (6 Arms/Legs), Lidar, Mnemonic Augmentation, Pneumatic Limbs, Radar
Mobility System: Walker (4/24), Thrust Vector (8/40)
Traits: Armor (8/8)

Using Mr. Attercop

Few transhumans are as comfortable in their own skin as Mr. Attercop. He has embraced being an arachnoid morph to a degree beyond most; there is a bubbly undercurrent to everything he does that shows he's having a great damn time, and it's almost infectious. Player characters will probably meet him as a colorful extra and/or a local Firewall contact; while he normally gets by as a tour guide, teacher, and odd-job man, having found his own blissful calling as a giant mechanical spider he likes to be helpful and interact with others. Left to his own devices he dotes on his two wives and their children, plans out low-gravity webs that he likes to spin using a variety of filaments, and strike up new friendships so he has someone to tell his stories to.

Seed

  • Mr. Attercop has an early, damaged fork, split off before he resleeved into the arachnoid morph. Unable to resleeve himself due to a morphing disorder, this fork has become deranged. Calling himself the Wolfspider, he has begun to hunt and kill other transhumans on the habitat in the manner of a giant spider - with the suspicion and blame landing immediately on Mr. Attercop. The PCs may be asked to investigate by the habitat, Attercop's wives, or even Firewall.