Personal Characters List
Name: Rameshvara V. Katalin
Handles: Ram, Katalin, Valerianus, Val
Occupation: Scientist & Engineer
Description: Whole-brain emulation of an undisclosed species uploaded within a masculine shark-like synth body. Compared to what little said of his original form, he claims to’ve traded up in physique, synthetically masked to appear young in his mid-twenties with grey, slightly reddish requiem-like skin & a long thresher-like tail.
His body is an “Exocet” selachimorph; a synth model hardened to survive
condensed physics-altering degrees of inertial force experienced in extreme acceleration. Numerous after-factory cybernetics enduing additional senses & cognitive enhancements have also been subtly integrated, with a few even falling into legally dubious areas, including a
‘‘hot core’’ security-grade cyberbrain
kernel-patched with various “skillsofts” & “pathotronics”.
Finally, while his head, neck, & torso are braced by synthetic bone, the arms & legs are supported by a frame of artificial cartilage reinforced by a self-repairing mosaic of Carbon-Boron-Nitrogen
‘‘tesserae’’, resulting in limbs that are near-unbreakable and sturdy, yet still pliant enough to non-destructively bend under enough force.
[ ♫ ]
Notes: At one point was merely a 20-something drudge living a quiet life many centuries ago. In the natural order of things he would’ve lived, died, & his personal achievements would’ve eventually faded with him, with one notable exception: Rameshvara V. Katalin was one of the first sapient test subjects for synthbrain connectome architecture imaging. His last pre-reinstantiated memory was being lured & coaxed by an attractive wunderkind professor & her interns to lie still while wired up to a strange machine, before suddenly getting barraged with an overloading maelstrom of bizarre sensory input.
When he was re-instanced a century later within the virtual simulspace servers of Preserved Connectomics Limited, & given his first orientation by a “CAIS” (lowtech “comprehensive AI service”) donated as a personal assistant for life, he found that the future was the world he always wanted to live in. He would soon later discover though that he’d be assigned into indentured servitude to defray the steep costs of recovering him out of ancient hard drives, & so for whole subjective millennia trapped in time-accelerated virtual labs of a subsidiary’s R&D robotics division, he’d toiled away under the tutelage & authority of the now-immortalized professor who had effectively enslaved him.
In the last decade Rameshvara has been finally released from his indentureship, only to discover he was locked in a second near-forgotten yet non-complete contract with other employers now trailblazing space colonization. Unable to earn his own credits, but at least now corporeal, he’s taken solace in that his new occupation pushes him to diversify into new fields and frontiers.
Roleplaying/Motivations: [^ Science] [^ Power] [v
‘‘Antigonus…’’ (Antigonus Carbrey; another “infomorph” who’d been indentured alongside Rameshvara, yet became something of an academic rival)]
Millennia of slaving away in time-accelerated simulspace labs, as well as frequent “forking” & “re-integrations” has left him somewhat unbalanced; occasionally he fantasizes blueprints for doomsday devices or super-soldiers. In an attempt to avoid these destructive fantasies, he’s grown accustomed to keeping himself evened out with “pathotronic” cyberbrain algorithms, resulting in a more gleeful personality, that while a bit unsettling, doesn’t have unproductive & intrusive thoughts, such as seeking to weaponize
vacuum-materialized antimatter to destroy perceived enemies. While some worry what damage he would be capable of if turned loose, others fear what precisely Rameshvara may’ve been mentored & used by his former employer for.
Quote: “They say madness is rampant in this sort of career. Some have even personally called me mad…”
“And why?” ô_ó
Name: Caitríona Greeley
Sex: Female
Age: late 30’s
Handles: Cait, Greeley
Occupation: Private Magistrate, (a.k.a. Freelance Judge)
Physical Appearance: [
+ ]
Notes: An exemplary “freelance judge” by career, whose adaptable jurisprudence and keen supervision keeps employer’s systems of contract-law running smoothly. Between the credit earned to her name from passing fair arbitration, and the money received when a contract stipulates a percentage of damages or payment for an arbitrator, it’s a comfortable living. That is, when not being shot at while cutting through hull plate to get at a party hiding away in breach of their obligations.
Roleplaying/Motivations: [^
The Law ] [^ Wealth ] [v Corruption ] [v Indolence ]
Freelance judges are sometimes mistaken for bounty hunters, but this is incorrect. Before enforcement, their first function is to examine the case on its legal merits. Then one may call both parties in for arbitration, take action against a breaching party by themselves, or even publicly identify the breaching party and offer up a cut of their own reward to assemble a posse.
Quote: “Earth customs don’t apply here. You’re in breach of Section 3, Paragraph 9 of your duly executed contract under the Nomic system. Heave to and prepare to be boarded. This is your only warning.”
Name: Konstantin Rurik
Sex: Male
Age: late 20’s
Handles: Contractor
Occupation: Still-functioning assassin, somehow working still in a
post-death era.
Physical Appearance: [
+ ]
Notes: Even in a spacefaring gilded age, the underlying spook world hidden from society maintains a stranglehold on the flow of information, and hitmen are one of many powerful instruments with which any deep state uses to tighten their grip. In order to maintain control and stability, it is sometimes necessary to make certain people either disappear, or suffer unfortunate physical trauma as a message. That’s where Rurik comes in. He gets assignments from higher-ups, never questioning why, and accomplishes them with no witnesses and no traces left behind.
Roleplaying/Motivations: [^ Survival ] [^
The Hunt ]
He’s seen those action clips of mecha-octopus assassins wielding eight guns at once, but that’s fiction; a true pro only needs one gun–and one shot–to get the job done.
||Unironic fan of Huey Lewis & The News. ||
Quote: “That, tetrodotoxin, should be nicely into your meatbag system by now. It’s isolated from the liver of an old-world pufferfish. So, it paralyzes you, but it leaves all the other neurological functions, perfectly intact… in other words, you can’t move, but you feel,
everything. It does absolutely nothing to blunt the pain, and you’re about to experience more of that,
then you could ever, fucking, imagine…‘’
Augmented Reality & You
Tactical Networks
Tactical networks, or “tacnets”, are specialized software programs used by teams that benefit from the sharing of tactical data. They are commonly used by sports teams, security outfits, military units, AR gamers, explorers, surveyors, miners, traffic control, scavengers, and anyone else who needs a tactical overview of a situation.
Functionwise, tacnets provide specialized software skills and tools to a superintending AI, as best fits their tactical needs. These tools link together and share and analyze data between all of the participants in the network, creating a customizable display within smart-glasses, helmet visor HUDs, or even
entoptic implants for each user that summarizes relevant data, highlights interactions and priorities, and alerts the user to matters that require their attention.
The following list is a sample of a typical combat tacnet’s features:
Maps: Tacnets assemble all available maps and can present them to the user with a bird’s eye view or as a three-dimensional interactive diagram, with distances between relevant features readily accessible. The superintending AI can also plot maps based on sensory input, breadcrumb positioning systems, and other data. Plotted paths and other data from these maps can be displayed as entoptic images or other AR sensory input (a user who should be turning left might see a transparent red arrow or feel a tingling sensation on their left side).
Positioning: The exact position of the user and all other participants are updated and mapped according to local
mesh network positioning and GPS. Likewise, the position of known people, vehicles, and other features can also be plotted according to sensory input.
Sensory Input: Any sensory input available to a participating character or device in the network can be fed into the system and shared. This includes data from physical senses, portable sensors, smartlink guncams, XP output, etc. This also allows one user to immediately call up and access the sensor feed of another user.
Communications Management: The tacnet maintains an encrypted link between all users and stays wary both of participants who drop out or of attempts to hack, spoof, or otherwise interfere with the communications link.
Smartlink/Weapon Data: The tacnet monitors the status of weapons, accessories, and other gear via the smartlink interface or wireless link, bringing material stress and damage, shortages, and other issues to the user’s attention.
Indirect Fire: Also known as “tacnet sniping”, members of a tacnet can provide targeting data to each other for purposes of indirect fire.
Analysis: The AI(s) participating in the tacnet are bolstered with skill software and databases that enable them to interpret incoming data and sensory feeds. Perhaps the most useful aspect of tacnets, this means a superintending AI may notice facts or details individual users are likely to have overlooked. For example, the tacnet can count shots fired by opponents, note when they are likely running low, and even analyze sensory input to determine the type of weaponry and ammunition being used. Opponents and their gear can also be scanned and analyzed to note potential weaknesses, injury, and capability. If sensor contact with an opponent is lost, the last known location is memorized and potential movement vectors and distances are displayed. Opponent positioning can also identify lines of sight and fields of fire, alerting the user to areas of potential cover or danger. Tacnets can also suggest maneuvers that will aid the user, such as flanking an opponent or acquiring better elevation.
Vade Mecum to 22nd Century Combat
( mish-mashing from these two PDFs; [ A ] [ B ]. )
Let me drop some Sun Tzu on you first. The best thing is of course never to have to fight. Get the enemy to love you, want to help you, or at least ignore you. But if you have to fight, you fight to win. If you find yourself in a ‘fair fight’ you have done something wrong.
What we’re dealing with here is destruction, but what is the essence of that? It’s to prevent the intended function of something – a weapon, a person, a machine, a society. It can be surgical, like resetting a synthmorph’s brain to factory defaults, or it can be entropic, like perforating it with bullets, or blowing it up. The problem with surgical destruction is that it’s complicated, so it often requires special tools and a lot of preparation. You also need to know a lot about your enemy – always a good thing, but often hard to come by. Entropy on the other hand is easy, it is the natural tendency of the universe. Apply enough of it and it doesn’t matter what you are fighting.
This is a collection of conventional and unconventional weaponry, used to dispense entropy where it does the most good.
Strategic weapons
Let’s start with the strategic section first. The best way of making an impression that can be measured in kilometres.
Antimatter bullets
Rare, deadly, and very, very unpopular. Normally installed in special micromissiles that can fly far enough to be safe to use, but a few railgun bullets have also been made. Generally regarded as completely insane to use, but a few rogue ASI hunters I know swear by them: nothing survives ambiplasma, no matter how smart it is.
Unfortunately, antimatter ammunition is quite unstable. A sufficiently serious hit on the weapon or ammo will set it off. While antimatter railgun bullets are built to handle extreme accelerations sometimes they fail when fired, blowing up the firer. Worse, some do not detonate when they should, leaving unexploded antimatter ordnance lying around or inside a body. Of course, sometimes you want this to happen, and so we have a design for that too.
The yield can be anything from a grenade to a nuke, depending on the design. Unlike a hydrogen bomb you cannot set the yield after making it. Tends to set off WMD detectors left and right, so these are hard to covertly transport.
Tantalum charge
This is a nuclear isomer bomb that produces an
intense gamma ray burst. Leaves no lingering radioactivity, but plays merry hell with organic tissue, circuitry, nanomachinery, and anything else that disagrees with getting ionization and free radicals everywhere. It has an explosive power similar to a high-explosive grenade, since the gammas tend to bump the atoms around quite vigorously. One of the nice things about this device is that it takes a somewhat sophisticated detector to figure out that you are lugging around a block of tantalum 180m, rather than just a block of boring old regular tantalum.
This is puny compared to the others in this section. This is the man-portable version you would lug into the Den of Evil to cleanse it with fire. We have a big and expensive warheads that do the same thing on regional levels. Yeah, this is likely what happened to New Maracaibo on Mars…
RKKS (Relativistic Kinetic Kill System)
These are the Big Guns; the “rocks”. To be honest, I don’t know if any have actually been built. But I’d be surprised if nobody had tried – there are a few too many paranoid groups out there with ample energy supplies and expansive strategic defense budgets.
Basically it just throws a heavy projectile at something very fast. So fast, that the enemy will not be able to react to it: when they see the blueshifted gammas from it they have milliseconds to react. Even if the enemy could break the missile they would still be hit by the fragments. And when it hits, it doesn’t matter what it is made of since it has more kinetic energy than its own mass-energy: making the warhead out of antimatter would just be superfluous.
Of course, you need to point it at where the enemy will be when it hits. So this is great against somebody who doesn’t move very unpredictably, like a large space habitat, a terrestrial city, or a big installation.
The big problem with RKKS is how to accelerate them.
This particular blueprint (courtesy of Omnicor) uses
pulsed explosions for propulsion: it is a series of stages that gets propelled forward when the previous stage explodes. Very visible, of course, but if you happened to have a small icy moon to hide it on, like, say Phoebe, Cordelia or Pasiphaë (not that I’m hinting at anything) the initial explosions would be pretty invisible and by the time the RKKS is obvious it would already be very fast. I know some Jovian think tank and the Quantum Defense Group (paranoid lunarians) have been looking at a really powerful railgun version, and there is a rumour the Titanians have found a clever way of launching projectiles using a long
‘‘thunder well’’ tube filled with deuterium that acts as a directional hydrogen bomb.
Remember, the main point of the weapon is that there’s no time to react. This is for a surprise “let’s rid the world of you”-party.
These masers are not very focused and directional. But suppose somebody arranged things so that magnetic fields produced a resonant cavity, fired a bunch of really big lasers to provide charged channels that would act as directional antennas and beamed microwaves at the right phase to make a self-focusing beam? You would get a very big maser delivering a lot – many terawatts - of energy. To actually use it you would need to set up a set of control stations in close jovian orbit. Which likely will require some cooperation with Earthgov and the inhabitants around Jupiter.
Antimatter cluster bomb
While we’re on the topic of redecorating geography on planetary scales, here’s an old classic: the AMCB. Just like the antimatter warheads we all know and love, except that this one contains hundreds to thousands of individual mini-warheads. They spread out, and detonate simultaneously across a big area or volume. Yep, this is what made the “Big Shiners” pock-marking all over Amazonis Planitia.
Why not use the AM in one big bomb? Because there is a limit on how much entropy you want to throw at a single place: making something a million or ten million degrees hot is not going to make much of a difference; all the atoms are going to turn to plasma. If your target is made of molecular matter it is not going to care much about the difference. But targets are often extended or you are uncertain of where they are. Hence the cluster: lots of sufficiently big detonations, covering the area so no point is far from a fireball.
Perhaps you want to
dissociate nuclei? Then you need to get a few billion degrees to be sure (those pesky iron atoms are pretty tough to crack). Normal nukes only give you a few million degrees in the fireball and to be honest it is hard to get beyond that with antimatter warheads too. Inside the ambiplasma you can be pretty sure of some corrosion of nuclei, though. So if you think you need to cleanse a
femtotech threat, I would recommend just pouring antimatter on it.
Maybe I am a bit too fond of the stuff, but it is hard to beat.