Showing posts with label transhumanism. Show all posts
Showing posts with label transhumanism. Show all posts

Wednesday, 13 August 2014

From the Osteolix to the Inner Clumps

Underworld Lore #4 is coming this week, which means the Arcane Dwellings table needed to be done faster than expected, so I did the last nine myself, to be sure there are 30 ready to go.

If you want to add any, like Red Orc did with the Threshold of Eternity on Monday, go right ahead, and Greg can push that many of mine off the list.

Monday, 4 August 2014

Dragons & Dungeons

I wonder how different the world would look today if 'D&D' actually stood for 'Dragons & Dungeons'?

Maybe no different. The typical module might be creature-focused rather than site-based. But the cascading consequences of even that fine change, in minds across the lands and down the years, could have done odd things.

Friday, 1 August 2014

Deep thought Friday

Haven't done one of these in a quite a while now.

The background reading includes two posts from today: Trey's review of Guardians of the Galaxy, and the idea certain aspects suggest Farscape, and a post at Realms of Chirak on 'citogenesis', essentially a lack of care in recording knowledge.

What's the connection? Read this article at the IEET site on the idea of intelligence limiting itself.

The question then. Is intelligence an evolutionary dead end and what role does culture play in this?
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Friday, 31 January 2014

Near future wor*fare




When mum came back from the war her skin was on inside out and she was crapping through a hatch in her belly button. That was nothing. Last time she'd coughed her lungs up and if not for the nanopills we'd have needed to stuff them back in ourselves. Like we did with aunt Claire's. Hanging down her front like a forked bib they were. *Yeugh.*

We did laugh though.

But this time it was the baddies came off worse. She had a vid to play us and it was a case of your tote destruxor. She took out two bungalows and the playground beside the old folks home, and Mrs Moggins vaped the brick flats on Mill Street. They pulled everyone back when the 'topes came in.

'Topes? No snopes. We never opened the windows anyway these days, what with the smell from next door. All just piled up out there they were. Good neighbours. Plain bad luck...

Bzzz...

Monday, 2 December 2013

Traveller, the epi-character and a very long game




First go read this. Epigenetics focuses on the idea of meaningful genetic change being passed down the generations by means other than DNA. Lamarckism is the supposedly discredited thinking that change to an organism in a single lifetime can also be inherited.

The article suggests that life has developed methods to transfer by reproduction not only genetic information, but even the experiences of the parents, a form of actual knowledge.

The significance of this is difficult to downplay, and the ramifications are going to keep people occupied for a long time. This is something traditionally fantastical, hard sci-fi at best. Before I come back to what this could really mean, a quick detour through gaming.

Sunday, 17 November 2013

Up and at 'em = down and out?

Thanks to the film Gravity the Kessler syndrome is getting plenty of discussion at the moment. That's the idea that objects colliding in orbit could trigger a cascade, with the mass of debris produced potentially rendering spaceflight very hazardous, keeping us on the ground, grounded.

It's easy to imagine it used as a weapon, but for sci-fi and fantasy it could make for a strange new world - one not so far from the world we're in now.

Thursday, 28 March 2013

200 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (arms /1,000)




Yet more entries for the character detail project, which is an open project to produce a large range of options for figures in a grimdarkling world like 40K's. The whole thing was set off a couple of weeks back by Lasgunpacker's random warband creator for Inquisitor.

Since my last batch, Lasgunpacker has posted 200 each for bling and equipment, to make 700. With zhu bajiee's 60 minor mutations and my first batch we have around 950.

This is my next batch of 200 then, this time for the arms, which gets us to around 1,150.

If you don't have a d20 and/or d10, just roll 1d6: on a 1-3, roll for 1-100 as described in the fifth paragraph here; on a 4-6 roll for 101-200 the same way, adding 100 to the result.

To decide which arm it is, assuming two, roll 1d6: on a 1-3 it's the left, on a 4-6 the right.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Thursday, 14 March 2013

200 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (head, /1000)




More entries for the character detail project, for individuals in a grimdarkling world like 40K's, set in motion last week by Lasgunpacker's random warband creator for Inquisitor.

Since my first batch, Lasgunpacker has posted 100 each for bionics, weapons and clothing. With zhu bajiee's 60 minor mutations that gets us to about 450 non-duplicates.

We're running parallel tables, aiming for 1,000 each to start and avoiding any overlap as far as possible, with the idea of combining them later. If anyone wants to join in, they're very welcome. Lasgunpacker's plan is here and I'm provisionally thinking the following:

  • 200 for the head, including the face and neck
  • 200 for the arms, including the shoulders and hands
  • 200 for the thorax, i.e. the chest and upper back
  • 200 for the abdomen, i.e. the belly and lower back
  • 200 for the legs, including the feet

So here's the second 100 for the head, combined with the first 100 to make a list of 200.

If you don't have a d20 and/or d10, just roll 1d6: on a 1-3, roll for 1-100 as described in the fifth paragraph here; on a 4-6 roll for 101-200 the same way, adding 100 to the result.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Thursday, 7 March 2013

100 grimdarkling personal features, minor mutations, gifts, devices, body mods and stylings (head, /1000)




I may not be fond of using tables in play, especially in tactical roleplaying, but I still like big, baroque tables, most of all for prep. This is a fairly big one, and baroque in content.

It was inspired by Lasgunpacker's random warband generator for Inquisitor and the idea of crowdsourcing a d1000 table, but helped along by the recent musing re John Blanche.

Put simply, Inquisitor is a 'narrative wargame' published by Games Workshop in 2001, a blend of skirmish game and RPG set in the 41st millennium. Officially it uses 54mm miniatures, but actual play looks to be heavily 28mm (see INQ28). Inquisitor may be the loftiest crag in GW's modern history, the magical moment when it all came together and the nature of the drop became clear. But that's an argument for another day.

I'm game for a d1000 table whether or not anyone else is, and this is a first 100 entries, for the head only. They're personal features, minor mutations, gifts, devices, body mods and stylings for characters in a grimdarkling world - like 40K's - but system-free. They assume a human, or standard humanoid at least, but the list shouldn't be hard to adapt.

It's a d100 table, which usually means rolling 1d10 twice, once for the tens and once for the units. If you don't have a d10 but have a d6, you can use the method described here.

Beware: there's some weirdness, a fairy tale-bad dream darkness and light body horror.
 

Friday, 31 August 2012

Rogues' gallery - Trippies

After sending Trey my seeds yesterday I emailed Fenway5 my material for Rogue Transmissions #2, a fuller version of the lost and found item list.

Now that's done, I'll be finishing up and posting rules for a few general factions. They're also aimed at Rogue Space, but should be easy enough to convert to other systems and settings. First up are the transhuman Trippies.

So who are these Trippies then?

Humans of the clade known as the Trippies are squat, strong and bioengineered with a prehensile third leg grown from the lower back, an adaptation to dynamic atmospheres.

And what's that got to do with us?

At the GM's discretion, Trippies may be taken as starting characters and/or be NPCs.

Starting characters: Origin, nature and lifestyle mean around 50% of Trippies have the Technician Archetype, and all have a further +1 Hit Point. The many challenges and the clade rejection mean initial Empathy is -1D3. The GM may allow a finboard or skytrike.

NPC groups: A group may include 1D6 Trippies of up to 1D2 generations; all but 1D3-1 will have a finboard and there will be skytrikes with seating or anchors for all but 1D2-1.

The third leg: A third leg may be used to a) hold or manipulate as if a hand or b) move 50% faster than an average bipedal human. It may be used simultaneously to reroll one die per attack in melee against humanoids, to represent surprise kicks, trips, switches and bracing. If a third leg is badly injured, initial instability modifies all Attributes by -1.

Technologies: Trippies make extensive use of various advanced human technologies, notably anti-gravitics. In many colonies, Trippies are adept riders of tripedal finboards, these often towed by skytrikes; the largest skytrikes mate with interstellar driveframes.
                                                                                                                              

 Finboard, powered*    C H A S E  100% [2]  skims: 25' powered or 2 x rider move
                                                                                                                              

 Skytrike, suborbital, random pattern*

 C      16.6%    [1]   Canopod (seating for 1D3 Trippies: 1 rider + 0-2 passengers)
 H      16.6%    [1]   up to 3 Rating points of payload, 1D3+3 finboard line anchor points
 A      16.6%    [1]   C:H: 1  S: 1
 S        50%     [3]   125'
 E        100%     6
                                                                                                                              
* Uses the vehicle construction rules in Rogue Transmissions #1.

But what are they doing here..?

The GM may want to roll below for each starting character or NPC group, who is/are:
  1. ... trading, or otherwise seeking or offering skills, services or technology.
  2. ... fleeing a threat, prejudice, a discrimination of some form, or far worse.
  3. ... asserting a claim, attempting to right a wrong or continuing a vendetta.
  4. ... seeking a suitably hazardous landscape to explore, exploit or colonise.
  5. ... experimenting, releasing untapped potential or raising consciousness.
  6. ... studying, self-engineering or otherwise adapting to this particular site.

As ever, feedback is welcome, but better yet tweak what's here or run with it. If you don't know Rogue Space, my original review is here and the links below lead to more material.

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Saturday, 17 December 2011

Rogue Trader in Rogue Space?

To follow up on the review of Rogue Space last week, I thought I might run a series suggesting stats and rules for the system, for characters, equipment and so on inspired by other settings.

There are setting materials in the various free supplements of course, but the enormous potential in sci-fi means these are probably not what everyone is used to or looking for.

I thought I'd start with the obvious for many readers here - the 40K universe. Given the Rogue Space basic ruleset assumes a human starting character and lists light armour and projectile weapons, and the Armory supplement includes laser weapons, it's quite easy to create characters inspired by human Imperial forces like the PDF and Guard.

It also means there's a starting point for other standards, and if you want to run a game with a group of 40K players, it seems likely space marines in particular will come up.

So here's a proposal for a transhuman starting character in powered armour armed with an explosive projectile launcher, flamethrower, plasma gun or close assault weapons.

Sunday, 7 August 2011

Review - Minority Report

What an interesting film this is. I deliberately catch up with big movies and books years after release so it was the first time I'd seen it. I think a delay helps balance the gadgets and gimmicks better with the more subtle themes, and this seems like a film to benefit.

On the whole I enjoyed it. In terms of inspiration it's got lots to take away. The concept and accumulation of detail are impressive, exactly as we'd expect, although for me it's not as profound as it seems to want us to think it is and there's plenty that doesn't work, is too loose, oddly tired or silly, and all the obvious laughs felt somehow out of place.

It does still manage to surprise though, on many levels, and there's a feeling of a natural development despite the railroading, with plenty of observations to make and layers to peel back. I'm still thinking about the construction, the relationships of the characters, the painful ambiguity, especially of the ending, and the very human, honest approach.

Appropriately, given the water theme, it's the immersion in the world that really grabbed me, though more the subjective world or worlds of the central figures than what I saw as a rather uneven near future setting. It also has one of the best shots I can remember in a blockbuster, downstairs at the hotel, 10 to 15 perfectly realised seconds of cinema.
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Saturday, 25 June 2011

Money in old tropes - Cyborgs

Second in the series in which I give YOU a new take on an old trope and tell you to go earn big!

Last time was marines; this time it's cyborgs.

We know the concept very well. A cyborg is a cybernetic organism. But that's been done. To death. Check out just this list. We've had all of endoskeletons, exoskeletons and implants.

What's left? Well, our imaginations are the limit.

For example, you've probably heard of utility fog. It's been mentioned at the Expanse here re gaming and here re philosophy. The idea is that a huge number of tiny links in a 3D matrix regulate their relative positions to change shape, colour and property. The T1000 starts to look less fantastical. The real world starts to look less solid.

But how does this tie in with cyborgs? Surely utility fog is beyond biology? Not so fast. There might be plenty a nanocloud couldn't do, or do easily. Believable mimicking might be tricky, and replication of the large array of integrated systems in a complex organic lifeform - and that integration itself - might prove harder than creating the cloud.

There's more on that kind of thing up now at the superb Astrogator's Logs, here.

So how about a biological base on which nanotech has gone to work, producing a transbiological form of tougher, more flexible bone, more efficient muscle, improved nervous and circulatory systems, and through all this a utility cloud has been run?

Within the body the cloud could beat the heart faster, reinforce blood vessels, hold wounds closed while they are repaired. It could project out beyond the skin to provide an invisible cushion, reacting to incoming projectiles and maybe deflecting them with concentrated electromagnetic pulses. It could provide support for the limbs or additional limbs, and allow chameleonic changes in appearance as well as a limited shapeshifting.

Impressive. How you feel about it as a possible reality likely depends on how you feel about transhumanism in general. It's a big subject. Fiction can help us explore it, assuming it's not selling it to us, whether for enthusiasm, profit or something more sinister. And there is of course a danger that fiction can make development more likely.

Am I being irresponsible? Maybe. Ideas are very powerful things.

Let me trivialise it now then, by statting it up for gaming. I'm going to use the great free skirmish game FireZone by Gotthammer, which would work just as well for a more classical punk approach to cybernetics, something like Lantz's AdMech FanDex, also great and free. I put together a blunderbuss last week, but this time it's a protagonist.

Or rather two, one playing up the slow inexorable zombie tradition, one faster.


Nanorg (slow)

S  P  I  D  E  R
 3  4  3  6  8  3   Abilities: Dauntless, Shielded 4/1


Nanorg (fast)

S  P  I  D  E  R
 5  4  5  8  8  5   Abilities: Stealth, Free Running, Sure Footed, Dauntless, Shielded 4/1


No equipment here, but for weapons - if you need them - Gotthammer's flamethrower, thermal cutter and plasma welder would reflect the idea that lifeforms like this might get burdened with heavy, difficult work. He statted those for Studio McVey's Sedition Wars.

Read FireZone to see what the notation means; to whet the appetite, those shields recharge. Again, the rules pdf is free and could become that new wargaming system.
_

Wednesday, 22 June 2011

Money in old tropes - Marines

A series in which I give YOU a new take on a tired old idea in fiction. Go forth and earn! First up it's marines, stars of so many - yawn - franchises and staples of military sci-fi.

You see them. You see... Baddies, handlers too. Butcherbutcher. Everybody's gone, sir. Fin.

The Marines. Creaming the cream of the cream across galaxies, the Milky Way barely a fatty spot on their tablecloth; so highly trained they stoop beneath the information ceiling of the universe.

They leap through higher dimensions to cover light eras of three-dimensional space, skipping from fluid to fluid, the denser the better. They appear suddenly in oceans, atmospheres, nebulae, the darkest of dark matter, surfing the forces between particles.

They condense the fabric of being for their armour, weaponise the fundamentals to release the near-boundless energy in existence. Irony they sacrificed first and thus they are gods to fearful worlds.

But that may go only so far in a thinning universe. Are they tools in the wrong kit? Entropy grows. And their maisters hold the wax.
_

Monday, 2 May 2011

Ravelling yarns (4) - A-Z | Just a man

Here is the repost I mentioned, of the series for the A to Z Blogging Challenge 2011.

The idea was to put up a post every day in April except Sundays, the theme of each inspired by a letter of the alphabet, from A on the first day to Z on the last. Mine were short fragments of a larger narrative adding to the ravelling yarns near future setting.

I've arranged them in order, with the duplication of linking lines gone, although there is still some repetition in the content, written in to make reading the serialisation easier.

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Monday, 21 February 2011

PROTOSTARS!

It's been a while since the last PROTOSTAR! so here's another blog I think deserves many more followers than it has, a blog with a simple concept but a very high quality.

It's A Field Guide To Doomsday, home of some very odd creatures, designed for Mutant Future, but excellent inspiration for any setting in terms of likely characteristics.

The blog is mostly one pulp mutant per post, often a hybrid of existing creatures. Especially interesting for me - although admittedly rather horrific - are the mantipede, shockroach and brainwhale, perhaps for seeming just a little more believable.

Another good generic idea, for all kinds of fictional settings, and one I assume is less of a hybrid, is the dunestrider.

The verman is something - or maybe someone - Warhammer fans might recognise as a distant relative of a Skaven, while the labwrath both of them would want to watch out for.

Here's one of the posts which break this pattern, one for the modellers in particular, featuring a girantula made almost real. The 'Designer's notes' tag has more on good sources.

The latest post is also in this vein, a couple of links on real-life apocalyptic scenarios and contamination. Here's a quote from the first of the two, an article in The New York Times:

"It is a very grim read," Mr. Younkins said. "This is for potentially very grim situations in which difficult decisions have to be made."

That, beyond the vivid colours, is a A Field Guide To Doomsday too.


The earlier PROTOSTARS! are also well worth a visit.

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Tuesday, 8 February 2011

Need input

What if that ?siD really does exist? How could it be proven? Here are a few of the latest posts from our part of the blogopshere on getting data, the uses of it and its value.

A Soviet sample return mission that never got off the ground at Beyond Apollo. Such a lot of work for such little quantities. It's all we have.

One day the data in this world-building spreadsheet at The Orb might be matched against that for other systems. Until then we dream. Nanotech helps with that of course, as this post at Science In My Fiction reminds us. Even fantasy fans might like the idea that the long-lost Damascus steel could have had nanotubes.

For a cool take on the world-building that is terraforming, try the Garteil at Riskail.

Interesting thoughts on trusting instruments at Ghost Hunting Theories. Esoteric the field may seem, but I'd say the point is a wider one. I'm no Luddite, but I stand by my comment: "Industry might be the point. There's money in those devices, but also the impression of science in carrying one."

More on the mind and body in the latest post, if you're happy with horror and can accept strong language. Never hurts to read the criticism either.

Monday, 7 February 2011

From 3D to ?siD

I've been pondering the subject of psychic powers and magic. Here's an odd and possibly even horrifying look at how they might work.

To understand the idea we need to think about the differences between 2D and 3D. Imagine a 2D world, strung across the room you're now in and perfectly immaterial. Imagine tiny 2D lifeforms getting on with their lives inside, moving across the surface and around each other of course because they can't go over or under.

Now imagine you step up to that flat world and make contact with the very tip of your finger. What's that going to look like from their point of view? Maybe an area of their world fills with an alien material, and friends and colleagues vanish.

Keep pushing and as the finger widens from the tip, the area of destruction in their world widens, and more bystanders are lost. If the world isn't perfectly immaterial, some of those individuals might even get pushed out of their world, either on or in your finger. What would happen if you blew on the world? Or sneezed?

Saturday, 5 February 2011

Foliation

Another thoughtful post by Just_Me at Bell of Lost Souls, this time for ponderers of future warfare, high technology and transhumanism, here in the form of space marines.

Compare the Kuto Sebree of Riskail, even the T1000. How else does fiction do this?

Friday, 28 January 2011

Ravelling yarns (2) - Find your kind

Today a strange story, the second in the 'ravelling yarns' series. The first is here.

It won't be to everyone's taste, but if you've not disliked the recent posts,
you might not dislike this.
It's tongue in cheek as ever, and based on lessons being learnt at the feet of the great ideasmiths in the blogrolls on the left-hand side.

I'll avoid infodumps, despite agreeing with Kim Stanley Robinson, quoted today at Strange Horizons.

The inspiration came especially from the discussion still running at Ecumenical Monday, Olaf Stapledon's Star Maker and a chance listening to Johnny Cash's cover of Redemption Day and Arcade Fire's Sprawl II (Mountains Beyond Mountains). I strongly recommend you listen to both of these before reading, and best of all in this order.

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