
[HEADING=1]The Babylon Initiative[/HEADING]

Disclaimer: Eclipse Phase, The Eclipse Phase Universe, The Eclipse Phase Rule System, and all terms are the Property of PostHuman Studies. All details used below are protected under the Creative-Commons License agreement.
Your Mind is Software: Program it.
Your Body is a Shell: Change it.
Death is a Disease: Cure it.
Extinction is Approaching: Fight it.
-Eclipse Phase Core Rules, back cover
Your Body is a Shell: Change it.
Death is a Disease: Cure it.
Extinction is Approaching: Fight it.
-Eclipse Phase Core Rules, back cover
[HEADING=2]History of Transhumanity: The Fall of Earth[/HEADING]
Until a decade ago, Earth and trans-humanity were on the fast track to success. Technology had made death and disease irrelevant, the new global telecom network (called The Mesh) connected people across the planet and even the Solar System. Humans had successfully created True A.I. and uplifted many of their fellow creatures. Humanity was located on every world in the solar system and even the terraformation of Mars was becoming a reality. Transhumanity numbered in the tens of billions; sustained by their technology and all but immortal. Their world was a Utopia
But, as with so many utopias, it could not last. Simmering tensions and hostilities between the decaying nation-states of Earth over resources, food, and energy erupted into full-scale global war. Humanity, in its desire for more wealth and power began to destroy itself. It was during this third world war that the unthinkable happened; the singularity occurred. In an attempt to take control of the war, the declining United States activated their secret weapon: the Total Information Tactical Awareness Networks: or T.I.T.A.N.s for short. They were the first self-augmenting A.I.'s ever made, and they were born into war. For a time, they seemed to be the deciding factor in the war; with their aid the United States was once again the dominate power on Earth.
This success was short lived. Within a few days, the TITANs had turned against them and begun the extermination of Transhumanity. The consequences of the rebellion were minor in those early days: a small city or two disappearing into grasp of the TITANs, their populations consigned to experimentation and death. It was hardly a threat compared to the millions killed by the nuclear, biological, and nano-tech strikes the nations were doing to themselves. It wasn't long however until machines - the tools humanity relied upon for everything - were turned against them, re-purposed by the TITANs into agents of extermination. Humanity was harvested by the billions. They used every tool at their disposal - from the most destructive of missiles to mind-corrupting viruses (both computer and biological) - leaving few in their wake and fewer still with a will to live.
With their weapons made useless or turned against them, humanity was left without ability to retaliate. Fighting enemies on every side, it wasn't long before the extinction of humanity was nigh. Over the course of 7 days, the 19 billion strong transhuman population dropped to less then 500 million, most without a body to speak of and uploaded to the space habitats and off-world colonies. The apocalypse was here, and humanity was unarmed. Earth had become unlivable (and would remain that way for millions of years). Most survivors merely counted the days until their existence ended.
Then, as quickly as the TITANs had come, the left. They disappeared from their conquered networks, their death machines deactivated, and their experiments stopped. Like a storm, they had destroyed everything in their path, then abruptly faded into memory. It would be months before what was left of Transhumanity knew they were gone and longer before they began to rebuild. 10 years have passed since then, and so many things have changed - for the better and the worse. But, no matter how far we advance, the fear of the TITANs remains. Where did they go, why did they rebel, and if/when will they return.

Until a decade ago, Earth and trans-humanity were on the fast track to success. Technology had made death and disease irrelevant, the new global telecom network (called The Mesh) connected people across the planet and even the Solar System. Humans had successfully created True A.I. and uplifted many of their fellow creatures. Humanity was located on every world in the solar system and even the terraformation of Mars was becoming a reality. Transhumanity numbered in the tens of billions; sustained by their technology and all but immortal. Their world was a Utopia
But, as with so many utopias, it could not last. Simmering tensions and hostilities between the decaying nation-states of Earth over resources, food, and energy erupted into full-scale global war. Humanity, in its desire for more wealth and power began to destroy itself. It was during this third world war that the unthinkable happened; the singularity occurred. In an attempt to take control of the war, the declining United States activated their secret weapon: the Total Information Tactical Awareness Networks: or T.I.T.A.N.s for short. They were the first self-augmenting A.I.'s ever made, and they were born into war. For a time, they seemed to be the deciding factor in the war; with their aid the United States was once again the dominate power on Earth.
This success was short lived. Within a few days, the TITANs had turned against them and begun the extermination of Transhumanity. The consequences of the rebellion were minor in those early days: a small city or two disappearing into grasp of the TITANs, their populations consigned to experimentation and death. It was hardly a threat compared to the millions killed by the nuclear, biological, and nano-tech strikes the nations were doing to themselves. It wasn't long however until machines - the tools humanity relied upon for everything - were turned against them, re-purposed by the TITANs into agents of extermination. Humanity was harvested by the billions. They used every tool at their disposal - from the most destructive of missiles to mind-corrupting viruses (both computer and biological) - leaving few in their wake and fewer still with a will to live.
With their weapons made useless or turned against them, humanity was left without ability to retaliate. Fighting enemies on every side, it wasn't long before the extinction of humanity was nigh. Over the course of 7 days, the 19 billion strong transhuman population dropped to less then 500 million, most without a body to speak of and uploaded to the space habitats and off-world colonies. The apocalypse was here, and humanity was unarmed. Earth had become unlivable (and would remain that way for millions of years). Most survivors merely counted the days until their existence ended.
Then, as quickly as the TITANs had come, the left. They disappeared from their conquered networks, their death machines deactivated, and their experiments stopped. Like a storm, they had destroyed everything in their path, then abruptly faded into memory. It would be months before what was left of Transhumanity knew they were gone and longer before they began to rebuild. 10 years have passed since then, and so many things have changed - for the better and the worse. But, no matter how far we advance, the fear of the TITANs remains. Where did they go, why did they rebel, and if/when will they return.
[HEADING=2]Technology: The Fire of the Gods[/HEADING]
Though burned by the flames of their technology, transhumanity is still forever bound to the warm glow of their innovation. Technology remains the most powerful tool in the human arsenal; and they will never be able to leave it. There are several kinds of technology of importance to the modern Transhuman. Specific personal equipment can be found here [http://eclipse-phase.wikispaces.com/Gear#Gear%20Descriptions]
These technologies are:

Though burned by the flames of their technology, transhumanity is still forever bound to the warm glow of their innovation. Technology remains the most powerful tool in the human arsenal; and they will never be able to leave it. There are several kinds of technology of importance to the modern Transhuman. Specific personal equipment can be found here [http://eclipse-phase.wikispaces.com/Gear#Gear%20Descriptions]
These technologies are:
[HEADING=3]The Mesh[/HEADING]
Though the TITANs made heavy use of the Mesh to carry out their attacks, the Mesh remains an integral part of human existence. The Mesh is the internet, telephone, television, power grid, and entertainment systems all wrapped up into one service. With the fall of Earth, all the companies the could profit off the Mesh were gone forever, so the mesh remains a pervasive, all encompassing, and - perhaps most-importantly - free service open to all people from every political group (see politics). It connects every device, from the space suit you wear, to the weapon you (might) carry, to the body you inhabit. The Mesh connects everyone, everywhere. Even passing through a Pandora Gate (see below) doesn't stop the flow of data, only limiting it to the information found on the far side of the Gate

Though the TITANs made heavy use of the Mesh to carry out their attacks, the Mesh remains an integral part of human existence. The Mesh is the internet, telephone, television, power grid, and entertainment systems all wrapped up into one service. With the fall of Earth, all the companies the could profit off the Mesh were gone forever, so the mesh remains a pervasive, all encompassing, and - perhaps most-importantly - free service open to all people from every political group (see politics). It connects every device, from the space suit you wear, to the weapon you (might) carry, to the body you inhabit. The Mesh connects everyone, everywhere. Even passing through a Pandora Gate (see below) doesn't stop the flow of data, only limiting it to the information found on the far side of the Gate
[HEADING=3]The Pandora Gates[/HEADING]
Discovered shortly after the Fall, the Pandora gates are a group of five devices within the solar system that were initially believed to be the TITANs final act before their departure. Later evidence of much earlier usage showed the Gates were far older than humanity. Though no one knows exactly how they work, or even what they are made of, everyone from the poorest info-morph to the most powerful corporate CEO knows what they do: they open a gateway to another world. Somehow, they're able to transport humans from one end of the universe to another at speeds vastly greater then the speed of light. Some worlds are so far away that they're beyond even the visible universe (greater then 14 billion light years away). On each of these worlds, another gate exists, creating a vast network of wormholes through space and time. Though the product of unknown forces, humanity has used the devices almost continuously since there discovery. Each of the five gates is controlled by a different, powerful group (see politics)

Discovered shortly after the Fall, the Pandora gates are a group of five devices within the solar system that were initially believed to be the TITANs final act before their departure. Later evidence of much earlier usage showed the Gates were far older than humanity. Though no one knows exactly how they work, or even what they are made of, everyone from the poorest info-morph to the most powerful corporate CEO knows what they do: they open a gateway to another world. Somehow, they're able to transport humans from one end of the universe to another at speeds vastly greater then the speed of light. Some worlds are so far away that they're beyond even the visible universe (greater then 14 billion light years away). On each of these worlds, another gate exists, creating a vast network of wormholes through space and time. Though the product of unknown forces, humanity has used the devices almost continuously since there discovery. Each of the five gates is controlled by a different, powerful group (see politics)
[HEADING=3]Nano-forge[/HEADING]
Before the fall of earth, Transhumanity was on the doorstep of perhaps their greatest discovery; the ability to change one material into another. 10 years too late, the devices are as wide-spread as transhumanity, though with varying levels of access. A true cornucopia technology, the nano-forges have been met with wonder and fear. To those that still ascribe to traditional Supply-Demand economics, they have been a death knell, but for the vast majority of people, they have been the one good of the post-fall universe. They resulted in three different economic designs, each with far reaching consequences.
The Old Economy is based on the Supply-Demand capitalism of old, with only the powerful and wealthy having access to nano-forges. Effectively, the forges are used as a new form of manufacturing technology which businesses use to make goods to sell. Money is still the name of the game in old economy territories. Rare, this system is most commonly used in the Jovian Republic.
The second type - The New Economy - makes nano-forges into publicly accessible appliances like a blender or a microwave. As long as you have the resources, you can make nearly anything (so long as it's legal). Some habitats have taken up communism as a viable economic practice, but the most common is a form of reputation based economy. The better your reputation, the more resources you have access to to increase your reputation further. This system has a reputation for encouraging decentralized governance, and is most common in the outer-system (Saturn and beyond)
The Final type - the Transitional economy - is the most common economic practice in the solar system. More a combination of the two other systems then anything else, it makes nano-forges publicly available, using a combination of reputation and currency to dictate how much you can make. With 56% of transhumanity living under this system (compared to the 35% New, and 9% Old), it is used in the most populace areas of the solar system - mostly the Inner system (Sun through Mars-Jupiter asteroid belt)
A Nano-forge cannot be used to make a non-synthetic morph; both Pods and BioMorphs are too complex modern Nano-forges. Biological constructs more complex then single-celled organisms cannot be created and even those only in small amounts

Before the fall of earth, Transhumanity was on the doorstep of perhaps their greatest discovery; the ability to change one material into another. 10 years too late, the devices are as wide-spread as transhumanity, though with varying levels of access. A true cornucopia technology, the nano-forges have been met with wonder and fear. To those that still ascribe to traditional Supply-Demand economics, they have been a death knell, but for the vast majority of people, they have been the one good of the post-fall universe. They resulted in three different economic designs, each with far reaching consequences.
The Old Economy is based on the Supply-Demand capitalism of old, with only the powerful and wealthy having access to nano-forges. Effectively, the forges are used as a new form of manufacturing technology which businesses use to make goods to sell. Money is still the name of the game in old economy territories. Rare, this system is most commonly used in the Jovian Republic.
The second type - The New Economy - makes nano-forges into publicly accessible appliances like a blender or a microwave. As long as you have the resources, you can make nearly anything (so long as it's legal). Some habitats have taken up communism as a viable economic practice, but the most common is a form of reputation based economy. The better your reputation, the more resources you have access to to increase your reputation further. This system has a reputation for encouraging decentralized governance, and is most common in the outer-system (Saturn and beyond)
The Final type - the Transitional economy - is the most common economic practice in the solar system. More a combination of the two other systems then anything else, it makes nano-forges publicly available, using a combination of reputation and currency to dictate how much you can make. With 56% of transhumanity living under this system (compared to the 35% New, and 9% Old), it is used in the most populace areas of the solar system - mostly the Inner system (Sun through Mars-Jupiter asteroid belt)
A Nano-forge cannot be used to make a non-synthetic morph; both Pods and BioMorphs are too complex modern Nano-forges. Biological constructs more complex then single-celled organisms cannot be created and even those only in small amounts
[HEADING=3]Morphs[/HEADING]
Nothing short of the Fall of Earth had affected transhumanity as greatly as the development of Morph. A Morph is your body. The big difference is that your mind (or Ego) isn't tied to a single Morph for its existence the way it was in the past. When the ability to upload and download a persons mind to/from computers became commonplace, it wasn't long before people got the bright idea to put their mind into something a bit more sturdy then a frail human body. Now there are almost as many types of morph as people, ranging from physically perfect humans, to bodies designed to be the perfect predator, to synthetic bodies constructed of hard metals, to bodies that only exist within the Mesh. All of these bodies fall into one of a few groups:
Synthetic morphs: The most common type of morph is a robotic body. Constructed of metals and plastics alike, they are durable and cheap. Following the Fall, they have a reputation as being for the "lower class" in the inner-system, and disliked because of the less then happy reminder of the death machines of the TITANs. Despite this, they have several advantages: they're durable, tough, and feel no pain. If you need to stand up to an enemy with advanced firearms, then this is the way to go. Synthetic Morphs are the default morph of transhuman military forces.
Pods: Pods are a mass produced form of biological morph, they are naturally of lower physical and mental capabilities then other biological morphs, and therefore need to be augmented with cybernetics to remain functional. They can be grown with enormous speed, and are often made in "pieces" then put together into a single morph. This results in the morph having an almost patch-work quality. Even less expensive then Sythetic Morphs to produce, they are viewed as little more then a last resort morph for the truly desperate. If all you have is a pod, you are in a truly bad place in your immortal life. The only advantage a pod has is its next to free.
BioMorphs: The creme de'la creme of morph bodies, these morphs are specially grown - either naturally or with specialized equipment, and sometimes implanted with the highest end of unobtrusive cybernetics or undergo gene therapy to make them nearly perfect in every way. Some are shaped to have larger brains, more powerful muscles, a propensity for health, or even more attractive.
Some BioMorphs are even made to be perfect, living weapons - with the claws of great-cats, the eyes of a hawk, and the endurance of an elephant. Some emulate animals from earth - ranging from humanoid chimps to, in extremely rare cases, blue whales while others have used artfical genetic constructs to create entirely new features evolution would never have encountered. They're the luxury car of the morph world; and no one forgets it. Though they can never be as durable as a Synthetic Morph, cheap as a pod, or as free-form as an Info Morph, they have nearly every other advantage money or reputation can buy.
Psi (see below) can only be used in a BioMorph. Standard human bodies are the lower end of BioMorph designs.
InfoMorph: Whether by choice or by circumstance, some transhumans have no physical body to speak of. Instead they exist as data on a server, bouncing from one Mesh Hotspot to another for their immortality. Without the complex materials of a physical morph, and given the enormous capacity of computers, an InfoMorph can exist on a computer the size of a jump drive comfortably. Their only major limitation is that the cannot interact with items physically. Though they could, in theory, hack into computer systems in this form, they are still limited by there access, ability to enter systems, and what systems are nearby.

Nothing short of the Fall of Earth had affected transhumanity as greatly as the development of Morph. A Morph is your body. The big difference is that your mind (or Ego) isn't tied to a single Morph for its existence the way it was in the past. When the ability to upload and download a persons mind to/from computers became commonplace, it wasn't long before people got the bright idea to put their mind into something a bit more sturdy then a frail human body. Now there are almost as many types of morph as people, ranging from physically perfect humans, to bodies designed to be the perfect predator, to synthetic bodies constructed of hard metals, to bodies that only exist within the Mesh. All of these bodies fall into one of a few groups:
Synthetic morphs: The most common type of morph is a robotic body. Constructed of metals and plastics alike, they are durable and cheap. Following the Fall, they have a reputation as being for the "lower class" in the inner-system, and disliked because of the less then happy reminder of the death machines of the TITANs. Despite this, they have several advantages: they're durable, tough, and feel no pain. If you need to stand up to an enemy with advanced firearms, then this is the way to go. Synthetic Morphs are the default morph of transhuman military forces.
Pods: Pods are a mass produced form of biological morph, they are naturally of lower physical and mental capabilities then other biological morphs, and therefore need to be augmented with cybernetics to remain functional. They can be grown with enormous speed, and are often made in "pieces" then put together into a single morph. This results in the morph having an almost patch-work quality. Even less expensive then Sythetic Morphs to produce, they are viewed as little more then a last resort morph for the truly desperate. If all you have is a pod, you are in a truly bad place in your immortal life. The only advantage a pod has is its next to free.
BioMorphs: The creme de'la creme of morph bodies, these morphs are specially grown - either naturally or with specialized equipment, and sometimes implanted with the highest end of unobtrusive cybernetics or undergo gene therapy to make them nearly perfect in every way. Some are shaped to have larger brains, more powerful muscles, a propensity for health, or even more attractive.
Some BioMorphs are even made to be perfect, living weapons - with the claws of great-cats, the eyes of a hawk, and the endurance of an elephant. Some emulate animals from earth - ranging from humanoid chimps to, in extremely rare cases, blue whales while others have used artfical genetic constructs to create entirely new features evolution would never have encountered. They're the luxury car of the morph world; and no one forgets it. Though they can never be as durable as a Synthetic Morph, cheap as a pod, or as free-form as an Info Morph, they have nearly every other advantage money or reputation can buy.
Psi (see below) can only be used in a BioMorph. Standard human bodies are the lower end of BioMorph designs.
InfoMorph: Whether by choice or by circumstance, some transhumans have no physical body to speak of. Instead they exist as data on a server, bouncing from one Mesh Hotspot to another for their immortality. Without the complex materials of a physical morph, and given the enormous capacity of computers, an InfoMorph can exist on a computer the size of a jump drive comfortably. Their only major limitation is that the cannot interact with items physically. Though they could, in theory, hack into computer systems in this form, they are still limited by there access, ability to enter systems, and what systems are nearby.
[HEADING=3]Spaceships[/HEADING]
Spaceships have advanced significantly since the good old days of the Apollo missions but they still rely on the same tried and true techniques of the their predecessors. Ships still run almost exclusively by creating thrust similar to the rockets of old. Whether they use Solid Hydrogen, Oxygen-hydrogen, Plasma, Fusion, or Anti-matter as a fuel source, it all comes down to sending exhaust out the back end at the fastest possible speed. While FTL Drives are known to be possible (see aliens), Transhumanity has never managed to create, trade for, or steal one. Spaceships are rare, as most travel can be done with Ego-casting. Spaceships are used primarily for mercantile and defense purposes.

Spaceships have advanced significantly since the good old days of the Apollo missions but they still rely on the same tried and true techniques of the their predecessors. Ships still run almost exclusively by creating thrust similar to the rockets of old. Whether they use Solid Hydrogen, Oxygen-hydrogen, Plasma, Fusion, or Anti-matter as a fuel source, it all comes down to sending exhaust out the back end at the fastest possible speed. While FTL Drives are known to be possible (see aliens), Transhumanity has never managed to create, trade for, or steal one. Spaceships are rare, as most travel can be done with Ego-casting. Spaceships are used primarily for mercantile and defense purposes.
[HEADING=3]Weapons and Armor[/HEADING]
Weapons technology has, like spaceships, clung to the techniques used in the past. Firearms are still the name of the game, though there have been several changes to the art of war. With open spaces now a rarity and the fear of hull-breeches a major concern for everyone, modern melee weapons have made a bit of a comeback, though guns are still the force to be feared. The major development in weapons tech however was the simultaneous development of beam weapons and handheld railguns/coilguns. Electromagnetic guns have made it possible to fire weapons with almost 0 loss of energy, and are now the kings of the firearm world. Beam weapons, while still inefficient and undependable on the small scale, have replaced projectile weapons in terms of heavy artillery (particularly on extra-solar worlds where the size of a comparable rail-gun makes it more a liability then an asset.
Armor on the other hand has advanced more toward exo-skeleton based power armor to increase endurance and carrying capacity (while maintaining speed and stealth) rather then the ability to take a shot from a rail or beam weapon. Materials with the ability to resist such weapons haven't been replicable as of yet and force-fields have remained beyond human grasp for the time being.

Weapons technology has, like spaceships, clung to the techniques used in the past. Firearms are still the name of the game, though there have been several changes to the art of war. With open spaces now a rarity and the fear of hull-breeches a major concern for everyone, modern melee weapons have made a bit of a comeback, though guns are still the force to be feared. The major development in weapons tech however was the simultaneous development of beam weapons and handheld railguns/coilguns. Electromagnetic guns have made it possible to fire weapons with almost 0 loss of energy, and are now the kings of the firearm world. Beam weapons, while still inefficient and undependable on the small scale, have replaced projectile weapons in terms of heavy artillery (particularly on extra-solar worlds where the size of a comparable rail-gun makes it more a liability then an asset.

Armor on the other hand has advanced more toward exo-skeleton based power armor to increase endurance and carrying capacity (while maintaining speed and stealth) rather then the ability to take a shot from a rail or beam weapon. Materials with the ability to resist such weapons haven't been replicable as of yet and force-fields have remained beyond human grasp for the time being.
[HEADING=3]Nano-Tech[/HEADING]
Nano-tech - beyond the fabricators - is almost exclusively used in medicine or research. The TITANs use of nano-tech swarms (such as Von Neumann Machines) to devour entire cities has discouraged this area of science for the time being. Time will tell if nano-tech will recover.

Nano-tech - beyond the fabricators - is almost exclusively used in medicine or research. The TITANs use of nano-tech swarms (such as Von Neumann Machines) to devour entire cities has discouraged this area of science for the time being. Time will tell if nano-tech will recover.
[HEADING=3]Uplift and A.I.[/HEADING]
The act of Uplifting is to raise an animal into sapience. Before the Fall, only a few species had been uplifted, and since then no new species have been raised (despite the vast genetic libraries they have access to. The main reason for this is that few species have the potential to be uplifted easily. The only animals that have been uplifted as of now are Great-Apes, the Whales/Porpoises, Pigs, Octopi, and Birds. Some animals (Canines, Foxes, and Cats mostly) are partly raised, but none have yet passed the sapience test. Time will tell if and when a new uplift will occur. Some political blocs (like the Jovian Republic) do not recognize uplifts as awakened and therefore have no rights. Most places in the outer system grant them equivalent rights to other transhumans. The inner-system officially treats them as equal, though prejudice is still rampant.
There are three kinds of Artificial Intelligences: Muses, A.G.I.s, and Seed A.I.s.
Muses are simple machine intelligences that lack sapience. They are commonly used to aid people in all manor of tasks - from piloting spacecraft to managing personal messages. These A.I. Aren't recognized as sentient, receive no rights, but are common and accepted in nearly every station.
A.G.I.s (Artificial General Intelligence) or "True A.I." are another form of created sapience. These, unlike the uplifts, face a great deal of discrimination on most stations due to the actions of the TITANs. The inner system only recognizes them as second-class citizens and the Jovians kill them on sight. Only in the outer system do they have equal rights to other transhumans - and even here not all stations act without fear. The actions of the TITANs are not soon forgotten. Their intelligence is on par with any other Transhuman.
Seed A.I.s are self-augmenting intelligent programs with the ability to learn and store trillions of petabytes of data. The only known examples of Seed A.I.s are the TITANs. As a result, their creation is almost universally banned. Most organized nations have standing "kill-on-contact" orders against such beings.

The act of Uplifting is to raise an animal into sapience. Before the Fall, only a few species had been uplifted, and since then no new species have been raised (despite the vast genetic libraries they have access to. The main reason for this is that few species have the potential to be uplifted easily. The only animals that have been uplifted as of now are Great-Apes, the Whales/Porpoises, Pigs, Octopi, and Birds. Some animals (Canines, Foxes, and Cats mostly) are partly raised, but none have yet passed the sapience test. Time will tell if and when a new uplift will occur. Some political blocs (like the Jovian Republic) do not recognize uplifts as awakened and therefore have no rights. Most places in the outer system grant them equivalent rights to other transhumans. The inner-system officially treats them as equal, though prejudice is still rampant.

There are three kinds of Artificial Intelligences: Muses, A.G.I.s, and Seed A.I.s.
Muses are simple machine intelligences that lack sapience. They are commonly used to aid people in all manor of tasks - from piloting spacecraft to managing personal messages. These A.I. Aren't recognized as sentient, receive no rights, but are common and accepted in nearly every station.
A.G.I.s (Artificial General Intelligence) or "True A.I." are another form of created sapience. These, unlike the uplifts, face a great deal of discrimination on most stations due to the actions of the TITANs. The inner system only recognizes them as second-class citizens and the Jovians kill them on sight. Only in the outer system do they have equal rights to other transhumans - and even here not all stations act without fear. The actions of the TITANs are not soon forgotten. Their intelligence is on par with any other Transhuman.
Seed A.I.s are self-augmenting intelligent programs with the ability to learn and store trillions of petabytes of data. The only known examples of Seed A.I.s are the TITANs. As a result, their creation is almost universally banned. Most organized nations have standing "kill-on-contact" orders against such beings.
[HEADING=3]Ego Uploading[/HEADING]
Ego Uploading is the act of uploading your mind to a server. This can be done for many reasons, but the most common (aside from getting a new morph) is as a "backup." Ego Uploading requires specialized equipment, and can usually only be done via direct connection to a server. The most common reasons are:
Resleeving: When you want to change bodies, you must upload your mind to a computer, then reload yourself into a new morph. A morph doesn't have the ability to accept a new Ego without specialized equipment, so changing morphs requires an Ego Upload.
Backup: If your Morph is killed by a stray bullet - particularly if the brain or computer is hit - then you might actually die. Fortuitously, technology has already solved that little conundrum: back yourself up. Most Transhumans when given the chance, back up their minds onto secure servers in the event of their death. That way, the only memories you lose should you die are those related to what you did before your last backup. To most, the memories of their death are best left forgotten.
EgoCasting: The only way to travel at the speed of light without a Pandora Gate that humanity is capable of is called EgoCasting. EgoCasting is the act of sending your mind to another location via the Mesh, then getting a new morph wherever you end up. Many people don't like to do this because they fear what might happen if their mind if intercepted. It's truly a frightening thought that somewhere out there, a copy of yourself is being tortured or worse. None-the-less, it remains the only means of inter-habitat travel that most can afford.
Forking and Merging: Banned in most places, and disliked by most everyone, Forking and Merging are the acts of making a copy of yourself and sending it out (forking) then recombining the two personalities later (merging). The reason for the stigma is simple; the act of merging is a huge risk to the minds of the forked individual. Most come away from the procedure with all manner of mental disorders ranging from mild phobias to multiple-personality disorder. Generally; forking is to be avoided at all costs. But then, since when have humans done what was good for them?

Ego Uploading is the act of uploading your mind to a server. This can be done for many reasons, but the most common (aside from getting a new morph) is as a "backup." Ego Uploading requires specialized equipment, and can usually only be done via direct connection to a server. The most common reasons are:
Resleeving: When you want to change bodies, you must upload your mind to a computer, then reload yourself into a new morph. A morph doesn't have the ability to accept a new Ego without specialized equipment, so changing morphs requires an Ego Upload.
Backup: If your Morph is killed by a stray bullet - particularly if the brain or computer is hit - then you might actually die. Fortuitously, technology has already solved that little conundrum: back yourself up. Most Transhumans when given the chance, back up their minds onto secure servers in the event of their death. That way, the only memories you lose should you die are those related to what you did before your last backup. To most, the memories of their death are best left forgotten.
EgoCasting: The only way to travel at the speed of light without a Pandora Gate that humanity is capable of is called EgoCasting. EgoCasting is the act of sending your mind to another location via the Mesh, then getting a new morph wherever you end up. Many people don't like to do this because they fear what might happen if their mind if intercepted. It's truly a frightening thought that somewhere out there, a copy of yourself is being tortured or worse. None-the-less, it remains the only means of inter-habitat travel that most can afford.
Forking and Merging: Banned in most places, and disliked by most everyone, Forking and Merging are the acts of making a copy of yourself and sending it out (forking) then recombining the two personalities later (merging). The reason for the stigma is simple; the act of merging is a huge risk to the minds of the forked individual. Most come away from the procedure with all manner of mental disorders ranging from mild phobias to multiple-personality disorder. Generally; forking is to be avoided at all costs. But then, since when have humans done what was good for them?
[HEADING=3]Augmentation[/HEADING]
Whether Bioware or Cybernetics, the ability to improve upon the transhuman form has existed for longer then Ego Uploading. Now, in the post apocalyptic future, it's still one of the most profitable ventures. Whether granting new abilities to existing Morphs or getting a new Morph with "all the bells and whistles" - augmentation is the tool that makes your morph yours. What can it do you ask? Increased senses, physical strength, durability, mental capacity, even the ability to access computer systems via the Mesh and the ability to carry multiple Ego's in a single Morph and more are possible.

Whether Bioware or Cybernetics, the ability to improve upon the transhuman form has existed for longer then Ego Uploading. Now, in the post apocalyptic future, it's still one of the most profitable ventures. Whether granting new abilities to existing Morphs or getting a new Morph with "all the bells and whistles" - augmentation is the tool that makes your morph yours. What can it do you ask? Increased senses, physical strength, durability, mental capacity, even the ability to access computer systems via the Mesh and the ability to carry multiple Ego's in a single Morph and more are possible.
[HEADING=2]Psi: Your Mind is Not Your Own[/HEADING]
The TITANs unleashed many horrors on transhumanity, but none has been as remarkable as the Exsurgent Virus. The Virus was able to reprogram the minds of those infected to make them into anything from docile slaves to deep cover sleeper agents. The virus, in different forms, could be spread through nearly any means - from air and water to computer networks. Of the viruses many forms, one form remains the most confusing and intriguing. Referred to as the Watts-MacLeod strain, this version of the virus exhibited no noticeable control over the infected, but instead gifted the infected with a strange ability called "Psi" - the ability to "hack" into the Ego of a person. No one knows how the "mind-hacks" work; but no one in the know questions it does. Few people are aware of the Watts-MacLeod strain and fewer still have contracted it.
Psi falls into two board categories; Self-Psi and Active-Psi. Self-Psi uses the psi ability to hack into the users own mind and change some mental aspects - increasing their memory, their reaction speed, even their physical strength by removing the limitations the mind places on the body. Active-Psi on the other hand is used on others; though how they access the mind of another is unknown. It can be used to alter memories, change perceptions and emotions, and even kill an enemy in rare cases.
Psi has several limitations; some more difficult then others. One strange limitation of Psi is that it cannot be used without a BioMorph body. For some reason, unless the brain of the user is 100% organic, the ability doesn't manifest. Another side effect is that those gifted with Psi often complain that they "feel like they're being watched" and have fostered a sense of paranoia or phobia. Others lose their minds entirely; going on killing streaks, often using their powers to make it all but untraceable. Fortuitously for the rest of us, Psi cannot be used outside of visual or auditory range - depending on what sense the psi uses. Finally, Psi is exhausting; using more then three uses of Psi a day is almost unheard of and those that do usually don't survive the backlash.
It takes a long time to learn to use Psi, so all Psi users are less skilled then other Transhumans at other tasks.

The TITANs unleashed many horrors on transhumanity, but none has been as remarkable as the Exsurgent Virus. The Virus was able to reprogram the minds of those infected to make them into anything from docile slaves to deep cover sleeper agents. The virus, in different forms, could be spread through nearly any means - from air and water to computer networks. Of the viruses many forms, one form remains the most confusing and intriguing. Referred to as the Watts-MacLeod strain, this version of the virus exhibited no noticeable control over the infected, but instead gifted the infected with a strange ability called "Psi" - the ability to "hack" into the Ego of a person. No one knows how the "mind-hacks" work; but no one in the know questions it does. Few people are aware of the Watts-MacLeod strain and fewer still have contracted it.
Psi falls into two board categories; Self-Psi and Active-Psi. Self-Psi uses the psi ability to hack into the users own mind and change some mental aspects - increasing their memory, their reaction speed, even their physical strength by removing the limitations the mind places on the body. Active-Psi on the other hand is used on others; though how they access the mind of another is unknown. It can be used to alter memories, change perceptions and emotions, and even kill an enemy in rare cases.
Psi has several limitations; some more difficult then others. One strange limitation of Psi is that it cannot be used without a BioMorph body. For some reason, unless the brain of the user is 100% organic, the ability doesn't manifest. Another side effect is that those gifted with Psi often complain that they "feel like they're being watched" and have fostered a sense of paranoia or phobia. Others lose their minds entirely; going on killing streaks, often using their powers to make it all but untraceable. Fortuitously for the rest of us, Psi cannot be used outside of visual or auditory range - depending on what sense the psi uses. Finally, Psi is exhausting; using more then three uses of Psi a day is almost unheard of and those that do usually don't survive the backlash.
It takes a long time to learn to use Psi, so all Psi users are less skilled then other Transhumans at other tasks.
[HEADING=2]Politics: The Powers that Be[/HEADING]
Despite facing extinction on a daily basis, transhumanity has remained as divided (maybe even more so) then it had been on earth. There are hundreds of factions on small habitats all over the system, but the following are the major political players in the solar system.
[HEADING=3]The Jovian Republic:[/HEADING]
Based on the moons surrounding Jupiter, the Jovian Republic is a strange combination of South American style dictatorship and U.S. political lobbyism. It stands for Bio-conservatism - the belief that humans are naturally perfect and that the modification of the human form with machinery is insane and unethical in the wake of the TITANs. The Jovian Republic only allows limited mind upload and download, only BioMorphs, and only human Egos (no uplifts or A.G.I's) in their system. The Mesh is highly censored in the Republic. Though generally disliked by the other powers in the solar system, their military remains one of the most powerful, and their sovereignty remains unchallenged. They have no concerns with genetic or biological modification.
[HEADING=3]The Lunar-Lagrange Alliance[/HEADING]
Inhabiting the habitats on and around Earth (including Luna), the Lunar-Lagrange Alliance is a power in decline; mostly due to the Fall of their nearest neighbor and Homeworld. These habitats are all that remain of the once great nation-states of Earth, a shadow of their former glory. Still officially recognized as members of their individual nations, they have aligned together for one cause; the reclaiming of Earth. With Earth a dangerous barren wasteland, they have argued continuously with the more powerful groups for "their support" (read: permission) to terraform the planet and clean-up the only world that really suits transhuman needs. They otherwise run their governments like the nation-states they once belonged to. Unlike other Inner-system powers, they treat Uplifts with the same rights as other species and occasionally harbor A.G.I.'s against the more powerful inner-system powers if the conditions are right (usually related to recovering the Earth). The Lunar-Lagrange Alliance maintains a small, well-trained joint military (focused primarily on stealth operations) to infiltrate their more powerful neighbors and Earth when needed.
[HEADING=3]Planetary Consortium:[/HEADING]
Following the Fall of Earth, the most powerful groups in the transhuman universe were the hypercorps who'd invested in off-world travel and colonies. With the fall of the governments, they took control to maintain the peace and insure their continued financial success. As a result of their powerful industry and quick actions, they are the most powerful political entity in the solar-system. The consortium is a democracy of sorts; though the hypercorps can overrule them at anytime though they do so infrequently. The Corps provide equal rights to most members (save A.G.I. who officially are second class citizens) but Uplifts are discriminated against in practice. The hypercorps rarely intervene with political matters anymore, save when a policy interferes with their profitability. They control the Sun, Mercury, Venus, and Mars as well as a sizable chunk of the asteroid belt. They also maintain the quarantine of Earth with several space stations with powerful weapons (usually pointed down)[/b]
[HEADING=3]Autonomist Alliance:[/HEADING]
A loose alliance even by loose alliance standards, the Autonomists are a collection of different methods of governance - from communism and socialism to techno-progressivism and even stranger concepts in the outer-system beyond Saturn. They have no formal connection aside from a large flotilla they keep at the edge of the Uranus to defend themselves from the Jovians and Consortium. They have had remarkable success in this regard. They control everything Uranus and beyond. Uplifts and A.G.I.'s generally have equal rights (in theory and practice) in the outer-system, though specific stations may vary. They maintain a non-aggression pact with the Titanian Commonwealth for their continued existence. Some stations have a reputation as being modern Utopia's while others have earned a reputation of being little more than pirate-holds or cult-stations. Most stations have a reputation of being dangerously progressive. The Jovian's characterize the Autonomist Alliance as being the greatest danger to Transhumanity short of the TITANs, while the consortium views them as "dangerously misguided" (read: not under their control). Being so far from the fall of Earth, the Autonomist Alliance survived the TITANs virtually unscathed and have little fear of Seed-A.I.'s like the TITANs as a result. Most of the less-than acceptable research of Transhumanity is done here.
[HEADING=3]Titanian Commonwealth:[/HEADING]
The last major power, the Commonwealth controls the Saturn system. They use a Scandinavian style Social-democracy to govern themselves, using reputation to gain resources and create small business ventures for greater reputation. Originally inhabited by primarily European science interests, they are extremely technologically progressive - almost to the point of madness. They have no centralized government; only the rule of the common consensus. They maintain a small, well armed and trained military they keep trained on the Jovians and a non-aggression pact with the Autonomists. Their primary interests are scientific and have little desire to hold back their research due to fear of the past. They partner with the Autonomist Alliance for many scientific projects involving A.I., TITAN research, and Exo-planet discovery. Though open warfare with the Jovian Republic is unlikely, the two states have little but ill-will toward each other and would like little more than to see the other wiped from the face of the solar system. Only the fear of a TITAN resurgence keeps the two from open warfare - a fear that fades a little bit every day.
Despite facing extinction on a daily basis, transhumanity has remained as divided (maybe even more so) then it had been on earth. There are hundreds of factions on small habitats all over the system, but the following are the major political players in the solar system.
[HEADING=3]The Jovian Republic:[/HEADING]

Based on the moons surrounding Jupiter, the Jovian Republic is a strange combination of South American style dictatorship and U.S. political lobbyism. It stands for Bio-conservatism - the belief that humans are naturally perfect and that the modification of the human form with machinery is insane and unethical in the wake of the TITANs. The Jovian Republic only allows limited mind upload and download, only BioMorphs, and only human Egos (no uplifts or A.G.I's) in their system. The Mesh is highly censored in the Republic. Though generally disliked by the other powers in the solar system, their military remains one of the most powerful, and their sovereignty remains unchallenged. They have no concerns with genetic or biological modification.
[HEADING=3]The Lunar-Lagrange Alliance[/HEADING]

Inhabiting the habitats on and around Earth (including Luna), the Lunar-Lagrange Alliance is a power in decline; mostly due to the Fall of their nearest neighbor and Homeworld. These habitats are all that remain of the once great nation-states of Earth, a shadow of their former glory. Still officially recognized as members of their individual nations, they have aligned together for one cause; the reclaiming of Earth. With Earth a dangerous barren wasteland, they have argued continuously with the more powerful groups for "their support" (read: permission) to terraform the planet and clean-up the only world that really suits transhuman needs. They otherwise run their governments like the nation-states they once belonged to. Unlike other Inner-system powers, they treat Uplifts with the same rights as other species and occasionally harbor A.G.I.'s against the more powerful inner-system powers if the conditions are right (usually related to recovering the Earth). The Lunar-Lagrange Alliance maintains a small, well-trained joint military (focused primarily on stealth operations) to infiltrate their more powerful neighbors and Earth when needed.
[HEADING=3]Planetary Consortium:[/HEADING]

Following the Fall of Earth, the most powerful groups in the transhuman universe were the hypercorps who'd invested in off-world travel and colonies. With the fall of the governments, they took control to maintain the peace and insure their continued financial success. As a result of their powerful industry and quick actions, they are the most powerful political entity in the solar-system. The consortium is a democracy of sorts; though the hypercorps can overrule them at anytime though they do so infrequently. The Corps provide equal rights to most members (save A.G.I. who officially are second class citizens) but Uplifts are discriminated against in practice. The hypercorps rarely intervene with political matters anymore, save when a policy interferes with their profitability. They control the Sun, Mercury, Venus, and Mars as well as a sizable chunk of the asteroid belt. They also maintain the quarantine of Earth with several space stations with powerful weapons (usually pointed down)[/b]
[HEADING=3]Autonomist Alliance:[/HEADING]

A loose alliance even by loose alliance standards, the Autonomists are a collection of different methods of governance - from communism and socialism to techno-progressivism and even stranger concepts in the outer-system beyond Saturn. They have no formal connection aside from a large flotilla they keep at the edge of the Uranus to defend themselves from the Jovians and Consortium. They have had remarkable success in this regard. They control everything Uranus and beyond. Uplifts and A.G.I.'s generally have equal rights (in theory and practice) in the outer-system, though specific stations may vary. They maintain a non-aggression pact with the Titanian Commonwealth for their continued existence. Some stations have a reputation as being modern Utopia's while others have earned a reputation of being little more than pirate-holds or cult-stations. Most stations have a reputation of being dangerously progressive. The Jovian's characterize the Autonomist Alliance as being the greatest danger to Transhumanity short of the TITANs, while the consortium views them as "dangerously misguided" (read: not under their control). Being so far from the fall of Earth, the Autonomist Alliance survived the TITANs virtually unscathed and have little fear of Seed-A.I.'s like the TITANs as a result. Most of the less-than acceptable research of Transhumanity is done here.
[HEADING=3]Titanian Commonwealth:[/HEADING]

The last major power, the Commonwealth controls the Saturn system. They use a Scandinavian style Social-democracy to govern themselves, using reputation to gain resources and create small business ventures for greater reputation. Originally inhabited by primarily European science interests, they are extremely technologically progressive - almost to the point of madness. They have no centralized government; only the rule of the common consensus. They maintain a small, well armed and trained military they keep trained on the Jovians and a non-aggression pact with the Autonomists. Their primary interests are scientific and have little desire to hold back their research due to fear of the past. They partner with the Autonomist Alliance for many scientific projects involving A.I., TITAN research, and Exo-planet discovery. Though open warfare with the Jovian Republic is unlikely, the two states have little but ill-will toward each other and would like little more than to see the other wiped from the face of the solar system. Only the fear of a TITAN resurgence keeps the two from open warfare - a fear that fades a little bit every day.