The Magick of Bionic Implants

By Anders Sandberg

Mage is a game about philosophy and magick, not big guns or fireballs. Thus it is important to understand the roles of such things as bionic implants among different groups of mages, to avoid turning mage into "Cyberpunk with Magick". A neural interface is not just a piece of advanced hardware, it is a symbol for the union of man and machine. A HIT Mark is something more than just a terminator clone.

When introducing bionic implants into Mage it is best to avoid emphasising their technological implications (after all, they are handled as a kind of talismans) and instead look at their symbolism and how they affect the mood. Akashic Brothers with wired reflexes and tactical computers belong in Shadowrun, not mage. In Mage, bionics is a prechronism (the opposite of anachronism), a reflection of a (possible) future some mages seek to bring about.

The Bionic Struggle

Bionics (also erroneously called cybernetics) is an area of technology the Technocracy have not scheduled to appear until the first part of the 21st century, but just as with nanotechnology and computers other forces are trying to wrest control over the development so that they can lead it in their own direction. Iteration X and some Progenitors want to speed up the development, the Virtual Adepts and Sons of Ether want to introduce their own versions and the New World Order is desperately trying to keep the lid on this Pandora's Box of technology.

The central problem is what role bionics will have: will it free mankind, or turn it into another part of the Machine? Will it free us from the flesh ("Metal is better than meat") or lead to a new unity between natural and artificial? The mages involved in the struggle all seek to tilt the balance towards their vision of Ascension through all available means: paradigm engineering through movies, science fiction stories, scientific articles and Internet discussions; practical research in the hope of introducing bionics of some kind into the paradigm; political maneuverings against other mages; direct action against competitors and the subtlest weapon of all, the creation of a new vision of bionics.

The Metaphysics of Bionics

Bionic implants are not merely tools; they are extensions of the owners body and soul. They blur the line between man and machine, between tool and user.

Iteration X regard biomechanisms as the fusion of man and machine, a step closer to their eventual goal of a technological Ascension. Among the Iterator units, implants are a sign of status and conformism with the Machine. They are by definition useful and functional, always given to Iterators for specific uses. Iteration X cybernetics is cold and efficient, usually quite rugged and often designed with military applications in head. The biomechanics don't care for aesthetic considerations, and prefer to make the devices as powerful as possible at the expense of subtlety.

The Virtual Adepts, on the other hand see bionics as a way to become closer to their own tools. By implanting technology they get easier access to information and hopefully greater abilities to manipulate it. However, it is a tool, not the goal in itself (although some Adepts among the cyberpunks blur the line and sometimes espouse almost Iteration X-like views, and the cybergnostics are vocal in their disdain for the flesh). Most Adepts dislike obvious implants or weapons and prefer electronic systems linked to their brains, like the classic neural interface or various co-processors. Their bionics is usually very slick and miniaturised, involving chrome, advanced composites and carbon fibres. Like their programs, they are always elegantly designed and often use subtle effects to function.

The Sons of Ether have traditionally not been that involved in bionics (despite that it was they who initiated the area during their time in the Technocracy), preferring external gizmos. "What is the point of a neural interface where you have to worry about Paradox and rejection, when you could wear a Encephalographic Control Helmet?" many noted. But being highly individualistic and always ready to challenge other views, many have become involved in the development of bionics in their own characteristic way. Some build semi-mechanical interfaces, while other opt for baroque biological re-designs. Many do not regard bionics as a major goal for mankind, but the fusion of man and machine holds a definite fascination to many etherites. One vocal group claims that the next stage of the evolution of mankind is cybernetic; they seek to find ways to extend the human body in all possible ways.

Most other traditions regard bionics with a mixture of distaste and loathing. The Akashic Brotherhood regard it as pollution of the mind and body. Bionics is especially anathema to the Verbena, who see it as a blasphemy against the living flesh it is implanted in. Some Verbena have been known to forcibly "heal" wearers of bionics against their will (an especially cruel and deadly procedure against captured Iteration X units).

On the other hand, bionics also opens up the mage to other influences. As he moves closer to technology, technologically oriented spirits and beings become closer to him. Some Virtual Adepts actually have net spiders living symbiotically within their implants. Some Sons of Ether claim that to truly be able to design a machine you have to be part machine yourself. Iteration X of course knows intimately that this is true and right. According to some rumours, technology itself is slowly awakening.

Mages with much bionic implants become slightly harder to affect with Life and more sensitive to Forces and Matter; some have even reported that the implants slowly spread through their bodies, although this could be the result of technological Quiet. This is a poorly understood area, but it seems that bionics introduces completely new states of Quiet (not to mention Paradox).

Paradox

One problem with bionics today is paradox. Despite great efforts from Iteration X and the Progenitors, the paradigm is not yet ready for it. Movies, science fiction and speculations on the net support it somewhat, but it is not enough to avoid Paradox. As noted in the Iteration X conventionbook, open use of cybernetics among sleepers invites trouble, and each device will add as many points of permanent paradox as its rating; these points won't disappear until the bionic devices are removed. When dealing with Paradox backlashes and flaws, these points count (should a severe backlash occur when all points above the permanent paradox are drained, the device will become emptied of Quintessence and stops working).

Paradox manifests in many ways against users of bionics. The most common form is malfunctions of various kinds, like cybernetic claws that won't fold back properly, distracting error messages from an internal computer, cybernetic limbs which lock up and won't move, cybereyes suddenly refusing to focus or artificial hearts racing (or even worse, stopping). Usually they tend to decrease the efficiency of the cybernetics or make it stop functioning.

At low levels these errors are minor or irritating, usually quite instantaneous, like cyberclaws suddenly extending in a social situation or a short series of spasms in implanted muscles. At higher levels the problems may last longer or become more serious, like jerky eye movements or constant system crashes in the neuro-interface. Worse malfunctions include permanent problems with the implants and life threatening errors (such as a plasma cannon cyberarm begins to fire uncontrollably or a DEI erasing parts of the mind).

Other common problems are linked to the immune system of the user: inflammations of the flesh surrounding the implant, which could become severe if subjected to more paradox, rejection from the body which will make the implant unusable and force its removal, or neural degradation which could spread and cause severe damage. At low levels this is just irritating, rashes of the skin or some pains. At medium levels the problems are a hindrance and impair the use of the implant. At high levels the problems become life-threatening or completely disables the implant, forcing its removal.

Other Forms of Bionics

Nanotechnology is an area where Iteration X, the Virtual Adepts and Sons of Ether also struggle. Using experimental nanotechnological designs normal cybernetics can be shrunk to cellular level or less (although that often is somewhat unusable). Chips could be created that don't show up unless someone studies the brain with a microscope. Hypersynaptic Reaction Systems could be hidden within the myelin sheath around nerves and cyber-eye capabilities could be added inside a living eye. Such experimental designs rate a much higher price, and are seldom available.

[The talisman rating is increased with one or two steps, depending on the design. Note that the paradox is also increased, despite the fact that it is less conspicuous; nanotechnology is even less rooted in static reality than bionics]

Biological cybernetics is something the Progenitors are pushing. They regard the idea of implanting electronic or mechanical devices as distasteful, replacing elegant biology with rube-goldberg contraptions. They instead genetically reprogram or culture organs with enhanced abilities, like stronger muscles, poison-resistant tissues or neural nuclei with preprogrammed reflexes.

A third, bizarre form of bionics is purely magickal implants. These have been found among some Marauders, and have caused a considerable worry among both the Technocracy and Traditions. One Marauder had his left arm replaced with a Forces-pattern, able to shift between fire, electricity, kinetic energy and a liquid state. At the autopsy of another she was found to have a heart made of crystalline Prime patterned into a rose linked by thin barbs to her spinal cord (apparently causing her much pain). A third Marauder has been reported to have an open skull cavity filled with shifting symbolic patterns sending controlling beams of light to machines in the vicinity. It has been theorised that there is some force somewhere that equips the Marauders with these devices.

Trade in Bionics

Bionic implants are more or less common among different mages. Iteration X are rarely seen without some kind of enhancements or modifications. Some Virtual Adepts use bionic implants but the great majority don't want them or have not yet been able to afford them. Sons of Ether rarely use their own implants, preferring to install them into others. The technocratic conventions sometimes use implants, but they are quite rare and often symbols of good inter-convention relations.

It is quite hard to get bionics even for mages. The problem is mainly finding one group of mages skilled enough to create it, and agreeing on a suitable price. Usually there is a trade-off between safety and the price.

Iteration X has definitely the most reliable and efficient implants. The only problem is convincing the Comptrollers or AI that it is in the interest of the Ascension Program to allow its installation. Some adventurous mages have tried using implants from captured iterators, only to find that it contained hidden booby traps or overrides.

The Core is a fringe group somewhere between Iteration X and the Virtual Adepts, nominally allied to the traditions (but according to rumours secretly supported by The Computer) which ruthlessly pursues its vision of Ascension in a Horizon Realm somewhere. Core bionics is beyond cutting edge (perhaps even tested on the sleepers it is rumoured to kidnap for experiments), but finding a representative without alerting the Technocracy can be hard, and finding a suitable payment for these reclusive technomages is even harder.

Among the Virtual Adepts a cabal known as Maas Biolabs is very well renowned for their designs. The Biolabs includes two renegade Progenitors, and is very hot in the area of genetic engineering beside bionics. They are possible to reach through the right connections among the Adepts, but their schedule is quite busy and their prices high. However, they are in constant need of various minor services, and many hopeful Adepts do them favours or do odd jobs in the hope of getting the chance to implant something.

A less expensive group is the Sons of Ether. In many cases it is enough to have a sufficiently interesting idea for the etherite to start surgery. On the downside the quality and logic of etherite bionics is extremely individual; some regard the patient as little more than a testing bed for a new theory, while others give meticulous care to their patients and their implants.

Most groups involved in bionics use the digital web to design it and make some simulations of its function. Then they begin to implement it physically, preferably within horizon realms or powerful sanctums. Finally it is implanted within the patient, also usually done within a Horizon Realm to prevent paradox during surgery. The operation is usually quite complex, and requires a mixture of Life, Matter and technomagick which is quite specialised; the few mages able to perform it are both sought after and hunted.

One big problem with current bionics is that it requires quintessence to function well. Iteration X implants are notorious prime-guzzlers, often requiring the user to carry with him recharging units. Most implants draw quintessence from the wearer, which can become directly dangerous when he is low on quintessence and the implant needs a strong surge. Another idea the Sons of Ether are experimenting with is fuelling the implants via sub-spatial vortices from a remote chantry, but this has the drawback that the link is quite detectable and open to attacks from Prime/Corr magick. An even more theoretical design the Core is rumoured to experiment with is using disintegrating Prime magick to suck Quintessence from patterns in the vicinity to power the bionics. The consequences are just too awful to think of.

Various Implants

It is very easy to come up with implants, any cyberpunk game (especially Cyberpunk 2020 and Shadowrun) contains more than enough devices. However, in Mage the implants also have more esoteric properties. Here are some examples:

Transponder *

This device was originally developed by the NWO for use against the Masses, but among some mages it has become a useful tool. It is a small chip implanted under the skin, which will respond to a special coded signal (modern units also contain a tiny GPS navigator). This way it is easy for a person who knows the code to find the wearer to a very high precision, although the device could easily become a very dangerous liability of the Technocracy got their hand on the code...

[If a technomage knows the code, he can use it to automatically gain three successes on Correspondence magick involving the target. ]

The Lenses of Dr Greenberg *

These implants are a trademark of the creative surgeon Dr Greenberg. He noted that the lenses in our eyes are opaque to many forms of radiation, which limits their usefulness (especially for people who often work with strange energy sources). He has developed a method to remove the living lenses and replace them with artificial ones. These lenses transmit ultraviolet light, which makes the retina fluoresce (the colour perceived is a weird mixture of green and dark violet). By putting a few drops of a solution developed by Dr Greenberg on the eye with an eye-dropper, fluorescence will extend the visible range into both the ultraviolet and infrared. An additional effect is that the user will become able to see auras and sometimes spiritual entities.

Quintessence Storage Unit **

This little unit is implanted in a suitable body cavity, usually the chest, throat or abdomen. It is a small cylinder of advanced alloys linked to thin fibres extending a few centimetres in various directions, able to store personal Quintessence for later use or to fuel other bionics. Normally the unit passively just sits there, but at a mental command (if the user has a neurointerface or internal computer) or a pressure on a certain spot, the unit will suck up Quintessence from the wearer and store it. In the same way it can release it when needed.

The QSU has many uses. One use which has proven very effective is to hide magickal abilities from other awakened beings: by hiding all Quintessence inside the shielding alloys of the unit, the pattern of the mage appears to be about as Quintessence-rich as an ordinary mortal to Technocracy scanners or the predatory eyes of vampires. One drawback is however that paradox backlashes can blow up the unit when the Paradox reacts with the concentrated Quintessence.

[The Unit can store 5 points of Quintessence. When activated, it will suck up Quintessence from the Quintessence Pool (This is usually done when the mage is resting/meditating in a node). When it is activated again, it will add its Quintessence to the pool. If the mage suffers a paradox backlash of 5 Aggravated wounds or more, the device will explode, doing as many wounds damage as it contained Quintessence].

Neurointerface (Mind 1 Forces 2) **

This is the most popular implant among Virtual Adepts, for obvious reasons. It is "simply" a connection between the brain of the owner and a computer (or other suitable electronic device), allowing the user to access information, control the attached device or enter virtual realities of all kinds. Virtual Adepts use it to escape the confines of their flesh and enter the Web directly, with full contact between their brains and the digital reality. To many adepts the experience itself is pure ecstasy.

On the other hand, Iteration X also uses the interface but in a characteristically practical and coercive way. They link together with their machines to coordinate their work, and often to receive reprogramming from them.

Many different versions exist, ranging from specialised cyber-jacks like the one in the Iteration X Exoskeletons which are designed to run only a certain machine to ultra-advanced devices giving the mage not only conscious access to the Net, but also a high-bandwidth link to his subconscious (so called Avatar-links). Some mages have devised radio-links (Forces 2 Corr 2) they plug into their jacks making it possible for them to jack in even when they are far from their main computers, while others have developed infrared links which do not require any clumsy wires.

Memory and Behaviour Chips **

Another area where the Virtual Adepts have stolen technology from the Technocracy is programming chips. These were devised by Iteration X and NWO to control the actions of acolytes and sleepers (although Iteration X does not hesitate to give them to its units), but the Adepts have found other uses. The chips contain stored mental patterns from other people (or artificial ones), and when inserted into a neural jack (or surgically linked to the brain) influence the behaviour of the person.

The NWO have developed numerous mind control chips, ranging from personality alterations (Nature and Demeanour can be changed) over subliminal messages to downright mental control (the chip takes over and executes a pre-programmed set of actions; the victim can be either unconscious during the "possession" or fully conscious but unable to influence the actions). Iteration X makes much use of chips to contain orders and reprogramming of the DEI, not to mention suitable mood and personality alterations.

Virtual Adepts on the other hand, often encode skills and knowledge on the chips. Highly skilled people are sought out and their skills downloaded into chips (this can be done either voluntary or involuntary). Unfortunately, the more advanced and complex skills recorded, the more of the source person's personality, mood and views will colour the user while the chip is active. Some Adepts actually try to gather chips from very Elite programmers to gain new insight, but most stay away from "overlays".

Internal Computer **

Many Virtual Adepts don't want to lug around a computer, and would prefer to be able to access their computers with a thought. Some try implanting them into their skulls, with varied success.

The main problem is finding the space; either parts of the brain has to be removed (as in Iteration X's DEI, which removes parts of the frontal lobe and limbic system), parts of the skull has to be removed or the computer has to be housed within the chest or abdomen and linked through fibre optics, which is quite damage sensitive. Virtual Adepts are far too fond of their own abilities and egos to remove parts of their brains, so this procedure is most common among Iteration X. Replacing parts of the skull with electronics makes it more vulnerable but also gives easier access to the computer.

The exact abilities and functions of the computer varies immensely. Some mages simply use it as a mental co-processor, storing data instead of a notebook and calculating like a pocket calculator. Others essentially live with it as a constant presence in their minds, a friend, mentor or even lover. A few try to weave together AI programs with their minds, seeking to become literally one with the computer.

[ A computer replacing a part of the skull gives an extra damage dice to all attacks against the head; if the damage is above 2 levels the computer is at least temporarily damaged. Computers in the rest of the body might become cut off if the mage receives more than 3 levels of damage. ]

Self Co-Processor ***

This is a fine example of Adept cybernetics. It is a small co-processor linked to the frontal lobe of the owner, strengthening his sense of self. When it is first activated, it will begin to record the mental patterns and the "self symbol" of the owner in its neural networks. When the owner is subjected to attempts of mind control or personality alteration, the co-processor will resist this and try to keep the personality intact. One problem with this device is that it also will attempt to resist natural changes in personality, locking the personality into its original shape (unless reset, of course).

[The device gives 5 extra dice of countermagick in resisting all Mind magick affecting the personality or free will of the owner; illusions, mood manipulations and such things are outside its range. ]

The Jewel *****

The Virtual Adepts all seek electronic immortality in some form, and the Jewel is the ultimate tool for this purpose. It is an extremely powerful computer housed inside a tiny diamond shell (hence its name) extensively linked to the brain. It gathers information from the actions and mental processes of the user, slowly developing an accurate model of the mental patterns and storing them in its semi-indestructible crystal lattice. If the owner dies, it is hoped the jewel can be retrieved and the pattern uploaded onto the net or into a new clone body, using the Jewel as the new brain.

[The Jewel is quite damage resistant: It has a 5 point armour against all damage, and will not be destroyed by anything less than 3 points of damage directed specifically against it - just blowing up the head of the owner will not damage it very much.

The Jewel will gradually record the mind of the owner, and can be used as a template for an upload or emulation. After the first few weeks it has stored the general personality structure and some basic skills, after about a year it has a passable but simple model of the person, and after several years of use it will contain an extremely accurate model of the mind, down to the tiniest memory. ]

Bionic Artifacts

Fractal Claws

A nasty device built by the downright psychotic Virtual Adept called BRANCH END. The claws are hidden inside the outer joints of the fingers, which they replace. On a mental command, they telescope out into an impressive set of silver claws. When striking a victim, another mental command can make the claws split into a fractal tree of smaller claws, doing horrendous damage to the flesh of the victim. As if this wasn't enough, the claws can also spay poison into the wound, and BRANCH END is rumoured to use the neurotoxin from Orchidea Nigra for this.

[This device was created mainly for intimidation; despite his reputation BRANCH END is a quite cautious person who dislikes actual fighting. A Forces 2 Mind 2 effect allows the claws to reflect light in just the right way to look very dangerous and stylish. A Matter 3 effect allows the knives to divide into sharp sub-blades, and keeps them ultra-sharp. He doesn't actually use neurotoxin as his poison, but the claws can be filled with a lot of other nasty poisons. ]

The Cybernetic Skeleton of Dr. Rahnberg

Dr. Rahnberg is known among the Sons of Ether for his passionate letters in Paradigma about the frailties of the human body and the manifold ways it could be improved in. He was crippled after an attack on his laboratory by some of his many enemies, both legs cut off by a plasma beam and his skin badly burned. Being both desperate and unafraid of dying in the name of Science, Dr. Rahnberg decided to rebuild himself using a HIT Mark that had been immobilised by a falling wall when the laboratory collapsed. He instructed his assistants and disciples how to move his brain into the skull of the HIT Mark, and do some other cosmetic changes. The result went beyond his wildest expectations, and the subsequent paper in Paradigma met with great acclaim (although some critics remarked that he now looked like the members of the Convention he really belonged in too).

[ To move a human brain into a HIT Mark body requires a lot of work. First, a suitable body has to be found and somehow deactivated without too much damage. The various control systems used by Iteration X to ensure loyalty, like booby-trapped DEI implants or overrides of free will have to be removed. This is an extended Intelligence + Technology roll against a difficulty of 7, 6 successes are needed (in some versions more are needed). The technician will not know the exact number of successes needed or rolled; if he doesn't reach the necessary number some hidden systems will remain, which could cause nasty surprises later on.

Then the living brain of the patient has to be moved into the skull of the HIT Mark and connected to the electronics. This requires some delicate surgery not yet possible without magick or Progenitor assistance (Correspondence 3 Life 4 can be used to move the brain, and Mind 3 Life 4 Matter 2 to integrate it with the new body). Finally, the external biological shell has to be repaired and possibly remodelled to suit the new inhabitant.

The result is quite fearsome, a HIT Mark body with a human mind to control it. However, there are some drawbacks with this arrangement. One is that besides normal food, the person now also needs quintessence recharging. A more serious problem is the psychological impact of the change, there is a risk for personality changes or even psychosis as the human mind tries to handle being inside a killing machine. ]

Herpes Derived Progressive Neurodegenerative Disorder (HDPND)

The Progenitors don't like the idea of Virtual Adepts with bionics at all, and Research Team TAU developed an insidious weapon against such implants. It is a slightly modified form of the usual type one herpes virus, almost indistinguishable from the original. The virus causes small sores in the mouth, and between infections it hides within nerve cells. However, when it encounters neurons linked to bionic implants it will change into an active form, replicating quickly and spreading through the nervous systems. The result is at least severe and permanent nerve damage to the nerves linked to the implant, and quite possibly (if the implant is linked to the central nervous system) death.

Shortly after TAU had developed HDPND Research Director Cyrus Webster pointed out that it would be an even deadlier weapon against Iteration X -- widespread use of HDPND would most certainly lead to great losses among the iterators or force them to retreat to Autocthonia and MECHA. The Administration decided to keep the entire project secret from the rest of the Technocracy. Any use of a HDPND strain (TAU has developed some short-lived strains that will hopefully not spread out of control) has to be cleared with the Administration.

[ HDPND will not affect normal people in any way, except for the usual effects of a minor viral infection. It can be cured with Life, but most mages won't notice it if they aren't looking, and to detect that it is in fact artificial requires a detailed genetic mapping (Requires a genetic laboratory, Intelligence + Medicine with a difficulty of 7).

When it infects a person with bionics, it goes into attack mode and will begin to destroy the nerves linked to the implant. The first symptoms are usually minor malfunctions of the implant; twitches of bionic arms, cybervision blurring or neural jacks becoming unreliable. This is quickly followed by severe problems with the implant, fever and often paralysis of the limb the implant is in or severe lumbago if the implant is located in the head.

For each point of implants, the virus will do one point of localised aggravated damage. The amount of damage can be decreased with one point for each success of a stamina rolled against 8 (botches give extra damage) and in addition quick medical help (Within a few hours, Int + Medicine against 8) or vulgar Life magick can ameliorate the disease. The damage will destroy the nerves linked to the implant and possibly spread further in the nervous system, causing paralysis, mental damage or death. ]

Story Ideas

A cabal of Verbena have learned about the existence of HDPND from the records they captured from a Progenitor courier. They immediately realised the potential of the disease, and while they lament it being an artificial perversion of nature they also realised that the Progenitors had just strengthened something that was already there. They immediately began to seek a way of acquiring the virus and then spread it, hopefully making bionics unusable on Gaia. The player characters learn about this in some way, and are faced with a hard choice: should they help the cabal, possibly gaining a fearsome weapon against the Technocracy but also hindering the Ascension of the Virtual Adepts and Sons of Ether, try to stop it and thus help the Technocracy, or do nothing and let a group of fanatics raid a vault filled with biological weapons? And what will the reaction be from the rest of the Technocracy if it learns about HDPND?

A package of biomechanisms from MECHA have accidentally (?) got lost due to a computer error; instead of being sent to a bioengineer working as a orthopaedic surgeon it ended up in the hands of a completely normal doctor with a similar name. She opened the package, and was surprised and a bit worried. Deducing (correctly) that it was something very important that somebody very powerful had lost, she immediately hid the package and pretended to be completely unaware of anything strange going on. Now Iteration X wants to get the package back, or there is risk that the Masses gain access to powerful technology far too early. On the other hand, the doctor is lying low and is secretly trying to figure out what it is she has received, why it happened and what to do with the implants. This could develop into a spy thriller as the hunt for the package heats up, but it could also become a story about bionics itself, as the players become involved in what could be the great breakthrough of implants among the Masses.

One of the player characters has a strange recurrent dream that won't go away: a blackened skeleton covered with golden circuitry in arcane patterns. Gradually this vision becomes stronger and stronger, and begins to obsess the character. By following brief glimpses received in near-subconscious states (such as just before falling asleep, being knocked out or daydreaming) the character can slowly find his way towards an unnamed grave in the countryside. Inside it he will find the skeleton. Apparently it has been severely burned, but the golden circuits seems unharmed and surprisingly active; brief flows of electricity and quintessence glimmer within their lattices. Who was the skeleton, and what does the circuits do? Why has it contacted the character? Strange powers are afoot, and behind every mystery an even darker enigma hides.

A Virtual Adept has had an major epiphany, gaining a tremendous insight into the nature of information and consciousness. Unfortunately this insight also sent him into a deep Quiet; his mind has closed into itself, creating a mental digital web within his brain and implants which he cannot leave (or rather, cannot think of leaving). What makes this Quiet somewhat unusual and downright dangerous is that it is contagious; anybody linked to his systems will be drawn into it and themselves become contagious. There is a certain risk that it might spread into the Web, causing a huge catastrophe. The only way to save him is to enter this Quiet and help him break free in some way, but if this fails the would-be rescuers will also be trapped. The Quiet is heavily based on his visions of an information-based Ascension, where information itself is alive and awake and evolving towards unity with mankind. If the Adept somehow can break free from this state where he believes he is close to Ascension (which might even be true!), he might return to the physical world with a new vision of information and how to interface with it. Enlightenment, madness and the beauty of information meld together into a labyrinth where escape might be a question about consciousness itself rather than solving a riddle.