By Anders Sandberg (nv91-asa@rhen.nada.kth.se) (30 May 94)
When the Virtual Adepts broke free from the Technocracy, some other technomancers followed them. Among these were an radical group of members of Iteration X, who sought to transcend humanity altogether. These allied with some radical Virtual Adepts, and they formed the Core, sometimes called the Technocore. The Core can be viewed both as a chantry and a legion inside the Virtual Adepts. The goal of the Core is simple: its members want to become something far above the human level by melding together with their machines, computers and magick.
They develop extreme forms of augmentation, much more radical than even the ones of Iteration X. Naturally, their work is extremely dangerous, and many members have been killed, crippled or driven insane by their experiments. However, those systems that work are very advanced and greatly expand the potential of the users in many areas. Most members have permanent links to their computer system with amazing bandwidth, and have augmented their brains with expert systems, memory modules and coprocessors. They can partially merge into a kind of group consciousness together with their AIs. Their bodies are often kept in life-support tanks, while they go about their business with robot bodies or projections of themselves.
The Core can best be described as a kind of group intelligence, where the minds of the members are linked together with Correspondence and electronics into a network among with their computers and AIs. They can communicate not only verbally, but even at a subverbal level. With some training, members can meld together into great overminds, with superhuman intelligence and abilities. However, the network is not completely stable, and much energy is spent towards keeping its elements sane and functional. The members, both human and otherwise, have no true organisation. Instead each member is doing what it thinks is the best for the Core. However, the plans of greater minds are often executed, especially by members who are parts of them.
The members research in many directions. Several study cybernetics, medicine and biology to further augment the human body. Some are pure programmers, weaving together they myriad functions of the net and keeping it in shape. Some are philosophers and psychologists, and study the deeper questions which need to be solved. Everyone has at least one function, and generally perform it with great zeal. This is increased by the fact that most members have wired their pleasure and pain centres to their work; when they succeed or make progress they feel pleasure, and if they fail or become to lazy, they feel pain.
The Core is naturally very isolationistic. Its experiments are so extreme that they must be done in their own horizon realm, and most members simply cant leave it due to the danger of massive paradox backlashes. They use robot emissaries instead or simply send electronic messages. The Technocracy naturally hunts the Core with as much zeal as the Virtual Adepts, and most Traditions dislike it intensely (if they know about it, of course). Among the Virtual Adepts opinion is divided. Many Adepts think the Core has gone too far and is just as bad as Iteration X. Some agree that the Core is a bit to extreme in its methods, but agree on its philosophy. And there are some Adepts who argue at length that the Core really do represent the next step of human evolution, and the Adepts should help it.
The relation between the Core and iteration X is a bit complex. On one hand, Iteration X supports the pogrom against the traitors and dissidents. On the other hand, the convention like the kind of research the Core is doing, and would really want to learn from it to integrate into their own systems. There are even rumours that the Core is an experiment secretly supported by Autoctonia Central Core itself, which uses the Core to perform research the convention wouldn't be allowed to do by the Symposium. It might even leak information to it. That might explain why the Core so far has evaded discovery and succeeded so well in its research.
The Horizon realm of the Core is unknown, but a few facts are known. It seems to be supported by quintessence from nuclear reactions, maybe even stolen from nuclear reactors on Earth. Some mages accuse the Core for being responsible for the Chernobyl accident to gain enough quintessence to expand its realm. It is widely believed that the Core realm is not very large, and mostly filled with the advanced technology which makes it up. Some theories say the Core is really many very small realms linked together into a mutable network. There are probably not very many acolytes and servants, since it relies on robots. There are persistent rumours of medical laboratories where kidnapped sleepers are used for medical experiments. In fact, some claim many UFO-abductions may be kidnappings by the Core. Some people even claim the Core is behind all the UFOs.
Security is extreme, reputedly making Autoctonia or Mecha look like a playground. Everything observes what is going on, autonomous security systems scan for intruders and can link together with AIs to study anything out of normal. There are scanners and mages keeping track of anything near the Core or its installation, both in the real world, the Umbra and the Net. The weaponry is fearsome, and includes such things as Mentally linked mages attacking through untraceable Correspondence effects and killer Virii.
Philosophy: Ascension is not something that happens. It is made. We are actively rebuilding reality and ourselves into something optimal. Nature has given us a good start, now it is up to us to improve upon it. We are transcending the human flesh, removing the weaknesses of the human brain and becoming something far more than Human or Machine. When we are done, mankind and machinekind will merge and we will become the Omega Point.
Members: Members are mostly Virtual Adepts and ex-Iteration X members, with a few Sons of Ether and ex-Progenitors. Each group have their own main areas of study, but most members are very interested in Mind. Almost all are augmented (treat it as talismans), often far beyond humanity. The modifications are always designed to be optimally functional in the environment the mage usually works in, which can make some of them rather strange.
Due to the cross-fertilisation, many members use variants of their traditions standard foci. Many Core Virtual Adepts use the Core Network for most spheres (in addition to their often implanted computers), and some Core Sons of Ether use it instead of Electricity and their old Abaci.
Mental attributes are of course always high, since physical attributes can always be improved with augmentation and social attributes are rather unnecessary. All members are more or less fanatical about the Ascension of the Core, seeking to further their vision. Natures such as Architect, Avant Garde, Visionary or Fanatic are common, while Connivers, Loners and Traditionalist are practically absent. The Core doesn't encourage disruptive personalities or behaviours, so it often remove them from its members. Very few are selfish, destructive or dour, most members effective, positive and intelligent people (or machines). Nobody rebels at the Core, only at the Traditions and Technocracy.
The Core sometimes need other talents, and have been known to make copies of the minds of experts in different areas (including mages) to use as databases. Some work is done using remotely controlled sleeper-bodies and robots, but certain tasks are performed by actual acolytes. Many of them are technicians and scientists which the Core has contacted. Most of them are subtly mentally modified, and many have augmentation. As a rule, the more specialised and powerful a being in the Core is, the more it has become an amalgam between human and machine.
Mind Meld (Mind 3): This is the most common type of mental communication inside the Core. The users use the rote to connect their minds into a greater mind, with larger mental capacity and access to all their memories and skills. Unfortunately, it will also gain all participants quirks and personalities, often creating internal conflicts.
Mental Speed (Mind 1 Time 3): By adding more computer power to the mind through Mental Links, nearby networks or anything like that, the user can perform mental processes using computer speed instead of mental speed.
Remodel Personality (Mind 4) This is used by Core members who want to change their personality temporarily or permanently. They carefully rewrite their memories, the pathways of their frontal lobes and internal datastructures to create a new, more suitable personality. This is often done by experts in the Core to make members more efficient. A full remodelling can take months of careful designing, testing and evaluation.
Track Mental Instability (Mind 4 Entropy 1) This is used by the mental monitors in the Core to track any weaknesses or seeds of insanity among the members. By analyzing the mental pattern and looking for areas of high entropy, the user may find signs of incipient insanity and start treating them.
Rewire Desires (Mind 2 Life 3 or 4) The user can remodel what experiences give pleasure, pain, hunger, thirst, anger or any other "base" emotion. By carefully redirecting the links from hypothalamus into the correct region of their (or anyone else's) brain they can change which stimuli which creates which emotion. For example it is possible to link pleasure to profit and pain to financial losses (this is rumoured to be coincidental among Syndicate members).
Duplicate (Mind 4 Spirit 4) This is used by the Core for interrogation purposes, or to test certain new theories. The mage uploads the memories and personality of someone into a waiting empty AI-matrix, creating a mental copy of the person. This copy will have the same memories and skills as the original, but lacks Avatar and magickal ability. The copy will believe it is the original, at least until confronted with incontrovertible proof. Unfortunately such copies have a tendency to disintegrate quite quickly. Commonly used as a backup when modifying the mind of a Core member or somebody else. This rote is also used by the uploaded members to create helpers or emissaries for temporary tasks. In this case, the copy is modified to know that it is a copy, and often partially rewritten to suit the creator. There are often several copies of uploaded persons kept "just in case", and there are rumours that the Core can restore dead members completely, just like the Progenitors can re-clone people.
Uploading (Mind 5) This is used by Core members who want to leave their physical bodies behind temporary or permanently. They upload their mental patterns into a computer system and become essentially information. Since most Core members with this ability already have spent more time inside the computers than outside, the transition is almost imperceptible.
Akashic Brotherhood: Certain of their models have their uses, and we can learn much about mental structures from them.
(These... beings... have lost their path, and become their own caricatures. Not a pretty sight.)
Celestial Chorus: Their idea of The One is interesting. It coincides with out vision of all of mankind merging together into one transcendent hyperintelligence.
(Cruel, efficient and dangerous. They are an example of how the Technocracy doesn't only warp humanity, but even its own members)
Cult of Ecstasy: Pleasure is a tool. Some of the cultists understand this, but most see it as a goal in itself.
(Creepy things. They have even turned themselves into Pavlovian Dogs, happily working to get more pleasure. Sick!)
Dreamspeakers: Inefficient, far too traditionalistic.
(Hybris have claimed many mages. The members of the Core are neither the first nor the last ones.)
Euthanatos: Useless, directing their activities away from the all important Now and Here towards their misty illusions about Reincarnation, Messiahs and other superstition.
(The Core fears death. Look how its members seeks to avoid it through any means possible. Death will claim them anyway one day.)
Iteration X: They are too dependant of the other conventions to do what we do. If they were free, they would help us.
(Dangerous, and inspiring. They might be traitors, but they are doing what we would like to do.)
Marauders: Warping reality into chaos for fun is useless and just egomania.
(They seek to become the spider in the net, weaving everything into their dead web of chrome and glass.)
New World Order: Paranoids, who have no ideals. They seek to trap everyone into their grey reality instead of Ascending.
(Dangerous traitors, which must be destroyed to teach Iteration X a lesson)
Nephandi: They are unstable and chaotic. They act in nobody's interest.
(The Core is already rotten. We just have to give it a slight push...)
Orphans: Interesting phenomenon. Might be a sign that parts of mankind spontaneously start developing their own powers. A good sign. (Ugh! Turning into machines... sounds like bad SF!)
Order of Hermes: Elegant formalism, no content.
(Unbalanced phenomena tend to become more unbalanced in time until they spontaneously break down and return to the balanced state. The Core is quite unbalanced.)
Progenitors: We will transcend our biological bodies, but in doing so we need their knowledge.
(They don't understand that by abandoning their biological heritage, they abandon their humanity. They could as well be aliens.)
Sons of Ether: Too divided to make any greater difference, but many of the individuals have very useful ideas. Too bad many of them are secretive and try to hide them from us.
(Wonderful ideas! Too bad they have lost their humanity too... their creations have lost their beauty and look like the streamlined Technocratic constructs.)
Syndicate: To involved with silly political games with sleepers and the other conventions to realise that mankind is becoming obsolete.
(There is no money in the Core.)
Verbena: Useless and dangerous. Letting the biological body rule the mind is regression, and must be stopped. The future is post- biological anyway.
(This cancer can only be cured by radical surgery...)
Virtual Adepts: Our allies. Many of them have not yet accepted our vision, but it is so near their own vision that they will come to us sooner or later.
(A bit too radical, but there is no denying that they are the masters of AIs and cybernetics among us.)
Void Engineers: Their space program would be very useful to us. We hope to ally with them in the future.
(Dangerous, a bit unhinged and very visionary. While we definitely don't want to become like them, they might become important allies some day...)
Theme
The Core is about the ruthless seeking of Ascension. It will back at nothing to be able to expand its abilities. On the other hand, maybe this fanatism will pay off in the fight against the stagnant Technocracy. Who can say what is right or wrong for beings who are not remotely human? Have its members lost their humanity and become machines, or have they shaken off old prejudices and seen the first glimmerings of superhumanity?
Mood
The Core is both as hard and metallic as Iteration X, but also as wild and anarchic as the Virtual Adepts. It's a high-tech nightmare, filled with alienness and cold calculation but also a promise of great things, maybe a new way towards Ascension. It makes most people ambivalent with its mix of vision and geniality, fanatism and ruthlessness, beauty and sincere devotion to Ascension.
Story Ideas
The Core sends an Ambassador to the Traditions. This might be a modified HIT-mark with an direct link to the Core minds, or a sleeper body with a remote control system. Of some reason the players meet it, maybe as receiving committee or because the ambassador device of some reason takes an interest in them. Is it safe being in the presence of the Core? What is really going on? What if somebody attempts to assassinate it? Is somebody trying to disturb the relations between the Core and the Traditions? The players can find themselves into a great mess between the Core, the Technocracy, the Virtual Adepts and the Verbena, who dislike the Core intensely.
The Technocracy mounts a heavy attack against the Core, and it asks for help from the Traditions. What to do? Help it, or leave it to its fate? Allying with it might give the traditions an advantage against the Technocracy, but might also give the Core the chance to infiltrate and change the Traditions. Leaving it might make it an dangerous enemy, and if it looses the Technocracy might learn some very dangerous information. The players may meet members or ambassador devices, and maybe even visit the Core itself.
A friend of the players become abducted by an UFO. When they study him, they might find his personality modified in subtle ways, his memory wiped and changed and subtle devices implanted into him. Maybe the friend is even a clone. Who was behind it? As the players seeks to discover the truth behind the UFOs, they will become entangled with the latest efforts of the Core to study humanity under the guise of aliens.
Where is the Core in the Digital Web? It is obviously there, and probably a huge construct, but where? Some Virtual Adepts would dearly want to know. Not to mention other groups...
The players might be operatives from the Core, maybe unwilling or even unknowing. Some sleeper medical experiments have spontaneously awakened when augmented, becoming unpredictable factors. How do they react to the Traditions and Technocracy? How to help them see the vision that is the Core?
The Traditions have become more and more anxious about what the Core is doing, and want the players to seek it out and learn what it is doing. This may be especially possible for Sons of Ether and Virtual Adepts. How to contact it? What is it really doing? Is it true that it is secretly supported by Iteration X, and what would happen if it became known? Does it really kidnap sleepers? Is it really behind the UFOs?
What is behind the Core? Is it just a amalgamation of humans and machines, or does it exist something else which controls it? Maybe its just an extension of Autoctonia Central Core, or some strange power from the Deep Umbra?