recursal/Fanatic-Fandom huggingface dataset:
Core

Description

The core appears to be a sort of engine, resembling a Tiny ball being held by a armored box. The core is the heart of the [*Machine*]*,* and every machine needs it or it will not be able to be used.

## Usage

The core determines many things, such as the center point of the machine and the main body. attempting to place a second core in your machine will delete the first.

[[1]] behave differently depending on how they connect to the core.

The hierarchy of [[2]] is determined by how many different body connections it takes to reach the core body.

#### Core Body

The core body is by definition the body of the machine that contains the core. All bodies of the machine must connect to the core body in some way.

On servers with [modes|Partial Damage], The health of the core body is represented by the light thin bar above the health bar. Destroying the core body of a machine will kill the entire machine, even if it still has lots of health in subordinate bodies.

If the entire core body is invisible or dummy and all directly-connected subordinate bodies are destroyed, the machine will self-destruct.

## Trivia

The core block bears resemblance to the Weighted Storage Cubes from *Portal.*
Parts

MachineCraft has many different parts that you can use to make your machine. There are basic building parts, like the Chassis and Box; weapon parts, like the Cannon and Beamer; movement parts, like the Thruster; joint parts, like the Hinges and Rotators; and cosmetic parts, like the Lamp.

## **Building**

* **Chassis**

The basic building block. Gives you health and energy.

* **Box**

A customizable building part. The width, height, and length can be changed. The angle can also be changed.

* **Capsule**

A customizable building part. The type of shape can be changed to a capsule-shape, cylinder, cone, or hemisphere. Only the length can be changed. The angle can also be changed.

* **Coupler**

## **Weapon**

* **Cannon**

A basic ranged weapon part. When activated, fires a bullet. The slider can be set to change when the cannon fires within a cycle.
* **Barrel**

A part that modifies the Cannon. When placed in front of a cannon part, it slightly increases the range, speed, and damage of the bullet
* **Beamer**

A weapon part that emits a laser beam when activated. The slider can be set to change how large and powerful the beam is. The larger the number/beam is, the more energy it takes to fire the beamer. An unset beamer can be placed in front of a set beamer to increase the range
* **Sword**

A melee weapon part. When activated, a lightsaber-like blade appears. The slider can be set to change how long the blade is. The longer the blade is, the more energy it takes for it to activate the blade and keep it active.
* **Amp**

A part that modifies the Sword. When placed on any side except the "business end" of a Sword, it increases the damage and energy consumption of the Sword. More Amps will make the Sword blade appear more wobbly.
* **Launcher**

A ranged weapon part. Can be guided or unguided, depending on how the action is set. A projectile must be made in order for it to work.
* **Discharger**

A ranged weapon part. Can be set to be an active weapon or a flare to distract enemy Launcher projectiles.

## **Utility**

* **Scope**
* **Shield**
* **Tracker**

## **Movement**

* **Thruster**

A movement part. This part gives thrust depending on the direction being faced.

* **Shaft**
* **Wheel**
* **A.G. Device**
* **Mover**
* **Sled**

## **Joints**

* **Rotators**
* **Hinges**
* **Pistons**

## **Premium**

These parts are only accessible if you have bought Premium. They add no advantage in combat, and only serve to look nice.

* **Emitter**

Emits smoke or a stamp image when activated
* **Stamp**

Displays an image or a part of an image that is designated in the tab menu of BUILD mode. There are two types, StampF and StampS.
Sword & Amp

Amps

Amps are a part that directly goes with Sword. Amps look like a block with a small lateral groove with a cross on one face. They are used to Amplify the sword's effects such as damage, and Knock back.(Shown visibly by sword's jaggedness)

## Usage and Sword

The sword is used as a close combat weapon. when used with Amps The sword's effect will become more jagged looking and much more damaging. the max amount of amps able to be put onto a sword is 5. the opening does not register the extra amp.

In order to use the sword correctly it must be attached to either a fast agile machine or an arm that is fast and agile. the faster the sword connects with it's target the more damage and knock back is inflicted.

When a sword collides with another they both "clash" and give knock back to eachother.

The sword also deflects SMG rounds.

## Trivia

* The sword and Shield are commonly used together to create a combined shield that has swords to fall back on to deflect SMG.
Cannon & Barrel

## Cannon

A **single cannon** with or without any number of barrels is an energy efficient, simple weapon with no recoil.

Cannon setup defines the delay between pressing the firing key and the cannon shooting, 0 units means no delay. 16 units is considered a 'cycle', meaning a cannon shoots every 16 units. Thus, setting up two cannons with 0 and 8 units each will result in continuous steady firing pattern.

To form a **machine gun**: place several cannons in a row, set them *all*up for different delays, don't add the barrels.

**Shotgun** works the similar way but the delays are equal, meaning all cannons will fire at the same time.

## Barrel

### Cost

5

Barrels can be placed in front of the cannons to amplify them. In general, barrels improve the accuracy and increase the projectile velocity by reducing the efficiency and slightly decreasing the fire rate.

**Tankguns** deal significant damage which cannot be blocked with shield or swords. However, they have recoil, higher energy consumption, lower projectile velocity and the projectiles themselves are affected by the gravity. To create a tankgun: place two or more cannons in a row, then place the barrels, their amount must be equal to or exceed the amount of the cannons, set up the first cannon block.

**Howitzers** are considered the artillery of MachineCraft. While having tremendous energy consumption and high projectile drag, they create an explosion blast upon the projectile hitting the surface or a machine. The longer projectile was in the air - the larger the damaging sphere and the damage itself will be. To create a howitzer: place two or more cannons in a row, then place less or none of the barrels, set up the first cannon block.

## Additionally

* To swap between round and square shapes for cannons and barrels either hold Alt while selecting them or use middle-click in Sculpt mode on them
* You can change the barrel diameter in Setup mode. By enabling "AlignCannon" the same diameter will be applied to all cannons before the barrel
* You can combine different cannon types by mixing the building steps. Commonly used hybrids are rapid-fire tankguns and shotguns

 Trivia

* The Cannon is Sometimes used as a part in Vanity, having it's unique structure and texture.
* The cannon is used commonly in "SMG" format by first time builders, giving the lesser known name "Noob gun"
* The "SMG" setup has speed and range but can be Countered easily by Swords and Shields, This makes it one of the most easiest to Counter weapons In-game.
Hinges

Hinge A and Hinge S

These are blocks that connects to another chunk of blocks, forming a body.

* When an action is set on the Speed Hinge and performed, the hinge will rotate at the speed one has specified, up to 90 degrees either way.

* When an action is set on the Angle Hinge and performed, the hinge will rotate to the angle one has specified, up to 90 degrees either way.
Tracker

Tracker is a block that allows orientating the body with mouse.

The setup defines the margin between the exact aiming direction and the tracker's direction. For example, 0 means the tracker will turn the body directly towards the aiming direction, 10 means it will be additionally raised by 10 degrees. That is helpful for the weaponry: players usually aim a bit lower to see things in the front, so the weapons would fire at the ground with a default setup.

Trackers cannot rotate large bodies as if you've tried to make a plane rotating towards the aiming direction. They can only rotate bodies relatively to their joints: place a rotor on a body, then place a tracker on it, set it up and the body on the rotor will rotate. The non-square half defines the tracker's fore side, keep this in mind when placing it.

Trackers can rotate bodies placed on rotors and hinges.

## Rotating the whole machine

Trackers are an interesting thing to experiment with. You can actually rotate your machines just with trackers, though it requires artificial structures, such as this:

Here, trackers are placed as additional bodies, connected via rotors (rotors have "Spring - 100, Damper - 100" setup). Paint this transparent and connect to your machine's center of mass through the chassis block in the back.

Basically, the trackers try to rotate their bodies towards the mouse but are stuck with the others. That causes the structure to create a controlled continuous shake that affects the whole machine and rotates it.
Pistons

Piston L and Piston S

 Usage

The piston's retracting and extending properties are edited within the setup menu. Based on which type of piston is used, setup will affect the behavior of the piston differently.

## Piston S

The piston S (speed) will be setup with differing speeds upon which the piston will extend or retract. This piston can be told apart from its counterpart with its noticably darker center. A negative value will result in retraction, while a positive one will extend the piston. Due to the nature of this piston, a player would normally want to use the upper and lower limits for this piston. A value of below -100 will result in FREE, which will allow the piston to move freely. A value of above 100 will result in STOP, which will halt the piston.

 Piston L

The piston L (length) will setup to extend to specific lengths. The piston will extend to the specified length based on the value entered in the setup menu. A value of below 0 will result in FREE, which will allow the piston to move freely. A value of above 1000 will result in STOP, which will halt the piston.
Discharger

The discharger is an anti air weapon, requiring time to charge and lock on before firing spheres which warp around the targeted machine. The discharger is not a viable weapon for ground targets as the spheres disappear upon contact with the ground.

A machine can be damaged if it makes contact with the sphere before it is fired.

## Flare

Setting two actions in setup mode will create a flare. When fired, missiles near the flare sphere will disappear. Most effective for fast moving machines that have time to fire before being hit.
Lamp

Description

The Lamp simply looks like a light. The lamp is a half-height object that emits a point of light. This point of light will not affect the environment or craft, but will instead emit a glare effect. The part's cost value will increase to 50 if it has commands set.

## Usage

The lamp's color is adjusted through the setup menu. Changing the value will change the color of the light. A value of 1 is the color red. Raising the value will result in the raising of the color through the spectrum until red is reached again at 24. A value of 25 will emit pure white light. Raising the number over 25 will adjust the lamp's value to STOP, which will shut off the lamp. if 2 commands are set up and pressed at the same time their number will add up and change to the coresponding color to that number, similar to *[[1]]*. If the lamp is painted in a completely black color (0, 0, 0) and set to transparent, it will be invisble but the light will still show when turned on.

When other lamps with no setting are set next to one that does have a setting, they will form a "Neon light" like bar with each other.

## Trivia

* Commonly used as a vanity Item by some Builders.
* The lamp has some effects not visible to the user such as clipping through parts, while an outside viewer would see the lamp flickering through an object, the pilot of the machine will likely not see this.
Sled

Usage

The sled's friction increases as the value increases. A value of 0 results in nearly no friction, while a value of 100 exhibits a strong amount of friction. A value adjusted above 100 will result in MAX, which will cause the sled to exhibit an extremely large amount of friction to the point of seemingly adhesive properties.

These adhesive Properties can be used to cling onto surfaces and pick up objects like balls and bombs.

When Set Invisible, the Collision Box is not effected.

## Trivia

* A sled does not connect via its round face to chassis in build mode meaning it's other faces can be used in build mode
* The sled is commonly used in walkers and legged machines.
TeamBattle

## Description

Team battle is a game mode in Machinecraft where there are two teams colored Red and Blue. Tags above a player change color to show which team the players are on.

Each team has a bar that shows a percentage, when this percentage reaches 0 that team loses. The percentage can be brought down by killing members of that team and also attacking the team's targets. The targets of a team are colored to their respective team and look like large red or blue wood blocks. They can be destroyed and them being hurt or destroyed hurts the enemy team's percentage.

There are changes in this game mode compared to other game modes like "meeting" instead of having many of the features you had then you are more 'crippled' in this game mode.

* The recovery feature where your machine is set upright has a speed limit and you must be almost at a stand still to use it. This means you can be knocked around.
* Teleporting does not work in this game mode, You can also not freeze machine in this game mode
* Enemy tags do not appear at long ranges making it harder to spot enemies

All of this considered Team battle is more challenging than other modes.
Playing with Speed 1e

In Eclipse Phase, characters with boosted Speed can dominate a ﬁght. The ability to take multiple actions in a turn is effectively a force multiplier. This is an intentional representation of the realistic effect a character with neurachem or some other Speed boost would have, but it doesn’t work for every gaming group. The following optional rules are provided for players who want to handle Speed a bit differently.

## Speed as Initiative Groups

When using this rule, multiple Action Phases are eliminated. Each character acts on their Initiative. Initiative is rolled normally, but the Initiative order is handled in groups. Characters with the highest Speed stat go in the ﬁrst group. Within that group, characters go in Initiative order. Once ﬁnished, the characters with the next highest Speed go in the next group, also in Initiative order, and so on.
This system means that characters with a high Speed will go ﬁrst, but they do not get the extra actions as provided in the regular rules.

## Speed as Extra Dice

With this rule, Action Phases are eliminated, but high-Speed characters still get multiple actions. When rolling Initiative, each character rolls 1d10 + INIT, per usual. Characters with a Speed higher than 1, however, roll an extra 1d10 + INIT for each extra point of Speed. A character with a Speed of 4, for example, rolls 1d10 + INIT four times. Play proceeds with each character taking an action on their respective Initiative roll(s), in order. Characters with high Speed will have more than one Initiative score and thus will act more than once.

### Editor's Sidenote

This is the way I handle Initiative in my games.

## Depreciating Speed

Another option is to keep the extra actions provided by Speed, but to make the additional actions progressively harder. This option does not slow fast characters down, but it does make them slightly less lethal and effective.
Using this rule, Initiative and Action Turns are handled per the normal rules. Characters with a Speed higher than 1, however, suffer a cumulative −20 modiﬁer per Action Phase after the ﬁrst on all skill tests. So a character acting on their third Action Phase takes a −40 modiﬁer and a −60 on their fourth Action Phase. These modiﬁers only apply to skill tests initiated by the character on their actions, they do not apply to tests to resist attacks or damage or other effects (a character who is attacked by another in the second Action Phase, for example, may still roll Fray to dodge the attack without penalty).
A.G. Device

The A.G. (Anti-Gravity) Device, or AGD, block allows to create artificial mass, either actual, making your machine heavier, or inverted, making it lighter.

Setup defines the amount of mass created by the block. One unit equals one default chassis block or simply one weight unit from the "Weight" line available in the overview (Tab in the hangar).

* Zero setup means no mass will be created. NB: the AGD block itself weighs one unit
* Positive setup creates inverted, anti-gravitational mass, making your machine lighter or even hover/fly. Obviously, one AGD can make your machine 100 blocks lighter (99 counting the AGD itself)
* Negative setup creates actual mass, making your machine heavier. This can be used to stabilize your machine

## AGD as stabilizers

Place a "NEUTRAL - 100" AGD above and a "NEUTRAL - -100" AGD below your machine's center of mass to apply horizontal stabilization to it.

You can also place an AGD on a weapon body to nullify its weight, preventing it from falling down on occasions.
FreeFight

## Description

Free fight is a game mode similar to team battle except that there are no teams and everyone can damage each other. Points can be gained by killing other people, buy killing yourself or dying to another player causes you to lose a point. The person who has the most points when the timer ends is the winner .There are limitations in Freefight that make you rely more on your machine.

* The recovery feature where your machine is set upright has a speed limit and you must be almost at a stand still to use it. This means you can be knocked around.
* Teleporting does not work in this game mode, You can also not freeze machine in this game mode

All of these taken into consideration Freefight can be challenging but fun because of them.
Rotators

Rotator A and Rotator S

These are blocks that connects to another chunk of blocks, forming a body.

* When an action is set on the Speed Rotator and performed, the rotator will spin at the speed specified.

* When an action is set on the Angle Rotator and performed, the rotator will rotate to the angle specified.
Thruster

Usage

The thruster is a conical object that emits a tail of light when activated. This light's color can be adjusted using [[1]] mode. The thruster is able to be combined with several other thrusters in a 2x2 or 3x3 square, resulting in a larger thruster. It's power equals to the power of the thrusters used. The center thruster must be setup, while the 8 others must not.

The thuster's output is adjusted with the setup menu. The thrust ranges from 0-100. A value below 0 will result in STOP, which will shut off the thruster. A value above 100 will result in MAX, which will provide a strong boost at the cost of a large amount of energy. This boost will only trigger at the start of a command, and will continue to thrust at 100 if the key is held or in toggle. The boost has a cooldown of approximately 1 second.

## Trivia

* The Thruster is sometimes used in Vanity having a unique shape, texture, and effect.
* The Thruster is commonly visible as opposed to being invisible on most machines.
Guard 1e

Everyone knows that synthmorphs are tougher and better equipped for serious combat than biomorphs. However, many people in the inner system are not comfortable with using hulking synthmorphs as bodyguards or security personnel. Instead, some choose this subtle and extremely deadly alternative. This morph’s enhanced senses allow it to more easily detect any threats to the person the user is guarding, and the built-in weaponry and moderate armor make it highly resistant to damage. The synthetic mask disguises it quite effectively as an olympian or fury morph.

**Enhancements:** Access Jacks, Basic Mesh Inserts, Chemical Sniffer, Cortical Stack, Cyberbrain, Cyberclaws, Enhanced Vision, Hand Laser, Lidar, Mnemonic Augmentation, Neurachem (Level 1), Puppet Sock, Synthetic Mask, T-Ray Emitter

**Mobility System:** Walker (4/20)

**Aptitude Maximum:** 30

**Speed Modifier:** +1 (Neurachem)

**Durability:** 40

**Wound Threshold:** 8

**Advantages:** +10 SOM, +5 COO, +5 to one other aptitude of the player’s choice, Armor 12/12

**CP Cost:** 60

**Credit Cost:** Expensive (minimum 60,000+)

#### Deluxe Variant

This morph is used by both top-of-the-line security personnel and wealthy and powerful people who worry about kidnapping and similar threats and wish to be able to personally respond to any problems.

**Enhancements:** Add Nanophages, Weapon Mount (Microwave Agonizer, Concealed)

**Durability:** 50

**Wound Threshold:** 10

**Advantages:** Add +5 REF

**CP Cost:** 75

**Credit Cost:** Expensive (minimum 80,000+)

**Pivo:** The trick to spotting a shell with a synthetic mask is to really take a look at the thermal signature. On a close analysis, you’ll ﬁnd hot and cold spots that deviate from standard biomorph sigs. They did a pretty great job getting it right on these guard morphs, though it depends on the manufacturer and model.
Machinecraft EN Wiki

## Welcome to the MachineCraft EN Wiki

A wiki about the free-to-play sandbox game "MachineCraft".

Machinecraft is a Free-to-play Japanese Indie game developed by G2 Crew released April 28 of 2014 on it's *Official Wix Page* and on March 25 of 2016 in early access on steam Unlike the other games, you can build a creation without having to worry about if you have the parts or not. All you have to worry about is if your creation fits within a certain cost and body limit.

## About MachineCraft

> "The main purpose of this game is showing and watching machines made out of blocks.Some of the game-modes allow you to battle or race against other players. (testing phase) You can create your original machine with ease by reassembling those machines that are distributed, or by using the automatic control block.*" -Official Machinecraft Steam Description*
>
>

The main purpose of this game is showing and viewing machines made out of blocks. Some of the game-modes allow you to battle or race against other players.
By using chassis blocks and functional parts, you can make a variety of shapes, which can make standard machines (cars, bikes, tanks, airplanes, helicopters, ships), as well as unique machines (robots, animals, plants).

You have the freedom to make a room and set the rules as you want, and maximum of 30 people can join (But i can be changed to more via other methods).

The game has been long abandoned by the developer, but it's being currently supported by a community patcher.

There is also a community Discord

As of 2023, the servers for the game have been shut down.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.
Auston Whent

## Personnage joueur V1 (Elwee)

**Auston Whent** fut lord de Harrenhal, proche de Harwyn Tully durant son ascension, grand aventurier et explorateur, il disparut en l'an 280.

## Du propriétaire d'une ruine ...

Auston Whent hérite de Harrenhal le plus grand château de Westeros, une ruine sombre et triste, il y règne avec Susanna Ryger son épouse qui le quittera prématurément après lui avoir laisser un fils, Allaric, en 253 pour perpétuer son héritage. Il se remariera avec Astride Swann avec qui il n'aura toutefois pas d'enfants.

## ... Au fidèle allié d'un puissant ...

En 272 avec le procès Feunoyr, le clan tully étendendu se formalise et la masion Whent et en tête de liste. Et cela sera pour le mieux de Harrenhal qui se verra rénové par Harwyn Tully suzerain du conflans et main du roi.

## ... Jusqu'a l'aventurier solitaire

Mais ce pourquoi les ge,ns se souviennent de lord Auston Whent c'est pour ses éxpéditions a Valyria. Dont il ramenera de nombreux trésors. Dont une antique et sublime tapisserie ecore visible aujourd'hui, des armures Valyrienne, et surtout une épée en acier valyrien qu'il baptisera "mort-noire"

-fiançaille margarei Rykker et Alyn Whent fils d'Allaric
Hazer 1e

Hazers are tall, ﬁne-boned morphs, lightly muscled but heavily insulated against loss of body heat. Even with all of their augmentations, hazers can’t survive exposure to the frigid atmosphere of Titan—but they can handle it slightly longer than other morphs. Hazers tend to be fair and slender, with chiseled features. Some have features so angular or elﬁn that their beauty is alien and unsettling to other human phenotypes. Striking Looks and Uncanny Valley are both common morph traits.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Enhanced Vision, Radiation Sense, Respirocytes, Temperature Tolerance (Improved Cold)
**Aptitude Maximum:** 30
**Durability:** 35
**Wound Threshold:** 7
**Advantages:** +5 COO, +5 WIL, +5 to two other aptitudes of the player’s choice
**CP Cost:** 35
**Credit Cost:** Expensive

**Chiro:** You never used to see these outside of Titan, but they’ve been popping up all over the Jovian and Saturnian systems lately. Word is they’re popular on gate ops too.
**Qi:** There was some sort of incident with the main microcorp that produces for the Commonwealth. Rumor is they euthanized a whole generation of forced-growth clones and shut down production for a good two months. Whatever happened, they’re keeping a tight lid on it.
Go-Nin Group 1e

# Go-Nin Group

**Major Industries:** Banking, Agritech, Robotics, and Services

**Major Stations:** Tsukomo (Luna)

Considered a relic of Earth’s capitalist market economy, the Go-nin Group is a traditional Japanese keiretsu, a conglomerate of companies with interwoven relationships and shareholdings, horizontally-integrated across several industries (and sometimes vertically-integrated within a business sector as well), and centered around the long-lived Tamahashi enterprise consultancy firm. Tamahashi evolved from an influential corporate lobby to a diversified bank holding major equity in the group’s partners; it now controls the group’s assets and directs the partnership’s overall business strategy. Through its member corps, the Go-nin Group has a sizable presence throughout the entire system and—without dominating a specific industry—own significant market share in fields such as banking, agritech, robotics, and services. Any difficulties in adapting to evolving economic models due to its rigid structure are compensated by unscrupulous exploitative behavior and a bottom-line attitude, earning the group the reputation as the most ruthless hypercorp of the inner system. Go-nin currently controls a Pandora Gate on Eris, secured by a contingent of ultimate mercenaries.
Meeting

## Description

Meeting is a game mode where there is no goal or time limit. People can join the game and show off their machines and do anything. This game mode is very malleable as the players in the game itself interact and can also turn their attack mode on in this game mode. It is comparable to a sandbox.

You can teleport in this game mode and can freeze your machine in contrast to the other game modes. The recovery option also works at all speeds meaning it is harder for you to be knocked down.
Mover

Usage

Movers' functionality varies depending on where they are placed and how many of them are present. They only function if they are part of the core body.

A mover placed on the top of the [*core*] block will rotate the machine about the Y-axis to the direction of the camera. The first mover placed anywhere else will make the machine hover above the ground, controllable with the camera movement keys. The second Mover placed anywhere in the body will move the machine forward, backward, left and right, also controlled by camera movement keys. Any additional movers will only increase movement speed.

While Movers are controlled by the camera movement keys by default, their controls can also be set manually by creating the functions HoverF, HoverB, HoverL, HoverR, HoverU, and HoverD in ASSIGN. Additionally, an assignment HoverSW will disable all movers when activated.

## Techs and Examples

Movers are demonstrated in the sample machine PARTS\_Mover
Aerostats 1e

Built to ﬂoat in the carbon dioxide atmosphere of Venus, aerostats are essentially cities built as giant balloons. The breathable atmosphere ﬁlling aerostats is lighter than the surrounding atmosphere, so aerostats feature open areas with massive volumes of air that enable them to ﬂoat. Aerostats are not pressurized, as the interior air pressure is roughly equal to the exterior atmosphere, meaning that there is no need for heavy airlocks, just airtight doors and bulkheads. Aerostats are constructed from lightweight but durable materials such as aerogels, diamond, and metallic foam.

Most aerostats are shaped like a balloon or upside-down tear drop. The center of each is a massive vertical air-filled chamber, reaching from top to bottom, that provides buoyancy. Other parts of the aerostat are built with large open airy areas and high ceilings. External parts of the structure may feature tall privately owned towers and open areas for synthmorphs that do not require breathable atmosphere. Most aerostats are mobile, ﬂoating through the stable areas of the Venusian atmosphere. Occasionally an aerostat will tether itself to the surface at mining or research outposts, allowing supplies and resources to be transferred via elevator cables.

Aerostats present would-be attackers or inﬁltrators with a set of challenges considerably different from space habitats. Aerostats don’t have the large, active ﬂeets of defense and harvester drones that space habs do, but they do have numerous landing bays for atmospheric craft. Life support aboard an aerostat is dispersed throughout the habitat’s hull, consisting of little more than large banks of CO2 scrubbers connected to a cooling and ventilation system. The accompanying networks of ducts crisscross the entire habitat and can be extremely useful to lithe interlopers. At the same time, an aerostat contains large, open spaces that serve dual duty as public atriums and as chambers to hold the oxygen and nitrogen that makes the habitat buoyant. These big open spaces provide ample maneuvering space for robotic ﬂiers and other small aircraft. These areas make it easy for hab designers to spatially segregate important administrative buildings from surrounding structures, something that can’t be done in more cramped habitats. Getting aboard an aerostat is an easier job than inﬁltrating other stations, but striking at its heart can be much more difficult.
Fiction

* Lack (From the Core Book)
* Melt (From Sunward)
* An Infinite Horizon (From Gatecrashing)
* El Destino Verde (Part 1 of 3) (From Panopticon)
* Into the White (From Rimward)
* Interference (From Transhuman)
* Nostrum (El Destino Verde, Part 2 of 3) (From Firewall)
* White Hempen Sleeves
* Spiritus ex Orcinus
* The Thousandth Cycle
* The Fukuda Cube
* Nostalgia
* Prix Fixe
* Stray Thoughts
* Thieving Magpie
* A Resleeving of Love
Direct Action 1e

# Direct Action

**Major Industries:** Security Services, Military Contracting

**Major Stations:** Hexagon (Earth-Luna L5)

Descended from the remnants of several pre-Fall national military forces and private military contractors, this hypercorp made a name for itself in the period immediately following the Fall, where they helped manage refugee populations among various habitats and vessels while shattering any sign of unrest immediately and with full force. Direct Action today is known for its highly-efficient shock troops and superior combat morphs, providing security and public police services to self-governing habitats or hypercorp installations. Shifting political alliances between habitat clusters, corporate rivalry, and the constant fear of TITAN agents cater to Direct Action’s paranoia-inducing marketing. The corporation maintains several habitats as physical training facilities and armament depots.

### Sidebar: War Crimes

*To: Meshleaks Newswire*

*From: <mesh ID does not exist>*

You asked for it: verifiable evidence proving Direct Action’s war crimes during the Fall <link failure>. Go ahead, take it public. The Planetary Consortium elites will ﬁnd you, kill you, and erase your backups. Go ahead. Test them.
New Day 1e

# New Day

New Day is notable as the hypercorp responsible for simultaneously resurrecting and uplifting neanderthals. Though the ethics of recreating one of humanity’s closest cousins and their decision to only raise neo-neanderthals were questioned and criticized at the time, both issues are largely moot now that a substantial neo-neanderthal population exists. Headquartered at Moustier in the Martian Trojans, New Day continues to breed and improve on neo-neanderthal germlines. Unlike many other uplift corps, New Day imposes no ownership claims, breeding restrictions, or indenture contracts on their progeny—once they reach the age of 16. Until that point, neo-neanderthals are monitored, tested, and raised in New Day-sponsored communities. They do, however, place a lien on each uplift, collected as a percentage of their earned income, until they repay the costs of their upbringing. Given that the oldest is just over 25, most neo-neanderthals are still under New Day’s supervision, and most remain indebted to the corp.

According to the rumors, New Day is hard at work on developing a morph that is a perfect hybrid of neanderthal and human genetics. The idea seems to be to create a sleeve in which neo-neanderthals can better ﬁt in to transhuman society while retaining part of their heritage, while also giving an option for transhumans who want to play at being part “cave man” for a while (and yes, neo-neanderthals consider that term a pejorative, except for those that embrace the term and own it). In the deep currents of the mesh, I've also heard that New Day is interested in uplifting some of humanity’s other extinct cousins, such as *Homo ﬂoresiensis* and the Denisovans. They lack the genetic material and information they need for this project, however, as much was lost on Earth during the Fall. Supposedly New Day has an open bounty for any scavengers that retrieve the information they need from Earth.
Barsoomians 1e

**Also Known As:** The Barsoomian Movement, The Movement

**Memes:** Anti-Slavery, Martian Independence, Martian Nationalism, Terraforming Control

**Main Stations:** Ashoka (Mars)

The Barsoomians (taking their name from some old Earth pulp adventure novels) are a broad movement comprised of the Martian underclass. Harboring a growing resentment over the hypercorp domination of Mars, Barsoomians advocate for a more egalitarian social structure. Heavily influenced by autonomist currents, the Barsoomians demand local control of terraforming projects, an end to the widespread practiced of indentured servitude, and control of the Martian Gate. The majority of Barsoomians are or were indentured infugees, though a significant amount were also original Martian colonists/indentures whose habitats do not share the economic prosperity of the favored hypercorp cities. Many Barsoomians occupy rusters or synthetic morphs and actually prefer to live a nomadic lifestyle in the Martian wilds. A few radicals have taken up arms and engaged in violent strikes against hypercorp holdings, which are typically followed by reprisal raids to decapitate the Barsoomian leadership, thus breeding further hostilities.
Neo-Avian 1e

Neo-avians include ravens, crows, and gray parrots uplifted to human-level intelligence. Their physical sizes are much larger than their non-uplifted cousins (to the size of a human child), with larger heads for their increased brain size. Numerous transgenic modifications have been made to their wings, allowing them to retain limited flight capabilities at 1g, but giving them a more bat-like physiology so they can bend and fold better, and adding primitive digits for basic tool manipulation. Their toes are also more articulated and now accompanied with an opposable thumb. Neo-avians have adapted well to microgravity environments, and are favored for their small size and reduced resource use.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack
**Aptitude Maximum:** 25 (20 SOM)
**Durability:** 20
**Wound Threshold:** 4
**Advantages:** Beak/Claw Attack (1d10 DV, AP -1, use Unarmed Combat skill), Flight, +5 INT, +10 REF, +5 to one other aptitude of the player’s choice, Neo-avians count as a small target (-10 to hit in combat)
**CP Cost:** 25
**Credit Cost:** Expensive

**Skinwalker:** I sleeved a neo-parrot skin once. I lost track of the number of times I was hit with “bird brain” slurs. It really gave me a new perspective on what uplifts have to put up with.
**Nevermore:** A lot of tourists take a neo-avian sleeve, thinking they’re going to experience the life-long dream most humans seem to have of ﬂying. Then they crash into a wall ﬁve or six times, realize they have no knack for it, and go back to their featherless forms.
Bernal Spheres 1e

Bernal spheres are artificially constructed hollow spheres, built to hold atmosphere for inhabitants living on the inner surface, Bernal spheres are usually spun to provide residents with gravity along an equatorial strip, with gravity lessening higher up and reaching zero at the axis of rotation. A ring of mirrors direct sunlight to focal points that illuminate the interior via day and night cycles through large windows near the axis points.
Bernal spheres are regarded as less efficient than other habitat types since only a portion of the interior surface provides full gravity. Though designs have been produced for Bernal spheres up to 16 kilometers in diameter, most are much smaller, ranging from 0.5 to 1.5 kilometers in diameter and providing living space for populations ranging from 10,000 to 200,000. A few smaller spheres are also kept at zero gravity, providing ample internal air space for ﬂoating structures and ﬂight-capable morphs.

Bernal spheres are often coupled with other station types, particularly cluster habs and toruses. Clusters are more common, housing the agricultural, industrial, and docking modules that the habitat needs.

From security and inﬁltration standpoints, Bernal spheres present several challenges. The axial access points provide a chokepoint for entering and leaving (though some models have escape pods with exterior access ports built into the structure for emergencies). Inside, most Bernal spheres are small enough that you can reach anywhere with a short 20-minute drive or train ride at most. Almost all areas of the sphere’s interior are visible to other areas, making overhead surveillance, tracking,and targeting quite easy, even at range, except when large structures and terrain provide limited cover.
Starware 1e

# Starware

**Major Industries:** Robotics, Aerospace Engineering, Habitat Construction

**Major Stations:** Korolev Shipyards (Luna), Vesta (Main Belt)

Another remnant of the pre-Fall megacorp Monolith Industries (like Omnicorp), Starware is a leading manufacturer of robotics, spacecraft fusion drives, satellites, and entire pre-fab habitats. Despite its financial success and resources, Starware's ongoing blood feud with Omnicorp denies both corporations full membership privileges on the Planetary Consortium. Starware makes heavy use of AI workers in robotic shells, having suffered a few too many labor disputes with disgruntled Lunar workers. In fact Starware grows increasingly unpopular with its Lunar neighbors, and has been forced to bring in extra security due to frequent sabotage attempts. Recent negotiations with the Factors have spurred theories that Starware might be acquiring Factor aid for building a lighthugger starship.
Ayah 1e

Despite the advances in biotechnology, the hyperelite still need caretakers for their children and inﬁrm. The ayah pod morph is designed to fulfill all nurse and caretaker functions. Rather than trust lower-class transhumans, hyperelites prefer AGI servants sleeved into ayah morphs, especially in polities where AGIs have few, if any, legal rights. Ayahs are almost always female with pleasant but not stunningly beautiful features.

Most of the enhanced features of an ayah are built under the hood, so to speak. Their enhanced olfactory capabilities help them monitor the health and emotional state of their wards, as well as alert them to potential environmental dangers. Their ability to withstand temperature extremes and survive without air for short periods helps them protect and rescue their charges in an emergency, such as a hull breach or a ﬁre. Ayahs are often modified with bioweave armor and implanted weapons so they can act as a last line of defense against potential attackers.

**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, Cyberbrain, Enhanced Smell, Mnemonic Augmentation, Oxygen Reserve, Puppet Sock, Temperature Tolerance, Wrist-Mounted Tools

**Aptitude Maximum:** 30

**Durability:** 35

**Wound Threshold:**7

**Advantages:** +10 SAV, +5 to one other aptitude of the player’s choice

**Disadvantages:** Social Stigma (Pod) trait

**CP Cost:** 25

**Credit Cost:** Expensive

**Eludere:** This is a great morph to sleeve if you want to come across as safe and innocuous. No one suspects an ayah—at least until you’ve had one try to feed your head into the kitchen disassembler.

**Das Frettchen:** Expect any ayah you ﬁnd in an oligarch’s demesne to be loaded with intriguing aftermarket add-ons, and don’t be surprised if there isn’t an infomorph on hand to drop in and take it over when alarms start ringing.

**Nezumi:** I know a commune out near Neptune where the males all sleeve male ayahs and the women wear furies, just to tweak the gender dynamics.
Zone Stalker 1e

*“You want TITAN artifacts, or you want your face eaten by a femto swarm? Stay close to me and do exactly as I say, if you want to make it out of the Zone.”*

Contrary to your former colleagues who spent most of their time in labs squabbling about theories, data, and equations, you went looking for the “hands-on” experience out in the ﬁeld. Following the spirit of Earth’s earliest researchers and scientists—like Darwin, who visited remote places on Earth to observe and analyze the evolution of species—you have a knack for practical science. You see no point in locking your discoveries away in a lab or museum, however, so you’ve turned your gift into a proﬁtable business. You venture into the dangerous zones where others fear to tread, because that’s where you make the best ﬁnds. When you ﬁnd something good, you’ll make sure it ﬁnds its ways into the hands of someone that will really appreciate it.

**Background:** Martian

**Faction:** Criminal

**Morph:** Crasher

**Motivations:** +Survival, +Thrill Seeking, +Wealth

**Traits:** None

**Rep:** c-Rep: 50, g-Rep: 50

**Equipment:**

**Armor:** Bioweave (Light), Light Body Armor with Chameleon Coating, Immunogenic Coating, and Thermal Dampening [12/13]

**Primary Weapon:** Seeker Riﬂe (12 HEAP micromissiles)

**Cred:** 500

**Implants:** Basic Biomods, Basic Mesh Inserts, Bioweave Armor (Light), Circadian Regulation, Clean Metabolism, Cortical Stack, Direction Sense, Eidetic Memory, Enhanced Respiration, Enhanced Hearing, Enhanced Vision, Grip Pads, Hibernation, Medichines, Oxygen Reserve, Temperature Tolerance, Toxin Filters, T-Ray Emitter, Vacuum Sealing

**Gear:** Backup Insurance (1 month), Covert Ops Tool, Disassembly Tools, Fabber, Heavy Rail Pistol (100 rounds ammo), 4 Scrapper’s Gel, Superthermite Charge, Survival Belt
Dvergr 1e

Dvergar (plural of dvergr) are biomorphs designed for comfortable operation in high-gravity environments. They feature a reinforced skeletal structure and sturdier muscle masses. They are easily identified by their slightly squat, thick-necked, tough appearances.
**Implants:** Basic Biomods, Basic Mesh Inserts, Cortical Stack, High-G Adaptation
**Aptitude Maximum:** 35 (40 SOM)
**Durability:** 45 (includes implant bonuses)
**Wound Threshold:** 9
**Advantages:** +15 SOM (includes implant bonuses), +5 to one other aptitude of the player’s choice
**CP Cost:** 50
**Credit Cost:** Expensive

**Cacophonous:** Deﬁnitely a specialty morph. Very limited application, but you’ll be really happy you have it when you need it. Gravity is a drag.
**Das Frettchen:** Also great if you’re a socialite on a LARP cruise and decide to play a dwarf. Or so I hear.
**Skinwalker:** Dvergr are just ﬁne in normal, low, or micrograv. Strong, energetic, great circulation.
**Scent.In.Hell:** Maybe too good. I’ve heard some models bleed out quickly when injured in low-grav conditions.
Prometheans 1e

# Spoilers!

**This page is full of spoilers, so if you're a player you probably shouldn't read them, or you should at least talk to your gamemaster before doing so.**

The Prometheans were the first actual seed AIs created by transhumanity (by the Singularity Foundation) before the Fall. Specifically developed as “friendly” AIs, the Prometheans are programmed to consider themselves part of the transhuman family and to act in transhumanity’s best interests. They played a key role during the Fall, mitigating the damage inflicted by the TITANs and even managing to counteract the exsurgent virus to a large degree. During these trying times, numerous Prometheans were destroyed by the TITANs or infected and subsumed by the exsurgent virus. In the aftermath, these seed AIs participated in the formation of Firewall and continue to back the organization behind the scenes.

Wary of falling prey to the exsurgent virus, most Prometheans carefully secure themselves in well-defended and isolated systems. They are also cautious in their own self-development, not wanting to become victims of their own rise to super-intelligence. Fearing a potential backlash by a paranoid transhumanity should their existence become known, they hide their activities behind multiple layers of secrecy. Even within the ranks of Firewall their existence and support remain a closely guarded secret.

Each Promethean is individually distinct with its own personality, motivations, and goals. Though they generally work together and support each other, they have been known to have differences of opinion and even to sometimes take action against each other. As extremely potent intelligences, they should also be treated as distinctly non-human. Even though their original templates were based on human mindsets, they have evolved and grown in ways that can only be described as posthuman.

Gamemasters are encouraged to keep Promethean involvement with player characters to a minimum, though they may occasionally be useful as an ace in the hole for Firewall. Their existence and involvement can in fact be the basis for an entire adventure, perhaps leading sentinel characters to wonder exactly who they are working for. Though, as seed AIs, they cannot download their full minds into a transhuman morph, they are capable of making severely dumbed-down delta forks that they may sleeve into physical forms. Within the mesh, of course, Prometheans are nearly unstoppable adversaries, able to rip into secure networks with ease, though they prefer methods of covert infiltration rather than direct subversion.