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Flesh and Chrome

In mid-2016 I planned a new Fate campaign that blended themes of post-post-apocalpyse, dangerous wastelands, and cyberpunk. I had written a world summary of this “Flesh and Chrome” campaign for the group, but it never got off the ground. Perhaps some day I’ll go back to it, but for now I offer it as possible inspiration for other world-builders.

The Year: 2108

In the early 2020s massive natural disasters due to climate change ravaged the planet. Floods and earthquakes were rampant for years, decimating most coastlines and island territories worldwide. When Yellowstone erupted in 2026, the already suffering population was thrust into a 5-year winter of death and famine. In the 2030s anarchy reigned supreme and the world was a veritable post-apocalyptic landscape for 20 years. Then, under the hands of a disparate few, settled government began to rise again, more reliant on technology than ever before to survive. It took the notes of the world before and crafted something new.

Once the seeds were planted it didn’t take long for civilization to re-take root and, thanks to the robotics and automations salvaged from the past, the population was able to grow again. While, even in the city-states, robots (simple constructs that require human attention) are still a required commodity, large cityscapes have a bustling community and populace. Often, a youthful populace—especially given both the population boom and the aging reversal options provided by some bio-augmentation.

New nations, powers, and governments have risen from the ashes, and global communication returned to the people in the early 2060’s. City-states were been built from the ruins of old and grew swiftly. New business agencies restarted an era of commercialization. The early 2070’s saw a return to space travel in a search for new resources. By the end of the decade, a handful of lunar colonies were established. In 2093 the first (and, so far, only) Mars base was initiated.

Like the geography of the continents, the look and skylines of cities are wildly different than those of the early 2000s. Buildings are designed to withstand the super-storms that dominate the weather and are built downward as much as upward. It’s not uncommon for construction to be 20 levels in depth even as the building reaches skyward. For commoners sustenance is provided via a nutrient paste, with the occasional purchase (for special occasions) of vat-grown animal meat and hydroponic-farmed fruits and vegetables—for the wealthy and elite, the latter meals are far more the standard.

Like food, actual alcohol is rare (with “Old World” produced bottles fetching a large price); most (rich and poor alike) drink synthahol—synthetic alcohol in a variety of flavors, which never delivers more than a mild buzz but also does not produce a next-day hangover. Pleasure is more-often sought from recreational pharmaceuticals, cybernetic plug-ins, or bio-engineered aerosols.

As with cities and sustenance, the human populace has also changed. What was seen as a rare and emerging necessity for the “Old World,” has become a commonplace living practice. Human augmentation has taken two forms: cybernetics and bioware. In fact, it’s more rare to see a human without at least one augment than it is to see a “norm,” though there are those that choose not to augment out of pride as much as those because they can’t afford augments. And there are the rare few whose bodies reject any type of augment, regardless of how many medications they use to attempt regulating their system.

While space travel is possible, it’s a rarity reserved for governments and corporations. And travel on Earth is mostly limited to ground and water travel. With fierce weather conditions, gone are the days of jets and planes except to the most foolhardy. City-to-city travel is largely restricted to protected roadways, monorail, and boat.

Despite the recent re-growth, peace is a rare commodity. The world is made up of small governments, constantly fighting for territory. In every city-state, agencies vie for power in the boardroom as well as through physical sabotage and escalating military confrontation.

Outside cities, life can be even more dangerous. While the climate has more or less stabilized in last few decades, super-storms are common and there are areas (especially in North and Central America) where volcanic ash and dust storms have made atmosphere highly toxic and electric—deemed “dead zones” by the populace. Animal species that survived the harsh conditions have evolved in dangerous ways. Beasts are stronger, faster, and more predatorial. Packs of dogs have reverted to their primal nature and claim their territories with savage ferocity. And, of course, there are those humans who did not retreat back into civilization: tribes of raiders are a constant danger to those outside or on the outskirts of protected areas. Those who attempt to travel between cities are advised to do so on monitored and guarded roadways or via ultra-fast monorail whenever possible… and due to hostilities that are common between city-states and agencies, it’s not always possible.

Ephrata

The game takes place in the city-state of Ephrata, built on what is now the west coast of what used to be Washington, USA. Ephrata is not involved in any direct wars with its neighbors of Kootenai (to the east, and which deals with its own problems of defending against winds from a nearby dead zone) or New Vancouver (to the north), though it has recently gotten into territorial dispute with the ever-growing (and one of the largest city-states) of Vegas. While a number of agencies reside in Ephrata, there a three major players that dominate the industries and economy of the area: Crey, whose specialty is in robotics and cybernetics; Kinetica Dynamics, a pioneer in bio-augmentation and specializing in augmenting humans with animal traits; and Starbucks, a revolutionary agency that re-introduced a common monetary standard (the Starbuck or “buck”) to much of the Americas.

When super-storms are detected, public notifications are sounded and building bridges are collapsed. The already thriving [literal] underworld becomes even more popular as inhabitants move their activities to the sprawling underground network of the city.

Augmentation

With the powerhouses of Crey and Kinetica Dynamics in Ephrata, both cyber and bio augmentation is commonplace. For matters of both style and biological physiognomy, most people tend to favor one augmentation over the other, but there are enough people with a smattering of both. Especially for those who augment their appearance through bio-upgrades, but augment their skills via an enhanced neural network. There are benefits and disadvantages to both types of augmentation:

Cyber-Augmentation Benefits

  • Can be fitted as more plug & play/swappable
  • Cheaper to repair
  • Chrome limbs feel no pain for most damage

Cyber-Augmentation Disadvantages

  • Higher initial cost
  • More medication/time required after initial installs
  • Hackable/more isolated shut-down

Bio-Augmentation Benefits

  • More permanent/harder to remove
  • Non-hackable (at least, at an individual enhancement-level)
  • Can be harder to detect (depending on augment)
  • More cosmetic appeal (depending on augment)

Bio-Augmentation Disadvantages

  • More permanent/costly to replace
  • Part of the body (pain, blood, medical repairs)

Common Cyber-Augmentations

Neuro-Net: This augmentation is a common staple for those who can afford it, allowing for plug-ins to enhance one’s own abilities.

Moddies: These plug-ins work directly with a Neuro-Net augmentation, offering skill/ability enhancements. There are also moddies that offer stimulations or sedation of emotions (for stimulation, the popular choices are happiness and/or hallucinatory; while pain and empathy sedation are popular for security and mercenary types).

Ocular upgrades: Ocular upgrades are common in both cyber and bio augments, though professionals tend to seek cyber as bio augmentations tend to limit to a single upgrade while, for the right price, a set of cyber-eyes can offer multiple benefits. Ocular upgrades can also work in conjunction with a Neuro-Net, offering recording to a storage moddie.

Limb replacements: Limb replacements are popular as they not only can strengthen the overall recipient, they can offer specialized built-in tools or replaceable suites of tools (such as rocket boosters on legs, forearms outfitted with computers, and weapons just about anywhere).

Dermal Plating: While bio-augmentation does offer bone/skin strengthening or some variations of carapace shell, there’s little that can stop more damage than built-in armor, working even more effectively with other armors than most bio-augmentation. Dermal plating is impossible to disguise, but comes in a variety of textures and colors.

Smuggling compartments: Some people favor hollowing out part of their body to better hide and protect items (be they transport or weapons).

Common Bio-Augmentations

Cerebral booster: While not compatible with a Neuro-net, cerebral boosters offer their users faster learning and thinking skills, as well as increased memory.

Synaptic booster: It doesn’t increase learning or retention, but a synaptic booster works with the rest of the body allowing users to react faster.

Bone and muscle enhancements: Be stronger, faster, and/or more durable with a variety of bio-boosts. Note that detection of these enhancements will change the class eligibility within competitive sports.

Animal augmentations: These are popular for both usefulness and cosmetic reasons. Plastic surgery has been washed away with the “Old World,” in favor of eugenic grafting of animal DNA. Want to see in the dark? Get cat eyes. Looking to increase your durability over human standards? Consider rhino hide or carapace growths over your skin. And, of course, just increase your sex appeal by taking on the looks of exotic creatures (feline and reptile looks are especially popular for escort and other services).