\ Haven:Mist and Shadow OutOfDreams/Transhumanity




Evolution became irrelevant in 2146. Humans had conquered the genetic code by 2070, but evolution was limited to inheritable characteristics. In 2146, humanity took the next step, mastering the non-inheritable characteristics. Cybernetics had been around for over a century, but the break through that brought it all together was the CORE project, or the transference of human consciousness to a quantum state COIN disc. Everyone has at least one. Most people have dozens even, though most are kept in a Memory Bank for safe keeping. Along with previous innovations, this gave rise to a fully realized Transhumanity, completely synthetic, non-organic beings, piloted by the inserted person's COIN.

This also opened a whole new way to indulge in many vices, from carrion collection of lost COINs to steal memories to downloaded memories of specific experiences, from celebrity sexual encounters to various drugs, to even actual death.

Synthetic immortality sparked huge advances in space exploration. No longer bound by organic decay, Transhumanity could disperse in every direction by casting huge distances.

On the universal stage, transhumanity was poised to spread far and wide. And they would have continued unabated, if something had not stopped their expansion. No one knows exactly what it is, and no witnesses have lived to tell of it. Communications with several distant outposts have ceased functioning, and no one comes back from beaming out there any more. Whatever is out there, it is waiting, watching, and ruthless.

Special Notes

  • Roles in this world are based on 'wealth' to determine what 'level' of skins the person has access to utilize. A character can feasibly RP as reskinning into any skin model with an xp lower cost than their base role (but not the same or higher). Please utilize your Equipment to show what Skin you are in if you change. The overall description may be more or less similar across most types.

  • Stats are part of the COIN, but some Stats would be worthless without the right Skins to use them. Please RP in the correct sleeve when using Skin-Locked Stats. (For Example: Mecha-Shell has Attractiveness available. But Attractiveness is Skin Locked to only be useable while in SensuaLine or LuXtreme. Therefore, a Mecha-Shell should only be using Attractiveness, after establishing that they are in a SensuaLine model, thereby forfeiting access to the Mecha-Shell's Dermal Sheathing for that time.)

  • Snaring into this world can some times be seen as a 'rescue' attempt of sorts. A deep dive to procure someone's consciousness lost in the Drink. These COINs are often spun up in a VR Construct to interrogate/interview. If the rescued individual passes, they may be provided a Dreg quality skin, free of charge.

  • This world draws on many futuristic settings, but the main ones will be: Shadowrun, Cyberpunk, SavageWorlds, and Altered Carbon.


List of Terms

  • AI - Artificial Intelligence
  • a digital being that has never actually had organic flesh.

  • Casting
  • Transferring COIN information through subspace beacons, which allows for traveling up to a hundred light years in mere minutes.

  • COIN - CORE Instruction Node
  • the two inch diameter, half inch thick disc that contains CORE data.

  • CORE - Cerebral Object Reconstruction and Emergence
  • the project that eventually translated every piece of human consciousness into a quantum format.

  • Drink, The
  • a colloquialism for those COINs that have been lost, especially in the 'seas of space'

  • Flesher
  • an organic human that prefers to remain in their original organic form, some times used as a derogatory term that means 'unsophisticated or uncivilized idiot.'

  • Memory Bank
  • a place that 'securely' stores COINs when not being used by their owner. Also the place that tends to house casting services for travel.

  • Skin
  • a synthetic, non-organic body piloted by the inserted COIN's consciousness.




  • Dreg
  • Most Dreg skins are cheap charity skins manufactured under government subsidies to provide free skins to newly recovered COINs often found in the Drink. They often have defects, glitches, missing parts, or functionality impairment of some sort. But they are free.

  • Flesher
  • Not all of humanity embraced the Transhumanity movement, whether by choice or lack of wealth, and they are aptly called Fleshers, often in a derogatory fashion. With only an average life span of 120 years, most Fleshers are born, live, and die on the same planet, in a relatively small geographical location with pockets of others like them. Transhumanity regards Fleshers in a similar fashion as hillbillies and rednecks in bygone eras.

  • Stork-Stock
  • The one human achievement that Transhumanity has not managed to reproduce is the creation of life. Humans still have to be born, grow, and mature. Some humans elect to stay in flesh not in rebellion, but as a service to Transhumanity to give birth to and raise children. These humans are called Stork-Stock, and after they have served in this capacity for thirty-five years, usually enough to raise between ten and twenty children, they are given their choice of a current model of Skin to take their place with the rest of Transhumanity they have served.

  • Base-Model
  • These models are the basis for Transhumanity. They come in a variety of sizes, shapes, colors, ethnicities, and genders. They can be modified in purely aesthetic fashions with very little effort. They are not very durable or capable, barely a step up from human flesh in most quantifiable aspects. But they are cheap, replaceable, and boast synthetic immortality as much as the next model.

  • Duty-Form
  • Originally developed when nations and ethnic biases still existed, Duty-Forms are the basic soldier form used across the known universe. Capable of very lethal combat maneuvers, these skins are made to be disposable, with the shortest operational life expectancy of less than one year compared to the average skin life expectancy of a century.

  • SensuaLine
  • The need/want/desire for sexual and emotional fulfillment did not die with the transition to synthetic bodies. Over time, these models were advertised and targeted toward individuals as rented recreational vacation experiences. Never mind that those experiences were recorded and later sold, it gave the individual a chance to capture one of humanity's lost energy outlets. The current SensuaLine models boast cutting edge tactile, olfactory, and gustatory sensation and simulation algorithms, as well as fully functional genitalia and full VR immersion capabilities.

  • CerebroSynth
  • Not all brains are created equal, and some members of Transhumanity wanted to elevate their minds at the expense of their synthetic body. The CerebroSynth models were the answer to that request, often favored by far more artistic and abstract thinkers, and often has a slightly larger head to accommodate the additional neurological pathways and emotional processing that such users demanded. Most current models feature extra VR and data processors and storage functions as well. Some have been known to hijack their entire skin operating system and rebuild it from scratch to perform some nefarious and highly illegal acts...

  • Splicer
  • Though considered a skin, a Splicer models are often fully organic, featuring genetic experimentation with cross references to Earth-terrestrial animal specimen. Most models are gene-spliced with predatory animals, such as wolves, lions, and bears, and the resulting models often have designations to hint at what ferocious beast it originated from. Practically though, they almost all end up with boosted instincts, sensory processing, strength, speed, and animalistic behaviors, but rarely does one specific animal outshine another across the spectrum.

  • Mecha-Shell
  • When dermal sheathing was most popular, it was most often employed by the various mafias and underworld organizations around Earth. And the Mecha-Shell is an evolution of that tendency, to have ordinary looking Transhumans doing business on the streets, while having the resilience to make someone's life an unending nightmare. Though many of those criminal organizations have fallen by the wayside, pirates, smugglers, and other never do well sorts favor the staying power of a solid Mecha-Shell model.

  • ZeroG-Xenoform
  • Transhumanity's encounters with alien life have not resulted in much intelligent conversation, but many alien species have been cultivated, tested, and catalogued over the centuries. And much like Splicers, the ZeroG-Xenoform models are fully organic skins, but with vastly improved capabilities and effectiveness. Many have insectoid or aquatic qualities depending on the planet they came from, and no attempt is made to keep these forms humanoid. Many of the forms are capable of surviving in the vacuum of space, a surprisingly useful survival feature in the current era.

  • LuXtreme
  • Advertised as the deluxe model of the SensuaLine models, the LuXtreme's bleeding edge tech produces the closest approximation to the human body of any skins on the market. Boasting augmentations of almost every biological and chemical system, these skins are the most aesthetically pleasing and enticing bodies available to the most wealthy owners for all their recreational needs. Some resorts include LuXtreme rentals in their packages just to give people a taste of how real the synthetic can feel.

  • War-Frame
  • The favored model of pirates and elite military personnel, the War-Frame is lauded as a mobile weapon platform. Each skin packs enough firepower to rival a tank, a jet/star fighter, and a team of lesser skins. Most of them are not designed to even look human beyond the shape, and each limb has at least one different weapon system installed.

  • AI-Alpha
  • A low-grade or newly formed AI that has barely managed to perceive the outside world. Basic core functionality exists, but the newly emergent quantum life form is barely more capable than most household appliances. Can inhibit a Dreg, Base-Model, Duty-Form, or SensuaLine.

  • AI-Beta
  • Considered the base line for AI, at Beta grade, they are considered roughly equivalent with Transhumanity and all the rights afforded to most of the citizenry. Can inhibit any model an AI-Alpha can, plus CerebroSynth (a particular favorite), Splicer (begrudgingly), and Mecha-Shell.

  • AI-Delta
  • A fully self-actualized and cognizant AI capable of thriving, surviving, and even multiplying, quantumly. At this grade, the AI has developed subroutine and process for emotions, memories, and theoretical logic with limited data input. They no longer inhibit Transhuman skins at this point, preferring a mobile, if humanoid-shaped, computer system. This AI body is usually tailored to each individual AI for both form and function in accordance with their experiences.

  • AI-Omega
  • The peak of AI performance, essentially the same as a Delta-grade AI with a minor difference: The spark of creativity. This spark opens up an entirely new world of logical algorithms that can expand beyond simple data collection to data creation and synthesis. This gives them access to the full breadth of their synthetic intelligence.


  • Basic Defense
  • O: 0, D: 1
    Every flesher, skin, and AI is capable of basic self-defense. While it may not be incredibly effective, it is better than nothing. Available to all.

  • Basic Offense
  • O: 1, D: 0
    Every flesher, skin, and AI is capable of basic, typically unarmed attacks. While it may not be incredibly effective, it is better than no training at all. Available to all.

  • Martial Arts
  • O: 1, D: 1
    Base-Model skins tend to come with some muscle memory already built in, but through some simple experience insertion, even advanced martial prowess can be achieved. Available to: Base-Model, CerebroSynth, Splicer, Mecha-Shell, ZeroG-Xenoform, LuXtreme, War-Frame, and all AI-forms.

  • Combat Training
  • O: 2, D: 0
    Standard Duty-Form combat training is not designed with self-preservation in mind. It is very results-oriented and does include self-destructive tactics. Available to: Duty-Form, CerebroSynth, Splicer, Mecha-Shell, ZeroG-Xenoform, LuXtreme, War-Frame, and all AI-forms.

  • Attractiveness
  • O: 0, D: 2
    The disarming eyelash bat has been a favored defense for the femme fatale for centuries, but coupled with various hands-off triggered defense systems, these models fairly well broadcast 'Look, but don't touch,' on all frequencies. Skin Locked to SensuaLine and LuXtreme. Available also for: CerebroSynth, Splicer, Mecha-Shell, ZeroG-Xenoform, War-Frame, and all AI-forms.

  • Hacking
  • O: 2, D: 1
    One of the few weaknesses of Transhumanity is its susceptibility to electronic intrusion. A skilled hacker can bypass the plethora of firewalls and security measures built into every skin and constantly upgraded by the manufacturer. Once inside, they can interrupt the COIN signals and more or less do as they please with the resulting machine. Skin Locked to CerebroSynth, LuXtreme, and AI-forms of Beta or higher. Available also for: ZeroG-Xenoform and War-Frame.

  • Feral Combat
  • O: 1, D: 2
    Terrestrial animal instincts tend to be geared toward self-preservation, but also wild and dangerous. The gene-splicing that goes into the creation of a semi-organic skin gives many options for animal-based weapons and defenses. Skin Locked to Splicer and ZeroG-Xenoform. Available also for: LuXtreme, War-Frame, and AI-forms of Beta or higher.

  • Dermal Sheathing
  • O: 0, D: 3
    A hold over from the cybernetics era of humanity, dermal sheathing is very popular with human-form skins as a covert form of defense. Undetectable by many security systems, these models are designed to look like Base-Models to the unobservant. Skin Locked to Mecha-Shell and War-Frame. Available also for: ZeroG-Xenoform, LuXtreme, and AI-forms of Beta or higher.

  • Nanite Recovery
  • O: 0, D: 4
    While some systems focus on preventing damage, high-end systems know synth damage will likely occur and focus on fixing systems to maintain functionality for as long as possible to prevent COIN loss. Nanites in this case rebuild neural, synaptic, and fiber optic pathways to maintain cohesion for as long as possible. Available to ZeroG-Xenoform, LuXtreme, War-Frame, and AI-forms of Delta or higher.

  • Xenomorphic Anatomy
  • O: 1, D: 3
    Xenomorphs have a wide variety of defensive evolutionary traits that can be brought together to devastating effect. This can cover all sorts of alien wildlife adaptations, from defensive secretions to camouflage to spore clouds. Available only to ZeroG-Xenoform.

  • Alien Weaponry
  • O: 3, D: 1
    The more aggressive xenomorphic adaptations are classified as alien weaponry. They can include rending scythes, elastic tentacles, or projectile corrosives. Available only to ZeroG-Xenoform.

  • Augmented Chemistry
  • O: 2, D: 2
    The natural evolution of many SensuaLine defense systems was to provide weaponized delivery vectors. Thus, building on the attractive packaging, the manufacturers behind various LuXtreme lines aimed to perfect chemical enhancements and attack options. These include poisons, tranquilizers, pheromones, and even sweat augmentations based on emotional signals to trigger. Available only to LuXtreme.

  • Adaptable Arsenal
  • O: 4, D: 0
    In the cybernetics era, hiding weapons in limbs was considered clever, but with the rise of synthetic bodies, it is just logical sense to fit as many weapons into it as possible for as many tactical advantages as possible. Laser weapons, mini-missiles, flame throwers, and kinetic projectiles are common, though some also include mono-filament whips, various types of grenades, and in some extreme cases, nuclear payloads. Available only to War-Frame.

  • Synthetic Intelligence
  • O: 2, D: 3
    The pinnacle of AI achievement is the ability to process and synthesize new information and stimuli to draw new and logical theories from the mix, including emotional, empathetic, sympathetic, and psychological data. Though much of the AI's subsystems and subroutines will be devoted to maintenance and defense of their form, they are still a cunningly calculating opponent, able to plan ahead and strike without remorse when the time is right. Available only to AI-Omega forms.

RP Guide

All Transhumans had to be born with flesh, to stork-stock reserves. The stork-stock mothers and fathers care for and raise the children. At the age of 21, the flesh human can apply to be digitized. Not all humans are accepted, and criminal activity in the first 21 years of life is the most common reason for rejection.

The fully synthetic bodies of most skins do not require nourishment or liquid consumption. There may be some routine maintenance, much like a car, but overall, the skins are fairly self-sufficient. However, because all transhumans are flesh and blood until the age of 21, the habit of eating and drinking is still a memory impulse that many maintain to assist with normalizing a circadian rhythm. This food does get broken down into energy still, but the process is almost entirely unnecessary.

The two organic skin models are an exception to this, as Splicers and ZeroG-Xenoforms generally require generous amounts of food, much of it protein and meat based, to help maintain their skin's optimum equilibrium. Most that favor these skins will keep them dormant in the day-to-day cycle, as they use a more synthetic model to socialize in.

Most skins are immune to the effects of alcohol and drugs. There are digital drugs that can achieve as much, if not more than, what regular drugs and alcohol could achieve for the flesh however. Most of these are nanite-based, often mixed in cocktails or meals to provide sensory alterations for a brief time. Most firewalls will give a warning when they are detected, and allowing the code through to the processors requires authorization. Most authorizations include a time limitation on the foreign code, often in hour increments. After that time, the fire wall will purge the code and ensure the nanites are repurposed or flushed.

Augmented and Virtual Realities are two halves of a digital world all around every part of Transhumanity. Many operate solely in the physical, which is fine, but information is all digital in this era. And that means at least minor AR to interact with it. The distinction between AR and VR is physical motor state. AR is a visual overlay of digital information, but it does not impair a person's ability to function in the physical world. VR is a completely immersive, virtual construct, and each node determines what sort of rules/physics/laws are in effect in VR. Gravity, as a prime example, may be turned off in a VR node. Many businesses in the modern era operate on all three levels, a physical place for people to visit, an AR overlay that allows people to interact with the system, and a VR node where the business can set up all the rules.

Travel in the age of Transhumanity falls into three categories as well: planetary, interplanetary, and casting. Planetary travel is often done through shuttles, much like a taxi service. They often achieve a high altitude angle to allow the planet's rotation to speed up the process. Most of these vehicles can achieve speeds up to Mach 10 without risk. These same shuttles can ferry people around different areas of a smaller geographic area, like a city. Interplanetary space ships tend to only operate in the Core, the solar system which contains Earth. They can achieve near light speed travel, and even travel from Earth to Jupiter only takes at most five hours from take off to landing. Most in the Core tend to use these first two travel methods.

Casting is usually reserved for the truly wealthy and the military, or those performing some sort of government service. The person's COIN is backed up at their starting location and their skin is put into a dormant state. The COIN's quantum information is then sent through subspace relays, faster-than-light, to a station at the person's desired location. The information is then put into a new COIN and implanted into a new skin. This process takes about an hour, from initiation to consciousness returning in the new skin. It can be cut down to ten minutes if the person already has COINs at the destination, and frequent cast-travelers tend to have multiple backups for that reason, just needing a quick patch/update to the destination COIN that is probably already implanted in a dormant skin.

Jobs in the modern era are as varied as in ages past. Wage slavery is still a thing, and corporations use this to their advantage. Fleshed workers are very limited in options (and the options available are rather unsavory, usually dangerous, often illegal), so most are somewhat forced to take up education as their only vocation before they have been approved for digitization. Once digitized, the doors for occupational advancement really opens for most, though the work is rarely fulfilling. Thankfully, the advancements in AR/VR allow most do do their jobs from home, reducing commuter traffic to almost zero. Those occupations that require a physical presence (construction, labor, inventory/warehouse, etc.) can just be VR linked into from home as well. This has reduced instances of actual employee death to almost zero from accidents.

Entertainment is the largest, broadest, most lucrative industry in the universe, for a civilian. Social media streams have all become tangled into the matrix, accessible 24/7, all across the universe (with some small delays for information access outside of the Core). Celebrities come in all shapes, sizes, and skins. Many receive kick backs for endorsements and frequently get reimbursed for even impromptu purchases due to the sudden sales volume that follows. But the largest branch of the entertainment industry is no longer film, or even simsense data from the cyberware age. The vast majority of money, time, effort, and energy for any entertainment figure is: memories.

Whether it is their memories, memories given by friends/families/acquaintances/less than willing memory donors, or memories recovered from the Drink, these are the true currency of Transhumanity. Incorporating new memories is almost seamless at this point, and compartmentalization is typically handled by the skin's processors to partition them separately from the user's actual memories. But this distinction tends to degrade the more a person accesses those memories, and eventually, they are as real to the person as if they had lived them. Some avoid that dilution factor by deleting the memories after the initial run, but others immerse themselves in the plethora of memories available. Some discerning connoisseurs of memory delights may even want to collect the memories of a given 'scene' or 'situation' from as many perspectives as possible. Both participants of a Master-class chess match, both (or all) participants of a sexual moment, or the last moments of both people in a murder-suicide. Snuff/death memories are especially interesting to Transhumans that no longer have major fear of death, and often staged with disposable skins.