"They'd blown off my whole arm. I mean... it was a cybernetic, but... right then I was still pretty screwed. So I picked up one of their guys' guns. It's a smartgun so I didn't think it would matter that I'm not southpaw. Anyway, I laid on the trigger and it... I mean, it shot the enemy but... it wasn't aiming for the vitals. I uh... it shot three men in the downbelow and one guy in both knees... I tried to tap into the SI but instead of code it just... giggled at me."
~Defense Statement, People v. Captian Jorromy Vhan.
A New Space
In the pursuit of faster-than-light (FTL) travel, humanity discovered Redspace, a realm with strange, looping time and inhabited by life forms that feed on psychic energy. These entities, known as Redspace Adversarial Intelligences (RAIs), are predatory, sadistic, and manipulative, thriving on the psychic energy produced by excesses of Despair, Indolence, and Covetousness. RAIs can attach to organic energy, typically neurons, and require a vessel to transition from Redspace to realspace, where they manifest as energy.
Darkheart Chips
Initially, scientists experimented with Redspace travel, but the risks and unpredictable nature of RAIs led to a ban on research. However, some scientists continue to study Redspace in secret, often for nefarious purposes. They've developed ways to contain RAIs using adapted Recursive Intelligence chips, Synthetic Intelligence containers, and AI matrices, effectively creating "Darkheart" chips. These chips can be integrated into Smartguns, robots, or even starships, but the consequences are often horrific. Darkheart chips have an added benefit of putting out power; an RI sized chip puts out as much as a Class D battery, an SI sized container puts out enough for a Class F battery, and a supersentience which requires an AI-sized modified
CCM can put out enough energy Equivalent to a Class L battery.
Additionally, they can 'feed' off of the wielder, pilot, or crew's energy. When in the presence of their required vice, they can attempt to draw Sanity Points from anyone in contact with the machine in which they're based. The target must roll a Will. On a failure, they lose 1 SP. On a failure of 5 or more, they lose 1d SP instead. The RAI in the Darkheart gains 3x the amount of SP lost in FP.
Dangerous
The RAIs' influence can be devastating, as they manipulate and play with their hosts, causing chaos and destruction. Their ability to insinuate themselves into technology has led to the creation of possessed weapons and vessels, further blurring the lines between realspace and Redspace. As a result, humanity is faced with the threat of large-scale RAI incursions, and the clandestine scientists who continue to study Redspace may be more of a hindrance than a help in preventing these catastrophic events.
'Possessed' Possessions
Objects chipped with a Darkheart put out strange, eerie energies. People take an instant dislike to seeing them. The energy of the weapons and shields, the potential geometry of the projectiles, even the logic of the electronic warfare and the physical texture of the devices is strange and unsettling. Exotic molds grow on devices that have been chipped with Darkhearts too long, and slime or cloying dust is common.
Weapons
When slotted into weapons, an RAI displays its sadism and is capable of thinking in higher dimensions in ways that even the most advanced AIs.
D-HEWs/
Laser Weapons - D-HEWS and Laser guns chipped with a Darkheart deal 1 Radiation damage per die of damage. Critical hits deal an additional 1d of Radiation.
Momentum-Amplifying Weaponry/
Gravitic Slingers - Targets struck by a rod launched from a Grav Sling or by a MAW adds 1d (2) corr damage as gravity microtears open up around the point of impact. If the total damage from a single strike is equal to at least 50, it can cause a temporary tear all the way to
Redspace, with a 10% chance of a Verminous RAI slipping through. This RAI is not under control of the wielder, and likely the wielder wouldn't be aware of it unless they have detection equipment.
Neural Weaponry - Neural weaponry filters their overwriting radiation with energy passed through the Darkheart entity. The Affliction associated with the beam is replaced; Despair: Nauseated/Daze; Indolence: Drowsy/Paralysis; Indulgence: Euphoria/Ecstasy; Covetousness: Tipsy/Seizure; Truculence: Bad Temper/Berserker
Particle Weapons/
Particle Ripper Technology - These weapons chipped by a Darkheart have hazy black beams with red cores, which makes them immediately identifiable. These weapons carry an additional Affliction: They deal SP damage equal to 1/10th the damage rolled. This damage is a follow-up and only occurs if the attack hits and penetrates armor.
Smart Weapons - One might think that letting a vicious, evil, malicious, sadistic, dishonorable, monstrous inhuman entity control where your projectiles go is a bad idea. One would be correct, mostly, but for one factor: RAIs are instinctively capable of understanding 4-dimensional space. They're able to plot 4th-dimensional jaunts into
Redspace for the rounds, halving the protection of PPDs and infecting the bulled with odd Redpsace kinetics. Multiply damage x2, add a (8) defense divisor when it comes to PPDs, and add 1d of Radiation damage to every round. The RAI chooses the targets based on causing maximum misery and horror, though they can be potentially persuaded to give a nod to tactics by a willful wielder. If a wielder is boring, weak, annoying, or otherwise punishable by the RAI, then 15mm rounds can easily be looped backwards and target them.
Shields
A shield operated by an RAI operates mostly as normal, except it regenerates by feeding on the protected wearer's sanity. Every 10 damage done to the shield triggers a Will check in the wearer, at -1 for every 3 damage above 10. On a failure, the shield is fully restored but the user suffers 1 SP damage. The wearer of the shield has no control over when this happens, the hungry entity in their shield generator simply takes it.
PPD
A PPD operated by an RAI effectively has 8 hardness due to the relative simplicity of 3 dimensional space compared to RAI's 4 dimensional native environment. Whether the RAI
wants to protect the wearer is often a matter of commerce. A displeased RAI might decide to protect the user against every attack at their vitals, but leave the groin or kneecaps exposed.
Battlesuit
A battlesuit chipped with an RAI is capable of independent movement as much as one equipped with an AI, making override controls by the wearer extremely important. The Darkheart infects every aspect of the armor, from the PPD and Shields to the weapon systems.
Robot
A robot platform chipped with a Darkheart is a monster. Initially, there is little difference visually between a normal AI-controlled robot and on chipped with a Darkheart other than the typical feeling of uncanniness. Over time, however, the mechanics of the device corrode and break down, and the weird energies of Redspace attract exotic fungi and bleed black slimes and vapors. While most of these creatures are destroyed relatively quickly, eventually their mechanical framework could theoretically be replaced entirely by the fungal growths and tumors, giving the normally incorporeal monsters of Redpace a body that matches their will.
Cyborg
A cyborg chipped with an RAI suffers the same Overwrite danger as a
Ghost Mind Emulation. Aside from truly suicidal psychotics, this process is never done voluntarily. The end result is identical to a Perfect Vessel (below).
Body Thieves
RAIs can't survive long in Realspace. They disappate and (it would appear) fade back into
Redspace without an organic anchor. This anchor is usually an animal, though fungi is also possible. RAIs infesting sentient beings are more powerful and energetic, while those attached to animals struggle and those attached to fungi are nearly dormant without outside stimulation. Infestations of RAIs grow over time; the extradimensional beings reroute and wear down pathways along which their energies travel and make themselves at home. For nonsentient hosts, this can only go so far, but sentient hosts give them the opportunity to create a Perfect Vessel. A sentient creature suffers a similar fate to the Overwrite hazard of
Ghost Mind Emulations, though removing the invading intelligence is even more difficult.
Perfect Vessel
A perfect vessel is the endgame of a possession. The host's mind is completely overwritten and the RAI is no longer just in control; they are the new mind of the body. A Perfect Vessel is undistinguishable by current measurement tools, though diagnostic tools will discover a tendency towards the Dark Triad traits for Sentient and Supersentient RAIs, and gibbering, undiagnosable madness for those lesser intelligences. Sentient RAIs can live a normal human life, albeit one likely soiled by violence, exploitation and murder, while a Supersentient RAI burns through their bodies at an accelerated rate. Perfect Vessels are strong in body, they keep their RAI's intelligence and memories, and while they register damage they don't actually feel the pain. While they must eat, they must also indulge in their own vices and feed on the psychic energies of the vices of those around them.
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