Zk | Post-Self in Fate Core

To-do

Introduction

The Post-Self universe is far down a timeline from our own. Uploading of conscious entities (sensoria) became a commonly accepted solution to overpopulation, while embodied folks went about business of their own. However, since the first groups of uploaded individuals tended to be programmers, fancying themselves to be very busy, they quickly evolved ways to fork themselves to work in parallel supporting the network in which they dwelled.

As the network grew and uploading became more popular, more and more individuals joined. Not just programmers, either, but folks of all persuasions. The idea of forking evolved and spread, leading to the concepts of dissolution and merging. Embodied life remained embodied life, but within the network, forking and dissolution became a practice of its own.

Throughout this book, you will find a few example stories from the universe, though do check out Qoheleth, a novel (and bonus short story!) that was the original basis for Post-Self. Scattered throughout, you will find an example campaign featuring a few of the characters from Qoheleth and some of the stories within. You are welcome to run a similar campaign, but the beauty of Fate, the setting, and the system is that you can run any story you want.

Setting

Sims

Sims are where uploaded and generated personalities ‘live’. Any instance can create a private sim where they will exist alone, but most cohabitate public sims. Think of MUCKs: a public sims are akin to public, interconnected rooms on the MUCK, while private sims are rooms that you @dig yourself.

Time and dates

Sensoria

Sigils and symbolic objects

Exocortices and the problem of memory

Exocortices began as ways to store data in an easily accessible fashion for perusal later — basically cellphones accessible through a neuro interface — but the concept later transitioned into memory modules that weren’t active until accessed directly. Things you could forget until deciding (or instructed) to remember.

Forking

Economy

The more people forked, the harder it became to run the capitalist society that worked along the same lines as the society leading up to it. Currencies collapsed and social structures became unstable as the post-scarcity economy of the network became a reality. In place of a currency representing units of labor, reputation became the primary means of trade.

Uploading

Merging

In the PS universe, it’s common for folks to split into separate instances through a process called forking. The way in which forking is managed is called dissolution. Dissolution strategies are not set in stone, and have no set definitions. Rather they’re just general trends that have been named and adopted in PS culture.

There are three generally recognized dissolution strategies:

When an instance ends, there’s the possibility of its state being merged with another instance’s (common among the Taskers and Trackers, less so among the Dispersionistas). There are several different merge strategies, and many may be discussed. Although there are trends mentioned below, there’s little in the way of direct correlations between dissolution and merge strategies.

There are two generally recognized merge strategies:

Conflicts

The further away from an instance is from another, whether in time or in forks, the more likely conflicts are, and the harder any merge becomes. Instances of separate individuals are, of course, so different as to be impossible to merge (though some are working on this).

Consider the following:

a -+- - - -X
    \     /
     a' -/

Merge X is simple.

a -+- - - - - - -X
    \           /
     a' - - - -/

Merge X becomes more difficult with conflicts.

a -+- - - - - -X- -Y
    \         /   /
     a' -+- -/   /
          \     /
           a''-/

Merge Y gains conflicts due to split experiences and time. Merge X less so, but still more conflicts than merge X in the first example, due to time.

a - - - - -X- - -?
    \     /     /
     a' -      /
              /
b - - - - - -/

Merge ? is impossible with the current state of technology. The two instances have no shared past instances on which to build a reasonable diff.

Strategies

Families and clades

Families form just as often in the system as outside, of course. People fall in love, get married, have affairs, get divorced. It’s all there. Children are a slightly more difficult question. They could be constructed, with an AI which incorporates aspects of sensoria from both ‘parents’. Species-wide aversions (to which posthumans are not immune) leave many feeling wary of these constructed children, though. They do not age - no one does in system, except to project the outward appearance of aging - and they are not, in some minds, even human with their base template of an AI. Many would feel that they would be in some way lacking. All the same, several exist and move, unnoticed, through society.

Clades are the collection of instances forked (at any depth) from a common ancestor, an upload. Clades vary by dissolution strategy:

Fixes

Fixing is a means of repairing damage to one’s instance. Although no amount of damage suffered to the body will cause the instance to die, it might be preferable to not be broken. This is common for those who fight for enjoyment.

Fixing involves forking from a previous moment, known as a checkpoint, instructing the new instance to perform a “fix”, which is shorthand for a blithe merge with a theirs substrategy, and then quit. That means that the newly created (and fully intact) instance gains all of the memories, knowledge, experiences, and sensoria of the damaged instance.

The new instance is effectively the old instance, just whole.

Quitting and signals

Instances may end three ways:

Instances may only merge when one of them ends. In git parlance, one may only merge commits, and the only commit available is when an instance ends. To achieve long-running mergeable instances, the long-running instance will fork, and then the new instance will quit and the sensoria will be merged down-tree as far as needed.

Syringes and other symbolic objects

There are ways to modify one’s instance in place, of course, and these are usually considered medical. To that end, code that modifies an instance tends to take the form of being bound to an object recognized as something medical: a syringe. It’s a symbol, rather than something mechanical, which bears permissions to modify one’s state.

Although damage to instance bodies cannot lead to instance death, an instance crash is a good way to achieve the same goal. Effecting a crash is usually done with a bit of code. These are often attached to something well known to affect an instance, such as a syringe. During fighting with the intent to crash an instance, a syringe is the most common weapon.

Skills

Adroit (merge)

Adroit represents how well you can turn your attention or intention to a given subject in a few areas:

Stunts

Perfect Merge
Once per session, ignore conflicts and gain all content you want.
Keen understanding
Once per conflict, you know exactly what another fork is going for (yours or others’)
We are one after all
You and a fork act in synchrony

Ambition

How much of a social climber are you? Does the post-scarcity society lead you to get comfortable in your life, or do you seek new adventure and heights of reputation?

Stunts

I get what I want
Once per session, use deceive, rapport, or will instead of ambition.
Climber
Once per conflict, you may bump your reputation by one.
I’m the important one here
You may use ambition instead of deceive if it will help you alone.

Art

Art reflects how well you are able to adapt to the technology post uploading. Do you make new things not possible before, or do you cling to the way of life you had? Think of it in these three ways:

Stunts

Display of perfection
Use reputation instead to wow and convince.
I know this
Once per session, automatically succeed a check on system, forking, merging, etc.
Meeting of minds
In conflict, you gain a rapport with another and can build off what they perform.

Athletics

See core system

Contacts

See core system

Crafts

See core system, with the following note: In the system, you can create anything that:

  1. You can afford through reputation, and
  2. Others can perceive and interact with in logical ways (you can’t create something magical, invisible, etc).

Deceive

See core system

Empathy

See core system

Fight

See core system, with the following note: The goal of fighting can be to:

  1. Gain reputation,
  2. Decrease opponent’s reputation,
  3. Make your point,
  4. Destroy a fork in your way, or
  5. Corrupt a fork to prevent downtree merges.

Fork (mutation)

In the system, you are allowed to make copies of yourself. It is a full copy of you, a unique and independent person with their own will. As such, your current instance cannot control them, but since you and the fork share the same mind up until the moment of forking, you have the same goals. It’s just that you start taking in different givens immediately, so you’ll make your own decisions.

Forks can quit or be signalled to quit from downtree, at which point the immediate downtree instance will be able to merge their experiences to varying levels. Adroit determines how effective you are at this and managing inevitable conflicts.

Stunts

Sleight of Fork
Use stealth or adroit to create a fork subtly.
Fork at a distance
Once per conflict, create a fork further away than arm’s length.
Quick fork
Bump yourself up in the order of conflict according to fork level.

Investigate

See core system

Lore

See core system, with the following note: lore also governs how well you use exocortices and archives, as well as the history and knowledge of the system itself.

Notice

See core system

Provoke

See core system

Rapport

See core system

Reputation (resources)

In a post-scarcity system, money isn’t a thing. Instead, the goal is generally to increase one’s reputation. How trustworthy are you? Do people seek you out to solve problems? Do you focus on one thing you want to to get really good at it regardless of reputation, or do you focus on a few things to bump your reputation?

Stealth

See core system

Will

See core system

Game worksheet

Name
Post-Self
Setting/Scale
The System, various sims. Large game
Current issues
Todo
Impending issues
Todo
Faces and Places
  • Dear, Also, The Tree That Was Felled
  • Codrin Bălan
  • Assassins Guild
  • Dear’s home
  • Ansible lounge
Dials
  • Number of aspects: 5
  • Number of phases: 3
  • Skill cap: Superb (+5)
  • Skill structure: Pyramid
  • Refresh rate: 3
  • Number of initial stunts: 2
  • Types of stress tracks: Mental
  • Default number of stress boxes: 3
  • Default consequence slots: 2/4/6