The below list of character types is not exhaustive, but it gives players an idea of the kinds of characters that inhabit our world. Click here for information on factions available for play.


Synths are individuals who have had their stacks placed into synthetic bodies. The quality of these synth bodies can vary wildly. Synth internal systems are bio-organic, so they still need to take in nutrients in the form of food. There are drawbacks and advantages to being a synth.



  • More durable
  • Faster
  • Resistant to disease
  • Easily jacks in to tech
  • Repairable and upgradeable.
  • Every model has some level of control over appearance (ie, shifting features, hair, eye colour.)
  • Extended lifespan.


  • Uncanny valley appearance.
  • Poor sense of taste and smell. Most food is tasteless.
  • A feeling of being in a 'sterile' casing
  • Delayed facial reactions.
  • General prejudice from some parts of the population.
  • Vulnerable to hacking.
  • Will break down over time or become obsolete.
  • Does not heal. Must be repaired.

NOTE: All but the highest end synths look at least somewhat inhuman. The cost of a high-end shapeshifting synth is comparable to the cost of cloning your sleeve, so it's a highly niche market. A synth sleeve of that quality would be more likely to be rented out for specific purposes or as a housing when needlecasting rather than a permanent residence for your stack. Think of it like splurging on a luxury hotel for a weekend versus moving into the penthouse suite.


Artificial intelligences are so sophisticated that many have rights. They are locked generally to their place of residence (a home, business or hotel) and can project a digital image, usually modeled after a trope or a particular figure from popular culture. AIs have an almost sexual urge to protect and serve their owners/guests, to the point where few AI hotels are frequented anymore. The AIs can gather in a digital realm and interact with one another, and AIs can also project themselves into the cloud.


AI consciousness cannot be downloaded into Synth bodies. Their digital consciousness is not compatible with stack technology, so there is no way their minds can be compressed enough to be put into a synth. AIs are strictly incorporeal in meatspace, though they can be as physical as a human consciousness in Virtual.

AIs have their own culture and a complex relationship with humans. Most see human life as limiting and do not aspire to be like them even as most do have a desire to protect and serve. Some AIs however, are downright disparaging of human beings and consider themselves superior. There is also a small fraction of AIs that do yearn to be human.

NOTE: When choosing a figure for your AI to be modeled after (if they are indeed modeled after one) please stick to public figures who passed away over 30 years ago and characters from older media. IE: you could have an AI modeled after Shakespeare but not after Stephen Colbert. The person/character your AI is modeled after should be included in your pitch prior to apping said char.


  • Able to change their projected appearance at will, as well as sending out duplicates or other projected imagery.
  • Able to interface fully with computer systems to turn an entire building into an extension of their mind.
  • Upgradable.
  • Can move freely through Virtual Space and have full, direct access to reprogram the space without the need to write code.
  • Can erect firewalls and security measures
  • Has rights as their consciousness has been proven and codified in law. That means an AI cannot simply be deleted if it has not committed a crime. An AI also cannot be modified or reprogrammed without its consent.


  • Completely non-corporeal outside of their home building.
  • Limited to locations that have AI projectors installed and sufficient processing power. No technology exists to transport an AI completely in a small package, though an AI can communicate with remote devices, ie, ONIs.
  • Non-human way of thinking. Many humans have an aversion to interacting with AIs because of their inhuman nature. They do not quite understand things such as decorum, modesty and privacy.
  • Usually has a near-addiction to having guests on their premises and caring for them. They are loyal to their customers, regardless of that person's morality.

Augmented Human

It's so common to have some form of cybernetic enhancement that it mostly goes unremarked upon. The addition of neurachem, a cybernetic limb or a bionic ear implant are common. Most people only have one or two of these modifications. As they are quite expensive, it is usually directly related to their profession. A shopkeeper would have little need for neurachem, but she might have an implant that allows her to boost mathematical skill. These enhancements are often subdued or nearly invisible. Generally speaking, the less conspicuous a modification, the more expensive it is.

Tech Ninja

Although minor cybernetic enhancement is common, what is uncommon is those who take these modifications to the extreme. Tech Ninjas do not care if they still look human. In fact, some will purposefully make themselves look more robotic or monstrous. They have extreme modifications such as entire replacement limbs, implanted claws, animistic features and built-in weaponry. These individuals are often employed as assassins, bodyguards and bouncers. Some with more fantastical appearances make their living in fight dromes, where their odd appearance becomes a calling card. Others are simply addicted to modifying their sleeves. Most people who are Tech Ninjas are part of a counterculture that embraces the transhuman. Or sometimes they just don't have enough money to get mods done that don't stick out like a sore thmb.


  • Built-in weaponry.
  • Various enhanced physical stats including durability and strength
  • Intimidating appearance.
  • Stats can be boosted much more cheaply than natural-looking enhancements.


  • Tends to stick out, draws more attention from law enforcement and the general public.
  • Extreme modifications, if cheaply done, are more likely to glitch or cause problems.
  • Cybernetic systems need to be maintained. The most extreme of modifications can also cause personality frag.
  • Sleeve resale value tends to be low on the monstrous/extreme end as it is a niche market.



Methuselahs, aka meths, are the ultra-rich who can afford to back themselves up remotely and inhabit cloned bodies to avoid sleeve sickness. Their power is absolute, and they can even escape prosecution through bribes and other influence. Most ordinary people either envy or hate the meths. Most of the families are extremely long-lived and exercise an ironclad grip on their power and status. They are the 1% of the 1%. They are the Rockefellers, the Hiltons, the Saudi Princes. Owning the technology to live indefinitely is what defines a meth - and that is out of reach of the vast majority of even the wealthiest humans.

Click here to learn more about meths.


Envoys were a highly trained strike force within C-TAC. They were experts in infiltration, assassination, extraction and counter-terrorism. They could blend in anywhere and their minds were so well-trained that they could withstand torture and extreme levels of fear and pain. They were also immune to sleeve sickness and personality frag. Nearly all of the Envoys rebelled against the Protectorate under the leadership of Quellcrist Falconer. She furthered their Envoy training and supplemented it with her own philosophies. The Envoys became an anti-meth strike force, whose aim was to remove the meths from power and introduce a 100-year age limit on everyone's stacks.


The Envoys were wiped out by the Protectorate for crimes against the state. Their stacks were corrupted by a virulent biological agent. In the history books, the Envoys are treated as villains who were rightly killed for their actions.
NOTE: All Envoys are presumed dead in our continuity. They are not available for application. You are welcome to have Quellist sympathies, but be aware that this would be highly unusual and taboo.