Name: Alexandria Ashwood
Origin: Gnosis: White Mist
Gender: Female
Age: 58
Species: Human
Appearance: A short woman with a pale complexion, long wavy raven hair that reaches past her waist with side-swept bangs that reach past her chest and few strands that seem to act on their own accord as they stick out from place with some gray streaks, and gray deep set eyes with both age lines around them and a beauty mark under the right eye, and has a heart shaped face. Alex wears a gray blazer jacket with a gray vest and white dress shirt underneath it. She wears a black tie around her neck and wears gray shorts with gray suspender belts and stockings on her legs, ending with a pair black chukkas and black leather gloves she sometimes wears when dealing with delicate objects. She sometimes wears black rim reading glasses
Powers & Abilities:
Polymath: A born prodigy, Alexandria Ashwood has spent most of her life cultivating a diverse arrays of skills with the express purpose of using them for her life goal of exploring unknown lands and gathering as much knowledge and treasures she can find from them. To these end she has gained the following skills to earn these lofty titles:
Negotiator: Of all of her skills the best one she has learned and master is being an orator. Alexandria can charm people to listen to whatever she has to say and convince them to go through her schemes. Likewise she can be used to mediate conflicts or to persuade people to back away from doing things she disagrees with. Her luck at intimidation is rather mixed.
Self Defence: Alex was taught how to perform fencing as tradition for her family. While she does find the training helpful in truth she finds the time she learned using hunting rifles and pistols for self defense far more useful for her when she is out exploring.
Magecraft: Alexandria lacks the means to perform magic on her own, often she uses other people who are mages to perform magic for her. However not wishing to be left entirely powerless she has gained some magical artifacts whose powers she does utilize and even learned some rituals to perform some basic feats of spellcrafting such as divination, protection, warding, and communing with otherworldly beings as well as some simple blessings and curses.
Weaknesses:
- Alex is still human and as such possesses all of the same frailties and weaknesses a human would have.
- Alex requires magical artifacts and rituals in order to use magic. She is incapable of doing it on her own
- Alex has a gambling addiction so one should be careful not letting her play games of chance for too long.
- Alex’s erratic behavior may cause her to have wild mood swings.
- Alex’s workaholic nature can cause her to become obsessed with her task to an unhealthy level.
- Will always be hesitant on destroying artifacts and books even if the powers and knowledge contained will cause untold destruction and death.
- Once passionate about something she can become incredibly stubborn on being convinced to drop said subject, can become worse when combined with her workaholic nature.
Attack Potency: Human, save for weapons and spells being used
Speed: Human
Lifting Strength: Human
Striking Strength: Human
Durability: Human
Stamina: Human
Range: Can differ depending on weapon and has the same range with her magic as Liz.
Intelligence: High due to being a prodigy.
Equipment on Hand:
- Journal and pen
- Bag containing chalks, reagents, and other materials for rituals
- Flask for drinks
- Camera and tape recorder
- Pistol with additional ammo
- A few magical artifacts
- Pocket watch
- Reading glasses
Brief Bio/History*: Alexandria Ashwood was born into the Ashwood family line, one of the more influential and powerful families on the island of Krakoyea. Alexandria’s youth had her spend most of her time with her grandparents as her actual parents were often away in business trips. While this arrangement would often make the young girl sad her grandparents would do all they can to fill in the void left by her birth parents.
Her grandmother would take the role of her mother and show the young girl the affection she often lacked from her own mother and father, giving her toys and such. Yet it was her grandfather that would have the most profound influence on Alexandria’s life.
Theodore Thomas Ashwood was a archaeological professor and a fellow of anthropology at Cerridwyn university and it would be his stories of the expeditions he been on and stories of historical figures and civilizations that would inspire a young Alexandria to follow in her grandfather’s footsteps, a move that her parents tentatively respected.
She excelled in academia, hardly studying, and used her excess time -- weekends and holidays -- traversing the isles around Krakoyea. In her later years, she went on trips to the mainland to major museums and archaeological sites with her own money, or sometimes her parents' and grandparents', stolen of course with her parents while her grandparents were willing to lend her their money. While rarely sanctioned visits she often had cover from her grandfather when he could defend her.
She used this time to become gain a doctorate at her preferred field and to learn other skilled adjusted to it. As she was content to follow in her grandfather’s footsteps fate would intervene and reveal to her what she was missing in the world.
For you see there was another family member that Alex had positive interactions with, one Agatha Ashwood. Her aunt was despised by most members in the Ashwood line but Alex made it a point to see her every year just to check up on her as she lived alone on the rural parts of the island, close to the woods.
While her aunt was poor, Alex stayed with her for a few weeks every year as she hitchhiked her way across the country, constantly hunting rumours and cryptids. At first Alex thought it was just an excuse for adventure, one she didn’t mind. Later, she realised there was more to it. That these creatures were real, and her aunt was running herself ragged in pursuit of them, looking for the monster or the phenomenon that took her son from her. That's why she was destitute, and why she was cast out: a dead child is a stain on the bloodline. Worse still, she miscarried a few years after his death, sterilising herself and causing her husband to depart
These revelations would cause Alex to question everything she knew. Just as she was sure to have settled the pieces of her shattered worldview she would find out that her aunt passed away in the woods and in her will she left behind all of her books and collections, items that she found were connected to the occult.
From her aunts will she would discover that her family has deep roots in the occult and that her parents were trying to stamp out this part of the family for their generation and future ones. At first Alex hid what she had gained from her aunt but eventually the truth would be revealed and she and her parents would fight over the collection and the hidden roots of the Ashwoods.
What was said in those heated exchanges can only be said by those present but what resulted in those exchanges was a rift between Alex and her parents that never fully healed and her deciding to follow through the heritage that was almost lost.
Picking up the Ashwood bloodline's occult roots, which Alex's parents had tried to stamp out in their generation, she began to assemble a team of experts in the field to help her establish the Ashwood Syndicate, a group dedicated to studying, discovering, documenting, and protecting the paranatural. In these years she would elope with one of her own colleagues and come with a child.
She would almost lose this child however as a rival would attempt to assassinate her with an anomalous parasite. But a combination of magical healing and her stubborn will she would fight off the parasite and save her child, who would be born as Elizabeth Ashwood. However Alex would soon realize that during the episode with the parasite that Elizabeth had actually absorb the parasite while she was still developing, changing her and making it an accidental third parent.
In current times Alex has a complicated relationship with her daughter and has increase tensions with another group called Aegis who is also involved with the paranormal.
Brief Personality Description*: Alexandria is a complex woman: brilliant, erratic, passionate, committed, idealistic, talented, charming, insulting, bold, incautious, arrogant, and sometimes shortsighted when she lets her ambitions on a goal get the best of her. Yet she can also be cold, aloof, and ambivalent to some while also being kind, caring, and even showing motherly qualities as she tends to problems and raises the spirits of others. Both a great companion to have as well as a chore to be around, those are some of the words others have used to describe her.
While she displays great patience on certain tasks and matters once something sets her off she shows a fiery temper. To those that wronged her she takes an almost sadistic delight in extracting retribution from them. When she sets herself on a task she becomes dedicated to the task to an almost obsessive level until she is finished with the task. Otherwise when relaxing she shows an almost hedonistic delight in festivities as she shows off her more flirtatious and easy going side. It’s during these moments that she would try to skreet most responsibilities to enjoy herself, with the sole exceptions being magic and motherhood. Games of chance are a weakness as she can’t resist playing them to win something, even if it means she has to cheat to win.
Alex has a weakness for both sweets and cute things. Alex has a complicated relationship with Elizabeth, yet deep down she still loves her. She also has conflicting feelings towards the occult, it being an object of great interest to her yet also being a source to some of her personal issues. Alex’s sense of confidence can sometimes be admirable and other times it can be seen as narcissistic. She is a woman of endless contradictions and dualities.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
Origin: Gnosis: White Mist
Gender: Female
Age: 58
Species: Human
Appearance: A short woman with a pale complexion, long wavy raven hair that reaches past her waist with side-swept bangs that reach past her chest and few strands that seem to act on their own accord as they stick out from place with some gray streaks, and gray deep set eyes with both age lines around them and a beauty mark under the right eye, and has a heart shaped face. Alex wears a gray blazer jacket with a gray vest and white dress shirt underneath it. She wears a black tie around her neck and wears gray shorts with gray suspender belts and stockings on her legs, ending with a pair black chukkas and black leather gloves she sometimes wears when dealing with delicate objects. She sometimes wears black rim reading glasses
Powers & Abilities:
Polymath: A born prodigy, Alexandria Ashwood has spent most of her life cultivating a diverse arrays of skills with the express purpose of using them for her life goal of exploring unknown lands and gathering as much knowledge and treasures she can find from them. To these end she has gained the following skills to earn these lofty titles:
- Archaeologist
- Anthropologist
- Linguist
- Naturalist
- Explorer
- Mechanic
-
CrazedDriver - Survivalist
- Navigator
- Translator
- Conversationalist
Negotiator: Of all of her skills the best one she has learned and master is being an orator. Alexandria can charm people to listen to whatever she has to say and convince them to go through her schemes. Likewise she can be used to mediate conflicts or to persuade people to back away from doing things she disagrees with. Her luck at intimidation is rather mixed.
Self Defence: Alex was taught how to perform fencing as tradition for her family. While she does find the training helpful in truth she finds the time she learned using hunting rifles and pistols for self defense far more useful for her when she is out exploring.
Magecraft: Alexandria lacks the means to perform magic on her own, often she uses other people who are mages to perform magic for her. However not wishing to be left entirely powerless she has gained some magical artifacts whose powers she does utilize and even learned some rituals to perform some basic feats of spellcrafting such as divination, protection, warding, and communing with otherworldly beings as well as some simple blessings and curses.
Weaknesses:
- Alex is still human and as such possesses all of the same frailties and weaknesses a human would have.
- Alex requires magical artifacts and rituals in order to use magic. She is incapable of doing it on her own
- Alex has a gambling addiction so one should be careful not letting her play games of chance for too long.
- Alex’s erratic behavior may cause her to have wild mood swings.
- Alex’s workaholic nature can cause her to become obsessed with her task to an unhealthy level.
- Will always be hesitant on destroying artifacts and books even if the powers and knowledge contained will cause untold destruction and death.
- Once passionate about something she can become incredibly stubborn on being convinced to drop said subject, can become worse when combined with her workaholic nature.
Attack Potency: Human, save for weapons and spells being used
Speed: Human
Lifting Strength: Human
Striking Strength: Human
Durability: Human
Stamina: Human
Range: Can differ depending on weapon and has the same range with her magic as Liz.
Intelligence: High due to being a prodigy.
Equipment on Hand:
- Journal and pen
- Bag containing chalks, reagents, and other materials for rituals
- Flask for drinks
- Camera and tape recorder
- Pistol with additional ammo
- A few magical artifacts
- Pocket watch
- Reading glasses
Brief Bio/History*: Alexandria Ashwood was born into the Ashwood family line, one of the more influential and powerful families on the island of Krakoyea. Alexandria’s youth had her spend most of her time with her grandparents as her actual parents were often away in business trips. While this arrangement would often make the young girl sad her grandparents would do all they can to fill in the void left by her birth parents.
Her grandmother would take the role of her mother and show the young girl the affection she often lacked from her own mother and father, giving her toys and such. Yet it was her grandfather that would have the most profound influence on Alexandria’s life.
Theodore Thomas Ashwood was a archaeological professor and a fellow of anthropology at Cerridwyn university and it would be his stories of the expeditions he been on and stories of historical figures and civilizations that would inspire a young Alexandria to follow in her grandfather’s footsteps, a move that her parents tentatively respected.
She excelled in academia, hardly studying, and used her excess time -- weekends and holidays -- traversing the isles around Krakoyea. In her later years, she went on trips to the mainland to major museums and archaeological sites with her own money, or sometimes her parents' and grandparents', stolen of course with her parents while her grandparents were willing to lend her their money. While rarely sanctioned visits she often had cover from her grandfather when he could defend her.
She used this time to become gain a doctorate at her preferred field and to learn other skilled adjusted to it. As she was content to follow in her grandfather’s footsteps fate would intervene and reveal to her what she was missing in the world.
For you see there was another family member that Alex had positive interactions with, one Agatha Ashwood. Her aunt was despised by most members in the Ashwood line but Alex made it a point to see her every year just to check up on her as she lived alone on the rural parts of the island, close to the woods.
While her aunt was poor, Alex stayed with her for a few weeks every year as she hitchhiked her way across the country, constantly hunting rumours and cryptids. At first Alex thought it was just an excuse for adventure, one she didn’t mind. Later, she realised there was more to it. That these creatures were real, and her aunt was running herself ragged in pursuit of them, looking for the monster or the phenomenon that took her son from her. That's why she was destitute, and why she was cast out: a dead child is a stain on the bloodline. Worse still, she miscarried a few years after his death, sterilising herself and causing her husband to depart
These revelations would cause Alex to question everything she knew. Just as she was sure to have settled the pieces of her shattered worldview she would find out that her aunt passed away in the woods and in her will she left behind all of her books and collections, items that she found were connected to the occult.
From her aunts will she would discover that her family has deep roots in the occult and that her parents were trying to stamp out this part of the family for their generation and future ones. At first Alex hid what she had gained from her aunt but eventually the truth would be revealed and she and her parents would fight over the collection and the hidden roots of the Ashwoods.
What was said in those heated exchanges can only be said by those present but what resulted in those exchanges was a rift between Alex and her parents that never fully healed and her deciding to follow through the heritage that was almost lost.
Picking up the Ashwood bloodline's occult roots, which Alex's parents had tried to stamp out in their generation, she began to assemble a team of experts in the field to help her establish the Ashwood Syndicate, a group dedicated to studying, discovering, documenting, and protecting the paranatural. In these years she would elope with one of her own colleagues and come with a child.
She would almost lose this child however as a rival would attempt to assassinate her with an anomalous parasite. But a combination of magical healing and her stubborn will she would fight off the parasite and save her child, who would be born as Elizabeth Ashwood. However Alex would soon realize that during the episode with the parasite that Elizabeth had actually absorb the parasite while she was still developing, changing her and making it an accidental third parent.
In current times Alex has a complicated relationship with her daughter and has increase tensions with another group called Aegis who is also involved with the paranormal.
Brief Personality Description*: Alexandria is a complex woman: brilliant, erratic, passionate, committed, idealistic, talented, charming, insulting, bold, incautious, arrogant, and sometimes shortsighted when she lets her ambitions on a goal get the best of her. Yet she can also be cold, aloof, and ambivalent to some while also being kind, caring, and even showing motherly qualities as she tends to problems and raises the spirits of others. Both a great companion to have as well as a chore to be around, those are some of the words others have used to describe her.
While she displays great patience on certain tasks and matters once something sets her off she shows a fiery temper. To those that wronged her she takes an almost sadistic delight in extracting retribution from them. When she sets herself on a task she becomes dedicated to the task to an almost obsessive level until she is finished with the task. Otherwise when relaxing she shows an almost hedonistic delight in festivities as she shows off her more flirtatious and easy going side. It’s during these moments that she would try to skreet most responsibilities to enjoy herself, with the sole exceptions being magic and motherhood. Games of chance are a weakness as she can’t resist playing them to win something, even if it means she has to cheat to win.
Alex has a weakness for both sweets and cute things. Alex has a complicated relationship with Elizabeth, yet deep down she still loves her. She also has conflicting feelings towards the occult, it being an object of great interest to her yet also being a source to some of her personal issues. Alex’s sense of confidence can sometimes be admirable and other times it can be seen as narcissistic. She is a woman of endless contradictions and dualities.
*Optional
Note: We use VSBW stats. The links to the VSBW summary of information for each stat are given in the application.
Name: Formal: Federal Commonwealth of Mira/Informal: Commonwealth of Mira (COM) or Miran Commonwealth, or simply the Commonwealth or Mira
Origin: Gnostic Disapria civilization (original)
Number of Members:
- Millions of transhuman clades and other organic citizens
- Billions of AIs and digitized organic minds
- 10K Artificial posthuman entities (organics upgraded to be posthumans or AIs created or upgraded by themselves to be posthuman)
Notable Members: Federal Council Members:
President: Gōchin Churagusuku
Prime Minister: Pema Dorje
Finance: Yoshiyahu Ben-Amnon
Defence: Michael Todd
Justice: Svanhildur Sigurðsdóttir
Education: Trương Văn Hiếu
Infrastructure: Michelle da Silva Lourenço
Foreign Affairs: Davaalkhagvagiin Chuvaamid
Crime Bosses: Maria and Meredith Lloyd
Mayor of the Capitol: Cadi Branwen
Shadowrunner: Felicity Catling
Shadowrunner: Hanna Blanchet
Shadowrunner: Pamela “Poppy” Lalande
Shadowrunner: Lalna Dalton
Shadowrunner: Rachel Ashwood
Shadowrunner: Jackie Welles
Political Leader: Deirdre Skye
Professor: Prokhor Zakharov
Corporate CEO: Sheng-Ji Yang
Corporate CEO: Nwabudike Morgan
Corporate CEO: ‘Kanopi’
Description of Faction's Tech, Powers, & Abilities:
Abilities: Complete interchangeability of limbs, organs, aesthetic features like hair and eyes, et cetera. Ability to modify the genome of living creatures both postnatally and prenatally. Able to digitize a person's consciousness through a gradual process which does not disrupt the continuity of their personhood. Human-Like artificial intelligences. Totally immersive and interactive virtual reality. Most people are able to digitize their brain for a few seconds to possess and operate compatible machinery or cloud-linked objects in their vicinity while remaining in control of their body. Ability to produce fully robotic and organic bodies, cybernetic enhancements, improve the intelligence of animals and other organisms/intelligences to human levels. Improve the intelligence of a human mind and alter it. Fusion and Antimatter production. Casual and routine interstellar travel and basic interstellar travel. Nanobot technology, which enables them to reconfigure their clothing and surroundings, and aid in human augmentation.
Limitations: They don't know how to make an AI which isn't basically just a simulated human brain (in fact some AIs are just copies of a human mind). Any AI not copied from a human mind is either a freak accident or forced itself into existence. Full cyborgization and digitalization of children can result in developmental issues and severe health and psychological issues. Cybernetic limbs and implants can be hacked to either control, damage, or infect users with viruses. Cybernetics can be rendered inoperable if exposed to powerful bursts of electromagnetic energy. Mind augmentation may cause unforeseen issues on some occasions and attempts to advance human intellect above human-level can cause changes in an individual that cause them to have trouble relating to people or to suffer from violent mental illness and issues with social awareness (whether this is inherent to the act of becoming posthuman or not is unclear).
Other Tech: Sentient export systems, atomic level precision manufacture using bionano and mechno nanomachines, micromachines, combining organic and inorganic materials in machines, smart materials and programmable matter, sentient vehicles and dwellings, memory metals, advance material science, advanced metamaterials, inexpensive solar sails and wind turbines, working DNI, autonomous robotic factories, skyhooks, space elevators and space foundations, orbital rings, mass drivers, spacehabits up to Bishop’s Rings, long-term terraforming and geoengineering, routine telepresence, cybertelepathy, advanced biosystem and mechosystem management, lazurogenic capability, neogen creation, utility fog, advance computation and data storage, room-temperature superconductors, Dyson swarm and power satitaltes, VTOL crafts and reusable rockets, Cryogenics and life extension.
Limitations: Lazuorgnic is limited on working genetic materials and after extensive study on the subject they attempt to revive. Dyson swarms only began some decades ago and as such the swarm isn’t at any size to cause any sufficient dark spots on their sun. Fabricators are not universal assemblers as often specialized printers are made for different materials and most often need time to construct new items (with complexity, rare elements and size adding time) and need materials and chemicals in order to create something as well as requiring maintenance and break time after work to prevent the machines from breaking. Megastructures such as Dyson Spheres and Ring Worlds are still inaccessible due to lacking the necessary technologies and materials for their construction. Hacking can still prove to be an issue for smart devices if their defense systems fail to stop it. Negon lifeforms can develop odd mutations without warning or if a flaw was not detected, sometimes sudden mutations just occur naturally. Sometimes climate and terraforming changes can produce unexpected results on the environment and on a planet. Robotic factories still require humans or something similar to observer activities and ensure everything is working in proper order. They lack certain technologies one would usually find in scifi civilizations. Most spaceships and habitats have to use acceleration and centrifugal force for artificial gravity, teleportation can only be done by beaming one's digital mind from one location to another. Faster than Light travel is absent and rift generation technology was lost along with many paratechnologies
Weapons: Strong kinetic personal weapons and limited-application of personal DEWs to bypass shielding technology. Armour and shielding; the former to defend against energy weapons and the latter suspending metals in the air and using eddy fields to push away incoming kinetic projectiles. Powered exosuits and mecha suits. Thermo-optic camouflage and holographic decoys. Monomolecular, nanite, and high-frequency melee weapons and projectiles (nanite bullets might be designed to consume enemy armour and flesh). A diverse array of cybernetic and genetically modified enhancements for military applications as well as shells altered specifically for war. Advance processing power as to create procongative predictions on the outcomes of battles. Consciousness transfer into new bodies after death and allowing other people to control different people to aid in the war effort. Nanoswarms and microbot swarms. Large wings of drones delivering a variety of weapons. Spider tanks and colosi walkers. Orbital weapons and spaceships providing space superiority. Many aircrafts from jets to militarized Aerodyne providing aerial superiority and cover. Advanced electronic and cyberware.
Limitation: Waste heat persist as an issue for them and as such many of their machines can break down if kept in prolong conflict and not spread widely. Because their computational infrastructure is based on organic principles (AIs being simulated human brains basically), they don't have the same processing power as other comparable civs. EMP weapons may pose an issue for some of their weapons. While hacking remains an issue most weapons have good cyber defences, requiring only the most advance civs to go through them. Several weapon systems and shields are networked, removing the network would cause them to run at a reduced performance. Removing soldiers from the network would temporarily make them disoriented. Should predictive models and simulations state they will have a much higher chances of defeat than possible victories they may surround before conflict even begins.
Esoterics: Mastery over the mind has unlocked a new field, psionics. This field however has also made them discover that certain rituals can produce seemingly magical phenomenon, certain items and locations seem to draw paranatural powers, and the existence of a extradimensional realm connected to people’s mind that is filled with entities. Worse they have discovered that this new power can turn some people into monstrous entities if corrupted by it or manifest horrors. Despite the great wonders and horrors found this is still a young field of science so much is yet to be discovered or understood.
Origin: Gnostic Disapria civilization (original)
Number of Members:
- Millions of transhuman clades and other organic citizens
- Billions of AIs and digitized organic minds
- 10K Artificial posthuman entities (organics upgraded to be posthumans or AIs created or upgraded by themselves to be posthuman)
Notable Members: Federal Council Members:
President: Gōchin Churagusuku
Prime Minister: Pema Dorje
Finance: Yoshiyahu Ben-Amnon
Defence: Michael Todd
Justice: Svanhildur Sigurðsdóttir
Education: Trương Văn Hiếu
Infrastructure: Michelle da Silva Lourenço
Foreign Affairs: Davaalkhagvagiin Chuvaamid
Crime Bosses: Maria and Meredith Lloyd
Mayor of the Capitol: Cadi Branwen
Shadowrunner: Felicity Catling
Shadowrunner: Hanna Blanchet
Shadowrunner: Pamela “Poppy” Lalande
Shadowrunner: Lalna Dalton
Shadowrunner: Rachel Ashwood
Shadowrunner: Jackie Welles
Political Leader: Deirdre Skye
Professor: Prokhor Zakharov
Corporate CEO: Sheng-Ji Yang
Corporate CEO: Nwabudike Morgan
Corporate CEO: ‘Kanopi’
Description of Faction's Tech, Powers, & Abilities:
Abilities: Complete interchangeability of limbs, organs, aesthetic features like hair and eyes, et cetera. Ability to modify the genome of living creatures both postnatally and prenatally. Able to digitize a person's consciousness through a gradual process which does not disrupt the continuity of their personhood. Human-Like artificial intelligences. Totally immersive and interactive virtual reality. Most people are able to digitize their brain for a few seconds to possess and operate compatible machinery or cloud-linked objects in their vicinity while remaining in control of their body. Ability to produce fully robotic and organic bodies, cybernetic enhancements, improve the intelligence of animals and other organisms/intelligences to human levels. Improve the intelligence of a human mind and alter it. Fusion and Antimatter production. Casual and routine interstellar travel and basic interstellar travel. Nanobot technology, which enables them to reconfigure their clothing and surroundings, and aid in human augmentation.
Limitations: They don't know how to make an AI which isn't basically just a simulated human brain (in fact some AIs are just copies of a human mind). Any AI not copied from a human mind is either a freak accident or forced itself into existence. Full cyborgization and digitalization of children can result in developmental issues and severe health and psychological issues. Cybernetic limbs and implants can be hacked to either control, damage, or infect users with viruses. Cybernetics can be rendered inoperable if exposed to powerful bursts of electromagnetic energy. Mind augmentation may cause unforeseen issues on some occasions and attempts to advance human intellect above human-level can cause changes in an individual that cause them to have trouble relating to people or to suffer from violent mental illness and issues with social awareness (whether this is inherent to the act of becoming posthuman or not is unclear).
Other Tech: Sentient export systems, atomic level precision manufacture using bionano and mechno nanomachines, micromachines, combining organic and inorganic materials in machines, smart materials and programmable matter, sentient vehicles and dwellings, memory metals, advance material science, advanced metamaterials, inexpensive solar sails and wind turbines, working DNI, autonomous robotic factories, skyhooks, space elevators and space foundations, orbital rings, mass drivers, spacehabits up to Bishop’s Rings, long-term terraforming and geoengineering, routine telepresence, cybertelepathy, advanced biosystem and mechosystem management, lazurogenic capability, neogen creation, utility fog, advance computation and data storage, room-temperature superconductors, Dyson swarm and power satitaltes, VTOL crafts and reusable rockets, Cryogenics and life extension.
Limitations: Lazuorgnic is limited on working genetic materials and after extensive study on the subject they attempt to revive. Dyson swarms only began some decades ago and as such the swarm isn’t at any size to cause any sufficient dark spots on their sun. Fabricators are not universal assemblers as often specialized printers are made for different materials and most often need time to construct new items (with complexity, rare elements and size adding time) and need materials and chemicals in order to create something as well as requiring maintenance and break time after work to prevent the machines from breaking. Megastructures such as Dyson Spheres and Ring Worlds are still inaccessible due to lacking the necessary technologies and materials for their construction. Hacking can still prove to be an issue for smart devices if their defense systems fail to stop it. Negon lifeforms can develop odd mutations without warning or if a flaw was not detected, sometimes sudden mutations just occur naturally. Sometimes climate and terraforming changes can produce unexpected results on the environment and on a planet. Robotic factories still require humans or something similar to observer activities and ensure everything is working in proper order. They lack certain technologies one would usually find in scifi civilizations. Most spaceships and habitats have to use acceleration and centrifugal force for artificial gravity, teleportation can only be done by beaming one's digital mind from one location to another. Faster than Light travel is absent and rift generation technology was lost along with many paratechnologies
Weapons: Strong kinetic personal weapons and limited-application of personal DEWs to bypass shielding technology. Armour and shielding; the former to defend against energy weapons and the latter suspending metals in the air and using eddy fields to push away incoming kinetic projectiles. Powered exosuits and mecha suits. Thermo-optic camouflage and holographic decoys. Monomolecular, nanite, and high-frequency melee weapons and projectiles (nanite bullets might be designed to consume enemy armour and flesh). A diverse array of cybernetic and genetically modified enhancements for military applications as well as shells altered specifically for war. Advance processing power as to create procongative predictions on the outcomes of battles. Consciousness transfer into new bodies after death and allowing other people to control different people to aid in the war effort. Nanoswarms and microbot swarms. Large wings of drones delivering a variety of weapons. Spider tanks and colosi walkers. Orbital weapons and spaceships providing space superiority. Many aircrafts from jets to militarized Aerodyne providing aerial superiority and cover. Advanced electronic and cyberware.
Limitation: Waste heat persist as an issue for them and as such many of their machines can break down if kept in prolong conflict and not spread widely. Because their computational infrastructure is based on organic principles (AIs being simulated human brains basically), they don't have the same processing power as other comparable civs. EMP weapons may pose an issue for some of their weapons. While hacking remains an issue most weapons have good cyber defences, requiring only the most advance civs to go through them. Several weapon systems and shields are networked, removing the network would cause them to run at a reduced performance. Removing soldiers from the network would temporarily make them disoriented. Should predictive models and simulations state they will have a much higher chances of defeat than possible victories they may surround before conflict even begins.
Esoterics: Mastery over the mind has unlocked a new field, psionics. This field however has also made them discover that certain rituals can produce seemingly magical phenomenon, certain items and locations seem to draw paranatural powers, and the existence of a extradimensional realm connected to people’s mind that is filled with entities. Worse they have discovered that this new power can turn some people into monstrous entities if corrupted by it or manifest horrors. Despite the great wonders and horrors found this is still a young field of science so much is yet to be discovered or understood.