{{page>re:wwb:header}} ====== Core Concepts ====== ===== Biopunk Redemption ===== This world is not ending; it is *adapting*. “Biopunk Redemption” names the tone and direction of the setting: a movement from ecological ruin toward renewal through connection. * Technology and biology merge... * Horror is inherent because change is scary. But, ultimately, this is about hope * Evolution becomes moral choice: redemption through cooperation. * Every transformation carries the risk of losing self, but also of healing what was broken. ===== Identity and Symbiosis ===== The Bloom offers accelerated evolution and shared awareness. It is the narrative excuse for why our player-characters can do some really cool //superhuman// things. but the new abilities and perceptions threaten established identity. Each Host negotiates this tension through three key systems: * **Anchors:** memories, beliefs, and relationships that define identity. * **Rupture Choice:** periodic redefinition or sacrifice of Anchors to represent growth. * **Symbiosis Track:** measures the state between **Harmony** (balance) and **Dissonance** (loss of self or over-integration). Together, these mechanics express the question: //**How much of yourself must you lose to become something greater?**// ===== Factions and Worldviews ===== The world is divided, not destroyed. I envision the following primary ideological factions: * **Bloom Cults** mystical or prophetic groups worshipping the merger as transcendence. * **Integrationists** advocate guided evolution and partnership with the Bloom. * **Containment Factions** seek to isolate or weaponize it. * **Isolationists** reject integration, retreating into sterile zones. Each enclave embodies a philosophy of coexistence or resistance, giving the GM tools for ideological and moral tension. ===== The Symbiote Voice ===== Each Host carries an internal counterpart: the mycelial colony itself. Together, the mycelial colony embodies the concept of the **[[Collective Coherence Principle]]** providing narrative justification for superhuman powers and locations that have rules for reality that may vary dramatically from our baseline. ===== Design Principles ===== * **Fiction-first:** narrative drives mechanics; rolls interpret story. * **GM Moves Always Hit** - The GM doesn't roll dice. NPC and environmental situations apply statuses and conditions. Players may roll to mitigate. * **Consequences over failure:** every action changes the world or self. * **Evolution as progression:** advancement measured by transformation, not power. * **Collaborative interiority:** shared storytelling of internal and external change. {{page>re:wwb:footer}}