Move wiki from docs/wiki/ to root wiki/. Add 14 category templates with YAML frontmatter, governance model, hierarchical spatial structure (system > station > district > location). Populate Krenn System entry as first concrete star system. Update cross-references in workshop and sprint docs. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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title, slug, category, status, created, updated, prevalence, tags, decision_refs, cross_refs
| title | slug | category | status | created | updated | prevalence | tags | decision_refs | cross_refs |
|---|---|---|---|---|---|---|---|---|---|
| Clone Transfer | clone-transfer | technology | canonical | 2026-02-12 | 2026-02-13 | restricted |
Clone Transfer
Type: Core Technology Status: Canonical Scope: Death mechanics, identity persistence, backup systems Also Known As: Re-embodiment (formal), "getting a new body" (colloquial)
Overview
Clone transfer is the technology that makes death temporary in the Settled Reach — for those who can afford it and maintain their backups. A person's neural state is periodically backed up to a secure facility. If the original body dies, the backed-up state is transferred to a cloned body. The person wakes up in a new body with memories intact up to their last backup.
Everything since the last backup is lost.
This is the core of the death mechanic: death is not game over. Death is information loss. And in a game built on asymmetric information, losing what you've learned is worse than losing a body.
How Clone Transfer Works
The backup process:
- The bearer visits a registered backup facility (typically institutional — Commission, medical center, or licensed private provider)
- Neural state is captured via lattice interface — memories, learned skills, relationship data, personality patterns
- The backup is stored securely, encrypted, institutionally managed
- Backup frequency varies: wealthy individuals back up daily; working-class citizens back up weekly, monthly, or less
The transfer process (on death):
- Death is confirmed (biological cessation of original body)
- Most recent backup is retrieved from secure storage
- A clone body is prepared (grown in advance or accelerated-growth, depending on tier)
- Neural state is transferred to the clone body
- The individual wakes up in the new body with memories up to their last backup point
The gap: Everything between the last backup and death is gone. Conversations. Discoveries. Relationships formed. Deals struck. Evidence collected. If the detective backs up on Monday and dies on Thursday, three days of investigation vanish. If the smuggler backs up before a run and dies during it, they don't remember the run at all.
Body Types
Clone bodies are not all equal.
Standard clone: Biological replica of the original body at a baseline state. No enhancements beyond the original genetic template. This is what most people receive — functional, healthy, unremarkable.
Enhanced clone: Improved biological specifications — better muscle density, faster neural pathways, optimized organ function. Available through institutional channels (military, intelligence, wealthy dynasties) or high-end private providers.
Custom bodies: In the wider Settled Reach, some individuals change body specifications with each transfer — different appearance, different physical capabilities, different sex. Identity becomes fluid when the body is replaceable. This is more common in cosmopolitan core systems than in working-class stations like Sova.
v0.1 scope: Clone transfer is referenced technology, not a gameplay mechanic. No character dies and is re-embodied during the vertical slice. But the possibility of death-as-information-loss shapes how the player treats risk, and backup status shapes NPC behavior (someone without a recent backup is more cautious).
The Cost Problem
Clone transfer is not free. Backup storage requires institutional infrastructure. Clone bodies require biological manufacturing. Transfer requires specialized medical facilities. All of this costs money, and all of it is regulated.
Institutional access: Commission employees, Concord Assembly staff, military personnel, and corporate workers typically have backup coverage as an employment benefit. Their backups are regular, their clone bodies pre-grown, their transfer priority high.
Civilian access: Independent workers, freelancers, and small-business owners must pay out of pocket. Backup frequency drops with income. A dock worker on Station Sova might back up monthly — or less. The cost is a line item they weigh against food, rent, and lattice maintenance.
The uninsured: Some people in the Reach have no backup at all. Death, for them, is final. This is rare but not unknown, particularly on frontier stations or among populations that reject the technology for cultural or philosophical reasons.
The implication: Clone transfer creates a mortality gradient. Wealthy people with daily backups lose hours if they die. Working-class people with monthly backups lose weeks. People without backups lose everything. Death is not equal in the Settled Reach — it's proportional to your economic status.
Clone Transfer and Identity
Let me complicate this: if your body dies and a new body wakes up with your memories, is it you?
Most people in the Settled Reach say yes. The legal system treats the transferred individual as the same person — same rights, same obligations, same identity. Continuity of neural state is continuity of self. This is settled law and settled culture.
But not everyone agrees. Some philosophical and religious traditions hold that the transferred individual is a copy, not the original — that something essential is lost in the gap. The Guardians of Autonomy (see Severance Technology) incorporate this skepticism into their broader critique of lattice-mediated identity.
On Station Sova, this debate is abstract. People here worry about backup costs, not metaphysics. But the philosophical undercurrent exists, and it surfaces in unexpected places — a dock worker who insists on doing dangerous work precisely because their backup is stale and death would mean something, or an NPC who becomes reckless after a recent backup because they feel temporarily invincible.
Death as Information Loss
From D-008: "Death = information loss, not game over. Memory cell backup system means death costs you everything since your last backup. Lost knowledge, lost relationships, lost deals. The storyteller knows what you've lost and can exploit it."
What the player loses on death:
- All knowledge gained since the last backup (facts, entity observations, relationship changes)
- Progress on investigation threads
- Trust built with NPCs (they remember you, but you don't remember the last conversation)
- Spatial knowledge (locations discovered, routes mapped)
What the player keeps:
- Everything from before the backup (base knowledge, established relationships, background facts)
- Their character's fundamental identity and capabilities
- Their lattice tier and equipment (new clone body, same tier lattice installed)
What the storyteller gains: Knowledge of what the player lost. The storyteller (D-005, Rimworld-style AI pacing) knows exactly which threads were severed by death. It can reintroduce the same NPCs, the same situations, the same evidence — but now the player doesn't remember the context. The NPC who was about to betray you? They still remember your conversation. You don't.
Dual-Lens Significance
The smuggler has a working-class backup schedule — maybe monthly, maybe less. Death on the job would cost them weeks of operational knowledge, social capital, and relationship maintenance. This makes the smuggler risk-averse in a way that isn't cowardice — it's rational calculation. Getting killed during a run doesn't just end the run; it erases the relationships that make the next run possible.
The detective has institutional backup coverage — regular, reliable, potentially daily. Death costs them investigation progress but not foundational capabilities. This doesn't make the detective reckless, but it shifts their risk calculus. Losing three days of fieldwork is painful; losing their life permanently is not on the table. The detective can afford risks the smuggler can't.
The asymmetry: The smuggler fears death more because it costs them more. The detective fears failure more because their institution is watching. Same mortality technology, different stakes, different behavior.
Mechanical Integration
v0.1 Scope:
- Clone transfer is lore and NPC dialogue content, not a playable mechanic
- No player death-and-resurrection cycle in the vertical slice
- Backup status may appear as NPC behavioral context (cautious vs. reckless correlating to backup freshness)
Future Scope (D-008):
- Death triggers knowledge graph rollback to last backup state
- Storyteller exploits knowledge gaps created by death
- Backup timing becomes a strategic decision (back up frequently = safe but institutional; back up rarely = risky but independent)
- Body type selection on transfer (if implemented)
Cross-References:
- Neural Lattice — Lattice enables the backup process
- D-008: Action pillar (death = information loss, hubris wall)
- D-005: Core concept (asymmetric information — death removes information)
- D-041: Knowledge graph (backup state = snapshot of knowledge graph)
Status: Canonical — death and identity mechanics Created: 2026-02-12 Updated: 2026-02-12