Monthly Archives: August 2016

Welcome to the Libertarian Party of North Carolina

Posted: August 10, 2016 at 9:22 pm

However you arrived at this page, we welcome you. The Libertarian Party of North Carolina seeks to return the focus of those we elect to the people who elected them. We believe the only way we can achieve this is to recruit, support and elect libertarian candidates.

We cannot do this without the support of what we call the voiceless voters. Those voiceless voters -- Libertarian and unaffiliated -- make up nearly one-third of registered voters in our great state. So you'd think bringing about change to our broken political system should be relatively easy. The truth is the deck is severely stacked against those seeking to put people, not politics first.

Please spend some time looking through our site. A great place to start is on our news page. It is chock full of relevant and recent content, all just a click away.

Most importantly we want you to connect with us. Throughout the site there are places for you to reach out and get involved to whatever extent you desire and to whatever extent you are comfortable with. Just get involved.

Together we will be voiceless no more.

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Welcome to the Libertarian Party of North Carolina

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Welcome- Libertarian Party of Connecticut

Posted: at 9:22 pm

Libertarians are practical -- we know that we can't make the world perfect. But, it can be better. Libertarians will keep working to create a better, freer society for everyone. The Libertarian Party is the only political party that respects your rights as a unique and competent individual. We want a system that allows all people to choose what they want from life...that let's us live, work, play, and dream our own way.

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liberal – Wiktionary

Posted: at 9:22 pm

English[edit] Etymology[edit]

The adjective is from Old French liberal, from Latin liberalis (befitting a freeman), from liber (free); it is attested since the 14th century. The noun is first attested in the 1800s.

liberal (comparative more liberal, superlative most liberal)

pertaining to the arts the study of which is considered worthy of a free man

generous, willing to give unsparingly

ample, abundant, generous in quantity

obsolete: unrestrained, licentious

widely open to new ideas, willing to depart from established opinions, conventions etc.

open to political or social reforms

Translations to be checked

liberal (plural liberals)

one with liberal views, supporting individual liberty

one who favors individual voting rights, human and civil rights, individual gun rights and laissez-faire markets

liberalm, f (masculine and feminine plural liberals)

liberal (comparative liberaler, superlative am liberalsten)

Positive forms of liberal

Comparative forms of liberal

Superlative forms of liberal

liberalm

From Latin liberalis (befitting a freeman), from liber (free).

liberalm, f (plural liberais, comparable)

From lberlan.

librlm (Cyrillic spelling )

liberalm, f (plural liberales)

liberalm, f (plural liberales)

liberal

liberalc

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liberal - Wiktionary

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Future of AI 6. Discussion of ‘Superintelligence: Paths …

Posted: at 9:18 pm

Update: readers of the post have also pointed out this critique by Ernest Davis and this response to Davis by Rob Bensinger.

Update 2: Both Rob Bensinger and Michael Tetelman rightly pointed out that my intelligence definition was sloppily defined. Ive added a clarification that the defintion is for a given task.

Cover of Superintelligence

This post is a discussion of Nick Bostroms book Superintelligence. The book has had an effect on the thinking of many of the worlds thought leaders. Not just in artificial intelligence, but in a range of different domains (politicians, physicists, business leaders). In that light, and given this series of blog posts is about the Future of AI, it seemed important to read the book and discuss his ideas.

In an ideal world, this post would certainly have contained more summaries of the books arguments and perhaps a later update will improve on that aspect. For the moment the review focuses on counter-arguments and perceived omissions (the post already got too long with just covering those).

Bostrom considers various routes we have to forming intelligent machines and what the possible outcomes might be from developing such technologies. He is a professor of philosophy but has an impressive array of background degrees in areas such as mathematics, logic, philosophy and computational neuroscience.

So lets start at the beginning and put the book in context by trying to understand what is meant by the term superintelligence

In common with many contributions to the debate on artificial intelligence, Bostrom never defines what he means by intelligence. Obviously, this can be problematic. On the other hand, superintelligence is defined as outperforming humans in every intelligent capability that they express.

Personally, Ive developed the following definition of intelligence: Use of information to take decisions which save energy in pursuit of a given task. Here by information I might mean data or facts or rules, and by saving energy I mean saving free energy.

However, accepting Bostroms lack of definition of intelligence (and perhaps taking note of my own), we can still consider the routes to superintelligence Bostrom proposes. It is important to bear in mind that Bostrom is worried about the effect of intelligence on 30 year (and greater) timescales. These are timescales which are difficult to predict over. I think it is admirable that Nick is trying to address this, but Im also keen to ensure that particular ideas which are at best implausible, but at worst a misrepresentation of current research, dont become memes in the very important debate on the future of machine intelligence.

A technological singularity is when a technology becomes transhuman in its possibilities, moving beyond our own capabilities through self improvement. Its a simple idea, and often theres nothing to be afraid of. For example, in mechanical engineering, we long ago began to make tools that could manufacture other tools. And indeed, the precision of the manufactured tools outperformed those that we could make by hand. This led to a technological singularity of precision made tools. We developed transhuman milling machines and lathes. We developed superprecision, precision that is beyond the capabilities of any human. Of course there are physical limits on how far this particular technological singularity has taken us. We cannot achieve infinitely precise machining tolerances.

In machining, the concept of precision can be defined in terms of the tolerance that the resulting parts are made to. Unfortunately, the lack of a definition of intelligence in Bostroms book makes it harder to ground the argument. In practice this means that the book often exploits different facets of intelligence and combines them in worse case scenarios while simultaneously conflating conflicting principles.

The book gives little thought to the differing natures of machine and human intelligence. For example, there is no acknowledgment of the embodied nature of our intelligence. There are physical constraints on communication rates. For humans these constraints are much stronger than for machines. Machine intelligences communicate with one another in gigabits per second. Humans in bits per second. For our relative computational abilities the best estimates are that, in terms of underlying computation in the brain, we are computing much quicker than machines. This means humans have a very high compute/communicate ratio. We might think of that as an embodiment factor. We can compute far more than we can communicate, leading to a backlog of conclusions within our own minds. Much of our human intelligence seems doomed to remain within ourselves. This dominates the nature of human intelligence. In contrast, this phenomenon is only weakly observed in computers, if at all. Computers can distribute the results of their intelligence at approximately the same rate that they compute them.

Bostroms idea of superintelligence is an intelligence that outperforms us in all its facets. But if our emotional intelligence is a result of our limited communication ability, then it might be impossible to emulate it without also implementing the limited communication. Since communication also affects other facets of our intelligence we can see how it may, therefore, be impossible to dominate human abilities in the manner which the concept of superintelligence envisages. A better definition of intelligence would have helped resolve these arguments.

My own belief is that we became individually intelligent through a need to model each other (and ourselves) to perform better planning. So we evolved to undertake collaborative planning and developed complex social interactions. As a result our species, our collective intelligence, became increasingly complex (on evolutionary timescales) as we evolved greater intelligence within each of the individuals that made up our social group. Because of this process I find it difficult to fully separate our collective intelligence from our individual intelligences. I dont think Bostrom suffers with this dichotomy because my impression is that his book only views human intelligence as an individual characteristic. My feeling is that this is limiting because any algorithmics we create to emulate our intelligence will actually operate on societal scales and the interaction of the artificial intelligence with our own should be considered in that context.

As humans, we are a complex society of interacting intelligences. Any predictions we make within that society would seem particularly fraught. Intelligent decision making relies on such predictions to quantify the value of a particular decision (in terms of the energy it might save). But when we want to consider future plausible scenarios we are faced with exponential growth of complexity in an already extremely complex system.

In practice we can make progress with our predictions by compressing the complex world into abstractions: simplifications of the world around that are sufficiently predictive for our purposes, but retain tractability. However, using such abstractions involves introducing model uncertainty. Model uncertainty reflects the unknown way in which the actual world will differ from our simplifications.

Practitioners who have performed sensitivity analysis on time series prediction will know how quickly uncertainty accumulates as you try to look forward in time. There is normally a time frame ahead of which things become too misty to compute any more. Further computational power doesnt help you in this instance, because uncertainty dominates. Reducing model uncertainty requires exponentially greater computation. We might try to handle this uncertainty by quantifying it, but even this can prove intractable.

So just like the elusive concept of infinite precision in mechanical machining, there is likely a limit on the degree to which an entity can be intelligent. We cannot predict with infinite precision and this will render our predictions useless on some particular time horizon.

The limit on predictive precision is imposed by the exponential growth in complexity of exact simulation, coupled with the accumulation of error associated with the necessary abstraction of our predictive models. As we predict forward these uncertainties can saturate dominating our predictions. As a result we often only have a very vague notion of what is to come. This limit on our predictive ability places a fundamental limit on our ability to make intelligent decisions.

There was a time when people believed in perpetual motion machines (and quite a lot of effort was put into building them). Physical limitations of such machines were only understood in the late 19th century (for example the limit on efficiency of heat engines was theoretically formulated by Carnot). We dont yet know the theoretical limits of intelligence, but the intellectual gymnastics of some of the entities described in Superintelligence will likely be curtailed by the underlying mathematics. In practice the singularity will saturate, its just a question of where that saturation will occur relative to our current intelligence. Bostrom thinks it will be a long way ahead, I tend to agree but I dont think that the results will be as unimaginable as is made out. Machines are already a long way ahead of us in many areas (weather prediction for example) but I dont find that unimaginable either.

Unfortunately, in his own analysis, Bostrom hardly makes any use of uncertainty when envisaging future intelligences. In practice correct handling of uncertainty is critical in intelligent systems. By ignoring it Bostrom can give the impression that a superintelligence would act with unerving confidence. Indeed the only point where I recollect the mention of uncertainty is when it is used to unnerve us further. Bostrom refers to how he thinks a sensible Bayesian agent would respond to being given a particular goal. Bostrom suggests that due to uncertainty it would believe it might not have achieved its goal and continue to consume world resource in an effort to do so. In this respect the agent appears to be taking the inverse action of that suggested by the Greek skeptic Aenesidemus, who advocated suspension of judgment, or epoch, in the presence of uncertainty. Suspension of judgment (delay of decision making) meaning specifically refrain from action. That is indeed the intelligent reaction to uncertainty. Dont needlessly expend energy when the outcome is uncertain (to do so would contradict my definition of intelligent behavior). This idea emerges as optimal behavior from a mathematical treatment of such systems when uncertainty is incorporated.

This meme occurs through out the book. The savant idiot, a gifted intelligence that does a particular thing really stupidly. As such it contradicts the concept of superintelligence. The superintelligence is better in all ways than us, but then somehow must also be taught values and morals. Values and morals are part of our complex emergent human behaviour. Part of both our innate and our developed intelligence, both individually and collectively as a species. They are part of our natural conservatism that constrains extreme behavior. Constraints on extreme behaviour are necessary because of the general futility of absolute prediction. Just as in machining, we cannot achieve infinitely precise prediction.

Another way the savant idiot expresses itself in the book is through extreme confidence about its predictions in the future. The premise is that it will agressively follow a strategy (potentially to the severe detriment of humankind) in an effort to fulfill a defined final goal. Well address the mistaken idea of a simplistic final goal below.

With a shallow reading Bostroms ideas seem to provide an interesting narrative. In the manner of an Ian Fleming novel, the narrative is littered with technical detail to increase the plausibility for the reader. However, in the same way that so many of Blofelds schemes are quite fragile when exposed to deeper analysis, many of Bostroms ideas are as well.

In reality, challenges associated with abstracting the world render the future inherently unpredictable, both to humans and to our computers. Even when many aspects of a system are broadly understood (such as our weather) prediction far into the future is untenable due to propagation of uncertainty through the system. Uncertainty tends to inflate as time passes rendering only near term prediction plausible. Inherent to any intelligent behavior is an understanding of the limits of prediction. Intelligent behaviour withdraws, when appropriate, to the suspension of judgement, inactivity, the epoch. This simple idea finesses many of the challenges of artificial intelligence that Bostrom identifies.

Large sections of the book are dedicated to whole brain emulation, under the premise that this might be achievable before we have understood intelligence (superintelligence could then achieved by hitting the turbo button and running those brains faster). Simultaneously, hybrid brain-machine systems are rejected as a route forward due to the perceived difficulty of developing such interfaces.

Such unevenhanded treatment of future possible paths to AI makes the book a very frustrating read. If we had the level of understanding we need to fully emulate the brain, then we would know what is important to emulate in the brain to recreate intelligence. The path to that achievement would also involve improvements of our ability to directly interface with the brain. Given that there are immediate applications with patients, e.g. with spinal problems or suffering from ALS, I think we will have developed hybrid systems that interface directly with the brain a long time before we have managed a full emulation of the human brain. Indeed, such applications may prove to be critical to developing our understanding of how the brain implements intelligence.

Perhaps Bostroms naive premise about the ease of brain emulation comes form a lack of understanding of what it would involve. It could not involve an exact simulation of each neuron in the brain down to the quantum level (and if it did, it would be many orders of magnitude more computationally demanding than is suggested in the text). Instead it would involve some level of abstraction. Abstraction as to those aspects of the biochemistry and physics of the brain that are important in generating our intelligence. Modelling and simulation of the brain would require that our simulations replace actual mechanism with those salient parts of those mechanisms that the brain makes use of for intelligence.

As weve mentioned in the context of uncertainty, an understanding of this sort of abstraction is missing from Superintelligence, but it is vital in modelling, and, I believe, it is vital in intelligence. Such abstractions require a deep understanding of how the brain is working, and such understandings are exactly what Bostrom says are impossible to determine for developing hybrid systems.

Over the 30 year time horizons that Bostrom is interested in, hybrid human-machine systems could become very important. They are highly likely to arise before a full understanding of the brain is developed, and if they did then they would change the way society would evolve. Thats not to say that we wont experience societal challenges, but they are likely to be very different from the threats that Bostrom perceives. Importantly, when considering humans and computers, the line of separation between the two may not be as distinctly drawn as Bostrom suggests. It wouldnt be human vs computer, but augmented human vs computer.

One aspect that, it seems, must be hard to understand if youre not an active researcher is nature of technological advance at the cutting edge. The impression Bostrom gives is that research in AI is all a set of journeys with predefined goals. Its therefore merely a matter of assigning resources, planning, and navigating your way there. In his strategies for reacting to the potential dangers of AI, Bostrom suggests different areas in which we should focus our advances (which of these expeditions should we fund, and which should we impede). In reality, we cannot switch on and off research directions in such a simplistic manner. Most research in AI is less of an organized journey, but more of an exploration of uncharted terrain. You set sail from Spain with government backing and a vague notion of a shortcut to the spice trade of Asia, but instead you stumble on an unknown continent of gold-ridden cities. Even then you dont realize the truth of what you discovered within your own lifetime.

Even for the technologies that are within our reach, when we look to the past, we see that people were normally overly optimistic about how rapidly new advances could be deployed and assimilated by society. In the 1970s Xerox PARC focused on the idea that the office of the future would be paperless. It was a sensible projection, but before it came about (indeed its not quite here yet) there was an enormous proliferation of the use of paper, so the demand for paper increased.

Rather than the sudden arrival of the singleton, I suspect well experience something very similar to our journey to the paperless office with artificial intelligence technologies. As we develop AI further, we will likely require more sophistication from humans. For example, we wont be able to replace doctors immediately, first we will need doctors who have a more sophisticated understanding of data. Theyll need to interpret the results of, e.g., high resolution genetic testing. Theyll need to assimilate that understanding with their other knowledge. The hybrid human-machine nature of the emergence of artificial intelligence is given only sparse treatment by Bostrom. Perhaps because the narrative of such co-evolution is much more difficult to describe than an independent evolution.

The explorative nature of research adds to the uncertainties about where well be at any given time. Bostrom talks about how to control and guide our research in AI, but the inherent uncertainties require much more sophisticated thinking about control than Bostrom offers. In a stochastic system, a controller needs to be more intelligent and more reactive. The right action depends crucially on the time horizon. These horizons are unknown. Of course, that does not mean the research should be totally unregulated, but it means that those that suggest regulation need to be much closer to the nature of research and its capabilities. They need to work in collaboration with the community.

Arguments for large amounts of preparatory work for regulation are also undermined by the imprecision with which we can predict the nature of what will arrive and when it will come. In 1865 Jules Verne correctly envisaged that one day humans would reach the moon. However, the manner in which they reached the moon in his book proved very different from how we arrived in reality. Vernes idea was that wed do it using a very big gun. A good idea, but not correct. Verne was, however, correct that the Americans would get there first. One hundred and four years after he wrote the goal was achieved through rocket power (and without any chickens inside the capsule).

This is not to say that we shouldnt be concerned about the paths we are taking. There are many issues that the increasing use of algorithmic decision making raises and they need to be addressed. It is to say that the nature of the concerns that Bostrom raises are implausible because of the imprecision of our predictions over such time frames.

Some of Bostroms perspectives may also come from a lack of experience in deploying systems in practice. The book focuses a great deal on the programmed final goal of our artificial intelligences. It is true that most machine learning systems have objective functions, but an objective function doesnt really map very nicely to the idea of a final goal for an intelligent system. The objective functions we normally develop are really only effective for simplistic tasks, such as classification or regression. Perhaps the more complex notion of a reward in reinforcement learning is closer, but even then the reward tends to be task specific.

Arguably, if the system does have a simplistic final goal, then it is already failing its test of superintelligence, even the simplest human is a robust combination of, sometimes conflicting, goals that reflect the uncertainties around us. So if we are goal driven in our intelligence, then it is by sophisticated goals (akin to multi-objective optimisation) and each of us weights those goals according to sets of values that we each evolve, both across generations and within generations. We are sophisticated about our goals, rather than simplistic, because our environment itself is evolving, implying that our ways of behaviour need to evolve as well. Any AI with a simplistic final goal would fail the test of being a dominant intelligence. It would not be a superintelligence because it would under-perform humans in one or more critical aspects.

One of the routes explored by Bostrom to superintelligence involves speeding up implementations of our own intelligence. Such speed would not necessarily bring about significant advances in all domains of intelligence, due to fundamental limits on predictability. Linear improvements in speed cannot deal with exponential increases in computational tractability. But Bostrom also seems to assume that speeding up intelligences will necessarily take them beyond our comprehension or control. Of course in practice there are many examples where this is not the case. IBM Watsons won Jeopardy. But it did it by storing a lot more knowledge than we every could, then it used some simplistic techniques from language processing to recover those facts: it was a fancy search engine. These systems outperform us, but they are by no means beyond our comprehension. Still, that does not mean we shouldnt fear this phenomenon.

Given the quantity of data we are making available about our own behaviors and the rapid ability of computers to assimilate and intercommunicate, it is already conceivable that machines can predict our behavior better than we can. Not by superintelligence but by scaling up of simple systems. Theyve finessed the uncertainty by access to large quantities of data. These are the advances we should be wary of, yet they are not beyond our understanding. Such speeding up of compute and acquisition of large data is exactly what has led to the recent revolution in convolutional neural networks and recurrent neural networks. All our recent successes are just more compute and more data.

This brings me to another major omission of the book, and this one is ironic, because it is the fuel for the current breakthroughs in artificial intelligence. Those breakthroughs are driven by machine learning. And machine learning is driven by data. Very often our personal data. Machines do not need to exceed our capabilities in intelligence to have a highly significant social effect. They outperform us so greatly in their ability to process large volumes of data that they are able to second guess us without expressing any form of higher intelligence. This is not the future of AI, this is here today.

Deep neural networks of today are not performant because someone did something new and clever. Those methods did not work with the amount of data we had available in the 1990s. They work with the quantity of data we have now. They require a lot more data than any human uses to perform similar tasks. So already, the nature of the intelligence around us is data dominated. Any future advances will capitalise further on this phenomenon.

The data we have comes about because of rapid interconnectivity and high storage (this is connected to the low embodiment factor of the computer). It is the consequence of the successes of the past and it will feed the successes of the future. Because current AI breakthroughs are based on accumulation of personal data, there is opportunity to control its development by reformation of our rules on data.

Unfortunately, this most obvious route to our AI futures is not addressed at all in the book.

Debates about the future of AI and machine learning are very important for society. People need to be well informed so that they continue to retain their individual agency when making decisions about their lives.

I welcome the entry of philosophers to this debate, but I dont think Superintelligence is contributing as positively as it could have done to the challenges we face. In its current form many of its arguments are distractingly irrelevant.

I am not an apologist for machine learning, or a promoter of an unthinking march to algorithmic dominance. I have my own fears about how these methods will effect our society, and those fears are immediate. Bostroms book has the feel of an argument for doomsday prepping. But a challenge for all doomsday preppers is the quandary of exactly which doomsday they are preparing for. Problematically, if we become distracted with those images of Armageddon, we are in danger of ignoring existent challenges that urgently need to be addressed.

This is post 6 in a series. Previous post here

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Future of AI 6. Discussion of 'Superintelligence: Paths ...

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How to Use MDMA (Molly ) – How to Use Psychedelics

Posted: at 9:17 pm

MDMA is a truly remarkable medicine for working with difficult emotional experiences. The clinical results have far exceeded other interventions for a range of uses (see the research section at the bottom of this page).

MDMA is a synthetic psychedelic, first developed by the pharmaceutical company Merck in 1912. It has been widely studied since then, particularly for psychotherapeutic uses. With the rate of academic research growing rapidly, it is likely that MDMA will become FDA approved for therapeutic use within the next few years, and MAPS.org is focused on moving it through the approval process. MDMA is being widely tested for post-traumatic stress, with results that surpass any other existing treatment method.

MDMA is a particularly appealing psychedelic for therapists and researchers because the subjective mental experience feels fairly stable, while creating a dramatic increase in emotional openness and a reduction in fear and anxiety.

Before you begin, be sure to read our safety section and see the special safety considerations for MDMA at the bottom of this page.

Because MDMA has anti-anxiety and anti-fear effects, it is generally considered safe to use a full dose your first time and each time you use MDMA (generally 75mg - 125mg depending on the individual). It is important to measure the dose carefully. Milligram-precision scales cost about 20 dollars (heres an Amazon search for milligram scale).

Some therapy protocols add a booster dose of about 60mg of MDMA 2-3 hours after the first dose to extend the period of therapeutic effects and provide more time for deep exploration.

MDMA will typically be in the form of a powder, pill, or crystal. Again, be sure that you are receiving pure MDMA, not mixed with other drugs or stimulants like caffeine. 'Molly' is another term for pure MDMA, distinguished from 'Ecstasy' which often contains MDMA but is not pure MDMA. If the MDMA is in pill form, youll have to be confident of the reported dosage, as fillers are added to create a pill and weighing the pill will not indicate the MDMA content. As always, do not take any MDMA if you are unsure of quantity or purity.

Once the MDMA has worn off, be sure that you drink lots of water and get a long peaceful sleep at night. MDMA can be mentally tiring and you need to rejuvenate.

Most people find that they have an afterglow from their MDMA experience that can last days or weeks, improving their mood and outlook and keeping them very open to others.

On the other hand, some people feel mentally drained by MDMA and have a foggy headed feeling for a day or two afterwards. Others will feel emotionally drained, and have a depressed mood for up to a week after the experience. Sometimes, these feelings begin two days after the experience, but not the day after. To combat this, some people who feel sensitive to that after-effect will take 5-HTP or L-Tryptophan (both are common supplements available from any source) for a few days after MDMA in an attempt to restore their serotonin levels. People who do feel drained after an MDMA session generally report that precise the MDMA dose can affect how they feel afterwards. Too much may leave them more drained than necessary. This is another reason to start with a modest, precisely measured dose to begin.

Nearly everyone, no matter how they feel the following week, finds that the thoughts, feelings, and emotional release that they experience on MDMA persists afterwards. In particular, any realizations that they had during the experiences tend to prove real and lasting.

Most remarkably, painful emotional associations with life experiences -- traumas, breakups, divorces, etc -- are dramatically reduced if that issue has been explored during the experience. You will find that when you think about that same painful experience after exploring it on MDMA, you will not have the same flood of emotional pain and tension that you would have had beforehand. The memory will be intact but the emotional strings will be looser.

Even for extreme emotional trauma, this holds true. In a recent research study for patients with PTSD, 83% of patients experienced reduced symptoms after just 3 MDMA sessions combined with therapy, vs. only 25% of patients who had therapy alone. Quite simple, MDMA is the most effective treatment for PTSD ever developed. Compare this level of success to traditional anti-depressants which have strong side effects and are dosed every day for years at a time (for a total of hundreds or thousands of doses) and which have very low rates of effectiveness, often just slightly above placebo.

In addition to our standard safety suggestions, there are three particularly important precautions for MDMA use:

Psychedelics have been misunderstood and misrepresented for decades. That's changing. Please help us share safe, responsible information on using psychedelics by sending this page to friends, and posting to Facebook, Twitter, and Google:

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How to Use MDMA (Molly ) - How to Use Psychedelics

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Entheogens – Imprint

Posted: at 9:17 pm

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Entheogens - Imprint

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Cyberpunk – Issue

Posted: at 9:16 pm

For most science fiction aficionados, "cyberpunk" is a sub-genre epitomized by William Gibson's novel, Neuromancer (1984), and the movie Blade Runner (1982). One, furthermore, that popped into existence, climaxed, and surrendered to commercial dilution in the span of a single decade: the '80s. But cyberpunk's influence on literature and pop culture has spread like a high-level computer virus.

The origins of classic cyberpunk literature can be traced to the seminal works of such authors as Alfred Bester (The Stars My Destination [1956originally titled Tiger! Tiger!], The Demolished Man [1951]), Samuel R. Delany (Babel-17 [1966], Nova [1968]), and Philip K. Dick (Do Androids Dream of Electric Sheep? [1968], Flow My Tears, the Policeman Said [1974]). These writers wrote about the evolution of humanity's relationship to culture via technology. Pervasive elements in cyberpunksuch as disillusionment, the fusion of entertainment and politics, the blurring of the artificial and the organic, and rebellion against the systemare commonplace in these earlier writings.

The one-page newsletter Cheap Truth (1983-1986), edited by Bruce Sterling, was the start of cyberpunk as a literary movement. The term was coined by Bruce Bethke, whose short story, "Cyberpunk," was published in Amazing Science Fiction Stories, Nov. 1983. The word was popularized by Gardner Dozois in a review of "hot new writers" for the Washington Post in Dec. 1984.

The defining characteristic of these works is the visceral nature of technology, the "cyber" in cyberpunk. It is personal and tangible, part of people's bodies and minds. The border between the organic and the mechanistic is blurred or dissolved, advanced technology integrates with culture, and citizens merge with machines. Instead of holding a position of antagonism and danger or isolated idealization, technology simply is. This techno-phenomenon culminates in "cyberspace," a word that first appeared in Gibson's novelette "Burning Chrome" (1982) meaning an information space within the machine, often more hospitable than the "real" world.

The protagonists are misfits, outlaws, rogues, rebels, and outcasts at odds with an oppressive regimein short, "punks." The heroes (or rather, anti-heroes) tend to be delinquents with an aptitude for manipulating advanced technology, who use their skills to widen the cracks that appear in an overloaded society.

These elements are present in the works published by the core cyberpunksWilliam Gibson, Bruce Sterling, Rudy Rucker, John Shirley, Pat Cadigan, and Lewis Shineras demonstrated in Mirrorshades: the Cyberpunk Anthology, edited by Bruce Sterling (1986), sometimes referred to as the "Cyberpunk Bible." They are also in vivid evidence in other authors' works, such as: Hardwired by Walter Jon Williams (1986), Vacuum Flowers by Michael Swanwick (1987), and Snow Crash by Neal Stephenson (1992).

One of cyberpunk's stylistic mainstays was visionary passion illustrated by information-packed descriptions and staccato prose. Ironically, this contributed to its transformation and evolution from a purely literary movement. Those who should have been its strongest supporters and fan basethe techno-savvy disaffected youthhad difficulty appreciating the oftentimes convoluted and dense literary style.

What has emerged is a scene that embraces more accessible entertainment media, like moviesThe Terminator (1984), Total Recall (1990), The Matrix (1999)the short-lived Max Headroom (1985) television series, and mainstream magazines like Mondo 2000 and Wired. Some of these post-'80s works are based upon literary cyberpunk (e.g. Johnny Mnemonic [1995]), but the majority of them have simply adopted the mood, imagery, and philosophy of the cyberpunk template (e.g. Lawnmower Man [1992], Strange Days [1995], Dark City [1998]).

It can also be argued that cyberpunk influenced or inspired recent technological advancespersonal computers, virtual reality games, clone research, stem cell applications, genetically engineered animals and crops. While we are a ways from Gibson's Neuromancer world, or the dark future of Blade Runner, as William Gibson himself said: "The future is already here; it's just not evenly distributed."

For further essays, commentary, and insight into all things cyberpunk, these are excellent online communities/resources: The Cyberpunk Project, The Official Cyberpunk Website, and the alt.cyberpunk FAQ.

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Cyberpunk – Walkthrough, Tips, Review – Jay is games

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From Argentina, Rey Gazu's Cyberpunk is a simple Flash puzzle game disguised as an arresting and involving hacking simulation. Armed with four programs and some intuition, you'll have to sneak into a remote computer guarded by obscure (and not-so-obscure) passwords, as well as by some nasty puzzles.

The game begins when a mysterious message instructs you to "access the overlord terminal and retrieve the datacore". You are faced with what appears to be a window on a computer desktop containing two icons, one for your local computer and one for a remote host, atlantis. Four other icons, your toolbox, are at the bottom of the screen. Begin by clicking the shell icon and connecting to atlantis. Figuring out how to log in is the first of many puzzles ahead.

Analysis: Compared to some of the other entries in the contest, Cyberpunk is actually a fairly inviting and forgiving game... at first. The interface should be intuitive for anyone at all familiar with DOS or UNIX and the goals are usually clear, with plenty of hints. Several amusing easter eggs invite exploration while demonstrating that, despite Cyberpunk's sterile exterior, Gazu is not without a sense of humor. I wonder if he was laughing when he designed the incredibly punishing Hex puzzle near the end of the game?

I found it interesting that, while very different, both runners up dealt with puzzles in the form of simulated computer interfaces. Cyberpunk eschews Thief's exotic and colorful machines for a more familiar, and more believable, command line that does a fine job of tying the game's two larger puzzles together. It's a shame that Cyberpunk ends so abruptly, and I hope that Gazu decides to continue adding more puzzles to his already excellent work.

Jay: What I love best about Cyberpunk is that it seems a whole lot larger than it is. When dropped into the game at the very beginning with nothing but a command line at your disposal, the game gives the impression of being expansive and virtually limitless in possibilities. Closer examination, however, reveals that the commands available are few and quite logical to invoke. Yes, the game does favor anyone with even slight familiarity to DOS or Unix (cat being the Unix command to concatenate the contents of a file, in this case to standard output—the screen), and therefore it may be frustrating, or downright intimidating, to those with command line phobia. That being said, Cyberpunk can be completed with just a few well-placed commands and the solving of two (2) excellent puzzles, both of which require you to dig beneath the surface of what is happening on-screen relative to your actions. The presentation is gorgeous and the technical implementation exceptional. Cyberpunk is clearly one of the best puzzle games of this competition, even though it stretches the "simple puzzle game" idea virtually in all directions. 😉

John: Cyberpunk makes me feel cool. When I'm staring at the opening screen an entire world of possibilities lurks around the corner. With a few simple keystrokes I make things happen. Good things. Hacker-like things. Scanning for networks, cracking passwords, shuffling through file directories and causing computer crashes are only the beginning. The illusion of infinite possibilities is present, yet Cyberpunk follows a remarkably logical formula. So logical, in fact, the answer can sit right in front of you and you won't even realize it. Beyond the raw thrill of solving puzzles through a command line interface, Cyberpunk also features two visual puzzles that are forces to be reckoned with. With the excitement of discovery, the undeniably cool feeling of being a hacker, and lots of little surprises along the way, Cyberpunk is undoubtedly the most unique of our finalists. Now if you'll excuse me, I have to put on some really black sunglasses and get back to hacking...

Play Cyberpunk

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Cyberpunk – R. Talsorian Games – Wayne’s Books RPG Reference

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Cyberpunk - R. Talsorian Games Licensed releases by Atlas Games | Interface Magazine Cyberpunk: The Roleplaying Game of the Dark Future (1st edition) [BOX SET]

CONTENTS: Welcome to Night City: A Sourcebook for 2013 View From the Edge: The Cyberpunk Handbook Friday Night Firefight. 4 pages of player aids.

1988 ... Michael Pondsmith ... R. Talsorian Games CP 3001 ... ISBN 0937279056

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Version 2.01 of the rulebook was released in 1993, incorporating errata from prior printings and Screamsheets supplement into the text. -Wayne

"The Corporations control the world from their skyscraper fortresses, enforcing their rule with armies of cyborg assassins. On the Street, Boostergangs roam a shattered urban wilderness, killing and looting. The rest of the world is a perpetual party, as fashion-model beautiful techies rub biosculpt jobs with battle armored roadwarriors in the hottest clubs, sleaziest bars and meanest streets this side of the Postholocaust. The Future never looked so bad. But you can change it. You've got interface plugs in your wrists, weapons in your arms, lasers in your eyes, bio-chip programs screaming in your brain. You're wired in, cyberenhanced and solid state as you take it to the fatal Edge where only the toughest and the coolest can go. Because you're CYBERPUNK.

CYBERPUNK: the original roleplaying game of the dark future; a world of corporate assassins, heavy-metal heroes and brain burning cyberhackers, packed with cutting edge technology and intense urban action. Within this box, you'll find everything you need to tackle the mean streets of the 2000's in a game system that combines the best in realistic action and playability.

FEATURING: Rockerboys: Hard-rock heroes fighting for change with music & revolution! Solos: Corporate cybersoldiers more machines than men! Netrunners: Superhot hackers who can crack any Data Fortress! Medias: Hightech reporters going to the wall to get the truth! Nomads: Cyberbiking renegades cruisin' the lethal highways of the Postholocaust! Corporates: Slick business raiders playing the deadly corporate power game! Techies: Masters of cybernetics in the heavy-metal age! Fixers: Streetsmart middlemen who know all the angles! Cops: Maximum lawmen in the big-city jungle!"

1990, 1991, 1993 ... 222, 254(?), 260 pages ... CP 3002 ... ISBN 0937279137

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1990 ... CP 3801 ... ISBN 0937279145 (recycled into a Mekton RPG product)

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2005 ... 305 pages ... CP 4110 ... ISBN 1891933035

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1989 ... 80 pages ... CP 3101 ... ISBN 0937279064

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It's Hardwired.

Based on the best-selling science fiction novel by Walter Jon Williams, the Hardwired Sourcebook is the complete reference guide to one of the cyberpunk genre's most famous works. Written by Hardwired's creator himself, the Sourcebook lets you take your CYBERPUNK campaign into a whole new world of action and adventure. HARDWIRED. Become part of the legend.

A Supplement for R.Talsorian's CYBERPUNK"

1989 ... 94 pages ... CP 3201 ... ISBN 0937279072

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1989 ... 88 pages ... CP 3301 ... ISBN 0937279080

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1989 ... 80 pages ... CP 3401 ... ISBN 0937279102

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Maybe if you'd known this was Blood Razor turf, you woulda been smart enough to stay clear after dark. Maybe there was another way to get crosstown and infiltrate Arasaka's Japantown base, but you didn't know it. Maybe if you'd stopped to download some info from a dataterm before you walked right into the sharp end, you wouldn't be here now, waiting to become a booster's latest mutilation victim...

But you're never gonna know. Not now. You're not getting a second chance.

Because this is NIGHT CITY.

NIGHT CITY. A monster sourcebook containing over 180 jam-packed pages of information on the definitive CYBERPUNK setting! Hit the CONTROLLED URBAN ZONES with 3D maps and detailed, building by building descriptions to match. Each section also includes comprehensive overviews of FLOOR PLANS, PERSONALITIES, ENCOUNTERS and CONTACTS. The FLASHMAPS Section puts you "on the spot" at the hottest restaurants, clubs, and theatres, as well as SCHEDULES, TRANSIT MAPS and AREA VIEWS. the ARTICLES Section interfaces you with background on SECURITY, PEOPLE OF THE CITY, GANGS & TURFMAPS, plus a U.S. 2020 overview!

So, if you're looking for the ultimate dark future urban environment, take a trip to NIGHT CITY. because you may not live to get another chance."

1991 ... 184 pages + fold-out map ... CP 3501 ... ISBN 0937279110

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1992 ... 101 pages ... CP 3601 ... ISBN 0937279129

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1991 ... 96 pages ... CP 3701 ... ISBN 093727917X

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1992 ... William Moss ... 104 pages ... CP 3121 ... ISBN 0937279218

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1991 ... William Moss ... 88 pages ... CP 3111 ... ISBN 0937279185

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1992 ... 80 pages ... CP 3151 ... ISBN 093727920X

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PLUS-CORP WAR SPECIAL REPORT! When two titans collide in the ultimate in hostile business practice, the result is inevitable - Corporate War! Now learn the inside story on the Second Corporate War, with M, A&F's historical and military analysis of both sides in this savage Eastern Pacific conflict."

1992 ... 88 pages ... CP 3161 ... ISBN 0937279242

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Chromebook 2 showcases new electronics, chips, and software; plus bodyware - exotic biosculpting for the Euro-decadent and the Nuvo-riche. It's the cat's meow for those who want to be more than uniquely perfect... or just king of the urban jungle.

Also available for the first time ever: Total Body Conversions the ultimate in cybernetic replacement!

All this and more in this year's Chromebook You've already got the metal, now give it polish and an Edge!"

1992 ... 112 pages ... CP 3181 ... ISBN 0937279298

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1992 ... 144 pages ... RTG CP 3221 ... ISBN 0937279366

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1993 ... 104 pages ... CP 3191 ... ISBN 093727934X

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1993 ... Chris Young & Scott Hedrick ... 120 pages ... CP 3211 ... ISBN 0937279358

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1993 ... 192 pages ... CP 3251 ... ISBN 0937279404

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...and nobody knows it better than the man in the middle, the man who keeps the goods and the info flowing -- the Fixer. In this hot new supplement for everyone's favorite dealmakers, you'll get down to the dark underbelly of Cyberpunk; the "grungy, nervous, jury-rigged, and illegal" milieu of the urban go-between, where Money meets the Street and the real business of 2020 survival begins.

But being a Fixer's more than just shady alleyway deals. Wildside also lets you:

* Dive into the hi-rise world of the financial factors; the backstage manipulations of agents and managers, and the esoteric coinage of the info-bros, with their dataman networks.

* Specialize your Fixer in over a dozen of different ways from high-moving Salesmen and Moneybags to the lowlife Leeches and Go-Betweens.

* Create your own organizations. From setting up and running a "business" to a detailed dissection of the Street environment, Wildside gives you the details; up close and in your face.

Think you were Cyberpunk before? You don't know half, choomba. Now you're lookin' boga, dodgin' the gewalt, and fulfillin' your girl the hard way. Now you're walking the WILDSIDE."

1993 ... Benjamin Wright & Mike Roter ... 96 pages ... CP 3271 ... ISBN 0937279420

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1994 ... 112 pages ... CP 3291 ... ISBN 0937279455

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1995 ... 144 pages ... CP 3421 ... ISBN 0937279676

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1995 ... Derek Quintanar ... 48 pages ... CP 3461 ... ISBN 0937279757

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1997 ... 144 pages ... RT 3491 ... ISBN 0937279854

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1992 ... Scott Mackay ... 144 pages ... AG 5005 ... ISBN 1887801340

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1992 ... Thomas M. Kane ... 30 pages ... AG 5010 ... ISBN 1887801359

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The Chrome Berets features:

- Complete background on the Malagay Islands, a young pacific republic writhing under the twin hells of oppression and revolution. Isn't a tropical vacation just the thing for cyberpunks who've had too much of the big city? - Dozens of non-player characters -- dubious allies, formidable foes, self-interested politicians, and unscrupulous middlemen -- who will interact with the player characters. - An outline of plots, events, and NPC interests that gives the Referee all the information she needs, while judiciously avoiding a prescription of linear adventure. The characters' very goals, to say nothing of the story's resolution, are completely flexible. - KILL OR BE KILLED: a mass-combat system for the Cyberpunk game. It's suitable for large-scale operations that the Friday Night Firefight system in the rulebook can't very well cover. - New military hardware that your cyberpunks may put into action on the island -- maybe even bring home afterward. This source material could be used for any Cyberpunk campaign, anywhere in the world."

1993 ... Thomas R. Kane ... 96 pages ... AG 5025 ... ISBN 1887801375

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1992 ... Stephan Michael Sechi ... 64 pages ... AG 5035 ... ISBN 1887801383

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By 6:15, Arasaka has bought out an entire company--International Defense Alliance--because it owns the Sentinel, the submersible closest to the Eel's last known location.

By 6:24 your cyberpunks are on the Sentinel, and already descending into the Bonin Trench. They must recover Project 5. They don't know what's down there, waiting for them. They will know soon.

Very soon.

The Bonin Horse is a Cyberpunk technothriller, featuring:

Flexible entrances--Player characters may be Arasaka special operatives, crewmembers of a submarine-for-hire, or even stowaways. A new and dangerous adventuring environment--the deep ocean. Relentless pacing--a story of non-stop, heart-pounding action."

1993 ... Eric Heisserer ... 31 pages ... AG 5050 ... ISBN 1887801413

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1994 ... Eric Heisserer ... 48 pages ... AG 5065 ... ISBN 188780143X

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1995 ... Andrew Lucas & Jeff Ranger ... 64 pages ... AG 5070 ... ISBN 1887801448

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In this issue: * "Move On Maggot!!!" Cops walking a tough beat in Night City * Police Gang Profile: The Givers of Pain * Corporation Profile: OTEC Barons of the High Seas * ALSO: Details of the Cyber Psycho Squad by Officer Maddox * Book Reviews: Streetlethal and Vacuum Flowers"

1992 ... Prometheus

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ALSO IN THIS ISSUE: NEW TIPS ON GAMEMASTERING HUMANITY LOSS RIPPERDOCS WHO THEY ARE AND HOW TO FIND ONE WHAT'S IN YOUR POCKETS MORE CHARACTER BACKGROUND STUFF SKATEBOARDING A NEW SKILL FOR THE STREET ALTERNATE CHARACTER ROLES PLUS: NEW CYBER REVIEWS, CYBERWEAR AND LOTS OF NEWTECH FOR THE MAXIMALLY CYBERED."

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Where To Get Cyberpunk Clothing | Neon Dystopia

Posted: at 9:16 pm

These days its difficult to find decent cyberpunk clothing unless you are willing to pay a shitload of money and search through the millions of clothes that have nothing to do with cyberpunk, yet still claim to be. Its a problem with the current dystopian western society weve found ourselves in no terminals to hack into with our brain stem but plenty of clothes that are goth, steampunk, rave or industrial that have little relation tocyberpunk clothing or the cyberpunk attitude. The other option you have is making the clothes yourself but for that you would need to be talented and, for ease, lets assume for the moment that you arent (or if you want to feel better about yourself, lets say you cant build a raid server or port scan companies in Japan at the same time as sewing pfft).

The point is this; you want to go out and you want to change the worlds perception of fashion while at the same time remaining under the radar in the crowd as you get to the club to pick up another unsavoury job from your employer.

In the early days of public internet it was perfectly acceptable for cyberpunks to fit into the almost-cybergoth scene; wearing minimal black clothing, nails painted black and earning money from rich goths willing to pay for a little bit of hacking done from your Windows 98 laptop. This idea isnt too far-fetched it was stolen from reality by the creators of The Matrix.I was doing gigs like this before the film came out while I was visiting the same club they used for the down the rabbit hole scene (Hellfire in Chippendale, Sydney) all while having a high paying job at a software/internet company where I first saw the trailer for The Matrix. I admit; I saw myself more like Lenny from Strange Days totes cooler than anyone from theMatrix films. After this time, if you wore a long black or brown leather jacket people would call out to you, Hey Matrix idiot making you no longer anonymous. Thanks, Matrix you fuckfaces.

Fashion has caught up somewhat since those fucking days in the 90s but the idea of what cyberpunk fashion is has strayed in the public consciousness mostly because people dont understand the cyberpunk ethos or where it comes from. What impresses me are the costumes in cyberpunk films like Total Recall (2013) and, more recently, in games like Deus Ex: Human Revolution and especially Remember Me. Nilins costume is outrageously gorgeous.

So how do you track down the ultimate cyberpunk fashion for that specific cyberpunk style? I was getting to that.

Start with the outrageously expensive places like Plastic Wrap (http://www.plastikwrap.com/) and Google cyberpunk clothing to get some ideas of what you would like to wear. Then, hit the markets (yes, I mean real life markets). Theres bound to be several places that you never thought of to go to buy cyberpunk or dystopian clothes because obviously retail is too expensive and buying low quality, overpriced shit online was the only way to get the cool shit. Well you were wrong.

Most young people trying to get a foot in the fashion industry are making some of the coolest shit and selling it at markets to get a leg up in the industry but what that means for you is you can buy awesome unique pieces that ultimately can fuel your dream outfit for your dark corner of our dystopia. I have been blown away at some of the functional and cyberpunkclothesIve been able to find of late in markets in Sydney. Wherever you are in the world there are bound to be similar places, you just need to find out where your local markets (usually in cities) are located.

There is also a heap of cool clothing waiting to be found in second-hand clothing stores. You just gotta look and usually its as cheap as a hooker in Chiba City, Japan Im not kidding.

Remember three things when searching for cyberpunk clothing:

If you just cant find anything outside, here are some potential online sources for decent cyberpunk clothing:

Cryoflesh http://www.cryoflesh.com

While promoting itself as Urban Future Wear theres clearly a lot of goth and rave wear to sift through with some interesting accessories. Reasonably cheaper than most online stores but difficult to put together a full outfit from this one site and still remain true to the cyberpunk ethos.

Cyberdog http://shop.cyberdog.net/

Cyberdog has come a long way since its inception but still focuses more on rave culture than actual cyberpunk clothing. Everything is in pounds so dont forget how expensive that makes everything.

Plastik Wrap/Plastic Army http://www.plastikwrap.com/

Plastik Wrap have been around for a long time and built up their brand and even had some costumes featured in Total Recall 2013 unfortunately this also makes them one of the most expensive brands out there. They have some amazing pieces but use them for reference only.

Eva Zolinar https://www.etsy.com/au/shop/ZOLNAR/ Via Etsy, Eva Zolinar has been creating some very interesting pieces that fit right into a cyberpunk underground. While some of the more detailed pieces are extremely expensive some of the smaller pieces and accessories are quite cool average out to the price of some of the pieces on cryoflesh.

Futurestate http://www.futurstate.com/

With a much more Industrial sometime borderline steampunk edge Futurestate does have some interesting torso pieces and jackets especially for men again the prices are right up there but its worthwhile for looking at the hoodies and jackets.

Siskatank http://www.siskatank.com/

Very expensive printed clothing.

Immoral Fashion http://www.immoralfashion.com.au/

An Australian fashion site with some amazing pieces and surprisingly low prices. Pants tops and jackets are all high quality from here. Again you are wading through steampunk and goth clothing but its all high quality.

Neurolab (non corporeal clothing) http://www.neurolab-inc.com/blog/en/category/categories/clothes-categories/

If you are fan of Second Life, which I am not, you might want to check out Neurolabs clothing and gear. Warning: this is strictly clothing for your avatar in second life not real life clothing.

There you have it plenty of advice and resources to get yourself going. If you cant find yourself anything to wear above, well, I guess youll have to learn to sew.

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