Ghost in the Machine
(CreateSpace Independent Publishing Platform, Feb. 20, 2015)
GHOST IN THE MACHINE is a steampunk meets cyberpunk fantasy. Josephine, Bodhi, and Caroline, live in a scientifically advanced Victorian London as the Industrial Revolution is in full swing. Infrared goggles, dirigibles, and analog computers exist alongside bustles, parasols, and high tea. On the grounds of an Old Saxon church, three strange net-runners arrive from a future where everyone is assigned a barcode from the moment of birth. What you buy, what you read, your health care history, your bank accounts, your measured intelligence, are all captured by this barcode and sent to the feed of OmniCorp. Human data mining forms the basis of a massive Industrial Complex, a thinly veiled profit center, based on the control of human behavior. To interrupt the inception of OmniCorp, the net-runners, a subversive underground group, enlist the aid of the steampunk Victorians to thwart a meeting between two men, who hundreds of years earlier, laid the foundation for OmniCorp. Extraordinary figures race toward a rendezvous with history, weave in and out of time, fight evil steampunk automatons, hide in Victorian brothels, fight Indian mutinies, and take refuge in dystopian cyberpunk pawnshops, to insure a future where personal privacy is protected over corporate power.