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LA 2069

History Lesson

Echo1

The Cargen arrived in 2000.

On January 3, 2000, the Hubble Space Telescope (conducting a routine deep-field survey after recent servicing) captured the first unmistakable anomaly: Echo-1, a colossal three-and-a-half-mile alien vessel already crossing the heliopause, the distant boundary of the Sun's influence some 120 AU from our star. Moving on a trajectory and at a velocity impossible for any natural object, it was clearly entering the solar system from interstellar space. Within weeks, three more massive signatures appeared on collaborative observations from ground-based observatories and the Mir space station: Echo-2, Fuji-3, and finally Mir-4.

Their motherships swept inward like silent predators, encircling the planet and hanging in orbit, waiting for weakness. No communication followed. No demands.

On June 6th, 2000, everything changed.

Orbital railguns swept the sky clean, erasing satellites in seconds. The Mir space station was struck and fell in a blazing streak across the atmosphere. Aircraft flying above one hundred feet were destroyed with surgical precision. Near Las Vegas, the first landing craft touched down. Armored Cargen forces deployed alongside massive harvesting machines that began tearing into the planet itself, extracting something only they understood.

Human resistance was immediate. It was also ineffective.

Cargen weapons cut through tanks with ease. Their power armor moved too quickly for heavy guns to track. Missiles occasionally struck true against Cargen Heavy Armor, but rarely brought one down. The same pattern repeated across the globe.

Other alien races appeared during the chaos. Some fought alongside the Cargen. Others hunted them. None came to save humanity.

Militaries fractured. Governments became paralyzed. Luckily the Cargen did not target civilian populations indiscriminately. Perhaps they thought us as ants to their superior technology.

As years passed, the real damage became clear. The Cargen were draining Earth's magnetosphere. Auroras bled into daylight. Radiation levels rose. Ecosystems began to fail.

They were not invading.

They were milking the planet.


Humanity Adapted

Technology corporations did what governments could not.

They cracked open alien systems and reverse-engineered whatever survived the process. Power armor entered mass production. Caseless armor-piercing firearms, gauss weapons, and directed-energy systems followed. Radical biological and mechanical augmentations became commonplace.

This period became known as the Hypertech Renaissance.

For the first time, humans began to fight back.


Project Skyfall

In 2017, desperation gave rise to one final gamble.

A joint NATO and U.S. task force, backed by unknown alien allies, launched a suicide mission against the mothership designated Echo-2. A nuclear device was successfully detonated inside the ship.

Echo-2 did not explode.

It fell.

The impact erased downtown Los Angeles, carving a five-mile crater through the city. When the dust settled, the wreck lay cracked open but alive. Cargen forces poured from the shattered hull, turning the ruins into a killing ground.


Los Angeles Becomes a Quarantine Zone

The damaged mothership leaked alien chemicals into the surrounding city.

Exposure warped human DNA at a fundamental level. There was no cure.

The United States responded decisively. A one-hundred-mile Quarantine Zone was erected around Los Angeles. Entry was sealed. Exit was forbidden. Anyone exposed to the mutagen was barred from leaving.

Those trapped inside became known as The Zoned.

For the next three years, Los Angeles was consumed by brutal urban warfare. Militias, corporate forces, and surviving military units fought street by street. Anyone who survived the Zone remained there permanently.


Echo-2 Goes Quiet

In 2020, an elite militia force operating from within the Zone achieved what few believed possible. They breached Echo-2 and destroyed its engine core.

The mothership lost nearly all power.

With the Core crippled, organized resistance became effective causing the Cargen to take heavy losses. Soon from the damaged ship multiple types of aliens emerged and surrendered. FLX, Larren, and Garill all signed asked for protection. The remaining Cargen forces fought continually until seemingly eradicated. Echo-2 fell silent, though its corridors still hum with residual energy.

Soon after, motherships Echo-1 and Fuji-3 departed Earth's orbit, never to return. The final vessel, Mir-4, remains in orbit to this day but has gone silent.

The Cargen War was declared over.

Few believe that declaration.

New Los Angeles

A new city rose around the wreck.

New Los Angeles grew in neon and steel, wrapped tightly around the alien husk now called the Core. Three and a half miles of Cargen corridors stretch beneath the city, maintained by autonomous machines that no one fully understands.

At ground level, the Zone festers. Gang territory, corporate black sites, and alien remnants crowd the streets. Illegal augmentation markets glow in the shadows. Former militias have hardened into gangs, holding territory through firepower alone.

Inter-Species Containment and Coexistence Agreement: Corps pushed through legalized alien residence to exploit their technical knowledge. Residency without citizenship. Employment without sovereignty. Special marshals enforce territorial limits and surveillance protocols. Corporate oversight means corporate control.

Project Eden

By 2025, it was clear the war had left deeper wounds than ruined cities.

Earth's magnetosphere remained unstable. Radiation spikes and collapsing weather systems threatened global collapse. In response, a joint global body emerged, combining surviving governments and megacorporations. It became known as the Concordance.

Their solution was Project Eden.

Using salvaged Cargen technology, the Concordance deployed massive atmospheric control towers called Cloud Forges. Each was powered by a Zero-Point Induction Core, an alien energy system capable of sustaining continuous energy for the giant atmospheric manipulation devices.

The Cloud Forges seeded the upper atmosphere, generated artificial cloud systems, and induced controlled rainfall. Crop failures slowed. Radiation exposure declined. The planet stabilized.

It did not recover.

By 2069, Project Eden still operates unevenly. Some regions depend entirely on Cloud Forge output. Others have lost access altogether. Control of a Forge means control of water, food, and survival.

One of the largest Cloud Forges still operates near Manhattan Beach, just inside the Quarantine Zone.

Now It Is 2069

The Quarantine Zone endures, shrunk to roughly twenty miles across, encircled by ever-newer walls and checkpoints. Out on the western edge, purification teams in full hazmat suits are slowly chewing through contaminated sections of Santa Monica. Word is, it will be the next piece of the Zone formally returned to California proper.
Too bad everyone still living there will be relocated, whether they like it or not.

Above it all, the sky remains choked. Only the old-timers remember seeing the stars. Project Eden's artificial cloud layers never burn off. At night, faint auroras bleed through the haze in sickly green and violet, scars left by a magnetosphere that may never heal.

Even now, the wreck of Echo-2, The Core, remains the dark heart of the Zone. Corporations have poured hundreds of billions into digging out its secrets, but manpower is always scarce and the pay keeps getting higher. And yet The Core resists. Autonomous drones still repair the ship. Machines torn out are quietly rebuilt. Gun turrets appear out of nowhere in mapped hallways deemed safe. More troubling still, diggers whisper of vast new tunnel networks spreading beneath the wreck with no idea who made them.

You cannot leave. The wall, the blood tests, the sniffer drones, they all make sure of that. The Government calls you The Zoned. Locals call you tainted.

Lucky for you, the Corps pay top dollar for people with your talents.


Character Creation

Pick a background

  • Corpo
  • Gangbanger
  • Unregistered
  • Alien - FLX, Bennie
  • Mutant
  • Nerd
  • Merc
  • Cop
  • Psion
  • Purist

Corpo

You are a valuable resource to a tech corporation. College educated in topics that may not seem relevant in the Zone, but the corporation has invested heavily in you.

  • Stats: Int +1
  • Skills: Any Science +6, Computer Use +6
  • Tech level: 4
  • Max Mods: 4
  • Starting Mod: Hardwired Hyperion Spine
  • Starting Money: 4d10 x 2k
  • Perks and Quirks: Friends in High Places, Owes a Debt

Unregistered

You survived out of harm's way doing mundane jobs like store clerk, scavenger, whatever. Maybe it's time to earn more creds by going into the Core.

  • Stats: Dex +1
  • Skills: Stealth +3, Barter +3, Tech Appraisal +3, Street Knowledge +3
  • Tech level: 3
  • Max Mods: 3
  • Starting Money: 4d10 x 1k

Alien - FLX

FLX (Feline Xenomorphs) are humanlike with light fur and cat ears, often thin and on average 6 inches shorter than humans. They can't pass for humans unless covered or using camo tech. They were originally mercenary slaves of the Cargen for tight-corridor fights. Now they're second-class citizens in the Zone, hired for speed and alien-tech know-how. They age a bit more quickly then Humans, Adult by 12 years and live to 50 to 60. Someone in their family lineage has signed the Coexistence Agreement to live a somewhat peaceful life in the Zone. Some FLX tech like Power Armor connects to the ears with nano fibres to control them without neural mods. The are incredible nimble and quick. Maxiumim Natural Dex is 22 and Reflex is 24.

  • Stats: Dex +2, Ref +4, Fit -1
  • Skills: Karate +3, Long Gun +3, Power Armor +3, Alien Tech +3
  • Max Mods: 0
  • Tech level: 5
  • Starting Money: 2d6 x 1k
  • Perks and Quirks: Prehensile Limbs, Exotic Looks (+2 Att, -1 Cha), Shun Mods

Alien - Bennies

Bennies are indistinguishable from humans—only deep brain scans reveal heightened neural activity. They walk undetected among humanity. Vulnerable to Cargen mutagens. The trait breeds true: A Bennie parent produce Bennie children, often raised without knowledge of what they are. Natural INT cap of 22. Bennies are a term derived from Benevolent Alien, the first to come help humans secretly. Their original world destroyed, their ships no longer functioning, now they live here. Some religious orders believe human life derived from these aliens ages ago.

  • Stats: Int +2, Wil +1
  • Skills: Any Science +3, Alien Tech +6, Cargen Tech +3
  • Max Mods: 2
  • Starting Mods: None
  • Tech level: 5
  • Special: Telepath Psionic Talent
  • Starting Money: 4d10 x 1k

Mutant

Mutants are just like any other unregistered person until they aren't. Often a mutant's skin is rough and rad damaged, but it can be hidden in many ways. Bioscans always show the truth.

  • Stats: Any +2, Att -2
  • Skills: Stealth +6, Any Martial Art +6
  • Max Mods: 2
  • Tech level: 3
  • Special: Mutations
  • Starting Money: 2d6 x 1k
  • Perks and Quirks: Scarred

Nerd

These are scientists and computer specialists.

  • Stats: Int +1
  • Skills: Any Science +6, Computer Use +3, Alien Tech +3
  • Max Mods: 3
  • Tech level: 4
  • Starting Money: 3d10 x 1k

Gangbanger

You have weapons like other people have a watch, always ready.

  • Stats: Ref +2
  • Skills: Any Martial Art +6, Pistol +6, Long Gun +3, Street Knowledge +3
  • Max Mods: 5
  • Tech level: 2
  • Starting Money: 3d6 x 1k (must spend half on Weapons)
  • Perks and Quirks: Pick either Friends that don't go away or Criminal past

Merc

Often ex-military with access to big guns and even power armor. Usually carrying obvious mods and replacement limbs.

  • Stats: Str +2, Ref +2
  • Skills: Any Martial Art +3, Long Gun +6, Power Armor +3
  • Max Mods: 5
  • Starting Mod: Hardwired 2 Synapse Loom
  • Tech level: 3
  • Starting Money: 4d10 x 1k (must spend half on mods)

Cop

Private security or one of many public service Police Groups.

  • Stats: Dex +2, Ref +2
  • Skills: Any Martial Art +3, Pistol +3, Long Gun +3, Hover Vehicle +3, Criminal Science +3
  • Max Mods: 3
  • Tech level: 3
  • Starting Money: 3d10 x 1k

Psion

Psions are those that have a psionic ability and train to use it. In the Echo Crash of 2017 Mankind first noticed Psions develop. Telepaths are what people think of when they hear the word Psion with their ability to read minds, but there are more types. Psions avoid mods because they interfere with the flow of psion control. Special requirement - Will of 15 or higher

Character gets to pick only 1 Psion Type at character Creation:

Psion Type Notes
Pyro The Psion create fire phenomena
Cryo Able to remove heat energy
Electro Able to create electrical high voltage arcing phenomena
Telek Able to move matter with their Minds; Second Most Common type.
Telepath Very sought after; corps use them to separate truth from lies and to interface with Cargen tech.
Port A rare type able to move things instantly
Physical Often a melee combat oriented Psion boosting their Physical Abilities

See Psionics for more details.

  • Stats: Fit +1, Wil +2
  • Skills: Pick any two base learned Psi skills at +3
  • Max Mods: 0
  • Tech level: 2
  • Starting Money: 3d6 x 1k
  • Perks and Quirks: Shun Mods

Purist

A Purist character is one that believes the Human body is perfect without cutting it up. They follow a religion, group, or individual strong belief in ones-self. They put extra effort in physical training, quality food, and not indulging in destructive vices. But even Purists need to make a living.

  • Stats: Wil +2, Fit +2
  • Skills: Physical Training +6, and +10 additional skill points
  • Max Mods: 0
  • Tech level: 3
  • Starting Money: 3d6 x 1k
  • Starts with 1 Character Point to spend (see Gaining a Level for advancement rules)
  • Perks and Quirks: Pick any Perk, Shun Mods

Special Notes for 2069

Quirks

Shun Mods is limited to not wanting to use install mods or even basic replacement parts for the human body. For any major permanent damage, they prefer vat-grown human replacements or donor grafts. Sometimes doctors will fix people without their consent in the cheapest way possible. If a character with Shun Mods is given mechanical looking mods, they will save up and replace with life-like or real flesh. People with Shun Mods can use hardwired stuff with some expensive alien tech, the Bennie Ear Charm or the NemClone Ear Piece.

Humanity

In 2069, cybernetic modification, mutation, psionic exposure, violence, and betrayal all take a toll on the human psyche.

As a character’s Humanity declines, they begin to experience psychological and social deterioration. The more chrome and augmentation a character installs, the harder it becomes to relate to baseline humans.

If a character’s Humanity reaches 0, they Go Hollow — clinically known as Neural Integrity Collapse. At this stage, the character loses coherent identity and typically lashes out violently at anyone nearby. With luck, they can be sedated and treated, but more often they are forced into lethal confrontations with the U.S. Marshal Cyborg Containment Unit.

Characters with Humanity below 14 gain one or more Flaws. And at times a character must make a will roll to avoid a flaw,

The Psi Defense modifier represents how strongly the brain can resist outside influence as Humanity changes. Characters with lower Humanity are more vulnerable to psionic and mutant abilities that affect the mind. Conversely, characters with higher Humanity gain bonuses to resist mental effects, as empathy, identity, and emotional grounding reinforce cognitive stability.

Humanity Score Flaws WIL Rolls / Psi Defense Description
0 5 + Hollow -6 Neural Integrity Collaps
1 5 -5 Animalistic
2-3 4 -4 Serial killer
4-5 3 -3 Assasin
6-7 2 -2 Thug, gangbanger
8-8 2 -1 Small time criminal
10-11 1 0 Covert Ops
12-13 1 +1 Merc
14-15 1 +2 Law enforcement
16-17 0 +3 Medical Doctor
18-19 0 +4 Model citizen
20 0 +5 An innocent baby

Character reaction In roll Playing enviornments, A characters with wildly different Humanity Scores will get a negative reaction to the other of 1/2 the difference in score.

Recovering Humanity: Characters can regain Humanity through meaningful human connections, therapy, or removing mods. The Director may award +0.2 to +0.5 Humanity for significant roleplay moments that reinforce the character's humanity. Some drugs can temporarly increase or lower humanity. In these case keep track of flaws that can come and go and Humanity flutters up and down.

Cyberpunk 2069 Flaws

When a character drops below a Humanity threshold (see table above), they must roll on this table to gain a new flaw. These represent the psychological toll of excessive cyberware.

d100 Flaw Description
01–06 Emotional Flatline Difficulty feeling joy, sadness, or empathy; others perceive you as cold and robotic
07–12 Paranoid Pattern Recognition See threats and conspiracies everywhere; trust no one, suspect everything
13–18 Predator Instinct View others as prey or obstacles; struggle to see people as equals
19–24 Detached Morality Ethical decisions feel abstract; killing and stealing lack emotional weight
25–30 Control Fixation Obsessive need to control situations and people; panic when plans go sideways
31–36 Violence Escalation First instinct is always lethal force; de-escalation feels unnatural
37–42 Sensory Overload Episodes Neural inputs overwhelm you randomly; -2 to all actions for 1d6 rounds
43–48 Risk Addiction Crave danger and adrenaline; boring situations cause restlessness and poor decisions
49–54 Authority Rejection Visceral hatred of anyone giving orders; compulsion to defy or undermine them
55–60 Ritualized Behavior Must perform specific routines (checking weapons, counting exits) or suffer anxiety
61–66 Fixation on New Chrome Obsessed with acquiring more mods; spend money on upgrades before necessities
67–72 Hallucinated Tactical Data See targeting reticles, threat assessments, and combat data that isn't there (When stressed must make WIL check to avoid)
73–78 Memory Fragmentation Random gaps in memory; sometimes forget names, places, or recent events
79–84 Emotional Echoes Experience phantom emotions from deleted memories; sudden grief, rage, or love with no cause
85–92 Objectification Bias View baseline humans as inferior, slow, and fragile; condescending without realizing it
93–100 Emotional Rage Bursts Sudden uncontrollable anger triggered by minor frustrations; must make WIL check to avoid outburst

Mods

Highly Visible Body Replacement Mods

Tech Level Name Cost Humanity Notes
2 FrameBound Limb 2k -1 Generic Replacement, Cheaper than real flesh Str +2 for that limb
2 FrameBound Full Chassis 30k -3 Generic Replacement Str +2
4 Helix Synth Limb 8k -0.8 Titanium Comp limb replacement
4 Helix Synth Chassis 60k -2.4 Titanium Comp Body replacement
1 Loader Frame 30k -3.6 Exoskeleton chassis, Perm STR 19, No PA
3 Titan Frame 60k -4 Heavy Exoskeleton, Perm STR 22. No PA
4 Tank Frame 135k -4.8 Black Market, Perm STR 24. No PA
2 Bulwark Plating 6k -0.4 Steel External Armor Shell, For Frames
3 Dragon Skin 20k 0 Composite External Armor Shell, For Frames
4 NemClone Armor 52k 0 Black Market External Armor Shell, For Frames
1-3 Core Battery Bus 2-6k 0 Swappable high-cap power spine to power Exoskeletons and Energy Weapons

Visible Mods

Tech Level Name Cost Humanity Notes
4 TorjayTu Fabric Skin 23k -1.6 Composite Skin, can be any color and sheen
2 Composite Skin Weave 8k -2 Aramid Armor, dense woven Grey Fabric
2 Opto-Camo Faceplate 1k -1 Programmable Holo mask, when off there are two visible piercing studs just above the eyes
4 Opto-Camo full body 10k -2 Full-body adaptive camo layer, small pierced studs in many places over the body
2 Weapon Hardpoints 1k each -1 Mounts for heavy or integrated weapons
3 Extra Limb Pair 12k -2 Additional arms/legs; heavy lifting
2 Marker/IR Suite 2k -0.4 Active IR beacon/targeting
3 Multi-Eye Array 2k -1 Extra optics, requires Multi-Optic Feeds

Subtle Mechanical Upgrades

Double Cost for stealth installs but Humanity loss is halved round down,

Tech Level Name Cost Humanity Notes
2-4 Subdermal Armor II to IV 20-40k -0.2 to -0.8 Soft BP armor under skin
5 TorjayTu Real Skin 72k -1.2 Lifelike skin Armor TorjayTu Reactive Cloth
1-5 Artificial Eyes 1-5k 0 Mod-ready optics, see optics table
3 Hidden Weapon Mount I 8k -0.4 Concealed small weapon like pistol/knife
3 Hidden Weapon Mount II 15k -0.8 Concealed medium weapon like SMG/short sword
3 Plasma Filters 4k 0 Blood/heat toxin scrub
2 Nasal/Chem Filters 2k 0 Filters and toxin alarms
1 Air Supply 1k 0 Internal respirator/air tank
2 Vox 2k -0.4 Implanted voice mod, can store 2 other voices after listening to a minute of conversation
3 Bug Scanner 3k 0 RF/signal sweeper, can detect active comms
5 NemClone Ultra Scan 12k -0.4 RF/signal, IR, UV, Ultrasonic, can detect all known active comms
3 Sonar Ping 8k -0.4 Short-range sonar targeting in smoke or total darkners
4 Military Ultrasonic Suite 9k -0.4 Silent comms / motion detect / Range Finding +25% range for weapons, works in total darkness or smoke
1 Hidden Compartments 1k -0.2 Smuggler caches
3 Cellular regen 55k -0.4 Slow tissue repair 1 hit point per minute
4 NemClone Nanites 100k -1 Black Market, Regeneration 1 pt per second
5 Nemesis Infinite Regen 300k -2 Black Market, Regeneration 3pts per second

Hardwired Cortex

These are the Backbone of a hardwired character.

Tech Level Name Cost Humanity Notes
2 Hardwired Cortex Mk2 4k -0.4 2020's older tech
3 Hardwired Cortex Mk3 18k -0.8 Combat-grade
4 Hyperion Spine 40k -1.2 Hypertech backbone
4 NemClone 62k -2 Black Market - no warranty, can connect to tech 5 but its fidly
5 Nemesis Neural Core 150k -1 Best Money Can Buy
6 Relic Cognition Spine na -2 legendary documented interface beleived to be ASX Alien

Neural Mods

Requires Hardwired Cortex Max of 1 Mod per Tech Level of Hardwired Cortex. No Humnanity loss for these. Easy to instal and swap. If a Neural Mod of higher tech is installed, its benefits are reduced to a max bonus of the cortex tech level.

Tech Level Name Cost Humanity Notes
1-4 Multi-Optic Feeds 2-8k 0 For multi-eyes, FPV vehicles, gun-camera aim
5 NemClone - Optic Feeds 16k 0 For multi-eyes, FPV vehicles, gun-camera aim
1-4 Neural Reaction Engine 3-12k 0 REF+ +1 to +4 bonus when driving neural-linked systems, doesnt stack with Biomods
4 Hecaton System 50k -0.8 With Multi-Optic Feeds can fire 2 weapons at 2 targets each second
5 Hecaton XD4 250k -1 With Multi-Optic, multi limbs can fire 4 weapons at 4 targets each second
1 Wireless Data Link 1k 0 Semi Secure short-range data
2 Sat Link 1k 0 Long-range comms, requires a Corp Contract, Password encrypted
3 Secure laser Link 8k 0 short and Long encrypted comms, must be within visuals, IR can see the emiiter
4 NemClone ComHack 24k -0.4 Black Market, can intercept Wireless coms, requires a Hacking Check
1-4 Firewall Mk 1 to IV 3-12k 0 Neural intrusion countermeasures from inserted chips or hardwired systems the user connect to, +4 to +7 to WIL for Hack Defenses. Works at fuill strength even in a lower tech Cortex
5 Zendai Firewall Mk V 20k 0 The best Neural intrusion countermeasures, +8 Hack Defense
2 AI slot with bAIliie 28 4k 0 Embedded helper agent, Int 14
3 AI slot with bAIllie 34 20k 0 Embedded helper agent, uncensored, Int 16
3 AI slot with NemClone Doll 32k -0.4 Agent with Body Control, Dex, Ref, and Int 16, Base Skills 3
5 AI slot with Nemesis Doll 105k -0.8 Agent with Body Control, Dex, Ref, and Int 17, Base Skills 4
6 AI slot with ASX Agent 1M -0.4 Telepathic Agent Int 19
1-6 Skill Chip Slots 1-6k per slot -0.2 to -1.2 Slot + chip interface, allows instant skill and more with the right chip installed
1-3 Optical Boost 3k to 9k 0 Image processing / Zoom Per +1 to 3
2 Olfactory Boost 1k 0 Scent Analysis, Chemical Identification chance, Per +4 if related to smell
1-3 Tactile Boost 2-6k 0 Focused Physical Contact/Touch Per +1 to 3
1-6 Mem Storage 1-6k 0 Neural data store

Eye Mods

Requires Artificial Eyes or Multi-Eye Array Max of 1 Mod per Tech level of the eyes

Tech Level Name Cost Humanity Notes
1-3 HD Vision 2-6k -0.2 High-def clarity per +1 to 3
2 Telescopic 3k -0.2 Long-range zoom
2 Microscopic 4k -0.2 Close-up detail
3 Hyper Reactive Pupils 3k 0 blinding Flash/sun protection
3 Bright Vision Gen4 3k -0.2 Passive IR
3 FLIR 5k -0.4 Thermal sight
4 Ultraviolet 10k -0.4 Tracking and Spot Hidden +3
3 Visual Laser Designator 4k -0.2 Target painting +1 to Hit
4 IR Laser Designator 8k -0.2 Target painting +2 to Hit
2 Basic Hud 5k -0.2 Allows use of Gun Cams And Other Optical Feeds without a Neural Interface
3 Tactical Hud 23k -0.4 Targeting / Identifying, Per +2, Attack Ranges +25%
3 Holo Projector 2k 0 Short-range holo emitting 3d imagery from an eye

BioMods

These mods are not noteable without scan our detailed inspection.

Tech Level Name Cost Humanity Notes
1-4 Atlas Myomers Mk I to IV 20-80k -0.4 to -1.6 Activated STR +1 to +4
5 Titan Forgeworks Bear Mk V 212k -2 Auto-Activated STR +5
1-4 Ghost Tendons Mk I to IV 20-80k -0.4 to -1.6 Activated Dex +1 to +4
5 Torjaytu NeuroFibre 212k -2 Auto-Activated Dex +5
1-4 Lightning Spine Mk I to IV 20-80k -0.4 to -1.6 Activated Ref +1 to +4
5 Axiom Killchain mk V 265k -2 Auto-Activated Ref +5
1-2 Genetic Skin Work 2-4k -0.2 to -0.4 Perm APP +1 to +2
3 TorjayTu Charm Plus 14k -0.6 Perm APP +3
4 BellaDerma Sculpting 19k -0.8 Perm APP +4
5 BellaDerma By Design 99k -1 Perm APP +5
5 Nemesis Max n/a -2 Perm Dex +4, Ref +6
1-4 Spiker Plus Mk I to IV 1-4k -0.2 to -0.8 On demand injector that can be triggered by the mind at the top of a round. Can be loaded with Meds or Drugs equal to the tech level up to 4 and 10 doses of each

Skill Chips

Requires Skill chip Slots. No Humanity loss.

Tech Level Name Cost Notes
1-6 Combat 2-12k Tech level in a Specific Skill Score
1-6 Science 3-18k Tech level in a Specific Skill Score
1-6 Vehicle / Machinery Use 1-6k Tech level in a Specific Skill Score
1-6 Entertainment 50 to 300 VR experiences and games
5 Cortical Stack 10k up to 1M putting a whole person on a chip

Using Tech

Technology in 2069 ranges from salvaged pre-invasion gear to bleeding-edge alien derivatives. Every piece of equipment has a Tech Level (1-6) that determines its complexity, availability, and the skill required to operate it effectively. Characters suffer a -2 penalty per Tech Level above their comfort zone when using unfamiliar technology. Understanding how devices connect, communicate, and can be compromised is essential for survival in the Zone.

Connectivity

How devices communicate determines their security, range, and vulnerability to interception or hacking. Every connection type has weaknesses—the question is whether you exploit them with hardware (physical access) or software (remote intrusion).

Local Connections

Physical and wired connections requiring direct access to the device or network.

Tech Type Security Notes Hack Types
1 Manual Input Low Keyboard, touchpad, mouse Password crack, Shoulder surf
2 Two-Factor Auth Med Password + secondary device Phishing, SIM clone, Device theft
2 Security Card/RFID Med Physical pass key required Card clone, RFID spoof, Pickpocket
3 Voice/Optical Med Voice print, retinal, facial Audio spoof, Video feed inject, Biometric lift
2 Wired Ethernet Low RJ45 cable, unencrypted Packet sniff, Man-in-middle, Cable tap
3 Fiber Data Port Med High-bandwidth server connections Fiber tap, Splitter inject
3 Neural Jack Mk3 Med 2020s era, PA/Vehicles/Decks Jack splice, Signal intercept
4 Neural Jack Mk4 High Hardwired Cortex or FLX Ear Charm Neural spoof, Biofeedback inject
5 Nemesis Neural V.High NemClone or Nemesis branded Requires Nemesis exploit (rare)

Wireless Connections

Remote connections that can be intercepted or jammed without physical access.

Tech Type Range Security Notes Hack Types
2 Bluetooth 100 ft Low Personal devices, easy to scan Bluescan, Pair hijack
2 WiFi 300 ft Low-Med Building/area networks, password protected Packet sniff, Deauth, Password crack
2 Open Cell 10 mi Low City repeaters, unencrypted Packet sniff, IMSI catch, Spoof tower
3 Encrypted Cell 10 mi Med Corp standard, encrypted Decrypt attack, SIM clone
3 Satellite Global High Corp contract (400/mo) Dish intercept, Signal inject
4 Laser P2P 1 mi V.High Line-of-sight required Beam intercept (physical only)
5 Quantum Mesh City Extreme Corp/Military only Theoretically unhackable
6 Nemesis QE Link 500k mi Extreme Quantum entangled No known exploits

Tech Skills

These skills cover general technology operation, repair, and manipulation outside of cyberdiving:

Skill Stat Purpose
Computer Use INT Operating systems, software, databases, general computing
Electronics INT Repairing, modifying, and building electronic devices
Security Systems INT Bypassing or installing physical security (locks, alarms, cameras)
Communications PER Radio, signal interception, jamming, encryption
Robotics INT Programming, repairing, and controlling drones and bots
Biotech INT Medical devices, cyberware diagnostics, bio-scanners
Vehicle Systems INT Vehicle computers, autopilot, weapon systems integration
Fabrication INT Using fabricators, 3D printers, understanding schematics
Hardware Hacking INT Bypassing or modifying physical security systems
Software Hacking INT Bypassing and modifying software systems
Neural Vehicle Use REF High performance racing and military hardware
Cyberdiving INT Core navigation, moving between nodes, dodging attacks
Cybercombat WIL Attack skills, running offensive programs, defeating ICE
Cyberstealth DEX Avoiding detection, hiding from patrols, silent movement
Cybersearch INT Finding hidden data, locating backdoors, reading system architecture

Cyberdiving

Cyberdiving is the art of jacking directly into cyberspace—a virtual environment layered over the world's networked systems. A skilled diver can infiltrate corporate databases, disable security systems, steal encrypted data, and even engage in lethal combat with hostile programs. In the Zone, skilled cyberdivers are invaluable assets, capable of opening doors that no amount of firepower can breach.

Requirements

To cyberdive, a character needs two things:

Neural Interface: Either a Hardwired Cortex (surgical implant) or Ear Charms (non-surgical). Both allow consciousness to enter cyberspace; the Hardwired Cortex provides faster response times. The tech level of the interface gives the number of cyberdiving actions per round.

Cyberdeck: A specialized computer designed for cyberspace navigation and combat. Decks have a Tech Level (1-6) that determines their processing power, program capacity, and Cycle pool multiplier.

Matrix Combat Level (MCL): Your overall effectiveness in cyberspace combat.

MCL = (Cyberdiving + Program Execution + Cyberspace Combat) / 3 (round down)

Cycles

A cyberdeck adds a processing power to a CyberDiver.

System Security Levels

Every system has a Security Level that determines how difficult it is to access:

Security Level Example Systems Access DC Firewall ICE
0 - Open Public terminals, basic IoT Auto None None
1 - Minimal Small businesses, personal systems 8 Mk I Watchdog (10%)
2 - Standard Corporate branch offices, police 12 Mk II Watchdog, Barrier
3 - Secure Corporate HQ, military outposts 16 Mk III Multiple ICE, Tracer
4 - High Security Black sites, Nemesis facilities 20 Mk IV Black ICE likely
5 - Maximum Military command, alien tech 24 Mk V Black ICE certain
6 - Cargen/Alien Echo-2 systems, mothership networks 28+ Unknown Lethal and exotic

System Access Procedure

Infiltrating a system follows these steps:

1. Locate System (Cyberdiving roll)

  • Roll d20 + Cyberdiving + INT vs. DC based on how well-hidden the target is
  • Public systems: DC 8. Hidden corporate nodes: DC 16. Black sites: DC 24+
  • Failure means you can't find it this session, or you find a honeypot instead

2. Approach (Choose your method)

  • Stealth Approach: Roll Trace Evasion + INT vs. system's Security Level × 4. Success means you enter undetected. Failure triggers ICE and/or Trace.
  • Assault Approach: No stealth roll needed. ICE activates immediately, but you get +2 to your first attack.

3. Breach (System Intrusion roll)

  • Roll d20 + System Intrusion + INT vs. Access DC
  • Success grants access to the outer layer of the system
  • Failure alerts the system (Trace begins) and you must try again at -2 cumulative penalty
  • Critical failure (natural 1) triggers immediate ICE response

4. Navigate (Find what you need)

  • Once inside, roll Data Mining + INT to locate specific files or nodes
  • DC varies: Personnel files DC 10, financial records DC 14, encrypted research DC 18+
  • Each navigation attempt takes 1 round and may trigger security checks

5. Exit (Get out safely)

  • Clean Exit: Roll Trace Evasion + INT vs. Security Level × 3. Success leaves no trace.
  • Emergency Jack-Out: Instant exit, but takes 2d6 Stun damage from neural shock and leaves obvious traces.

Cyberspace Combat

When programs or ICE attack, combat begins. Cyberspace combat uses a simplified version of physical combat.

Initiative: d6 + REF + Deck Tech Level (+1 if using Hardwired Cortex)

Actions per Round: Based on Cyberspace Combat skill + REF bonus, consult standard action table.

Attack Roll: d20 + MCL + INT Bonus - Target's Defense ≥ 10 to hit

Defense Values:

  • Standard ICE: 10 + ICE Level
  • Black ICE: 12 + ICE Level
  • Enemy Diver: 10 + their MCL

Damage: Programs deal damage to Neural Integrity (NI) or System Integrity (SI).

  • Neural Integrity (NI): Your mental resilience in cyberspace. NI = 20 + WIL + (Neural Defense × 2). When NI reaches 0, you're forcibly jacked out and take Stun damage equal to the overflow.
  • System Integrity (SI): A program or ICE's "health." When SI reaches 0, the program is destroyed.

Combat Modes:

  • Normal: Standard attack and defense values
  • Aggressive: +2 to attack rolls, -2 to Defense. Declare at start of round.
  • Defensive: +2 to Defense, -2 to attack rolls. Declare at start of round.

Software Programs

Software is the diver's arsenal. Programs are organized by Execution Level—how much focus and time they require:

  • E0 (Passive): Always running, no action needed, no Cycle cost
  • E1 (Standard): One action to execute
  • E2 (Complex): Two actions to execute
  • E3 (Heavy): Full round, you're vulnerable while executing
Attack Programs
Program Exec Cycles Damage Effect
Razor E1 2 1d6 SI Basic attack program, reliable and fast
Hammer E1 3 2d6 SI Heavy damage, +2 vs. Barriers
Spike E2 4 2d6+2 SI Armor-piercing, ignores 2 points of target Defense
Logic Bomb E2 5 3d6 SI Delayed trigger—set on a node, detonates when accessed
Defense Programs
Program Exec Cycles Duration Effect
Shield E0 1/round Passive +2 to Defense while active
Armor E1 3 1 minute Reduce incoming SI damage by 2
Mirror E1 4 Instant Reflect an incoming attack back at attacker (50% damage)
Cloak E1 3 1 minute +4 to Trace Evasion rolls
Utility Programs
Program Exec Cycles Effect
Probe E1 1 Reveal target's SI, Defense value, and program type
Decrypt E2 3 Crack encrypted files. Roll Program Execution + INT vs. encryption DC
Spoof E2 4 Create false credentials. +4 to next System Intrusion roll
Backdoor E3 6 Create hidden access point. Can re-enter this system at -4 DC for 1 week

Danger Types

Cyberspace isn't safe. These are the consequences of failure:

Trace: The system knows something's wrong. A counter begins (typically 3d6 rounds). When it expires, the system identifies your location and physical security may respond. Roll Trace Evasion vs. DC 15 to reset the counter.

Lock: You're trapped in a virtual cage. Cannot move between nodes or jack out normally. Must destroy the Lock (SI 15-25) or have an ally break you free from outside.

Trace-and-Lock: The worst of both—you're trapped AND they're coming. Physical security typically arrives in 2d6 minutes.

Stun Feedback: Non-lethal damage from standard ICE and security programs. Translates to Stun damage to your physical body at a 2:1 ratio (10 NI damage = 5 Stun).

Neural Burn: Black ICE can inflict permanent damage. For every 10 points of damage from Black ICE, make a Neural Defense + WIL roll vs. DC 15 or lose 1 point of INT permanently. Recoverable only through expensive therapy (50k per point, 3 months).

Cortex Crash: If you take more than 20 NI damage in a single hit from Black ICE, your deck may burn out. Roll 1d20; on a 1-5, your cyberdeck is destroyed. On a 6-10, it's damaged and needs 1d6 × 1000 credits in repairs.

ICE (Intrusion Countermeasures Electronics)

ICE are automated defense programs that protect systems from unauthorized access.

Standard ICE (Non-Lethal)

Standard ICE deals Stun damage only—painful and disorienting, but survivable.

ICE SI Defense Attack Damage Special
Watchdog 10 11 +2 1d6 NI Alerts system, triggers Trace
Barrier 15 13 Blocks passage. Must be destroyed to proceed
Probe 12 12 +3 1d4 NI Identifies intruder, +2 to all future ICE attacks
Tracer 15 14 +4 1d6 NI Halves Trace timer if it deals damage
Tar Pit 20 12 +3 1d4 NI On hit, target loses 1 action next round
Black ICE (Lethal)

Black ICE is designed to kill. Damage from Black ICE converts to real HP damage at a 1:1 ratio after NI is depleted, and can cause Neural Burn.

ICE SI Defense Attack Damage Special
Scorpion 30 14 +6 2d6 NI Basic lethal ICE
Hellhound 35 15 +8 2d6+4 NI Pursues through nodes, won't stop until destroyed
Spider 25 13 +5 1d6 NI On hit, deploys Lock (target trapped)
Kraken 50 16 +10 3d6 NI Area attack—hits all intruders in the node
Reaper 40 17 +12 4d6 NI Ignores Shield and Armor programs
Wraith 30 15 +8 2d6 NI Biofeedback—deals equal damage directly to HP

Black Mind

Tech Level 6 — Extremely Rare

Black Mind is the most forbidden technique in cyberspace—the ability to permanently take control of another person's mind through their neural interface. It is not a program that can be purchased; it must be learned, and the price is terrible.

Prerequisites:

  • System Intrusion 8+
  • Neural Defense 6+
  • Program Execution 8+
  • Must have witnessed or survived a Black Mind attack
  • Must possess a Tech Level 6 deck

The Process:

Black Mind requires the target to be jacked in and the attacker to have breached their personal neural firewall. The process takes four phases, each requiring a contested roll:

Phase 1 - Neural Lock: System Intrusion + INT vs. target's Neural Defense + WIL. Success locks the target in place; they cannot jack out.

Phase 2 - Identity Mapping: Data Mining + INT vs. target's Neural Defense + WIL. Success maps the target's neural patterns. Takes 1d6 rounds.

Phase 3 - Core Override: Program Execution + INT vs. target's Neural Defense + WIL (target rolls at +4). Success begins the overwrite process.

Phase 4 - Possession: Final contested roll, both sides roll d20 + WIL. If attacker wins by 5 or more, possession is complete. If target wins, they break free and the attacker takes 4d6 NI damage from backlash.

Effects of Possession:

  • The original personality is suppressed but not destroyed
  • The attacker can access all memories and skills
  • The body obeys the attacker's will
  • Range is unlimited once possession is complete
  • The attacker can "ride" the victim while their own body remains in a trance

Reversal:

Black Mind possession can only be reversed through:

  • Neural Surgery: 500k credits, 50% success rate, risk of permanent brain damage
  • Bennie Telepath: A Bennie with Telepathy 8+ can attempt to free the victim (contested Telepathy vs. possessor's WIL)
  • Death of the Possessor: If the original attacker dies, the victim regains control (though memories of the possession remain)

Legal Status: Black Mind is a capital offense in every jurisdiction that knows it exists. Corps execute practitioners on sight. Even the Zone's most ruthless fixers consider it an abomination.

Equipment

See full damage/stats tables in the Combat Weapon Damage tables.

Armor

Tech Name Cost Note
1 Safety Equipment 500 Good sports or construction equipment
1 Heavy Synth Leather 1k Motorcycle protection
1 Flak Vest: Lt. 600 Light military surplus vest
1 Flak Vest: Hvy. 1.5k Heavy military surplus vest with collar
2 Bullet Proof Cloth, Light Mk II 2k Lightweight and nearly undetectable
2 Bullet Proof Cloth, Med Mk III 5k Suitable for canvas-like clothes; full jumpsuits are common
2 Bullet Proof Cloth, Heavy Mk IV 10k Suitable for heavy jackets
4 TorjayTu Reactive Cloth 60k Looks like normal cloth; when hit, it expands and stiffens momentarily
2 Armor Plates level III: 1k Chest Armor Carrier with composite Plates
2 Helmet level III: 1k Open face military style helmet
2 Combat Vest Plates IV 4k Black market or Military Med-grade armor
2 Helmet Level IV 4k Black market or Military Med-grade armor
3 Light Combat 26k Full body and Helm Polymer Composite Soft/mesh with armor plates
3 Heavy Combat 44k Military Composite plates
4 Rytan Protection Suit 120k Advanced light full armor with environmental protections
4 Rytan Combat Suit 230k Heavy advanced full armor with environmental protections and night vision
5 FLX-Clone Combat 200k Ultra light and Tough
6 ASX Combat - -
6 ASX Force Field - -

Power Armor

Tech Name Cost "Power Type*" Note
2 GD PowerArmor Light 25k BB old USA Military patrol PA
2 GD PowerArmor Medium 95k BB old USA Military line PA
2 GD PowerArmor Heavy 200k 2x BB old USA Military heavy PA
3 ShinMaywa Land Mate: Light 260k T1 Medium mech shell
3 ShinMaywa Land Mate: Heavy 400k T3 Heavy mech shell
3 ShinMaywa Land Mate: Main 850k 2x T3 Massive mech shell
3 Tiara Scout 85k T1 Fast recon suit
3 Tiara Heavy 260k T3 Heavy Guard Suit
4 Rytan Patrol 120k T1 Long Duration Use Light PA
4 Rytan PowerArmor Infiltrator 380k T1 Human stealth PA
5 NemClone Light P9A 325k HM Lighter alien-derived PA
5 NemClone Heavy 900k HM High-mass alien-derived PA
5 FLX Raider 700k Hx Feline patrol/raider suit
5 FLX Heavy 1.1m 2x Hx Feline heavy assault suit
5 FLX-Clone Raider 900k Hx Raider suit modified for Humans
5 Larden Heavy 2m ZP Heavy alien chassis, extreme protection
5 Larden Modified 2.2m ZP Heavy alien chassis modified for Humans
6 Cargen Standard 500k HM Common Cargen field armor
6 Cargen Robust 4m ZP Elite Cargen war armor

*Refer to Power Sources

Energy Weapon and Armor Power Sources

Tech Name Cost Code Note
2 GE battery Bus 1k BB Lithium Rechargable
3 Titan pack 2.5k T1 Salt Rechargable
3 Titan Triple pack 8k T3 Salt Rechargable
4 FLX Hydrex 8k Hx A Rebuildable cell
4 NemClone HM cell 6k HM Heavy Metal Decay Disposable
4 Cargen HM cell 9k HM Heavy Metal Decay Disposable
3 ShortLife Zero-Point IC 100k PZP 4 years of power in a sealed box
6 Micro Zero-Point IC 1m MZP Near Limitless power from a perfect tiny black hole

Energy Cells: C = Cargen Cell R = Rechargeable H = Hydrogen Cell Hx = Hydrex Cell

Pistols

Tech Name Cost Note
1 Beretta 21A Bobcat 500 Compact 7rd .22
1 Walther PPK 1k Compact and classy 6rd .380
1 Glock 26 / 27 1k Compact 10rd 9mm or 9rd .40 S&W
1 Glock 17 9mm 1k Medium 17rd 9mm or 15rd .40 S&W
1 1911 2k Medium 7rd .45 7rd
1 Glock 20 1.5k Medium 15rd 10mm
1 Desert Eagle 3k Large Pistol 8rd .44 Mag
2 S&W Defender 2k Small 18rd 6mm NATO Short Caseless 18rd
2 FN P16 3k Medium 32rd 7.9mm FN Caseless 32rd
3 1911 .45 3k High-damage sidearm, matches Caseless munitions
4 GVito Service Special 22k FLX-Clone Medium 28rd 07-32 Polymer-cased
4 GVito Viper Magnum 34k FLX-Clone Magnum Large 16rd 10-45 Polymer-cased
2 Beretta 185C 1k Compact 31rd 5mm Olin caseless
5 Cargen Hand Cannon 80k Alien Large 64rd 8.20mm caseless

Machine Pistols and SMGs

Tech Name Cost ROF Note
1 Glock 18 9mm 5k 18 Full Auto Medium 33rd 9mm
1 Micro Uzi 3k 20 Medium Auto pistol 32rd 9mm
1 Mini Uzi 3k 12 Medium Auto pistol 32rd 9mm
1 Mac 12 2k 20 Medium Auto Pistol 32rd .380
1 Mac 11 2k 14 Large 32rd 9mm
1 Mac 10 3k 12 Large 30rd .45
2 HK MP27 PDW 6k 10 Large 40rd 4.7mm HK Caseless
3 Beretta 195R 9k 12 Auto Medium 62rd 5mm Olin Caseless
4 GVito SPX 45k 16 FLX-Clone Medium 56rd 07-32 Polymer-cased
5 NemClone SMG 40k 20 Medium 38rd 4.77mm Caseless
6 ASX Stabalized Carbine 800k 12 Large 120rd 9.24x12.8 ASX MP smartgun

Pistol Mods

Tech Name Cost Note
1 Red Dot 500 Adds Aiming Bonus
1 Laser 800 Adds Aiming Bonus
2 IR laser 1k Military, Black market
1 Supressor 2k Softens the sound a bit
3 Active Supressor 6k Very Quiet
1 Folding Stock 400 Converts Pistol to Carbine with a flick
2 Night Vision Gen 4 Scope 2k Military, Black market
3 Gun Cam, Short Range 4k Includes NV

Rifles, Carbines

Tech Name Cost Note
1 Marlin 1895 1k Lever 4rd .45-70 Gov
1 M1 Garand 2k Semi 8rd .30-06
1 Remington 700 1k Bolt 5rd .308
1 AR-15 1.2k Semi 30rd 5.56
1 Barrett M82 8k Semi 10rd .50 BMG
4 NemClone DMR 32k Caseless DMR 20rd

Auto Rifles

Tech Name Cost ROF Note
1 AK-47 2k 10 Auto 30rd 7.62x39 Rifle
1 M16A3 3k 12 Auto 30rd 5.56 Rifle
1 M4 2k 3rb Auto 30rd 5.56 Rifle
1 FN FAL 4k 10 Auto 20r .308 Full Battle Rifle
1 m14 3k 12 Auto 20rd .308 Full Battle Rifle
2 FN P90 5k 16 Auto Bullpup 50rd 5.7 Carbine
1 Galil 4k 12 20rd .308 Full Battle Rifle

Shotguns

Tech Name Cost ROF Note
1 Remington 870 1k 1 Pump 5rd 12ga
1 Mossberg 590 1k 1 Pump 8rd 12ga
1 Benelli M4 3k 1 Semi 7rd 12ga
1 AA-12 6k 6 Auto 20rd 12ga drum
1 Saiga 12 2k 8 Auto 10rd 12ga
2 HK Olin CAWS 5k 5 Auto 10rd 12ga
2 HK Olin CAWS2 14k 5 Auto 12rd 18.5x58mm caseless

Rifle Mods

Tech Name Cost Note
1 Red Dot 500 Adds Aiming Bonus
1 Laser 800 Adds Aiming Bonus
2 IR laser 1k Military, Black market
1 4x Scope 1k Adds Aiming Bonus
1 8x Scope 2k Adds Aiming Bonus
1 Rifle Supressor 3k Softens the sound a bit
3 Rifle Active Supressor 10k Very Quiet
1 Bipod 400 Stablizes long range from prone position
1 Folding Stock 400 Makes a full size rifle slightly more easy to store
2 Rifle Night Vision Gen 4 Scope 3k Military, Black market
3 Gun Cam, Short Range 6k Includes NV
3 Gun Cam 1-10x Magnification 10k Includes NV
1 "K" Mod 2k Perm mod a rifle to a shortened Carbine

Machine Guns

Tech Name Cost ROF Note
3 Minimi M249 SAW 12k 16 200rd 5.56 belts
4 GVito Pulse SAW 55k 10 Auto Polymer-Cased LMG
1 M240 MAG 58 GPMG 18k 12 200rd .308 Tripod/vehicle capable
1 M2HB HMG 30k 8 100rd .50 old school massive MG
2 GD M2016 HMG 48k 10 250rd 8.6mm Caseless
5 Nemesis XGMG 800k 26 1000rd with backpack 8.8mm Caseless 7 Barrel "Heavy Armor" Gattling gun

MG Mods

Tech Name Cost Note
1 Red Dot 500 Adds Aiming Bonus
1 4x Scope 1k Adds Aiming Bonus
2 IR laser 1k Military, Black market
1 MG Supressor 6k Softens the sound a bit
3 MG Active Supressor 20k Very Quiet
1 Tripod 2k Allows emplacement with 30 degree zone of fire
2 MG Rifle Night Vision Gen 4 Scope 6k Military, Black market
3 Gun Cam, Short Range 6k Includes NV
3 Gun Cam 1-10x Magnification 10k Includes NV
2 Remote Ammo Feed and Chute 10k 4x ammo capacity backpack or vehicle mounted large ammo feeding

Gauss

Tech Name Cost Note
3 4mm Mitsubishi Gauss CQB 15k 3rb Short Rifle
3 4.2mm GE M 446 28k 3rb long Range Rifle
4 03.5-185 Titan SAW 95k Auto Medium Power Armor SAW
5 03.5-200 Titan "smartgun" 275k Auto with Aim Assist
4 04-230 Titan MG 625k Heavy Power Armor SAW
6 2.10mm Cargen GPDW 400k Auto Cargen PDW Gauss gun
6 3.64mm Cargen GR 1.2m Auto Cargen Medium Power Armor Rifle powered by ZPIT
6 9.24mm ASX "turbine" - Medium Power Armor Holy Grail Gun
6 16.7mm Cargen AC - Heavy Power Armor Gauss Cannon

Lasers / Disruptors

Tech Name Cost Note
4 12kw Rytan K Blaster 04 8k Green beam pistol
4 16kw Rytan K Blaster 10 12k Green beam large pistol
5 32kw Felix Pistol 18k Amber beam, Fixed Hx Battery
5 80kw FLX Rifle 40k Amber beam, Hx Battery
5 172kw FLX MG 95k Amber beam, PA Backpack Hx Batteries
6 230kw Cargen SAW 180k Red beam, Light PA Weapon
6 605kw Cargen Mauler 400k Red beam, PA Shoulder Weapon

Melee Weapons

Tech Name Cost Note
1 Combat Knife 200 Standard blade
2 Vibro Blade 1k High-frequency edge
3 Monofilament Sword 4k Armor-piercing

Grenades / Launchables

Tech Name Cost Note
2 Frag Grenade 200 Anti-personnel
2 Smoke Grenade 150 Cover and concealment
3 EMP Grenade 600 Disables electronics
5 Nemesis Launcher 80k Guided micro-missiles
5 41.4mm "felix" 120k Lase AP Missile

Computers, and Hack Hardware

Tech Name Cost Note
1 Phone pad 500 Simple connected device, no cyberdiving capability
2 Toughbook laptop 2k Common laptop, no cyberdiving capability
3 Sony Vaio Pro 6k Quality laptop, Empty AI chip Slot, no cyberdiving
2 RFID Burner 1k Scanner and duplicator for passcode RFID cards
3 Biometric hacker 12k tablet device to copy and display fingerprint/voice/retina
3 Cat 6 Magic Tap 5k Dongle with a loop to for a cat 5/6 wire to connect without cutting
4 Stingrays Cell Tap 2k Suitcase sized Cellphone Intercepter
4 Fiber Splicer 5k Dongle to tap fiber without detection
3 Jammer 500 ft Rad 1k Laptop sized battery and antena to fill wireles channels with noise, Selectable channels

Cyber Decks

One of these is required to do a cyberdive

Tech Name Cost Note
2 Sony AVR Deck 2k Mass produced Entertainment Device
3 Whitebox Runner Deck Gen1 8k Basic intrusion deck Assembled fgrom parts, empty AI Slot
4 Zendai Worldgate 20k Premium Entertainment Device often modded by hackers
4 Axiom Combat Deck 35k Rad resistant hardened casing
4 Whitebox Runner Deck Gen2 26k Advanced intrusion deck, empty AI Slot
5 NemClone Wraith 80k Corporate stealth deck, AI chip Slot
5 Titan Concordance Deck 195k Hardened Elite Military, AI chip Slot, Lifetime waranty
5 Nemesis Sovereign 250k Top-tier corporate
5 Master Runner Deck Gen3 100k individually built from the best stolen parts, Empty Ai Slot
6 ASX Omni Interface 1m+ Legendary Alien tech, uses a Mindclone dive method so the human brain cant be harmed by Black Ice

Cyberdeck Mods

Tech Mod Cost Effect
2-6 Memory Upgrades 2k x Tech Level +2 program slots
2-6 Hardware Firewall 1k x Teck Level Added resistance of +2 to +6 to ice attacks
3-5 AI Co-Processor 5k x Tech level This allows an integrated AI to Cyberdive with VR form and run its own programs
2-5 Over Clocking 1k x tech level Adds 1 Action per round
4 Neural Buffer 15k Reduces Stun and Damage by 1d6 per attack at the cost of 1 action per round when on
5 NemClone Ice Eater 75k A nural net bufdfer that gives temp hitpoint of 4d6 from Black Ice Attacks

Software Costs

Category Program Cost Availability
Attack Razor 500 Common
Attack Hammer 1.5k Common
Attack Spike 3k Uncommon
Attack Logic Bomb 5k Uncommon
Defense Shield 800 Common
Defense Armor 2k Common
Defense Mirror 4k Uncommon
Defense Cloak 2.5k Common
Utility Probe 300 Common
Utility Decrypt 2k Common
Utility Spoof 3.5k Uncommon
Utility Backdoor 8k Rare

Tech Equipment

Tech Name Cost Note
2 Electronics Repair Kit 1k Field repairs for level 2 or less tech
3 Bio Scanner 2k Multispectrum analyzer
4 Portable Fabricator 12k Prints parts/ammo tech 1 or 2, takes plan chips
4 Fabricator Mats 100 Cost for 1lb of matter
4 Fabricator Plan Chips 1k-2k Plans for fabricating an item

Vehicles

Panzer

Tech Name Cost Note
1 Honda Super Cub 2k Older Hydrogen Retrofit Simple Motorcycle, low profile
1 Hayabusa Motorcycle 8k Older Hydrogen Retrofit, fast
2 ECObyte 7 EV Bike 5k New EV Motorcycle Bike
3 Rapier Hover Bike 115k A raw and dangerously fast Grav Bike
1 old Smart Car 5k Cheap hydrogen sub-compact car
1 Nissan Maxima 25k Hydrogen Retrofit, Comfortable
2 BMW 565 60k Hydrogen Sedan, Moderately Fast
2 Lambo LP 870 400k Hydrogen exotic sports car
2 Fiat 600EV 35k EV Compact Car
2 Mercedes MCL 129k Luxury EV Sedan
2 Mitsubishi Delica D7 20k Small EV Cargo Van
3 Rapier Hover Bike 115k Fast Antigrav, short life ZPIC
3 GD Scout 99k Grav 2 seater retrofitted millitary, short life ZPIC
3 GD HS-9 210k Grav Military Truck 40k lbs capacity
3 Panzer HS-9R 550k Modded Grav Truck a with Jet Engines
4 Titan Grav Car 350k Grav Luxury Sedan Car
4 Titan Grav UV 350k 6 seat Rugged Grav that can mount armor and weapons 1500 lbs
4 Titan CT X5 Cargo Truck 550k Fast Grav transport chassis that can mount up to 30k lbs

Medical Supplies

Cost is for 10 doses.

Tech Name Cost Note
1 Trauma Pouch 100 Bandages, coagulant, painkillers
2 Field Medkit 1.5k Stabilization, wound sealing, basic antitoxins
3 Stemcell Patch 4k Wound Applied Accelerated tissue repair
4 Medi-Kit 8k Auto Injectable Med Nanites
4 Cur-In Dose 10k Auto Anti Toxin Nanites
4 Rad Cure 15k Auto Injectable Radiation Cell Repair
2 Spike-it 50 Cortex Mod Activator Inhaler
2 Auto Spike 200 Cortex Mod Activator belt device

Street Chems

Cost is for 10 doses.

Tech Name Cost Note
2 Slomo 600 Inhaler; slows perceived time, +3 REF for 1d6 minutes, crash: -2 REF 1 hour
2 Jetline 400 Inhaler; amphetamine rush, +2 Ref, mild jitters after
3 RadBane 800 Inhaler; reduces rad sickness effects for 6 hours
3 SteadyBlue 900 Inhaler; gives clarity and precision focus, Dex +3 for 30 minutes
3 GlowDust 200 Inhaler; mild hallucinogen with night-vision edge, -1 PER vs illusions
4 TitanX 600 Inhaler; short burst muscle boost, +2 STR for 10 minutes, 1 hr fatigue after with STR -2
4 NeuroPop 1.2k Inhaler; +1 INT for 20 minutes
4 Blackglass 2k Injectable; combat trance, +3 Will, -1d6 stun rolls for 45 minutes
5 Bloodfire 3k Injectable; pain-killer/blood enricher, 4d6 temporary hitpoints for 1 hour
5 Ragnarok Red 4k Injectable; berserk, +3 STR, +3 REF for 5 minutes, post-crash: -3 to all stats 2 hours

Gear

Tech Name Cost Note
2 Mini Rebreather 1-3k 5 to 15 minutes of air supply, auto recharges
2 Gas Mask 1k protection form airborne contaminants and irritants
3 Hazard Clean Suit 2k Bright Orange for your safety
3 Hazard Combat Suit 4k Light Bullet Proof Cloth and Contamination protection
4 In-nose Air filters 10k Invisible, good for 30 min
2 Sony Vid Glasses 500 Cheap two-sided active displays, Easily breaks
2 Camo Glass 1k Black market Facial recognition disguising
3 Camo Cloak 6k Black market Stealth +3
3 Combat Data visor 2k Flip down Visor with Cam/Computer overlays, can mount on a helmet
3 Reactive Clothes 10k Can switch colors, patterns, and even go clear
3 Reactive Bag 2k Can switch colors, patterns, and even go clear
4 Camo Reactive Clothes 30k Corp and black market; changes colors and Stealth +4
5 Original FLX Ear Charm 30k A decorative neural interface that can only be used by an FLX and use Cargen and FLX tech. It is line of sight Telepeathic link to other Ear pieces (or Cargen) as well as Short range wireless coms with equipment. Can hardwire to any earth equipment
5 NemClone Ear Piece 80k It was an FLX earpiece core modified for Humans. A Ear mounted neural interface that has a NemClone wired connection to any earth bound tech. Allows a non hardwired to use hardwired Gun Cams, Vehicle/machinery controls and the like. Telepathy has been disabled.
6 Bennie Ear Charm 300k All the Features of the FLX Ear Charm and NemClone Ear Piece Combined for a Human to use.

Drones

Tech Name Cost Note
2 Mini Recon Quad Copter 500 15 Min and buzzes. direct FPV control
3 Med Quad 20k Cap 20lbs or a gun turret, Basic AI, 12 min and loud
3 Heavy Quad 120k Cap 500lbs And can carry just about anything, Basic AI, 40 min and loud
4 GD Stealth Recon Flier 40k Black Market or Military, bAIliie M28, 30 min Grav flight,
4 GD Patrol Flier 300k Cap 26lbs, Military, bAIliie M35, 30 min Grav flight, Light armor
4 GD WarHawk Flier 1.1M Cap 1500lbs Military, bAIliie M35, 90 min Grav flight, Heavy Armor
2 Roller Toys 300 little cheap camera wheeled cars, direct FPV control

AI chips

The form factor is a bubblechip on a microboard that can fit in the palm of your hand. Can be inserted into a computer, neural mod, vehicle and more. Will need an adapter to fit a higher level chip in a lower tech slot and performance will be reduced. AI chips can be open to any users or closed to only taking instructions from a legal owner. Purchased AIs are assumed to be open and ready to take instructions. They house all their memorries on the bubblechip and they are kept when powered down or moved to another device. Hacking an AI to get it to open can be done with a cyberdeck and the right software and software hacking skills.

Tech Name Cost Stats Skill Slots Note
1 Noodle 1.0 200 8 none Open source basic AI
1 Noodle 1.0 XXX 500 8 none Open source uncensored AI
2 bAIliie 28 2k 14 none On Chip AI from 2020's
2 bAIliie M28 9k 14 2 On Chip AI protected with rad shielding snd skill slots
2 Skippy 4k 13 13 1
3 bAIliie x34 16k 16 2 Black market only, uncensored
3 bAIliie M34 5k 16 4 Military uncensored with credentials
3 bAIliie 35 2k 16 2 Mass produced, heavily censored, and self-reporting of crimes
4 bAIliie 35R 9k 16 with DEX/REF 18 2 High response speed chip
5 bAIliie x66 80k 17 4 Helix Corp best AI
5 NemClone Doll 120k 17 1 This AI can store 20 Score in skills, reading from a skill chip 1 at a time
6 Nemesis Doll 275k 18 1 This AI can store 60 Score in skills, reading from a skill chip 1 at a time
6 ASX Agent 1M 19 none Alien Telepathic Agent on a custom board with ability to absorb unshielded data and skills within 3 feet, can hold 60 score in skills

Services

Medical Procedures

Tech Name Cost Note
2 Street Doc Visit 500 Basic patch-up, stitches, meds
3 Licensed Clinic 2k Full workup, toxin/rad screening
4 Full Nanite Patch up 10k Accelerated tissue repair
3 Real TM Flesh 20k lab Grown Limb replacement
5 Regen Tank 200k Full-body regeneration session

Other Professional Services

Tech Service Cost Note
3 Massage 100 30 min session
3 Data Broker 1-3k Rumors, maps, corp movements
3 Drone Repair 1-4k Diagnostics, parts swap
4 Weapon/Armor Fab 2-10k Custom prints, tuning
4 Psion Consultant 10k Interrogation, tech interface, or comms
5 rebuild Hx Cell 300 Short window of resource priority

Rental Prices

Tech Service Cost Note
1 Cheap Apartment 3k Month 1 bedroom
1 Single Family House 8k Month 3 to 4 bedroom
3 Corpo Apartment 6k In a high rise with security
3 Modern Large House 20k Month Includes a bAIllie AI and in a good neighborhood
4 Power Armor Lease (day) 2.5-5k Includes ammo pack, deposit extra
3 Vehicle Rental 500-12k Month Bikes, cars, vans, Hover Car - armor extra

The Zone

LA 2069 Map

LA 2069 Weather

Project Eden's artificial cloud cover and the damaged magnetosphere have made LA weather unpredictable. Roll d20 each day or scene change.

Spring Summer Fall Winter Weather Effects
1 1 Storm High wind, heavy rain, sporadic lightning; Drone flight greatly limited
2-5 1-2 1 2-4 Rain Drone flight limited
6-7 3-4 2 5-6 Drizzle / Light Rain
8-9 5-7 3 7-9 Fog Visibility 10 + 1d100 yards; sound carries strangely
10-15 8-12 4-9 10-12 Overcast Gray skies
16-17 13-15 10-12 13-15 Aurora Bleed / Storm Eerie green/violet glow; unprotected electronics glitch on natural 1; 1/10 comms range 1/10
18-19 16 13-14 16-17 Santa Ana Winds Hot dry gusts 60+ mph; Drone flight limited
20 17 15-16 18 Dust / Smog Alert Visibility 1d20 yards; -2 outdoor actions unless eyes/mouth protected; Drone flight greatly limited
18 17-18 Dry Lightning No rain; fire risk; thunder clouds
19 19-20 19 Dirty Sky / Gray Calm Pollution trapped low; sepia tint; still air; smog hangs
20 Heat Wave 1d10 + 100°F; High output electronics increase chance of overheating
20 Cold Snap 32 -1d20°F; Water freezes

Central Neo

  • The Core: Crashed Echo-2 mothership; sealed sections, auto-machines still active.

Six Corp Towers:

Six vertical kingdoms carve the Zone skyline, each 80-120 stories of corporate law and cutting-edge sin. They don't cooperate—they compete.

Zendai Dynamics Spire (ivory-white, thought-pulse patterns): Neural systems and cognition monitoring. Unnaturally quiet. Rumor says they know when you'll betray them before you do.

Helix Union Bio-Tower (organic ivory, vein-like glow): Gene therapy and mutation suppression. Medical cathedral aesthetics hiding black-level containment floors. Every patient signs that "humanity is a mutable standard."

Axiom Defense Complex (brutalist black/yellow, exposed turrets): Military hardware and autonomous systems. Less a building, more a vertical weapons platform. Kill protocols extend three blocks.

Vantage Black Tower (matte black, violet accent lines): Elite augmentation and genome refinement. Your body is under warranty. Non-compatible mods are removed—sometimes violently.

Titan Forgeworks Bastion (industrial orange/black, hazard stripes): Frames, exo-suits, heavy industry. A sign at the freight lift: NO FLESH BEYOND THIS POINT.

Ghostwave Neural Tower (dark glass, unstable light): Cortex hacking and black chips. Some floors don't exist on any map. Some visitors return remembering other lives.

The Triarch Galleria:

Suspended 300 meters above the Zone, the Triarch Galleria connects Zendai, Vantage Black, and Helix Union. An artificial sky shifts from curated daylight to designer starfields. Gene-locked trees, silent water features, and invitation-only clinics frame pristine walkways. Trendy restaurants, luxury jewelry, capsule toy vendors, and an affordable food court provide everything a corporate drone is meant to want.

Security drones from three factions glide overhead, jurisdiction lines flickering in AR as they carefully avoid open confrontation. Weapons are discouraged—everyone is armed. High-power deals unfold in plain sight. All are welcome, provided they carry valid corporate credentials and know how to clean up nice.

Down Town:

To the south of the Core, mid- and high-rise blocks cluster tightly around the towers. Mixed corporate and freelancer housing stack upward in controlled chaos—glass-front offices above, rented cubes and retrofitted lofts below. This is where the Zone pretends to be livable.

The Glowing Market:

LA 2069 Glowing Market

Packed in old military hangars and leftover shipping containers is the open, tax-free market. Restaurants, pawn shops, mod docs, drone repair, and seedy entertainment crowd neon-lit alleys.

Eastside:

East of the Core sits the tolerated Alien Slums, a patchwork of semi-legal blocks dominated by FLX enclaves. Black-market tech circulates openly, fueled by old war grudges and territorial lines too volatile for corporate maps.

FLX form the bulk of the population, but the district is shared with the rigid, reptilian Larden and the Garill—amorphous, octopus-like entities that inhabit flooded corridors and lightless spaces. Corporate authority thins quickly here. History enforces the borders instead.

The LA Zone

The Wall:

  • LA Restriceted Zone Wall
  • 100-foot composite barrier with anti-grav countermeasures and automated turrets; patched breaches show past incursions.
Checkpoints:

Layers of biometric scans, rad/mutagen sniffers, and corp "processing" booths; bribes and forged passes exist, but risks are high.

Exiting the Zone:

Legit exits demand clean bloodwork, corp sponsorship, and no AIs/illegal mods. Illicit routes use sewers, storm drains, or roofline jumps to cargo skiffs.

Cloud Forge:Manhattan Beach

LA 2069 Cloud Forge

A skeletal tower of alien alloy and Concordance retrofit built by Titan rises from the surf inside the Zone. Its massive Zero-Point Induction Core hums under armored shutters, venting pale-green auroras into the low cloud deck that never quite clears. Salt spray has etched the lower gantries. Merc contractors keep the riff raff out, while corp techs climb the spine in hazard rigs to maintain the tower and clear barnacled intakes.


Aliens

Cargen

Cargen Corpse

The Cargen are the hostile alien species that invaded Earth in 2000. Standing 7 to 9 feet tall with gray-blue leathery skin, elongated skulls, and four-fingered hands, they are physically imposing and technologically superior. Their society appears rigidly hierarchical, with military castes dominating their visible operations.

Known Facts:

  • Arrived in four motherships: Echo-1, Echo-2, Fuji-3, and Mir-4
  • Primary motivation appears to be resource extraction—specifically draining Earth's magnetosphere
  • Use other species as mercenary slaves and labor forces
  • Possess zero-point energy technology, gauss weapons, and advanced power armor
  • Communicate telepathically among themselves; rarely speak to humans
  • After Echo-2's core was destroyed, organized Cargen resistance collapsed
  • Current status: Presumed eradicated in the Zone, though rumors persist of survivors deep in Echo-2

Cargen Castes:

Cargen Drone

Worker (Drone): The most commonly encountered Cargen type during the invasion. Standing 7 feet tall, Workers operate machinery, maintain systems, and perform coordinated labor. They show little individual initiative and appear to act under constant telepathic direction. Workers are also the standard military unit—equipped with power armor and a gauss gun. Most Cargen corpses recovered have been Workers.

Cargen Robust Armor

Robust (Warrior): Larger and heavier than Workers, Robust Cargen stand up to 9 feet tall with elongated limbs and much denser musculature. They are independent combatants capable of tactical decision-making without constant oversight. Their power armor is often painted with distinctive colors and markings, and they carry a primary weapon along with additional heavy ordnance—rockets, heavy rail guns, or auto gauss guns. Robust are known to vocalize blood-curdling screams and yells during combat. They fly into berserker rages when cornered or when their telepathic link is disrupted—making them unpredictable and extremely dangerous in close quarters.

Queen (Unconfirmed): Persistent rumors suggest that at least one megacorp possesses the body of a Cargen Queen—a caste never observed during active combat. If Queens exist, they may serve as command nodes for telepathic coordination or reproductive centers for the species. No verified images or data have surfaced. The corp allegedly holding the specimen has made no public statement.

Cargen Technology: Cargen tech represents Tech Level 6—the highest known. Their weapons, armor, and power sources remain poorly understood. Autonomous repair drones still maintain Echo-2's systems decades after the crash.


FLX (Feline Xenomorphs)

FLX in the Zone

Humanoid aliens with light fur covering their bodies and distinctive cat-like ears. Averaging 6 inches shorter than humans, FLX are slender and quick. They have mammalian traits; females are slightly thinner than males but the same height. They cannot pass for human without camo tech or full coverage.

Known Facts:

  • Originally mercenary slaves bred by the Cargen for tight-corridor combat
  • Incredibly agile: Maximum natural DEX 22, REF 24
  • Age faster than humans: adult by 12, lifespan 50-60 years
  • Some FLX tech (like Power Armor) connects through their ears via nano-fibres, requiring no neural mods
  • Those living in the Zone have signed the Inter-Species Coexistence Agreement
  • Concentrated in the Eastside Alien Slums
  • Generally hostile toward Cargen; some work as mercs or tech specialists for corps
  • Total population in The Zone: 31000 with 26% unemployment

FLX Technology: FLX tech is Tech Level 5. Their Hydrex power cells and light power armor are highly valued. The FLX Ear Charm provides neural interface and telepathic linking without invasive surgery.


Bennies (Benevolent Aliens)

Bennies are visually indistinguishable from humans—only deep brain scans reveal heightened neural activity. They walk among humanity undetected.

Known Facts:

  • Name derived from "Benevolent Alien"—the first to secretly aid humans during the invasion
  • Their original homeworld was destroyed; their ships no longer function
  • The Bennie trait breeds true: Bennie parents produce Bennie children
  • Some are raised without knowledge of their alien heritage
  • Natural INT cap of 22
  • Vulnerable to Cargen mutagens like humans
  • All Bennies possess latent or active Telepathic psionic ability
  • Some religious orders believe humanity descended from ancient Bennie colonists
  • Total population in The Zone: Unknown

Bennie Technology: Bennies brought advanced neural interface tech. The Bennie Ear Charm (Tech Level 6) combines all features of FLX and human neural interfaces.


Nemesis

Little is known about Nemesis. The name appears on cutting-edge neural cores, regeneration systems, and high-end combat bioware that periodically surface on the black market—or are quietly purchased by major corporations through untraceable intermediaries. No one knows where Nemesis tech comes from.

NemClone is humanity's best attempt to reverse-engineer Nemesis technology. Corps have poured billions into copying Nemesis designs, and NemClone products represent the closest they've come. Good enough for black market trade, but never quite matching the originals.

Rumors and Speculation:

  • Nemesis tech consistently outperforms equivalent human designs, sometimes rivaling Cargen systems
  • No corporate registration exists; no manufacturing facilities have ever been identified
  • Some runners claim Nemesis reps appear human but communicate with unsettling precision
  • Deep-net conspiracy boards insist Nemesis is a Bennie syndicate operating in plain sight
  • The most persistent rumor: Nemesis is a cloaked spacecraft in Earth orbit, never detected by any sensor grid
  • Corp intelligence agencies have spent millions trying to locate Nemesis with nothing to show for it

What the Corps Know: Nothing confirmed. Helix Union suspects Bennie involvement. Zendai Dynamics officially denies Nemesis exists. Ghostwave Neural Tower has standing orders to acquire any Nemesis tech for reverse-engineering—at any cost.


Larden

Rigid, reptilian aliens standing 7 feet tall with scaled hides and heavy builds. Their faces are flat with wide-set eyes and a lipless mouth. Movement is deliberate but powerful. Larden communicate slowly but can speak many languages fluently. The are know as calm with little emotion.

Larden Physiology:

  • INT -2 (max 17), STR +4 (max 24), FIT +6 (max 26)
  • Natural regeneration 1 pt per minute unless spinal cord severed
  • Immune to low radiation, contagions, and mutagens
  • Very long-lived; exact lifespan unknown but measured in centuries
  • All Larden are the same sex and can lay eggs in clutches of 1d4+1 once per year after reaching age 60
  • Total population in The Zone: approximately 1,200 with 60% unemployment

Known Facts:

  • Status during the invasion unclear—some fought alongside Cargen, others resisted
  • As early as the 2010s, Larden began appearing on Earth in singles or small groups, working independently as mercenaries for corporations
  • Signed the Coexistence Agreement after Echo-2 fell silent
  • Concentrated in the Eastside Alien Slums alongside FLX
  • Known for heavy labor and security work
  • Old-timers—those who arrived during the invasion—have the Nemesis Neural Core installed
  • Each year, a few more Larden appear in the Zone claiming their "contract was up"—but reveal nothing else
  • Earth-born Larden can receive any mods at x2 cost and require a tech who works on Larden physiology; only a handful exist in the Zone

The Larden Response: Even today, when a crucial corporate asset or VIP is in immediate danger, a Larden in Heavy Armor has been known to appear from a small-space drop pod—arriving before even the CCU can respond. Who dispatches them remains unknown. Payment is never discussed publicly.

Larden Technology: Larden Heavy armor is rumored to be manufactured by Nemesis, which would explain how Larden mercs acquired such advanced gear without any visible supply chain. Their power armor (Tech Level 5) can be modified for human use at significant cost.


Garill

Garill in the Zone

Amorphous, octopus-like entities that inhabit flooded corridors and lightless spaces. A Garill's body can compress through surprisingly small openings and expand to fill available space. They way upto 40 lbs and can stretch themselves as far as 10 feet. They have half a dozen eye like organs that can shift and move to any part of their body. Origins on earth are unknown, they appeared in The Zone during the chaos of the 2010-2020 timeframe.

Known Facts:

  • INT +1 (max 21), STR -4 (max 16), Dex +6 (max 26)
  • Naturally ambidextrous with up to 4 limbs or psudopods at the same time
  • Communicate through bioluminescent patterns and subsonic vibrations
  • Prefer submerged or high-humidity environments
  • Found in flooded sections of Eastside and rumored in Echo-2's lower decks
  • Salt water can be tolerated for a few hours before they become dehydrated
  • Skilled at repairs, technical work, computer use and cyberdiving
  • A few Garill run tech and bio clinics in the slums in the guise of human; some work directly for corps
  • Total population in The Zone: Estimated 800 without any legal status

Garill Technology: Garill do not use mods. Instead, they can control any equipment they coat with their mucus through electrical impulses—a form of organic interface unique to their species and this allows then to control many of the power armors direclty short of Cargen types. Even with rudementary tools, Garill can often repair tech 4 and below. Some individuals have the capability of modifying and repairing tech 6 with the right equipment.

Tech Shell: Garill are skilled at using a humanoid exoskeleton. The basic Tech Shell is 7 feet tall, equipped with four arms. Lightly armored but highly functional, the shell allows a Garill to climb inside the torso and operate in dry environments alongside other species as well as communicate vocally. These are believed to be from Echo-2, but some have been contructed from scratch.

Synth Human Shell: Garill Techs have constructed fake human bodies—physically weak but convincing enough to pass casual inspection. A Garill piloting one can mimic human behavior includining speach and move through the Zone without drawing attention, though close scrutiny or bioscanners will reveal the deception.


ASX (Rumors)

ASX Render

Almost nothing is confirmed about the ASX. Sightings are rare—fewer than a dozen credible reports exist across all Zone records. What follows is compiled from survivor accounts, fragmented sensor data, and deep-net speculation.

Physical Description (Unconfirmed):

  • 5 to 6 feet tall humanoid biped with a stocky, powerful build
  • Smooth, translucent skin with an amphibian texture
  • No visible eyes; instead, the top of the skull features a translucent imaging organ of unknown function
  • Two opposing thumbs on each hand
  • Retractable claws on the index fingers

Rumored Capabilities:

  • Technology rated at Level 6—equal to or exceeding Cargen systems
  • Portable personal forcefields that deflect small arms fire
  • Teleportation technology allowing instant short-range displacement
  • Some accounts describe ASX appearing, completing an unknown objective, and vanishing within seconds
  • No confirmed kills by human forces; no ASX bodies have ever been recovered

Speculation:

  • Some believe ASX are observers, studying Earth's post-invasion development
  • Others claim they are the true power behind Nemesis
  • A persistent theory holds that ASX arrived before the Cargen and have been here for centuries
  • Classified after-action reports from Project Skyfall allegedly reference "unknown allied contacts" who provided critical intel for the Echo-2 assault—some believe these were ASX
  • One Axiom Defense analyst reportedly wrote: "They don't fight us because they don't need to. We're not a threat."

What the Corps Know: Nothing. No corp admits to ASX contact. No bounties exist. No retrieval contracts have been issued. Either they don't exist—or no one who encounters them lives to file a report.


Archived images from the Zone. Origins and context often unknown.

Larden1 Larden2