LA 2069

ZONED: Code RED


History Lesson

Echo 1

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. 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.

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 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 after, multiple alien types emerged from the damaged ship and surrendered. FLX, Larren, and Garill all asked for protection. The remaining Cargen forces fought continually until seemingly eradicated. Echo-2 fell silent, though its corridors still hum with residual energy.

Motherships Echo-1 and Fuji-3 departed Earth’s orbit. 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 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.


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 output 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

BackgroundSummary
CorpoCorporate asset with education and connections
GangbangerStreet fighter with weapons and territory
UnregisteredSurvivor doing mundane jobs, staying hidden
Alien — FLXFeline Xenomorph mercenary slave turned resident
Alien — BennieHuman-appearing alien with psionic talent
MutantExposed to alien mutagen; unstable but powerful
NerdScientist or computer specialist
MercEx-military with access to big guns and power armor
CopPrivate security or public police
PsionPsionic-talented character (requires WIL 15+)
PuristBelieves the human body is perfect without modification

Corpo

A valuable corporate resource — college educated in topics that may not seem relevant in the Zone, but the corporation has invested heavily in you.


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.


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 than humans — adult by 12 years and live to 50–60. 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. They are incredibly nimble and quick. Maximum Natural DEX 22, REF 24.


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 produces Bennie children, often raised without knowledge of what they are. Natural INT cap of 22. “Bennies” is a term derived from Benevolent Alien — the first to secretly help humans. 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.


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.


Nerd

Scientists and computer specialists.


Gangbanger

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


Merc

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


Cop

Private security or one of many public service Police Groups.


Psion

Psions are those with a psionic ability who train to use it. In the Echo Crash of 2017, mankind first noticed Psions develop. Telepaths are what people think of first, but there are more types. Psions avoid mods because they interfere with psionic control. Special requirement: WIL 15 or higher.

Psion TypeNotes
PyroCreates fire phenomena
CryoRemoves heat energy
ElectroCreates electrical high-voltage arcing phenomena
TelekMoves matter with the mind; second most common
TelepathVery sought after; corps use them to detect lies and interface with Cargen tech
PortA rare type able to move things instantly
PhysicalOften melee-combat oriented; boosts physical abilities

See Psionics for more details.


Purist

Believes the human body is perfect without cutting it up. Follows a religion, group, or strong personal belief in physical training and self-reliance.


Special Notes for 2069

Shun Mods — Limited to not wanting to install mods or basic replacement parts for the human body. For major permanent damage, characters prefer vat-grown 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. The character loses coherent identity and typically lashes out violently, often leading to lethal confrontations with the U.S. Marshal Cyborg Containment Unit.

Characters with Humanity below 14 gain one or more Flaws. At times a character must also make a WIL roll to avoid gaining a new 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 ScoreFlawsWIL Rolls / Psi DefenseDescription
05 + Hollow-6Neural Integrity Collapse
15-5Animalistic
2–34-4Serial killer
4–53-3Assassin
6–72-2Thug, gangbanger
8–92-1Small time criminal
10–1110Covert Ops
12–131+1Merc
14–151+2Law enforcement
16–170+3Medical Doctor
18–190+4Model citizen
200+5An innocent baby

Character Reaction: In roleplaying environments, characters with wildly different Humanity Scores get a negative reaction of 1/2 the difference in score.

Recovering Humanity: Through meaningful human connections, therapy, or removing mods. The Director may award +0.2 to +0.5 for significant roleplay moments. Some drugs can temporarily increase or lower Humanity — keep track of flaws that come and go as Humanity fluctuates.

Cyberpunk 2069 Flaws

When a character drops below a Humanity threshold, they roll on this table.

d100FlawDescription
01–06Emotional FlatlineDifficulty feeling joy, sadness, or empathy; perceived as cold and robotic
07–12Paranoid Pattern RecognitionSee threats and conspiracies everywhere; trust no one, suspect everything
13–18Predator InstinctView others as prey or obstacles; struggle to see people as equals
19–24Detached MoralityEthical decisions feel abstract; killing and stealing lack emotional weight
25–30Control FixationObsessive need to control situations and people; panic when plans go sideways
31–36Violence EscalationFirst instinct is always lethal force; de-escalation feels unnatural
37–42Sensory Overload EpisodesNeural inputs overwhelm randomly; -2 to all actions for 1d6 rounds
43–48Risk AddictionCrave danger and adrenaline; boring situations cause restlessness and poor decisions
49–54Authority RejectionVisceral hatred of anyone giving orders; compulsion to defy or undermine them
55–60Ritualized BehaviorMust perform specific routines (checking weapons, counting exits) or suffer anxiety
61–66Fixation on New ChromeObsessed with acquiring more mods; spend money on upgrades before necessities
67–72Hallucinated Tactical DataSee targeting reticles, threat assessments, and combat data that isn’t there (WIL check when stressed)
73–78Memory FragmentationRandom gaps in memory; sometimes forget names, places, or recent events
79–84Emotional EchoesExperience phantom emotions from deleted memories; sudden grief, rage, or love with no cause
85–92Objectification BiasView baseline humans as inferior, slow, and fragile; condescending without realizing it
93–100Emotional Rage BurstsSudden uncontrollable anger triggered by minor frustrations; must make WIL check to avoid outburst

Mods

Highly Visible Body Replacement Mods

TechNameCostHumanityNotes
2FrameBound Limb2k-1Generic replacement; STR +2 for that limb
2FrameBound Full Chassis30k-3Generic replacement; STR +2
4Helix Synth Limb8k-0.8Titanium composite limb replacement
4Helix Synth Chassis60k-2.4Titanium composite body replacement
1Loader Frame30k-3.6Exoskeleton chassis; Perm STR 19; No PA
3Titan Frame60k-4Heavy exoskeleton; Perm STR 22; No PA
4Tank Frame135k-4.8Black market; Perm STR 24; No PA
2Bulwark Plating6k-0.4Steel external armor shell (for Frames)
3Dragon Skin20k0Composite external armor shell (for Frames)
4NemClone Armor52k0Black market external armor shell (for Frames)
1–3Core Battery Bus2–6k0Swappable high-cap power spine to power Exoskeletons and Energy Weapons

Visible Mods

TechNameCostHumanityNotes
4TorjayTu Fabric Skin23k-1.6Composite skin; any color and sheen
2Composite Skin Weave8k-2Aramid armor; dense woven grey fabric
2Opto-Camo Faceplate1k-1Programmable holo mask; when off, two visible piercing studs above the eyes
4Opto-Camo Full Body10k-2Full-body adaptive camo layer; small pierced studs over the body
2Weapon Hardpoints1k each-1Mounts for heavy or integrated weapons
3Extra Limb Pair12k-2Additional arms/legs; heavy lifting
2Marker/IR Suite2k-0.4Active IR beacon/targeting
3Multi-Eye Array2k-1Extra optics; requires Multi-Optic Feeds

Subtle Mechanical Upgrades

Double cost for stealth installs; Humanity loss halved (rounded down).

TechNameCostHumanityNotes
2–4Subdermal Armor II to IV20–40k-0.2 to -0.8Soft BP armor under skin
5TorjayTu Real Skin72k-1.2Lifelike skin armor (TorjayTu Reactive Cloth)
1–5Artificial Eyes1–5k0Mod-ready optics; see Eye Mods table
3Hidden Weapon Mount I8k-0.4Concealed small weapon (pistol/knife)
3Hidden Weapon Mount II15k-0.8Concealed medium weapon (SMG/short sword)
3Plasma Filters4k0Blood/heat toxin scrub
2Nasal/Chem Filters2k0Filters and toxin alarms
1Air Supply1k0Internal respirator/air tank
2Vox2k-0.4Implanted voice mod; stores 2 other voices after listening for 1 minute
3Bug Scanner3k0RF/signal sweeper; detects active comms
5NemClone Ultra Scan12k-0.4RF/signal, IR, UV, ultrasonic; detects all known active comms
3Sonar Ping8k-0.4Short-range sonar targeting in smoke or total darkness
4Military Ultrasonic Suite9k-0.4Silent comms/motion detect/range finding +25%; works in total darkness or smoke
1Hidden Compartments1k-0.2Smuggler caches
3Cellular Regen55k-0.4Slow tissue repair 1 HP/minute
4NemClone Nanites100k-1Black market; Regen 1 pt/second
5Nemesis Infinite Regen300k-2Black market; Regen 3 pts/second

Hardwired Cortex

The backbone of a hardwired character.

TechNameCostHumanityNotes
2Hardwired Cortex Mk24k-0.42020s older tech
3Hardwired Cortex Mk318k-0.8Combat-grade
4Hyperion Spine40k-1.2Hypertech backbone
4NemClone62k-2Black market; can connect to Tech 5 but finicky
5Nemesis Neural Core150k-1Best money can buy
6Relic Cognition SpineN/A-2Legendary artifact; believed to be ASX alien

Neural Mods

Requires Hardwired Cortex. Max of 1 Mod per Tech Level of Hardwired Cortex. Easy to install and swap. If a Neural Mod of higher tech is installed, its benefits are reduced to the cortex’s tech level maximum.

TechNameCostHumanityNotes
1–4Multi-Optic Feeds2–8k0For multi-eyes, FPV vehicles, gun-camera aim
5NemClone Optic Feeds16k0For multi-eyes, FPV vehicles, gun-camera aim
1–4Neural Reaction Engine3–12k0REF +1 to +4 when driving neural-linked systems; doesn’t stack with BioMods
4Hecaton System50k-0.8With Multi-Optic Feeds: fire 2 weapons at 2 targets each second
5Hecaton XD4250k-1With Multi-Optic/multi-limbs: 4 weapons at 4 targets each second
1Wireless Data Link1k0Semi-secure short-range data
2Sat Link1k0Long-range comms; requires Corp contract; password encrypted
3Secure Laser Link8k0Short and long encrypted comms; must be within visual range; IR can see the emitter
4NemClone ComHack24k-0.4Black market; can intercept wireless comms; requires Hacking Check
1–4Firewall Mk I to IV3–12k0Neural intrusion countermeasures; +4 to +7 WIL for Hack Defenses; works at full strength even in a lower-tech Cortex
5Zendai Firewall Mk V20k0Best neural intrusion countermeasures; +8 Hack Defense
2AI Slot with bAIllie 284k0Embedded helper agent; INT 14
3AI Slot with bAIllie 3420k0Embedded helper agent; uncensored; INT 16
3AI Slot with NemClone Doll32k-0.4Agent with Body Control; DEX, REF, and INT 16; Base Skills 3
5AI Slot with Nemesis Doll105k-0.8Agent with Body Control; DEX, REF, and INT 17; Base Skills 4
6AI Slot with ASX Agent1M-0.4Telepathic agent; INT 19
1–6Skill Chip Slots1–6k per slot-0.2 to -1.2Slot + chip interface; allows instant skill access
1–3Optical Boost3–9k0Image processing/zoom; PER +1 to +3
2Olfactory Boost1k0Scent analysis; Chemical ID chance; PER +4 if related to smell
1–3Tactile Boost2–6k0Focused physical contact/touch; PER +1 to +3
1–6Mem Storage1–6k0Neural data store

Eye Mods

Requires Artificial Eyes or Multi-Eye Array. Max 1 Mod per Tech Level of eyes.

TechNameCostHumanityNotes
1–3HD Vision2–6k-0.2High-def clarity; PER +1 to +3
2Telescopic3k-0.2Long-range zoom
2Microscopic4k-0.2Close-up detail
3Hyper Reactive Pupils3k0Blinding flash/sun protection
3Bright Vision Gen43k-0.2Passive IR
3FLIR5k-0.4Thermal sight
4Ultraviolet10k-0.4Tracking and Spot Hidden +3
3Visual Laser Designator4k-0.2Target painting; +1 to Hit
4IR Laser Designator8k-0.2Target painting; +2 to Hit
2Basic HUD5k-0.2Allows use of gun cams and optical feeds without a Neural Interface
3Tactical HUD23k-0.4Targeting/identifying; PER +2; Attack Ranges +25%
3Holo Projector2k0Short-range 3D imagery from an eye

BioMods

Not noticeable without scan or detailed inspection.

TechNameCostHumanityNotes
1–4Atlas Myomers Mk I to IV20–80k-0.4 to -1.6Activated STR +1 to +4
5Titan Forgeworks Bear Mk V212k-2Auto-activated STR +5
1–4Ghost Tendons Mk I to IV20–80k-0.4 to -1.6Activated DEX +1 to +4
5TorjayTu NeuroFibre212k-2Auto-activated DEX +5
1–4Lightning Spine Mk I to IV20–80k-0.4 to -1.6Activated REF +1 to +4
5Axiom Killchain Mk V265k-2Auto-activated REF +5
1–2Genetic Skin Work2–4k-0.2 to -0.4Perm APP +1 to +2
3TorjayTu Charm Plus14k-0.6Perm APP +3
4BellaDerma Sculpting19k-0.8Perm APP +4
5BellaDerma By Design99k-1Perm APP +5
5Nemesis MaxN/A-2Perm DEX +4, REF +6
1–4Spiker Plus Mk I to IV1–4k-0.2 to -0.8On-demand injector triggered by thought; up to 4 med/drug types, 10 doses each

Skill Chips

Requires Skill Chip Slots. No Humanity loss.

TechNameCostNotes
1–6Combat2–12kTech level in a specific skill score
1–6Science3–18kTech level in a specific skill score
1–6Vehicle / Machinery Use1–6kTech level in a specific skill score
1–6Entertainment50–300VR experiences and games
5Cortical Stack10k–1MPutting 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.

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.

TechTypeSecurityNotesHack Types
1Manual InputLowKeyboard, touchpad, mousePassword crack, Shoulder surf
2Two-Factor AuthMedPassword + secondary devicePhishing, SIM clone, Device theft
2Security Card/RFIDMedPhysical pass key requiredCard clone, RFID spoof, Pickpocket
3Voice/OpticalMedVoice print, retinal, facialAudio spoof, Video feed inject, Biometric lift
2Wired EthernetLowRJ45 cable, unencryptedPacket sniff, Man-in-middle, Cable tap
3Fiber Data PortMedHigh-bandwidth server connectionsFiber tap, Splitter inject
3Neural Jack Mk3Med2020s era, PA/Vehicles/DecksJack splice, Signal intercept
4Neural Jack Mk4HighHardwired Cortex or FLX Ear CharmNeural spoof, Biofeedback inject
5Nemesis NeuralV. HighNemClone or Nemesis brandedRequires Nemesis exploit (rare)

Wireless Connections

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

TechTypeRangeSecurityNotesHack Types
2Bluetooth100 ftLowPersonal devices, easy to scanBluescan, Pair hijack
2WiFi300 ftLow-MedBuilding/area networks, password protectedPacket sniff, Deauth, Password crack
2Open Cell10 miLowCity repeaters, unencryptedPacket sniff, IMSI catch, Spoof tower
3Encrypted Cell10 miMedCorp standard, encryptedDecrypt attack, SIM clone
3SatelliteGlobalHighCorp contract (400/mo)Dish intercept, Signal inject
4Laser P2P1 miV. HighLine-of-sight requiredBeam intercept (physical only)
5Quantum MeshCityExtremeCorp/Military onlyTheoretically unhackable
6Nemesis QE Link500k miExtremeQuantum entangledNo known exploits

Tech Skills

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

SkillStatPurpose
Computer UseINTOperating systems, software, databases, general computing
ElectronicsINTRepairing, modifying, and building electronic devices
Security SystemsINTBypassing or installing physical security (locks, alarms, cameras)
CommunicationsPERRadio, signal interception, jamming, encryption
RoboticsINTProgramming, repairing, and controlling drones and bots
BiotechINTMedical devices, cyberware diagnostics, bio-scanners
Vehicle SystemsINTVehicle computers, autopilot, weapon systems integration
FabricationINTUsing fabricators, 3D printers, understanding schematics
Hardware HackingINTBypassing or modifying physical security systems
Software HackingINTBypassing and modifying software systems
Neural Vehicle UseREFHigh-performance racing and military hardware
CyberdivingINTCore navigation, moving between nodes, dodging attacks
CybercombatWILAttack skills, running offensive programs, defeating ICE
CyberstealthDEXAvoiding detection, hiding from patrols, silent movement
CybersearchINTFinding 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 engage in lethal combat with hostile programs.

Requirements

Neural Interface: Either a Hardwired Cortex (surgical implant) or Ear Charms (non-surgical). 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 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)

System Security Levels

Security LevelExample SystemsAccess DCFirewallICE
0 — OpenPublic terminals, basic IoTAutoNoneNone
1 — MinimalSmall businesses, personal systems8Mk IWatchdog (10%)
2 — StandardCorporate branch offices, police12Mk IIWatchdog, Barrier
3 — SecureCorporate HQ, military outposts16Mk IIIMultiple ICE, Tracer
4 — High SecurityBlack sites, Nemesis facilities20Mk IVBlack ICE likely
5 — MaximumMilitary command, alien tech24Mk VBlack ICE certain
6 — Cargen/AlienEcho-2 systems, mothership networks28+UnknownLethal and exotic

System Access Procedure

1. Locate System — 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:

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

4. Navigate — 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 attempt takes 1 round and may trigger security checks.

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

Cyberspace Combat

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

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).

Combat Modes: Normal (standard values) | Aggressive (+2 attack, -2 Defense) | Defensive (+2 Defense, -2 attack) — declare at start of round.

Software Programs

Programs are organized by Execution Level: E0 (passive, always running, no Cycle cost) | E1 (1 action) | E2 (2 actions) | E3 (full round, vulnerable while executing)

Attack Programs

ProgramExecCyclesDamageEffect
RazorE121d6 SIBasic attack; reliable and fast
HammerE132d6 SIHeavy damage; +2 vs. Barriers
SpikeE242d6+2 SIArmor-piercing; ignores 2 points of target Defense
Logic BombE253d6 SIDelayed trigger — set on a node, detonates when accessed

Defense Programs

ProgramExecCyclesDurationEffect
ShieldE01/roundPassive+2 to Defense while active
ArmorE131 minuteReduce incoming SI damage by 2
MirrorE14InstantReflect incoming attack back at attacker (50% damage)
CloakE131 minute+4 to Trace Evasion rolls

Utility Programs

ProgramExecCyclesEffect
ProbeE11Reveal target’s SI, Defense value, and program type
DecryptE23Crack encrypted files; roll Program Execution + INT vs. encryption DC
SpoofE24Create false credentials; +4 to next System Intrusion roll
BackdoorE36Create hidden access point; re-enter this system at -4 DC for 1 week

Danger Types

Trace: A counter begins (typically 3d6 rounds). When it expires, the system identifies your physical location and 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: You’re trapped AND they’re coming. Physical security typically arrives in 2d6 minutes.

Stun Feedback: Non-lethal damage from standard ICE. Translates to Stun damage at 2:1 ratio (10 NI damage = 5 Stun).

Neural Burn: Black ICE can inflict permanent damage. For every 10 points 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 × 1,000 credits in repairs.

ICE

ICE (Intrusion Countermeasures Electronics) are automated defense programs that protect systems from unauthorized access.

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

ICESIDefenseAttackDamageSpecial
Watchdog1011+21d6 NIAlerts system, triggers Trace
Barrier1513Blocks passage; must be destroyed to proceed
Probe1212+31d4 NIIdentifies intruder; +2 to all future ICE attacks
Tracer1514+41d6 NIHalves Trace timer if it deals damage
Tar Pit2012+31d4 NIOn hit, target loses 1 action next round

Black ICE — designed to kill. Damage converts to real HP at 1:1 after NI is depleted and can cause Neural Burn.

ICESIDefenseAttackDamageSpecial
Scorpion3014+62d6 NIBasic lethal ICE
Hellhound3515+82d6+4 NIPursues through nodes; won’t stop until destroyed
Spider2513+51d6 NIOn hit, deploys Lock (target trapped)
Kraken5016+103d6 NIArea attack — hits all intruders in the node
Reaper4017+124d6 NIIgnores Shield and Armor programs
Wraith3015+82d6 NIBiofeedback — deals equal damage directly to HP

For full cyberdiving rules and deck stats, see Cyberdiving.

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 cannot 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 requires the target to be jacked in and the attacker to have breached their personal neural firewall. Four phases, each a contested roll:

Phase 1 — Neural Lock: System Intrusion + INT vs. target’s Neural Defense + WIL. Success locks the target; they cannot jack out.

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

Phase 3 — Core Override: Program Execution + INT vs. target’s Neural Defense + WIL (target +4). Success begins the overwrite.

Phase 4 — Possession: Final contested roll, both sides roll d20 + WIL. Win by 5+: possession complete. Target wins: they break free, attacker takes 4d6 NI damage from backlash.

Effects: Original personality suppressed but not destroyed. Attacker accesses all memories and skills. Body obeys attacker’s will. Range unlimited once complete. Attacker can “ride” the victim while their own body remains in a trance.

Reversal: Neural Surgery (500k, 50% success, risk of permanent brain damage) | Bennie Telepath (Telepathy 8+, contested vs. possessor’s WIL) | Death of the Possessor (victim regains control).

Legal Status: Capital offense in every jurisdiction that knows it exists. Corps execute practitioners on sight.


Equipment

See Weapon Damage Tables and Armor Tables for full stats.

Armor

TechNameCostNote
1Safety Equipment500Good sports or construction equipment
1Heavy Synth Leather1kMotorcycle protection
1Flak Vest: Lt.600Light military surplus vest
1Flak Vest: Hvy.1.5kHeavy military surplus vest with collar
2Bullet Proof Cloth, Light Mk II2kLightweight and nearly undetectable
2Bullet Proof Cloth, Med Mk III5kSuitable for canvas-like clothes; full jumpsuits common
2Bullet Proof Cloth, Heavy Mk IV10kSuitable for heavy jackets
4TorjayTu Reactive Cloth60kLooks like normal cloth; expands and stiffens on impact
2Armor Plates level III1kChest carrier with composite plates
2Helmet level III1kOpen-face military style helmet
2Combat Vest Plates IV4kBlack market or military med-grade armor
2Helmet Level IV4kBlack market or military med-grade armor
3Light Combat26kFull body and helm polymer composite soft/mesh with armor plates
3Heavy Combat44kMilitary composite plates
4Rytan Protection Suit120kAdvanced light full armor with environmental protections
4Rytan Combat Suit230kHeavy advanced full armor with environmental protections and night vision
5FLX-Clone Combat200kUltra light and tough
6ASX Combat
6ASX Force Field

Power Armor

TechNameCostPowerNote
2GD PowerArmor Light25kBBOld USA Military patrol PA
2GD PowerArmor Medium95kBBOld USA Military line PA
2GD PowerArmor Heavy200k2× BBOld USA Military heavy PA
3ShinMaywa Land Mate: Light260kT1Medium mech shell
3ShinMaywa Land Mate: Heavy400kT3Heavy mech shell
3ShinMaywa Land Mate: Main850k2× T3Massive mech shell
3Tiara Scout85kT1Fast recon suit
3Tiara Heavy260kT3Heavy guard suit
4Rytan Patrol120kT1Long-duration light PA
4Rytan PowerArmor Infiltrator380kT1Human stealth PA
5NemClone Light P9A325kHMLighter alien-derived PA
5NemClone Heavy900kHMHigh-mass alien-derived PA
5FLX Raider700kHxFeline patrol/raider suit
5FLX Heavy1.1M2× HxFeline heavy assault suit
5FLX-Clone Raider900kHxRaider suit modified for humans
5Larden Heavy2MZPHeavy alien chassis, extreme protection
5Larden Modified2.2MZPHeavy alien chassis modified for humans
6Cargen Standard500kHMCommon Cargen field armor
6Cargen Robust4MZPElite Cargen war armor

Energy Weapon and Armor Power Sources

TechNameCostCodeNote
2GE Battery Bus1kBBLithium rechargeable
3Titan Pack2.5kT1Salt rechargeable
3Titan Triple Pack8kT3Salt rechargeable
4FLX Hydrex8kHxA rebuildable cell
4NemClone HM Cell6kHMHeavy metal decay disposable
4Cargen HM Cell9kHMHeavy metal decay disposable
3ShortLife Zero-Point IC100kPZP4 years of power in a sealed box
6Micro Zero-Point IC1MMZPNear-limitless power from a perfect tiny black hole

Pistols

TechNameCostNote
1Beretta 21A Bobcat500Compact 7rd .22
1Walther PPK1kCompact and classy 6rd .380
1Glock 26/271kCompact 10rd 9mm or 9rd .40 S&W
1Glock 17 9mm1kMedium 17rd 9mm
119112kMedium 7rd .45
1Glock 201.5kMedium 15rd 10mm
1Desert Eagle3kLarge 8rd .44 Mag
2S&W Defender2kSmall 18rd 6mm NATO Short Caseless
2FN P163kMedium 32rd 7.9mm FN Caseless
2Beretta 185C1kCompact 31rd 5mm Olin caseless
31911 .453kHigh-damage sidearm, matches caseless munitions
4GVito Service Special22kFLX-Clone Medium 28rd 07-32 polymer-cased
4GVito Viper Magnum34kFLX-Clone Magnum Large 16rd 10-45 polymer-cased
5Cargen Hand Cannon80kAlien Large 64rd 8.20mm caseless

Machine Pistols and SMGs

TechNameCostROFNote
1Glock 18 9mm5k18Full auto medium 33rd 9mm
1Micro Uzi3k20Medium auto pistol 32rd 9mm
1Mini Uzi3k12Medium auto pistol 32rd 9mm
1Mac 122k20Medium auto pistol 32rd .380
1Mac 112k14Large 32rd 9mm
1Mac 103k12Large 30rd .45
2HK MP27 PDW6k10Large 40rd 4.7mm HK caseless
3Beretta 195R9k12Auto medium 62rd 5mm Olin caseless
4GVito SPX45k16FLX-Clone medium 56rd 07-32 polymer-cased
5NemClone SMG40k20Medium 38rd 4.77mm caseless
6ASX Stabilized Carbine800k12Large 120rd 9.24×12.8 ASX MP smartgun

Pistol Mods

TechNameCostNote
1Red Dot500Adds aiming bonus
1Laser800Adds aiming bonus
2IR Laser1kMilitary, black market
1Suppressor2kSoftens the sound
3Active Suppressor6kVery quiet
1Folding Stock400Converts pistol to carbine
2Night Vision Gen 4 Scope2kMilitary, black market
3Gun Cam, Short Range4kIncludes NV

Rifles, Carbines

TechNameCostNote
1Marlin 18951kLever 4rd .45-70 Gov
1M1 Garand2kSemi 8rd .30-06
1Remington 7001kBolt 5rd .308
1AR-151.2kSemi 30rd 5.56
1Barrett M828kSemi 10rd .50 BMG
4NemClone DMR32kCaseless DMR 20rd

Auto Rifles

TechNameCostROFNote
1AK-472k10Auto 30rd 7.62×39 rifle
1M16A33k12Auto 30rd 5.56 rifle
1M42k3rbAuto 30rd 5.56 rifle
1FN FAL4k10Auto 20rd .308 full battle rifle
1M143k12Auto 20rd .308 full battle rifle
2FN P905k16Auto bullpup 50rd 5.7 carbine
1Galil4k1220rd .308 full battle rifle

Shotguns

TechNameCostROFNote
1Remington 8701k1Pump 5rd 12ga
1Mossberg 5901k1Pump 8rd 12ga
1Benelli M43k1Semi 7rd 12ga
1AA-126k6Auto 20rd 12ga drum
1Saiga 122k8Auto 10rd 12ga
2HK Olin CAWS5k5Auto 10rd 12ga
2HK Olin CAWS214k5Auto 12rd 18.5×58mm caseless

Rifle/Shotgun Mods

TechNameCostNote
1Red Dot500Adds aiming bonus
1Laser800Adds aiming bonus
2IR Laser1kMilitary, black market
14× Scope1kAdds aiming bonus
18× Scope2kAdds aiming bonus
1Rifle Suppressor3kSoftens the sound
3Rifle Active Suppressor10kVery quiet
1Bipod400Stabilizes long-range from prone
1Folding Stock400Makes rifle more compact
2Night Vision Gen 4 Scope3kMilitary, black market
3Gun Cam, Short Range6kIncludes NV
3Gun Cam 1–10× Magnification10kIncludes NV
1”K” Mod2kPermanently shortens rifle to carbine

Machine Guns

TechNameCostROFNote
3Minimi M249 SAW12k16200rd 5.56 belts
4GVito Pulse SAW55k10Auto polymer-cased LMG
1M240 MAG 58 GPMG18k12200rd .308; tripod/vehicle capable
1M2HB HMG30k8100rd .50 cal heavy MG
2GD M2016 HMG48k10250rd 8.6mm caseless
5Nemesis XGMG800k261000rd backpack; 8.8mm caseless 7-barrel gatling

MG Mods

TechNameCostNote
1Red Dot500Adds aiming bonus
14× Scope1kAdds aiming bonus
2IR Laser1kMilitary, black market
1MG Suppressor6kSoftens the sound
3MG Active Suppressor20kVery quiet
1Tripod2kAllows emplacement with 30-degree zone of fire
2Night Vision Gen 4 Scope6kMilitary, black market
3Gun Cam, Short Range6kIncludes NV
3Gun Cam 1–10× Magnification10kIncludes NV
2Remote Ammo Feed and Chute10k4× ammo capacity; backpack or vehicle-mounted

Gauss

TechNameCostNote
34mm Mitsubishi Gauss CQB15k3rb short rifle
34.2mm GE M 44628k3rb long-range rifle
403.5-185 Titan SAW95kAuto medium power armor SAW
503.5-200 Titan “Smartgun”275kAuto with aim assist
404-230 Titan MG625kHeavy power armor SAW
62.10mm Cargen GPDW400kAuto Cargen PDW gauss gun
63.64mm Cargen GR1.2MAuto Cargen medium PA rifle powered by ZPIT
69.24mm ASX “Turbine”Medium PA holy grail gun
616.7mm Cargen ACHeavy PA gauss cannon

Lasers / Disruptors

TechNameCostNote
412kw Rytan K Blaster 048kGreen beam pistol
416kw Rytan K Blaster 1012kGreen beam large pistol
532kw Felix Pistol18kAmber beam; fixed Hx battery
580kw FLX Rifle40kAmber beam; Hx battery
5172kw FLX MG95kAmber beam; PA backpack Hx batteries
6230kw Cargen SAW180kRed beam; light PA weapon
6605kw Cargen Mauler400kRed beam; PA shoulder weapon

Melee Weapons

TechNameCostNote
1Combat Knife200Standard blade
2Vibro Blade1kHigh-frequency edge
3Monofilament Sword4kArmor-piercing

Grenades / Launchables

TechNameCostNote
2Frag Grenade200Anti-personnel
2Smoke Grenade150Cover and concealment
3EMP Grenade600Disables electronics
5Nemesis Launcher80kGuided micro-missiles
541.4mm “Felix”120kLaser AP missile

Computers and Hack Hardware

TechNameCostNote
1Phone Pad500Simple connected device; no cyberdiving
2Toughbook Laptop2kCommon laptop; no cyberdiving
3Sony Vaio Pro6kQuality laptop; empty AI chip slot; no cyberdiving
2RFID Burner1kScanner and duplicator for passcode RFID cards
3Biometric Hacker12kTablet device to copy fingerprint/voice/retina
3Cat 6 Magic Tap5kDongle to loop a Cat 5/6 wire and connect without cutting
4Stingray Cell Tap2kSuitcase-sized cellphone interceptor
4Fiber Splicer5kDongle to tap fiber without detection
3Jammer 500ft Rad1kLaptop-sized battery/antenna; fills wireless channels with noise; selectable channels

Cyber Decks

One required to cyberdive.

TechNameCostNote
2Sony AVR Deck2kMass-produced entertainment device
3Whitebox Runner Deck Gen18kBasic intrusion deck assembled from parts; empty AI slot
4Zendai Worldgate20kPremium entertainment device often modded by hackers
4Axiom Combat Deck35kRad-resistant hardened casing
4Whitebox Runner Deck Gen226kAdvanced intrusion deck; empty AI slot
5NemClone Wraith80kCorporate stealth deck; AI chip slot
5Titan Concordance Deck195kHardened elite military; AI chip slot; lifetime warranty
5Nemesis Sovereign250kTop-tier corporate
5Master Runner Deck Gen3100kIndividually built from the best stolen parts; empty AI slot
6ASX Omni Interface1M+Legendary alien tech; Mindclone dive method — human brain cannot be harmed by Black ICE

Cyberdeck Mods

TechModCostEffect
2–6Memory Upgrades2k × Tech Level+2 program slots
2–6Hardware Firewall1k × Tech Level+2 to +6 resistance to ICE attacks
3–5AI Co-Processor5k × Tech LevelIntegrated AI can cyberdive with VR form and run its own programs
2–5Over-Clocking1k × Tech Level+1 action per round
4Neural Buffer15kReduces Stun and Damage by 1d6 per attack; costs 1 action per round while active
5NemClone Ice Eater75kNeural net buffer; gives 4d6 temporary HP against Black ICE attacks

Software Costs

CategoryProgramCostAvailability
AttackRazor500Common
AttackHammer1.5kCommon
AttackSpike3kUncommon
AttackLogic Bomb5kUncommon
DefenseShield800Common
DefenseArmor2kCommon
DefenseMirror4kUncommon
DefenseCloak2.5kCommon
UtilityProbe300Common
UtilityDecrypt2kCommon
UtilitySpoof3.5kUncommon
UtilityBackdoor8kRare

Tech Equipment

TechNameCostNote
2Electronics Repair Kit1kField repairs for Tech 2 or below
3Bio Scanner2kMultispectrum analyzer
4Portable Fabricator12kPrints parts/ammo Tech 1–2; requires plan chips
4Fabricator Mats100Cost per 1 lb of matter
4Fabricator Plan Chips1–2kPlans for fabricating an item

Vehicles

Panzer HS-9R
TechNameCostNote
1Honda Super Cub2kOlder hydrogen retrofit simple motorcycle
1Hayabusa Motorcycle8kOlder hydrogen retrofit; fast
2ECObyte 7 EV Bike5kNew EV motorcycle
3Rapier Hover Bike115kRaw and dangerously fast grav bike; short-life ZPIC
1Old Smart Car5kCheap hydrogen sub-compact
1Nissan Maxima25kHydrogen retrofit; comfortable
2BMW 56560kHydrogen sedan; moderately fast
2Lambo LP 870400kHydrogen exotic sports car
2Fiat 600EV35kEV compact car
2Mercedes MCL129kLuxury EV sedan
2Mitsubishi Delica D720kSmall EV cargo van
3GD Scout99kGrav 2-seater retrofitted military; short-life ZPIC
3GD HS-9210kGrav military truck; 40k lbs capacity
3Panzer HS-9R550kModded grav truck with jet engines
4Titan Grav Car350kGrav luxury sedan
4Titan Grav UV350k6-seat rugged grav; mounts armor and weapons; 1,500 lbs
4Titan CT X5 Cargo Truck550kFast grav transport; up to 30,000 lbs

Medical Supplies

Cost is for 10 doses.

TechNameCostNote
1Trauma Pouch100Bandages, coagulant, painkillers
2Field Medkit1.5kStabilization, wound sealing, basic antitoxins
3Stemcell Patch4kWound-applied accelerated tissue repair
4Medi-Kit8kAuto-injectable med nanites
4Cur-In Dose10kAuto anti-toxin nanites
4Rad Cure15kAuto-injectable radiation cell repair
2Spike-it50Cortex mod activator inhaler
2Auto Spike200Cortex mod activator belt device

Street Chems

Cost is for 10 doses.

TechNameCostNote
2Slomo600Inhaler; slows perceived time; +3 REF for 1d6 minutes; crash: -2 REF 1 hour
2Jetline400Inhaler; amphetamine rush; +2 REF; mild jitters after
3RadBane800Inhaler; reduces rad sickness effects for 6 hours
3SteadyBlue900Inhaler; clarity and precision focus; DEX +3 for 30 minutes
3GlowDust200Inhaler; mild hallucinogen with night-vision edge; -1 PER vs. illusions
4TitanX600Inhaler; muscle boost; +2 STR for 10 minutes; 1 hr fatigue after (STR -2)
4NeuroPop1.2kInhaler; +1 INT for 20 minutes
4Blackglass2kInjectable; combat trance; +3 WIL; -1d6 Stun rolls for 45 minutes
5Bloodfire3kInjectable; pain-killer/blood enricher; 4d6 temporary HP for 1 hour
5Ragnarok Red4kInjectable; berserk; +3 STR, +3 REF for 5 minutes; crash: -3 all stats 2 hours

Gear

TechNameCostNote
2Mini Rebreather1–3k5–15 minutes of air; auto-recharges
2Gas Mask1kProtection from airborne contaminants and irritants
3Hazard Clean Suit2kBright orange for your safety
3Hazard Combat Suit4kLight BP cloth with contamination protection
4In-Nose Air Filters10kInvisible; good for 30 minutes
2Sony Vid Glasses500Cheap two-sided active displays; breaks easily
2Camo Glass1kBlack market facial recognition disguise
3Camo Cloak6kBlack market; Stealth +3
3Combat Data Visor2kFlip-down visor with cam/computer overlays; helmet-mountable
3Reactive Clothes10kCan switch colors, patterns, and go clear
3Reactive Bag2kCan switch colors, patterns, and go clear
4Camo Reactive Clothes30kCorp/black market; changes colors and Stealth +4
5Original FLX Ear Charm30kDecorative neural interface for FLX; line-of-sight telepathic link to other ear pieces; short-range wireless; can hardwire to earth equipment
5NemClone Ear Piece80kFLX earpiece core modified for humans; wired connection to earth-bound tech; allows non-hardwired use of gun cams, vehicle/machinery controls; telepathy disabled
6Bennie Ear Charm300kAll features of FLX Ear Charm and NemClone Ear Piece combined for human use

Drones

TechNameCostNote
2Mini Recon Quad Copter50015 min flight; buzzes audibly; direct FPV control
3Med Quad20k20 lb capacity or gun turret; Basic AI; 12 min; loud
3Heavy Quad120k500 lb capacity; Basic AI; 40 min; loud
4GD Stealth Recon Flier40kBlack market/military; bAIllie M28; 30 min grav flight
4GD Patrol Flier300k26 lb capacity; military; bAIllie M35; 30 min grav; light armor
4GD WarHawk Flier1.1M1,500 lb capacity; military; bAIllie M35; 90 min grav; heavy armor
2Roller Toys300Cheap camera wheeled cars; direct FPV control

AI Chips

The form factor is a bubblechip on a microboard that fits in the palm of your hand. Can be inserted into computers, neural mods, vehicles, and more. AIs house all memories on the bubblechip — retained when powered down or moved. Hacking an AI to make it open requires a cyberdeck and Software Hacking skill.

TechNameCostINTSkill SlotsNote
1Noodle 1.02008Open source basic AI
1Noodle 1.0 XXX5008Open source uncensored AI
2bAIllie 282k14On-chip AI from the 2020s
2bAIllie M289k142Rad-shielded with skill slots
2Skippy4k131A mouthy little AI that talks back
3bAIllie x3416k162Black market only; uncensored
3bAIllie M345k164Military uncensored with credentials
3bAIllie 352k162Mass-produced; heavily censored; self-reporting of crimes
4bAIllie 35R9k16+DEX/REF 182High response speed chip
5bAIllie x6680k174Helix Corp best AI
5NemClone Doll120k171Stores 20 score in skills; reads from skill chip 1 at a time
6Nemesis Doll275k181Stores 60 score in skills; reads from skill chip 1 at a time
6ASX Agent1M19Telepathic agent; absorbs unshielded data within 3 ft; holds 60 score in skills

Services

Medical Procedures

TechNameCostNote
2Street Doc Visit500Basic patch-up, stitches, meds
3Licensed Clinic2kFull workup, toxin/rad screening
4Full Nanite Patch Up10kAccelerated tissue repair
3Real-TM Flesh20kLab-grown limb replacement
5Regen Tank200kFull-body regeneration session

Other Professional Services

TechServiceCostNote
3Massage10030-minute session
3Data Broker1–3kRumors, maps, corp movements
3Drone Repair1–4kDiagnostics, parts swap
4Weapon/Armor Fab2–10kCustom prints, tuning
4Psion Consultant10kInterrogation, tech interface, or comms
5Rebuild Hx Cell300Short window of resource priority

Rental Prices

TechServiceCostNote
1Cheap Apartment3k/month1 bedroom
1Single Family House8k/month3–4 bedroom
3Corpo Apartment6k/monthHigh-rise with security
3Modern Large House20k/monthIncludes bAIllie AI; good neighborhood
4Power Armor Lease (day)2.5–5kIncludes ammo pack; deposit extra
3Vehicle Rental500–12k/monthBikes, 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.

SpringSummerFallWinterWeatherEffects
11StormHigh wind, heavy rain, sporadic lightning; drone flight greatly limited
2–51–212–4RainDrone flight limited
6–73–425–6Drizzle / Light Rain
8–95–737–9FogVisibility 10 + 1d100 yards; sound carries strangely
10–158–124–910–12OvercastGray skies
16–1713–1510–1213–15Aurora BleedEerie green/violet glow; unprotected electronics glitch on natural 1; 1/10 comms range
18–191613–1416–17Santa Ana WindsHot dry gusts 60+ mph; drone flight limited
201715–1618Dust / Smog AlertVisibility 1d20 yards; -2 outdoor actions without eye/mouth protection; drone flight greatly limited
1817–18Dry LightningNo rain; fire risk; thunder clouds
1919–2019Dirty SkyPollution trapped low; sepia tint; still air; smog hangs
20Heat Wave1d10 + 100°F; high-output electronics risk overheating
20Cold Snap32 - 1d20°F; water freezes

Central Neo

The Core: Crashed Echo-2 mothership; sealed sections; autonomous 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. Weapons are discouraged — everyone is armed.

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

The 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. FLX form the bulk of the population, sharing the district with the rigid, reptilian Larden and the Garill — amorphous, octopus-like entities that inhabit flooded corridors and lightless spaces.

The LA Zone

The Wall

LA Restricted 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 or illegal mods. Illicit routes use sewers, storm drains, or roofline jumps to cargo skiffs.

Cloud Forge: Manhattan Beach

Cloud Forge Manhattan Beach

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. Their society appears rigidly hierarchical, with military castes dominating their visible operations.

Known Facts:

Cargen Castes:

Cargen Drone

Worker (Drone): The most commonly encountered Cargen type. 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.

Cargen Robust Armor

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

Queen (Unconfirmed): Persistent rumors suggest 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. No verified data has surfaced.

Cargen Technology: 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 and distinctive cat-like ears. Averaging 6 inches shorter than humans, FLX are slender and quick. They cannot pass for human without camo tech or full coverage.

Known Facts:

FLX Technology: 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)

Visually indistinguishable from humans — only deep brain scans reveal heightened neural activity.

Known Facts:

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. Good enough for black market trade, but never quite matching the originals.

Rumors and Speculation:

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 — at any cost.


Larden

Larden Larden Layout

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

Larden Physiology:

Known Facts:

The Larden Response: When a crucial corporate 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.

Larden Technology: Their power armor (Tech Level 5) is rumored to be manufactured by Nemesis, which would explain how Larden mercs acquired such advanced gear without any visible supply chain.


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 weigh up to 40 lbs and can stretch up to 10 feet. They have half a dozen eye-like organs that can shift to any part of their body.

Known Facts:

Garill Technology: Garill do not use mods. Instead, they can control equipment coated with their mucus through electrical impulses — a form of organic interface unique to their species. This allows direct control of most power armors short of Cargen types. Even with rudimentary tools, skilled Garill can repair Tech 4 and below; some can handle Tech 6 with the right equipment.

Tech Shell: Garill are skilled at using a humanoid exoskeleton — 7 feet tall with four arms. Lightly armored but highly functional; allows a Garill to operate in dry environments alongside other species. Believed to originate from Echo-2.

Synth Human Shell: Garill Techs have constructed fake human bodies — physically weak but convincing enough to pass casual inspection, including speech and movement. Bioscanners will reveal the deception.


ASX (Rumors)

ASX Render

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

Physical Description (Unconfirmed):

Rumored Capabilities:

Speculation:

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.