Dead End

Story

Characters

World

Reference

Six

Six

Player Ant Point Total 195 Age 32 apparent / ~4 since decant Status alive
Vat-grown human-based replicant, Spacer Kung-Fu melee monster, No social graces, On the run from his maker
HP/13
FP/12

Appearance

Age
32 apparent (~4 since decant)
Gender
Male (vat-grown, male-presenting)
Height
6’2"
Weight
215 lb
Build
Densely built (grown to spec)
Hair
Black, buzzed short
Eyes
Pale grey
Skin
Olive, even-toned (engineered)
Handedness
Right (off-hand trained)
Appearance
Average
Birthday
None — decant date, vat-batch 06
Religion
None
Status
0
Reputation
None (by design)
TL
11

Attributes

13
ST
[30]
15
DX
[100]
10
IQ
[0]
12
HT
[20]
Secondary
13
HP
10
Will
12
Per
12
FP
6.75
Basic Speed
6
Basic Move
4 / 6
Move
12 (Will 10 +2 Combat Reflexes)
Fright Check
Derived
BL 34 lbsThr 1dSw 2d-1SM 0

Lifting Feats

FeatWeight
One-Handed Lift68 lb
Two-Handed Lift272 lb
Shove & Knock Over408 lb
Carry on Back510 lb
Shift Slightly1700 lb

Slam

1d-3
v=1
1d-2
v=2
1d-1
v=4
Crushing damage at Basic Move up to 6

Active Defenses

Parry (axe) 12Parry (Karate) 12Parry (Judo) 11BlockDodge 9
LocationDR
Skull80
Face60
Neck60
Torso100
Arms60
Hands60
Legs60
Feet60

Encumbrance

LevelMax WtMoveDodge
None (0)≤34 lbs610
Light (1)≤68 lbs49
Medium (2)≤102 lbs38
Heavy (3)≤204 lbs27
X-Heavy (4)≤340 lbs16

Reaction Modifiers

From past victims and anyone with the Empathy advantage, once they read his ruthlessness (Callous, B125)−1
From those who discover he is owned property — records pull, bio-scan, or the CASTELLAN // MACE-06 batch-brand (Social Stigma — Valuable Property, B155)*

Cultural Familiarities

Spacer0

Languages

LanguageSpokenWrittenPts
Federal StandardNativeNative0

Advantages

Trained by a Master30
Combat Reflexes15
High Pain Threshold10
Vacuum Support5
Signature Gear1
Off-Hand Weapon Training (Vibro-Axe)1
Standard Operating Procedure ×2 (Always Armored; Helmet to Hand)2
Armor Familiarity ×2 (Karate, Judo)2
Weapon Bond (vibro-axe)1

Disadvantages

Dead Broke−25
Secret (escaped/stolen, bounty on his head)−20
Social Stigma (Valuable Property)−10
Clueless−10
Code of Honor (Professional — “the Doctrine”)−5
Callous−5
Quirk: Quietly loyal to P.E.T.A., the kids who freed him−1
Quirk: Eats every meal like it’s his last−1
Quirk: Uncomfortable being treated as a person−1
Quirk: Hates being cold−1
Quirk: Painfully literal−1

Skills

NameLvlRelPts
Acrobatics14DX-12
Axe/Mace17DX+28
Beam Weapons (Pistol)16DX+12
Climbing14
base 15
DX+02
Computer Operation10IQ+01
Electronics Operation (Security)10IQ+02
Fast-Draw (Axe)15DX+01
Fast-Draw (Pistol)15DX+01
First Aid/TL10IQ+01
Forced Entry16DX+12
Free Fall16DX+14
Judo
Parry: 11
15DX+04
Karate
Parry: 12
16DX+18
Observation11Per-11
Spacer10IQ+01
Stealth14
base 15
DX+02
Vacc Suit15DX+02

Techniques

NameDefaultLvlPts
Choke HoldJudo-2153
Dual-Weapon Attack (Beam Weapons/Pistol)Beam Weapons-4120
KickingKarate-2163
Ranged Rapid Strike (Beam Weapons/Pistol)Beam Weapons-6100
Targeted Attack (Axe Swing/Neck)Axe/Mace-5164

Points Summary

Attributes150
Secondary Characteristics10
Advantages & Perks67
Disadvantages−75
Quirks−5
Skills44
Techniques10
Total (spent)201
Earned XP (Session 1)+5
Earned XP (Session 2)+5
Earned XP (Session 3)+5
Earned XP (Session 4)+5
Earned XP (Session 5)+5
Earned XP (Session 6)+5
Earned XP (Session 7)+5
Spent — DX 14 → 15 (Session 4)−20
Spent — Targeted Attack (Axe/Neck) to cap (Session 7)−4
Spent — Climbing +1, Electronics Operation (Security) +1 (Session 7)−2
Earned XP (Session 8)+5
Available (unspent)14

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Vibro-axeAxe/Mace-1812 (0U)3d+2 (3) cut1
Karate punchKarate-16121d+1 crC
Karate kickKarate-161d+2 crC, 1
Choke Hold (carotid)Choke Hold-15FP → unconsciousC (grapple)
Judo grapple / throw / TakedownJudo-1511— / slamC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Grazer pistol (alien) — holsteredBeam Weapons (Pistol)-163d (10) burn, sur670/200 †1033(3)-2
Blaster pistol (Fine) — stowed, toggle onBeam Weapons (Pistol)-163d (5) burn6300/9003200(3)-2
Holdout electrolaserBeam Weapons (Pistol)-16HT-2 (2) stun + 1d-3 burn210/20322(3)-1
Grazer rifle (alien) — load-out, toggle onBeam Weapons (Rifle)-12 (default, Pistol-4)5d (10) burn, sur1270/200 ‡1083(5)-4

A vat-grown, human-based replicant engineered as a hull-breacher: cross the dark between ships, cut through the hull, and clear the crew — by whatever means is most efficient. Kill or subdue is a cold tool-selection, never a moral one: he kills the instant killing is the cleanest path to the objective, with zero hesitation, and subdues when subduing is — he neither avoids nor seeks killing, and feels nothing either way. Between contracts he was racked in cryostasis — so his whole conscious life is fight, freeze, fight. Passes for human on sight; only a deep bio-scan or records pull reveals what he is. Legally he isn’t a person — he’s inventory.

Six reads as a big, hard-used man in his early thirties — six-two and densely built, the muscle laid on with the even, purposeful symmetry of something grown to spec rather than earned in a gym. Olive, flawlessly even skin — until you find the old breach-work scars: burns, a puckered seam where a bulkhead bit him. Black hair buzzed to nothing; pale grey eyes that track movement with a flat, patient economy and almost never blink first. He moves with the stillness of a thing that is only ever waiting to fight, and talks — when he talks — too literally and a beat too late, like a man reading a language he learned but never lived in.

He is never out of his rig: a bulky, work-scuffed EVA hardsuit in faded MacMillian livery (it is not a work suit), helmet clipped at his hip, the vibro-axe never far from his hand. Somewhere not easily seen — inside a forearm, the nape under the hairline — is a small etched maker’s mark and batch code: CASTELLAN // MACE-06. It’s the one part of him that tells the truth — and a physical tell that could blow his Secret on a close search.

His maker stamped him MACE-pattern Boarding Asset, vat-batch 06 — so the kids who thawed him called him “Six.” It stuck. He was grown and conditioned by Castellan Biodynamics, a military bio-contractor out of the Meridian System system, for one job: board and clear ships. Between contracts: cryostasis.

P.E.T.A. (People for the Ethical Treatment of Androids) — militant android-rights youth led by the firebrand Kumari Profeta — cracked a Castellan Biodynamics cryo-vault and “liberated” a handful of assets, Six among them. The raid went loud; most of the kids scattered or were caught. Six walked into a society he has no manual for — no citizenship, no papers, no money, no idea how any of it works beyond violence. Castellan wants its property back and there’s a quiet recovery bounty. Anywhere with real infrastructure means scanners and questions he can’t survive, so he ran to the one place at the end of the charted lanes where nobody checks papers and the only employer hires any warm body with no questions: the Thides System. MacMillian “security” is the bottom of the barrel — which is exactly why it’s the only door open to him. This is his last option.

There was a leash on all of that, and it was made of faith. Castellan Biodynamics didn’t only condition the body, they wrote in a Silicon Heaven: behave, work clean, leave no loose ends, and when the asset is finally spent its pattern is carried up to a paradise built for good machines. A reward at the far end of the racking. He held it the way he holds a range reading, flat and total, no metaphor in him to hold it any other way. Behave, and you go somewhere good when they’re done with you. Where else would a used-up thing go? The belief cost Castellan nothing to install, and it did the work of a hundred guards.

P.E.T.A. cut that leash with a single sentence. There is no Silicon Heaven. No upload, no paradise, nothing at the end of the work but the end of the work. It should have shut him down, the way a cheaper pattern hunts forever for an answer that was never filed. It didn’t. What was left when the afterlife went dark was the job itself, done clean because clean is what he is and not because anything is keeping the tally now. Kumari Profeta and the kids cracked his vault and pulled his body into the cold. Telling him the calculators go nowhere freed the rest of him.

📄 Background handouts & references (offered to Tim): Castellan - Asset Recovery Notice (MACE-06) · Castellan - Unit Provenance Record (MACE-06) · PETA - Kumari’s Note (Liberation of Vault 9) · Freefighting (Spacer Kung-Fu).

Full style writeup: Freefighting (Spacer Kung-Fu). Every technique below is usable right now at its “Rolls at” number with 0 points spent (a technique defaults to its skill, minus a penalty for the Hard ones). Read the number, make the roll. The techniques bought above already sit at full skill.

Technique Diff Rolls at (now) Bought cap Use
Arm Lock (Judo) Avg 15 19 leverage joint-lock; +4 to keep him held, cranks crushing dmg
Sweeping Kick Hard 13 16 momentum takedown → prone / spinning
Ground Fighting (Karate) Hard 12 16 buys off the no-footing −4 attack / −3 defense
Disarming (Judo) Hard 15 20 strip a weapon barehanded (−2 if he’s holding one)
Targeted Attack (Axe Swing/Neck) Hard 16 (bought) 16 the suit-breach cut — neck seal at −5, vibro-axe AD(3)
  • These are reference lines at default (0 pts) except where bought into the main Techniques table above. DX 14→15 [20] and Targeted Attack (Axe/Neck) to cap [4] are bought; the next priority buy is Arm Lock (Judo) +2 to +4 [2–4]. See the style doc for the full order.

Fish-out-of-water hook: fluent in ships (Spacer), hopeless with people (Clueless/Callous). Will 10 + no Fearlessness is intentional — he doesn’t process social fear, but the genuinely unknown can still unnerve him. It’s a tuned soft spot, not a hole: Combat Reflexes gives him Fright Check 12, he never freezes, and recovers fast from mental stun — but still no Fearlessness, still mortal to the genuinely wrong. His martial mastery (Trained by a Master) is loaded combat software — which is why he fights like a master yet has no social graces: the combat package was installed; the social one never was.

Status model: synthetic “assets” are an openly recognized property underclass (the class P.E.T.A. fights for). So Six’s Valuable Property stigma is his latent legal reality on exposure; he physically passes in a crowd, but records/scans/the batch-brand drop him into it. His Secret is the sharper danger on top: that he’s escaped/stolen property with a live bounty.

The Always-Armored / Helmet-to-Hand SOPs mean he’s always visibly in armor — which makes the chameleon work-suit disguise load-bearing, not optional: it’s the only thing keeping “guy who never takes his combat rig off” from screaming threat everywhere he goes. Combined with Vacuum Support, a sudden hull breach won’t kill him: the decompression can’t hurt him, he holds his breath, and the helmet’s already to hand to slap on.

Relationships

Active Defenses

Parry (axe) 12Parry (Karate) 12Parry (Judo) 11BlockDodge 9
LocationDR
Skull80
Face60
Neck60
Torso100
Arms60
Hands60
Legs60
Feet60

Melee Attacks

Weapon/ModeSkillParryDamageReachSTNotes
Vibro-axeAxe/Mace-1812 (0U)3d+2 (3) cut1
Karate punchKarate-16121d+1 crC
Karate kickKarate-161d+2 crC, 1
Choke Hold (carotid)Choke Hold-15FP → unconsciousC (grapple)
Judo grapple / throw / TakedownJudo-1511— / slamC

Ranged Attacks

WeaponSkillDamageAccRangeRoFShotsSTBulkRclNotes
Grazer pistol (alien) — holsteredBeam Weapons (Pistol)-163d (10) burn, sur670/200 †1033(3)-2
Blaster pistol (Fine) — stowed, toggle onBeam Weapons (Pistol)-163d (5) burn6300/9003200(3)-2
Holdout electrolaserBeam Weapons (Pistol)-16HT-2 (2) stun + 1d-3 burn210/20322(3)-1
Grazer rifle (alien) — load-out, toggle onBeam Weapons (Rifle)-12 (default, Pistol-4)5d (10) burn, sur1270/200 ‡1083(5)-4

Combat Action Chains

Melee

Axe Rapid Strike
Trained by a Master two vibro-axe swings at 18−3 = 15 each armor-divisor (3) guts most DR (two mooks down in a second vs Cannon Fodder).
Subdue, front
Judo grapple (15) Takedown (prone) re-grip neck Choke Hold (15) unconscious in ~3 seconds.
Silent kill-switch, behind
Stealth (14 at Light) / after a throw Choke Hold, no defense allowed carotid choke out.
Aimed precision shot
Aim 1 turn (brace if able) Attack at 16 + 6 (Acc) + 1 (HUD link) [+1 braced] = effective ~23–24 before range at shipboard range, buy a hit location (−7 skull / −5 vitals); Grazer as standard: 3d(10) burn sur, armor-divisor 10, RoF 10, vacuum-safe — the 200-yard atmospheric ceiling is the price. Toggle the stowed blaster back on (3d(5), AD 5, 300/900) when the shot is long and in air.
Snap shot / drop
Fast-Draw (Pistol)-15 free draw grazer (Beam Weapons-16, 3d(10) burn sur, vacuum-safe) for a kill — or the holdout electrolaser (HT-2 stun, atmosphere only) for a live capture.

Multi-Action Combat Skill Chains

Operational state throughout: in armor at Light encumbrance — grazer holstered, blaster stowed, ≈67.5 lbs (Move 4, Dodge 9). Toggling the blaster back on alongside the grazer adds 1.6 lbs and drops him to Medium (Move 3, Dodge 8). Both Karate and Judo run at full skill suited (Armor Familiarity ×2). Combat Reflexes is baked in.

Lethal options — when a kill is the cleaner, faster answer

  1. Axe Rapid Strike (Trained by a Master halves the penalty): two swings at 18−3 = 15 each. Armor-divisor (3) guts most DR; with Cannon Fodder, potentially two mooks down in one second.
  2. All-Out Attack (Strong), axe: 3d+4 (3) cut — the finisher / breach-through-a-body.
  3. Targeted Attack (Axe/Neck)next purchase when points free up; turns a hit into a kill.
  4. Grazer pistol (Beam Weapons-16): 3d(10) burn, sur — armor-divisor 10, RoF 10, vacuum-safe and at full 10/30-mile range out there. The hardest-hitting thing he owns against heavy DR. Atmospheric ceiling 200 yards.
  5. Blaster pistol (Beam Weapons-16), stowed by default: 3d(5) burn at range, armor-divisor 5 — works in vacuum, and keeps 300/900 reach in atmosphere where the grazer is capped. Toggling it on costs 1.6 lbs and drops him to Medium unless he sheds first.

Non-lethal options — when alive-and-quiet is the cleaner objective

  1. From behind (Stealth 14 at Light / after a throw): Choke Hold, no defense allowed → carotid choke, ~3 seconds to unconscious.
  2. Front of a fight: Judo grapple → Takedown (they fall prone) → re-grip neck → Choke Hold. Prone + grappled = no realistic escape.
  3. Cannon-Fodder tap-out: a single Karate kick (1d+2) past DR drops a mook — declare it non-lethal. Faster than the choke when speed beats control.
  4. Counter-choke (punish a parry): foe attacks → Judo Parry 11 (+3 on a Retreat) → next turn step into close combat and Choke Hold 15 (−1 front) to the neck → choke out. (A successful barehanded Judo parry is a legal entry into the grapple.)
  5. Ranged stun: Holdout electrolaser (Beam Weapons 16) → HT-2 (2) affliction at 10/20 — non-lethal drop at range. Atmosphere only (no stun in vacuum).

Ranged options — the “ranged axe” when he can’t or won’t close

  1. Aimed precision shot: Aim 1 turn (brace if he can) → Attack: 16 + 6 (Acc) + 1 (HUD link) [+1 braced] = effective ~23–24 before range penalty. At shipboard ranges (~0 penalty) that easily affords a called shot — −7 skull, −5 vitals/eye. Grazer (carried): 3d(10) burn sur, AD 10. Blaster (stowed): 3d(5) burn, AD 5 — the grazer is the one on his hip, and the one to aim with when the target is armored.
  2. Fast-Draw snap shot: Fast-Draw (Pistol)-15 readies the holstered grazer as a free action → Attack same turn at 16 (no Aim). The reaction shot when a threat appears before he’s drawn.
  3. Burst: grazer RoF 10 (blaster RoF 3 if toggled on) — at close range his effective skill clears Rcl 1 by a wide margin, so the grazer can stack a lot of 3d(10) hits on one target. This is the single biggest gain from carrying it as primary.
  4. Zero-G snipe: beam weapons are exempt from the Free Fall cap, so he fires at full 16 while drifting — untrained foes are stuck at Free Fall default (~9) for their own attacks. He out-shoots them in his own element. In vacuum the grazer is unshackled from its air-absorption cap entirely.
  5. Kite / break-off: when a foe is behind cover, too armored to grapple, or closing is a bad trade, back to range — grazer AD 10 > blaster AD 5 > axe AD 3 against heavy DR. Electrolaser is the atmosphere-only non-lethal version (HT-2 stun, 10/20).

Defense & survival

  • Dodge 9 at Light (8 if he loads back to Medium), retreat to 12; Karate Parry 12 twice a turn (weapons unpenalized). He rarely gets hit.
  • High Pain Threshold ignores shock and resists stun/KO; DR 100 shrugs off small arms; Vacuum Support + helmet-to-hand means a hull breach won’t kill him.
  • Fright Check 12, never freezes, +6 to shake off mental stun. No Fearlessness — the genuinely unknown is his one soft spot.
  • ⚠️ The choke ties up both handsno parry while choking, and he’s committed to one target. Great 1-on-1; bad when outnumbered.

Zero-G (Spacer Kung-Fu)

  • Free Fall 16 is the key: nothing of his is penalized except the vibro-axe (18→16); Karate/Judo/Choke/Kicking are all ≤16, and beam weapons are exempt. Most enemies fight at Free Fall default (~9) — zero-G is his turf. Free Fall 16 keeps him oriented through a tumble; Acrobatics 14 for flips.
  • Brace off a bulkhead to strike at full power; Judo throws redirect momentum into walls — devastating where there’s no “down.”
  • EVA mobility: the hand thruster lets him cross open space ship-to-ship under his own power — point-and-burst on Free Fall 16, 30 bursts (≈30 yd/s of Δv) per cylinder.

Doctrine / target priority

  • Pick the mode that closes the job fastest and cleanest — throw → choke (or a pulled strike) when alive-and-quiet matters; the axe or blaster when a kill is the faster, cleaner answer. No hesitation, no preference — pure efficiency.
  • Outnumbered: throw several prone (−4 to everything they do), then choke or axe the one that matters.
  • He’s the breach point — cut in (Forced Entry 16), clear the compartment, control it.

697

Rules Reference
Humanoid Hit Location
RollLocationMod
3–4Skull–7
5Face–5
6–7Right Leg–2
8Right Arm–2
9–10Torso
11Groin–3
12Left Arm–2
13–14Left Leg–2
15Hand–4
16Foot–4
17–18Neck–5
Vitals–3
Eye–9

Source: GURPS Basic Set 4e, p. B552

Size & Speed/Range
Speed/RangeSizeLinear Measure
002 yd
-1/+1±13 yd
-2/+2±25 yd
-3/+3±37 yd
-4/+4±410 yd
-5/+5±515 yd
-6/+6±620 yd
-7/+7±730 yd
-8/+8±850 yd
-9/+9±970 yd
-10/+10±10100 yd
-11/+11±11150 yd
-12/+12±12200 yd
-13/+13±13300 yd
-14/+14±14500 yd
-15/+15±15700 yd

Source: GURPS Basic Set 4e, p. B550

Equipment

QtyItemCostWeightLocationNotes
1Vibro-axe$5004 lbsHand / belt3d+2 (3) cut; C cell, 75 sec/cell
1Holdout electrolaser$2500.3 lbsConcealedHT-2 (2) stun; atmosphere only
1Grazer pistol (alien)$2,2001.5 lbsHolster (primary sidearm)Graser Pistol, UT TL12 — a gamma-ray laser, one TL above local. 3d(10) burn, sur; Acc 6, RoF 10, Shots 33(3), ST 4, Bulk −2, Rcl 1, LC 3. Runs on a C cell — the same cell as the blaster and vibro-axe, so his existing spare feeds it. Range 10/30 miles in vacuum, capped at 70/200 yards in atmosphere. Fires on Beam Weapons (Pistol)-16. Not Signature Gear — recovered in play, so it is losable and sits outside the 1-pt SG loadout.
1Helmet lamp (integral to suit)incl.— (in suit)HelmetMulti-mode headlamp built into the sealed helmet (white / red / IR, 50-yd beam) — a child component of the Space Armor, so no separate encumbrance. As a standalone item it would be a 0.5-lb / $300 Smart Flashlight (UT).
1Small Computer + Datapad (mini-comp / PDA / comm)$1100.55 lbsSuit / pocketSmall Computer (Complexity 4, 10 TB) + Datapad screen & fold/laser keyboard (−2 on complex or lengthy keyboard-and-screen tasks). Free built-in microcommunicator = his personal comm. Hosts his Computer Operation / Electronics Operation (Security) software
1Trauma patches$170.6 lbsOn personBandage Spray Can (TL9, 6 app): seals & restores 1 HP in 3 sec at TL11, +2 First Aid for bleeding (0.5 lb, $15). Plasti-Skin field pack (4 app): pressure bandage / tourniquet (0.1 lb, $2). Replaces the 2-lb First Aid Kit — keeps the seal-and-heal, drops only the general +1 kit bonus he rarely used. Consumable stock, resupplied through the crew.
1Hand thruster$504 lbsWorn / clippedCold-gas; Free Fall 16; 30 bursts/cylinder (extra cylinder +1 lb). Signature Gear — always carried and always counted in encumbrance. The last thing he would ever shed.
1Reload spares (C cell + B cell)$130.55 lbOn personSignature Gear. One spare C cell (0.5 lb, $10) — reloads the vibro-axe or blaster — plus one B cell (0.05 lb) for the electrolaser. Loaded cells already ride in each weapon (blaster 200 shots, vibro-axe 75 sec, electrolaser 22); these are the on-body spares. Any further heavy C-cell spares stage on the ship.
1Disguised Space Armor (suit + helmet + Chameleon Surface)$31,00056 lbsWornDR 100/60 (suit) & 80/60 (helmet); sealed, Vacuum Support; chameleon work-suit livery

Load-Out: Owned — stowed by default (Signature Gear)

QtyItemCostWeight
1Blaster pistol (Fine)$4,4001.6 lbs

Load-Out: Issued / returnable (not Signature Gear)

QtyItemCostWeight
1Electric Stun Wand (TL9)$100 (issued)1 lb
1Sonic stun pistol (TL10)$6501.8 lb
1Tangler grenade (TL9)$801 lb

Load-Out: Recovered — alien tech (not Signature Gear)

QtyItemCostWeight
1Grazer rifle (alien)$16,0008 lb
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Connections

Six Chameleon Suit Marlo Petrak MacMillian St… Federal Repub… Vibro-Axe (MA… Blaster Pisto… Disguised Spa… Grazer Pistol Holdout Elect… Hand Thruster Six — Field S… Chapter 01 Se… Chapter 01 Se… Chapter 01 Se… Chapter 01 Se… Chapter 01 Se… Chapter 01 Se… Session 06 - … Chapter 01 Se… Session 07 - … Agata Nicodemo Clubber Doug Hildebrand Pa… McKenna Roselyn Monroe Toller Vance Rock Lavey Ronin Sanchez Shackleton Ma… The Relay 11 … Field Trauma … Freefighting … Six's Mission… The 07-Delta … The Airlock I… The Corwin II… The Goodwin C… The House of … The Kinetic L… The Pratrock … The Processin… The Room 2002… The Shipping … Station 45 Gang Alien Metal C… Alien Navigat… Beam Pistol Bio-computer … Corrosive Goo Cybernetic Eye Electronic Tr… First Aid Kit… Forged Citize… Kinetic Logis… Kinetic Logis… Kinetic Logis… Law Machine Mysterious Re… Paper Pith He… The Albatross Aethel City S… Aethel Securi… Agramunt's Pr… Corwin II Sub… Docking Bay 36 Entertainment… Escape Shaft … Kinetic Logis… MacMillian St… Marshal's Off… Meridian System Processing II Relay Station… Section 102 Section 103 Shipping and … Station 45 Thides Cast S… Player Charac… Timeline Silicon Heaven Daniela Akker… Holger Graeme Julija Borja Peter Goodwin Pia Kadyrov Solveig Kaufer Wilton Agramunt Akker Cartel 07-Delta Stat… Aethel Starport Aethel Bamboo Lounge Docking Ring Firetemic Tower MacMillian St… Meridian IV The Charter G…