TEXT: Welcome To The Bright Dark Future 
  The Santa Clara Arcology By Jim Milligan 
   
  The Wall 
  If you live in the shadow of this thing, there's no way you can imagine living life without it being there; looming, 
  brooding, and ominous. It lingers over the eastern ridge of the Silicon Valley, stretching from deep inside San Jose 
  along the Calaveras Ridge and winding its way north until it very nearly touches Mission Peak. It is the Wall. 
  Technically speaking, it's known as the New Santa Clara Arcology. It was supposed to be the answer to 
  overcrowding, pollution, and rising living costs. Funded by the State Construction Board, NSCA, along with the 
  Santa Angeles and Sacramento River Arcologies, was intended to house the future generations of citizens in 
  comfort, cleanliness, and security. Plans were made and foundations laid for the eventual populations that would 
  inhabit these ceramic and steel megaliths. When the Collapse finally hit, and Martial Law was implemented, the 
  projects floundered. Sacramento River construction crawled along, funded by various local election campaigns and 
  slush fund roll-overs. Santa Angeles now sits looming like a moss covered skull in what was once the Los Angeles 
  basin, covered in water to nearly half its structural height. Only the Wall was completed, through no small amount 
  of design. 
   
  The Corporate influence in the Silicon Valley being what it is, it's no small surprise that when the Arcology Project 
  got back-burnered by the State, the various economic entities of the area immediately saw a lucrative expansion and 
  publicity opportunities, and rallied together (in what was perhaps the most unexpected occurence of all time) to 
  complete the construction of the NSCA. In a shadowy prelude to the future rise of the Incorporated States of 
  America, the various Corporations put aside their differences, conglomerated their marketing and public relations 
  funding, and in just under a third the time predicted, built what would one day become known as the Wall.  
  Construction on the Wall was completed nearly a decade ahead of schedule, and stood as a testament to supposedly 
  free enterprise in a Martial Law Society. While the rest of the Nation, and indeed, the rest of the state, floundered 
  and grew dark, the Wall was a bright and shiny example of the Corporate Ideal. After purchasing the land from the 
  counties outright, and expanding the construction to nearly three times its original plan, the Wall was indeed the 
  greatest example of Corporate Power in Military America. It only grew during the renewed Democracy that 
  followed the Elections of 2013. 
   
  As the burgeoning economy of the reinvigorated United States began to expand, so too did the Dreamlands of the 
  East and South Bay Area. A new vernacular for Silicon Valley arose: HELL. 
   
  Hell became classified as both the wealthiest and most destitute area in all of California. The landscape became 
  divided into sections, and those sections were eventually likened to the layers of existance a-la Dante's Inferno. 
  But, as they say, that was a long time ago. The ISA eventually moved in, and the whole area changed. Hell still 
  exists, but it is ruled by a kinder, gentler, and far more subtly cruel Demon. What once was still is, it has merely 
  changed its appearance.  
   
  The Wall: A Look Inside  
  The New Santa Clara Arcology stretches for miles from the middle of San Jose, through Milpitas, to the middle of 
  Fremont, cutting a major swath through those cities and extending (at the most) nearly a mile into the hills that make 
  up the eastern border of the Silicon Valley. Bordered on the West by the Highway 680, the Wall parallels that 
  roadway, and seems ever ready to leap across it into the rest of the valley. From the outside, it is an imposing visage, 
  arcing disks and rising columns of glass and steel, supported by the latest in expelled atom carbon steels and 
  polymer plastics and glass. Along the eastern side of the Arcology, millions of photovoltaic cells gather power for 
  the first half of the day, storing it in massive capacitors beneath the entirety of the structure. Trains, shuttle tubes, 
  and spinner cabs hasten between the main structures like insects buzzing about their hive in a mad search for food 
  and their queen. As the temperature rises inside the Wall, the huge vents along the west edge open, and expell the 
  overheated air, equalizing the pressure and temperatures within. 
   
  But this is all the outside of this crucial monument. 
   
  Inside, the NSCA is a veritable Dreamland unto itself. The streets are clean, the sky is a marvelous blue (thanks to 
  the latest in free gas Holograms, it's blue even without V-Trodes), and the parks actually contain real plant life. The 
  toxin scrubbers and soil cleansers of the "Outside" world don't enter the Wall, as they've never been needed. 
  
  Animals are allowed as pets, and the children are safe in the streets at night. 
  The Wall was created on the backs of the poor, during the days of the Collapse and Martial Law. People were 
  moved out of their homes for a pittance, the land was grabbed up in any way possible, and the Corporations that 
  bought in first ended up with the largest shares of the pie. EBM, for example, owns not only a large share of the 
  South Bay, but a good chunk of the Wall, as well. Of course, this has led to the Corporate Balkanization of the Wall, 
  with company neighborhoods, shopping centers, commercial and industrial districts springing up throughout the 
  entire Arcology. The architecture is all the same pseudo-organic appearance, but the feel of each area is ever so 
  subtly (or sometimes not so subtly) different. There's a visible difference in the attitudes of residents of the 
  Biotechnica blocks when dealing with someone from EBM and someone from Genuflexx. With EBM-ers, it's a sort 
  of patient condescendance. Genuflexx types are lucky to get a cold shoulder. 
   
  To get anywhere in the Wall requires some form of personal or mass transit, be it the family car, NSCA Monorails 
  (twenty four hour service), the Corporate Shuttles, NSCATA (the Wall's own extension of the Santa Clara Valley 
  Transportation Agency) Light Rail and Buses, or Aerobuses. Fares run about 3.50EB for youth all day passes, and 
  about 5.00EB for adult passes. All the passes, by virtue of convenience and trade agreements, are good on all forms 
  of public transit in the Wall. Outside the Wall, of course, the passes are just so much paper (except on VTA, which 
  takes all of its legacy fares). 
   
  Imagine, if you will, that everything is a constant temperature. The air is a certain temperature, the water is 
  lukewarm in the fountains, and the light coming down from the sky always brings you to a certain level of comfort. 
  Now, stop imagining, and start realizing it. In the Wall, strange as it might seem, humidity and temperatures are kept 
  at a constant Seventy Two degrees, the "official" optimal range for Humanity. Who decided this is anyones guess, 
  but it's stuck to with alarming regularity in the demesnes of the Arcology. In the winter, the temperature is dropped 
  by five degrees, and the summer sees it raised by a like amount. Rain fall is carefully filtered and cleaned up (there's 
  still a lot of pollution in the world... in many cases, more than there used to be) before randomly generated patterns 
  are fed to the sprayers in the upper reaches of the Arcology's disk-domed structures... Even the rain is computerized. 
  While you can, indeed, get just about anything you want in the Wall, there are dozens of reasons to leave it. Of 
  course, they go out of their way to keep you inside. Exit passes are required for most underage residents, and during 
  certain periods in the past, accident waivers were a fact of life for anyone wanting out of the place. Today, they have 
  gotten rid of that manner of facism, and replaced it with an alluring spiders web of perfect schools, shopping centers, 
  parks, and other amusements. 
   
  As we said... the Demon still rules. It's just gotten more subtle. 
   
  Wallside: The Castaways  
  The term Wallside conjures to mind the old phrase from the time before the ISA. To go Wallside was to go to 
  ground, to hide in the shadow of the Arcology, that disjointed, blighted urban landscape along the periphery of the 
  Arcology. An area that was supposed to be cleared and renovated, Wallside was in fact the epitome of the 
  Cyberpunk Age. Dirty hovels intermingled with Victorian Era homes, high technology smattered between trash can 
  fires and wooden market stands. The people of Wallside were hard, unforgiving, and close; just like their home. 
  The Wallside area was supposed to be a clean, well lit place to live and play, a sort of Mini-Arcology just outside 
  the main structures. A "suburb" of the Arcology, if such a thing can exist. As the project came under more and more 
  corporate influence, the plans of the state and county found their priorities reassigned, downgraded, and finally 
  forgotten. The few parks and updated constructions that had been built were absorbed into the Wall, and the 
  remainder became a buffer between the utopia of the Wall, and the Hell outside. 
   
  The effects of the Wall upon Wallside are evident at all hours. For the better part of the day, the shadow of the Wall 
  obscures most of Wallside, keeping it in the dark, cold and shadowy while the rest of the valley warms up and 
  begins to shake off the chill of the night. In the evening, the solar panels turn their reflective skins to the West, 
  soaking up the light, reflecting back the heat. This same heat mixes with the moisture vented from the Wall during 
  the day by the equalization systems, forming small squalls of rain and fog that hang over Wallside, running down 
  into the streets and flooding them regularly. The oddity to all this constant ecological oppression is that Wallside has 
  perhaps the cleanest air and water in all of the Hell area. Irony, it seems, still holds sway, even in the ISA. 
  The easiest way to describe Wallside is that quarter to half mile deep slice of land that rests between Highway 680 
  and the Wall. It is a collage of architectures, from the prefab tract housing of the early 1950's (way back when Ford 
  was still a viable motor company, and they built the valley up on their workers lives and homes), to the near 
  apocalyptic rundowns of the Reconstruction phase after Martial Law was lifted. The streets are crowded with people 
  (nearly as many as live, work, and play on The Strip) at all hours, and those people are not the nicest in the world. 
  Wallsiders are a very paranoid, clannish lot, breaking up into Blocks, Alleys, and Avenues. They protect their own, 
  
  work and play hard, and are grim reminders of the deeper failings of the ISA reformations. In the earlier part of the 
  decade, it was noted that a Wallsider street football game could do more bodily harm to more players than a 
  broadcast game of Inmate Battle Ball. Today, such things still apply, and taking up relationships with Wallsiders is 
  still an exercise in paranoia, risk, and hard won trust. 
   
  BURELOC does frequent runs through Wallside, rounding up anyone without permanent addresses or someone to 
  vouch for them. Of course, "Vouching" very often means a group of Squats and the like swarming out of the alleys, 
  sewers, and condemned buildings to either chase away or injure the Deadboys enough that they don't come back for 
  a while. Of course, this is a losing proposition, as this just fuels the paranoia against the Wallsiders, bringing more 
  and more people over to the side of the men in the big orange vans. As this happens, it's a safe bet that the forays 
  into Wallside will grow more frequent, and ever bolder in nature. 
   
  The Inferno: The Border of Heaven  
  Before the ISA, the Inferno was the no-mans land between Heaven and Hell, the Cyberculture Creepshow and the 
  Corporate Dreamland. Officially a series of Corporate Security areas that just happened to overlap and intersect due 
  to mutual property interests and trade deals, the Inferno was in fact an electrified, barb-wire lined, steadily patrolled 
  and monitored kill-zone. Check points existed on every land-line access route into Heaven, the heart of Silicon 
  Valley. In the Inferno, on the edge of the Free Fire Zone, if you were not authorized to pass, you either turned 
  around, or died. There was no exception. 
   
  The first thing the ISA did was to reinforce the Inferno. As more and more Corporations bolstered their home forces, 
  and sent them out to the neighborhoods under the auspices of BURELOC and CORPSEC, the need to defend against 
  the final dying throws of the huge numbers of Boosters and Chromers that romed the FFZ became more and more 
  prevalent. While the FFZ has officially been renamed and rezoned into new communities and neigborhoods, the 
  "death throws of the age of fear", the gangs, and their anger and outrage at being cast-offs in the new age of 
  cooperation and renovation, still exist. The area is anything but "safe", and larger and more frequent incursions are 
  being fronted by BURELOC and CORPSEC. While these often meet with success, it is hard won, and the people of 
  the Inferno area are leery of exchanging one group of dictators for another. Years of violence and oppression have 
  taken their toll on most of the residents of the Inferno, and it will be interesting to see if the desire for peace and law 
  win out over the fear of being steamrolled by the corporate state. 
   
  As BURELOC and CORPSEC have extended their influence into the Inferno, several changes have been making 
  their presence known and felt in the area. An upsurge of Neighborhood Watch programs has begun, supported by 
  the Norte Knights and the Malorian Arms fronted all-female Guardian Gang, the Armor Angels, in which the 
  members of the gangs (only barely saved from all out war between themselves by the timely intervention of the ISA) 
  walk the streets at night, in successively expanding areas, knocking on doors and letting themselves get known to 
  the locals. Confrontations between the remaining Boosters, Chromers, and the new breeds of Megaviolents, 
  Gogangers, and these two Guardian Gangs have begun rising, with spillover confrontations happening on The Strip, 
  in Wallside, and even some isolated areas of Heaven itself. 
   
  Keeping control of their own little chunk of the Inferno and the Strip, the old '20's Goth Gang, aptly (some would 
  say "typically") named the Vampires, have a record of clean streets, low crime, and safe citizens in their turf, and it 
  is this and only this record (coupled with a long and deep cooperation with the City and Highway cops of the area) 
  that keeps CORPSEC and BURELOC out of the districts the Vampires have claimed as their own. With the 
  resurgence of the Goth community, new members are joining the ranks of the group, although the previous trends of 
  bodysculpting to gain acceptance as a "Breed" has slackened. Many Vampires, both wannabes and real, can often be 
  found at The Downward Spiral, just off The Strip in the Berryessa district.  
   
   
   
   
   
   
   
  Heaven: Dreamland on Earth  
  Heaven is the least changed by the takeover of the ISA. Originally the heart of Silicon Valley, Heaven has long been 
  
  the stomping grounds for the nations top technological innovators. IBM, and later EBM America, built their largest 
  centers of control here, and have steadily increased their support, and the dependancy upon that support, in the 
  surrounding area. Biotechnica, Militech, Genuflexx, and scores of other multinational corporations grew their 
  fortunes and their staffs to tremendous proportions on the efforts of their Heaven offices. The area has always ridden 
  high on the wave of technological innovation and Corporate power, and with the coming of the ISA, has found itself 
  no longer staving off the encroaching darkness of the decaying Information Age, and has begun to once again pull 
  out onto the bleeding edge of the Nanotech Age. The potential for a graduate of a school in Heaven to go on to a top 
  level Management job have always been high, and is becoming higher in the new age of the ISA. 
   
  The area that makes up Heaven stretches from the Western Edge of the Silicon Valley to the Inferno, bordering 
  along the Santa Cruz Mountains and completing the circumnavigation of Hell that it shares with the Wall and the 
  Bay. Hidden behind the Inferno, Heaven is a cross between a holdover from the old Cyberpunk regime and a bright 
  and shiny future. Neon advo blimps whale through the streets, spouting corporate slogans and broadcasting company 
  approved vidclips, while luxury spinners flit about between Neo-scrapers; skyscrapers built using Blown Atom 
  Carbon technology and reinforced polymers instead of concrete and glass. The Neo's rise ever higher and higher into 
  the sky, threatening to form their own Arcology due to their size, power, and influence in their surrounding areas. 
  Heaven's NET and V-NET grids are rich and extensive, penetrating into every portion of the area, save those 
  corporate towers where they are blocked by firewalls and Static Shields. Fashion, fortune, and style have always 
  been prevalent in Heaven, as more and more cutting and bleeding edge innovations pour out of it. 
   
  In the days before the ISA, getting into Heaven meant selling your soul, and getting out was as easy as pissing the 
  wrong person off. Today, in the age of the Friendly Corporate State, the gates of Heaven are open to all who want to 
  come... providing you have the right papers, of course. Most folks aren't asked for them, so long as they don't look 
  like they're going to cause any trouble (of course, in the ISA, that's always open to the interpretation of whatever 
  Corporation's campus you happen to be stomping across at the time). The average Yoganger can hit the Castro 
  Street Mallplex for a bit of nostalgia walking the streets with little problem. Getting into the Moffett Field/NASA 
  Ames Research Museum is a bit harder, but easy to do. Getting anywhere near the Biotechnica Towers, or their rival 
  Genuflexx's megalithic "Helix Building", and the bio-parks that they guard the gates of, on the other hand, is next to 
  impossible.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Getting Cybergenerated  
   
  Hiya. RABID number 003389765dd!@89 here... Normally Rache doesn't tell us what we are, or why 
  
  we're here. But me, I'm different. See, I've figured it out. I have no delusions. Rache, the real Rache, can 
  off me in a heartbeat. That's why I deliberately changed myself. I made myself stupid. Well, stupid 
  compared to the all powerful GodRACHE... He seems to like that, and the fact that I now volitionally 
  worship him. 
  Anyway... below, you'll find a series of hyperlinks that will take you where we need you to go, so that we 
  can find out what we need to know about you. The FORM sender is up and running, and you can use it if 
  you'd like. To do so, be sure you read all the information below, and click HERE. If you don't want to do 
  that, you can always use the old fashioned MAILTO command, and explore the wonderful world of E-
  mail! Can you kids still do that? Good. There's a MAILTO command at the end of each Hyper Page. 
  Happy Typing!  
  BASICS 
  STARTING UP  
  STAT POINTS: 50  
  SKILL POINTS: 40  
  CASH: 1000EB  
  Okay, it goes like this. We're going to assign you a range of points, just like in those customizable fighting games you 
  play all the time at the V-Arcade. What we want you to do is assign those points to the attributes we've come up 
  with to best classify the various and often highly incongruous physical and mental variances of the average juve. So, 
  since we don't want to run you through a score or more of physical and psychological tests (which you've probably 
  already gone through in what the system dares to call school), we're going to do something you've probably never 
  experienced: 
  We're going to trust you. 
  Get that mailer program ready, and assign 50 points among the attributes we've come up with. Be honest, and 
  don't get too cocky. Telling us you're a combat god tells us you're either lying, or eager to be bullet bait. We don't 
  need either of those in the Cabal, so be realistic with yourselves. A word of caution, though. We've observed that 
  no kid, no matter who we're dealing with, has ever put something less than a 2 or more than an 8 in any stat. So, 
  follow that rule, and you'll be fine. Here are the stats, and the MAILTO.  
  INT  
  TECH  
  COOL  
  LUCK  
  BODY  
  REF  
  MOVE  
  EMP  
  ATT  
  So what do those things mean? 
  Well, I'm glad you asked. Those 
  eight values are what we regard as 
  the best evaluation and 
  representation of your abilities and 
  natures. The fact that we managed 
  to break them down into eight 
  values is pretty impressive in 
  todays society of overcomplication 
  and redundancies, don't you think? 
  INT: This is a measure of your brainpower. How smart and observant are you? 
  TECH: This is a measure of your technical skill. Good with your hands? 
  COOL: This is the gauge of your presence, your general ability to be cool. 
  LUCK: Getting the idea, yet? Exactly how much do the gods love you? Be 
  honest. 
  BODY: A measure of how tough you are. This is a good one to be honest with. 
  REF: Your reflex time and reaction speed. Are you nimble, average, or a lunk? 
  MOVE: How far can you move? This many meters in three seconds is a good 
  gauge. 
  EMP: Your empathic side. How nice a person are you? How much do you care? 
  ATT: Your attractiveness, you looks. Do they drop dead, or fall ill when looking 
  at you?  
  All done? Good, now remember what you decided, hit that mailer, and tell it to 
  Uncle Rache!  
   
  SEND IT! 
  
   
  SKILLS  
   
  Skills are the stuff lives are made, and lost, with. You may not know it, but you're actually a pretty skilled person. 
  No, we mean that. Think about all the things you can do, and then try and pretend you aren't skilled. See, you can't, 
  can you. Even if you're playing dumb as a post, you just can't not use skills. By pretending to be stupid, you're 
  acting. Acting is a skill. Get used to it. 
  What we intend to do here is categorize your skills down to as narrow a range as we possibly can. Just like with your 
  stats, we want you to assign some points to them. We've broken them up into the following twelve categories:  
  YOGANG  
  STREETFIGHTING  
  JOCKSTUFF  
  BLEND  
  STREETSMARTS  
  SCHOOLING  
  LITTLE ANGEL  
  THIEFSTUFF  
  GET A CLUE  
  GENSPEAK  
  FEARLESS LEADER  
  GOGO  
  Okay, here's the rules. You get 40 
  points to distribute among those 
  skills. We don't want anyone selling 
  themselves too short, or too high, so 
  keep the values between 1 and 8 at all 
  times, got it? You'll need to check in 
  the Yogangs section to determine 
  what group you best fit in to (yeah, 
  we're generalizing you in this way, 
  too. Deal with it.).  
  YOGANG: This is your Yogang skill. It's the level to which you excel in your 
  field. 
  STREETFIGHTING: This is a measure of how well you throw a punch and get 
  out of the way. 
  JOCKSTUFF: Are you a jock or a wimp? This tells us how much of which. 
  BLEND: Get sneaky, kid! How well do you walk in the shadows? 
  STREETSMARTS: How much do you know about life, kid? This ain't 
  booklearnin'. 
  SCHOOLING: This is booklearning. How much do you know about stuff? 
  LITTLE ANGEL: Can you get people to do what you want? How well? 
  THIEFSTUFF: Breaking and entering is illegal, you know... 
  GET A CLUE: Sharp as a tack or thick as a brick? 
  GENSPEAK: Your slang is your life, kid. How much do you speak? 
  FEARLESS LEADER: Are you a leader among men, or a two bit hustler? 
  GOGO: Vehicles are made, not born. Vehicle drivers, however, take training. 
  How much do you have? (If you are too young, say, under 12, you can't have 
  more than a 2 in this, so don't try!)  
  Got all those points put in their proper places? Checked for the right Yogang? Good!  
  SEND IT!  
   
   
   
   
   
   
   
   
   
  YOGANG INFO 
  
  Okay, kiddies, we're going to talk about something close to whatever it is you call a heart. And what would that 
  be? No, it's not the Cuisinarts Hatrack or anything like that at all. Nope, it's being in a Yogang. Whaddya mean you 
  aren't in a Yogang? Don't play corporate stoolie-innocent-as-can-be-goody-five-shoes with me! No sir! You wanna 
  be a white suited monkey, you do it on your own watch. Get it straight, whether you know it or not, you're in a 
  Yogang. 
  Whaddya mean, "What's a Yogang, RABID number 003389765dd!@89?" You really don't know, do you? Well, click 
  here , and you can get a bit of a taste for what a Yogang is, okay?  
  Remember: The Code Is 
  Law  
  Don't take without giving 
  back  
  Don't betray Gangers to the 
  ISA  
  Blood is thicker than Money  
  Taken a look yet? Good larvae. Now that you're familiar with what a Yogang is, or even if you're not, we've broken 
  them down into a generic bunch of names, and figured that each Yogang has a certain type of skill, a particular 
  habit, an overall way of doing that special something that sets them apart. That's what we call their "Yogang" skill. 
  We're gonna give you a certain tiny amount of information on each of them, and you can either guess (which we 
  don't reccomend), ask (which is very, very intelligent of you), or you can go out and get the book we've ever so 
  cleverly managed to sneak past the ISA censors, which details our plans and our methods, in plain english, for all to 
  see. It's a roleplaying game, you see. The ISA figures that it's just a recreational method, so they don't crack down 
  on it. But we're smarter than that, aren't we? So, you can easily find it at any game store, and if they don't have it, 
  you know they're working for the ISA. It's called Cybergeneration, and it's pretty cheap to buy. Good luck, good 
  hunting, good golly Miss Molly!  
  Only trust adults you 
  know  
  Things are cheap, life isn't  Money isn't worth your 
  soul  
  If you don't need it, give it 
  away  
  Arcorunners (Tunneling)  
  BeaverBrats (Suburban 
  Ninja)  
  Boardpunks (Thrash)  
  Eco Raiders (Hayduking)  
  Face Dancers (Face 
  Dance)  
  Glitterkids (Celebrity)  
  Go Gangers (Hotbiking)  
  Goldenkids (Contacts)  
  Goths (Death Walk)  
  Guardians (Good Guy)  
  Mallbrats (Boost)  
  Megaviolents (Berserk)  
  Moshers  
  Rads (Organize)  
  Squats (Scrounge)  
  Streetfighters (Kata)  
  Tinkertots (Kitbash)  
  Tribals (Warrior)  
  Trogs  
  Vidiots (Commo)  
  Figured out what gang you belong to? Good! Now send it to me, I'm RABID!  
   
  SEND IT! 
   
   
   
   
   
   
  GEARING UP 
  
  Well, aren't you special? You've managed to make it all the way here, and you're still breathing. That's a good sign, 
  as it means you're still alive. Staying alive in this world isn't easy, kids, so don't get used to it. It's a harsh, nasty, 
  corporate controlled world out there. That means that you have to be smart to stay alive. 
  Smart people use tools. 
  So, to that end, we know that a lot of you have a bunch of stuff with you that you're all too keen to use. That's a 
  good thing. The more you use your tools, the better off you'll be, and the faster you'll evolve. (Ooh... there's a 
  scary thought. What if you evolve like all those kids who got the Carbon Plague? Wanna know more? Then jump 
  down to the POWERS section and read about it.) The faster you evolve, the more you can understand the 
  GODRache and all his plans for things. Tubers. Coffee Mugs. Electric Mice and the ducks that love them. 
  Everything. 
  Where were we? Oh, yeah. Gear. 
  We've noticed that a bunch of you Yoganger types like to keep roughly the same types of gear on you at all times, 
  but that doesn't always apply to the rest of the crowd. Sooooo.... We're not going to be so presumptuous as to tell 
  you "Grab four things from this list and call 'em yours!" We know that some Goths don't carry knives, and most 
  Boardpunks really do wear some form of crash protection. So what we want from you is this: 
  We want a list, made up of things that relate to your gang (and yes, if you actually have that oh, so wonderful 
  Cybergeneration book, then, yeah, you can use it for this), as well as the following items: 
  • 
  A pair of V-Trodes. You know, those little things you stick on your head so's you can see the V-World?  
  • 
  A description of what kind of clothes you usually wear, what they're made of, and how much they mean 
  to you.  
  • 
  Any personal belongings that you might have that you don't consider "Gear", but are cool, anyway.  
  • 
  How much you get paid in allowance, assuming you do get paid (we've noticed that this ranges from 6 to 
  16 dollars a week, kids) [game note: 2D6+4]  
  • 
  A list of four, count 'em, four things relating to your gang. This includes things like Aeroboards or 
  Smartboards for Boardpunks, or even Motorcycles for Gogangers.  
  Then, do you know what else we want? We want you to go shopping. We're being Santa Claus (you do know who 
  Santa is, right? Oh, good)! Each and every one of you will notice, if you check back a bit in this document, that 
  we've forwarded 1000EB to your account. Know what that means? That means you have some pretty serious 
  buckage to play with. If you promise to be good, we'll let you take a trip to the virtual mall. There, you can buy all 
  manner of things! Wondrous things! Magical Mystical Wonderful Things! STUFF! 
  Here's some ideas of what things cost around these here parts, pardner... Y'all can find more in the book!  
  V-Trodes (Top Line): 25EB  
  Reacti-Mesh Jacket (AR 2): 
  150EB  
  Cellular phone: 100EB  
  1 Month Service: 50EB  
  Bento Lunch Box: 5EB  
  Bag of Kibble (flavored): 
  1EB  
  Bag of Kibble (plain): .5 EB  Delivery Pizza: 10 to 30EB  
  Really chill shades: 100EB  
  Designer jeans: 75EB  
  Air Blackhand Shoes: 125EB Rental Tuxedo: 75EB  
  Pack of Barrettes: 3EB  
  Designer Minidress: 150EB  Prom Night Lingerie: 100EB  Pepper Spray (w/License): 
  100EB  
   
   
   
  POWERS 
  
  It's a true fact of life that no matter how much you think you know, someone will walk up to you and smack you in the head with a 
  fish. No, wait, that's not it. Ah! It's a true fact of life that no matter how much you fish, someone will... no... 
   
  Oh, frag it! 
  Look, I'm just a RABID. Rache made me to think, talk, act, and basically gibber, like him. But I changed myself. I'm not a RABID 
  anymore, not really. Can you kids help me find my heart? A brain? The way back to Kansas? Anything? 
  Maybe you could, if you had powers. How do you get powers? Well, first, you gotta catch the plague. Carbon Plague, that is. 
  Nanobots. Moving Parts. Hmm... I could be a bit like the GODRache after all. NAH! I like being me. But you, you haven't a clue as to 
  what's happening to you these days, do you? Let's do a little compare/contrast work, here, shall we? Here are the facts: 
  A strange technological virus, known as the Carbon Plague, has been sweeping the world, killing millions and leaving chaos in its 
  wake. 
  The Carbon Plague has sparked all manner of religious, ethnic, and political fervor, as dozens of different groups claim their own 
  manner of insight into the Plague. 
  The Plague kills many, leaves many more alone, and for some, changes them forever. They emerge scarred by the Nanomachines, 
  but alive. 
  Those who are neither killed, scarred, or left alone, are transformed. They mutate into one of what is now called the 
  "Cyberevolved". 
  These "Evolved" children are the focus of several different political aims, religious sanctions, and cultural stigmas. 
  Thanks to the mass media, the populace in general believe these children to be dangerous, insane, and to be carriers of some more 
  insidious disease. 
  And that's just for starters, kids! The Plague is a scary thing, turning people into white powdery crystals when they finally succumb 
  to it, and it could infect anyone! You, your cat, your grandmother Betty, anyone! (We're contrasting now, by the way...) And those 
  mutant kids! Why... they aren't even human any more! They can turn their limbs into knives, and what kind of monster does that 
  make them? They can tell what you're thinking! They can turn your computer against you and eliminate your bank account! They're 
  the Devil's Children! EVIL! BAD! NAUGHTY! 
  Don't for a moment believe that this is how people really talk about the so-called evils of the plague, kids. Sure, some of them will. 
  There are bound to be Bible Thumpers or Fanatic Policlubs stirring up the fires, and there will surely be those who believe them. But 
  face the facts, okay? The Plague is a large, scary, and yes, deadly thing. Let's face it, when you have the potential of turning up dead 
  one morning, life's pretty much a bitch. Unlike the rest of the Cabal, I'm not going to tell you that you've got big things ahead of you. 
  The Plague could kill you. There's not a single guarantee that it won't. Sure, you might end up with neat-o powers, but you could 
  also end up D-E-A-D. And that spells deceased. In the event that it doesn't, however, here's a little idea of what to expect:  
   
   
   
   
   
  BOLTERS  
  TINMEN  
  SCANNERS  
  WIZARDS  
  SPORTS  
  Bolters were the second 
  Tinmen were very easily 
  Scanners were the hardest 
  Envy the Wizards, because 
  Ah... Sports. Making up 
  
  easiest type of 
  Cyberevolved to classify. 
  They're also by far the most 
  physically capable. They 
  have little outward changes 
  to their physiognomy, 
  unlike Tinmen, and are not 
  as readily discovered as 
  Wizards. Tinmen look 
  normal, just like Scanners, 
  and are every bit as deadly 
  as a snake. Capable of 
  generating and storing 
  hundreds of meters of 
  hexite polycarbon in special 
  conductor chambers in 
  their forearms, Bolters can 
  also generate and act as a 
  battery for hundreds of 
  volts of electricity. Their 
  nervous systems are 
  hardwired to withstand the 
  strain of such a capacity, 
  and a side result of this is a 
  nearly two hundred 
  percent increase in reaction 
  times and blind responses. 
  Bolters, with practice, can 
  turn and bend their cables 
  in mid flight (they can be 
  fired at velocities near the 
  speed of sound), or simply 
  drape them along behind 
  themselves, waiting for 
  someone to walk into their 
  web.  Bolters are currently 
  comprising about 15% of 
  the Cyber Evolved 
  population, although this 
  number appears to be 
  growing steadily as the 
  amount of the Evolved 
  increases. It should be 
  noted that Bolters, like 
  Scanners, are capable of 
  incredible feats of agility 
  and reaction, although they 
  do not suffer the same 
  physical trauma from 
  channelling the current 
  through their systems.  
  the most readily identified 
  Cyberevolved. Their 
  skeletons are reinforced 
  with the same hexite 
  polycarbon that has been 
  introduced to the bodies 
  and systems of every other 
  type of Evolved. They are 
  capable of extruding this 
  substance into a very 
  effective armor plating, 
  and can withstand vast 
  amounts of pain before 
  succumbing to it. These, 
  however, are the least 
  obvious of their changes. 
  Most obvious, and indeed, 
  the most psychologically 
  scarring of almost any 
  Cyber Evolution, is the fact 
  that their limbs, from the 
  torso trunk on, have been 
  completely replaced by 
  Hexite. They are capable of 
  reshaping their limbs into 
  nearly any form, and most 
  Tinmen very quickly learn a 
  wide range of sharp, pointy 
  weapons with which to 
  defend themselves and 
  attack others. 
  Tinmen comprise roughly 
  20% of all Cyberevolved, 
  and unlike the other 
  "breeds", appear to be a 
  stable population despite 
  the numbers of Evolved 
  around them. Tinmen 
  generally appear a bit 
  bulkier than their non-
  Tinmen companions. This is 
  due to the Evolution 
  process, which moves all 
  the fat cells from their 
  limbs and into their torsos. 
  After it has done this, the 
  now extraneous muscle 
  and bone tissues are 
  extruded through the 
  rapidly formed Hexite 
  limbs.  
  Evolved to identify, and the 
  easiest to classify. Their 
  powers are derived from a 
  Nano-level reworking of 
  their brain and nervous 
  system, most specifically 
  their audio/visual processing 
  centers, their nerve trunks, 
  and their tactile senses. 
  Scanners become, in 
  essence, walking Electro- 
  Encephalogram machines, 
  capable of "scanning" 
  anyone they can see or 
  touch (although the readings 
  are not as reliable the 
  further they get from their 
  target). The average Scanner 
  can, with a simple touch or 
  lingering glance, determine 
  the overall mood of the 
  target, the targets mental 
  state, almost immediately, 
  and in many instances, their 
  physical state (feverish, 
  aroused, diseased, etc) with 
  a bit of effort. It is often very 
  difficult with a Scanner to 
  tell who is actually studying 
  whom.  Scanners are the 
  least combatitive of all of the 
  Evolved. They appear to 
  have been engineered as a 
  Control Group for the rest of 
  the Evolved Types. Their 
  skills and powers focus 
  almost entirely on the 
  passive, and even their 
  defensive Static Grids 
  (located in the palms of the 
  hands) work better as 
  scanning pads than as 
  weapons, as running too 
  much of a charge through 
  the pads often results in the 
  pads burning out and the 
  Scanner getting electic 
  backlash instead of 
  damaging the target. 
  Scanners are a stable, and 
  remarkably so, 40% of all the 
  Evolved types.  
  they are the makers of the 
  new Digital Age. They are 
  the ones who live in the Net, 
  they are the weavers of 
  dream and substance. 
  Wizards, like the Netrunners 
  of old, fly through the Net 
  with a whim of thought, 
  creating programs on the fly 
  to suit their needs and 
  desires. These "Familiars" 
  move and act with minds of 
  their own, if desired, or act 
  strictly as mindless 
  constructs... It is all a matter 
  of the Wizard's wishes. 
  Pity the Wizards, because 
  their gift is also their curse. 
  They were the second 
  easiest of all the Evolved to 
  discover, and the easiest of 
  all to eliminate. The mind of 
  the Wizard is always 
  connected to the Net. Their 
  whole nervous system 
  operates as a hyper efficient 
  reciever and transmitting 
  antenna, allowing them to 
  fly through Netspace 
  unhindered by such clumsy, 
  primitive things as Modems 
  and Interface jacks. 
  However, this very gift also 
  allows them to suffer pain 
  and damage directly from 
  Anti-personel programs, 
  Netrunners and other 
  Wizards, and the all-too-real 
  threat of Black ICE. When 
  you damage a Netrunner, 
  you simply cause him mental 
  pain, anguish, and a 
  persistant headache. 
  Damaging a Wizard can kill. 
  Wizards comprise roughly 
  20% of all known Cyber 
  Evolved types, although this 
  number is in debate.  
  anywhere from 1 to 5 
  percent of all the Evolved 
  types, or so we like to think, 
  the Sport is a type of 
  Evolved that doesn't... well, 
  fit into the standard mold of 
  all the other variations on 
  the theme. Truthfully, since 
  every other type of Evolved 
  varies subtly from case to 
  case, it could be said that all 
  Evolved kids are Sports, but 
  no one likes to nitpick on 
  that too much.  Sports are 
  rare, almost as though they 
  are not exactly stabilized in 
  the coding of the Nano 
  Machines. They vary 
  greatly, although certain 
  trends are appearing to 
  develop among them. The 
  most prevalent of these 
  appear to be able to create 
  small remote drones that 
  they control via command 
  wires, much like a cable-
  bound Wizard. Other Sports 
  can produce concentrated 
  plasma flames, much like a 
  living blowtorch, some have 
  hardwired sound and relay 
  systems built into their 
  thorax, and there are 
  rumors of certain Sports 
  who can actually fly via a 
  manner of solid-fuel 
  vectored thrust. However, 
  the chances of a plague 
  survivor turning into a sport 
  are pretty slim. The 
  numbers are still out, but 
  odds are better for one of 
  the standard variety to be 
  determined as suitable for 
  the host, if such a thing can 
  really be considered 
  standard.  If you wake up 
  and find that you're a Sport, 
  count yourself lucky. You 
  could have been something 
  boring.  
  Character Illustration Gallery 
   
  
  Boo! Did I scare you? Did you quake with fear as your small, pre-saurian brains determined that they were being 
  stalked by a predator dozens of times their intellect and size? Did my Godlike Appearance shame and humble you? 
  Sigh.  Kids are so hard to puree, these days. Why, back in my day... 
  Anyway. Tell us enough about you, and our mugshot artists will put up what you look like for the rest of the Gang 
  to see. Isn't that neat? We'll also put up a brief description of you, too.  
   
  Here's some data on the kids that have spoken up so far, letting good ol' me know about who they are and what 
  they look like! Click on their names for their V-Pages! (I'm sure one day the powers above the Kernel will allow me 
  to actually put in a V-Pages You Should See link or something, but today, they make me a drone!)  
  Billy Daniels  
   
  Derek Sheeman's Character  
   
  Age: 15  
   
  Gender: M  
   
  Gang Name: L.S.A's (well, kinda)  
  In Billy's own words: 
  Dude! I'm like totally 5' 4" tall, and I've got that lanky adolescent look to me, but I do have a cool lookin' nose. My 
  hair is a bitchin' sandy blonde and it's got a totally radical length to it, it's like ... over my shoulders man, I does 
  keep it in a ponytail so it doesn't get in my eyes and cause a mondo wipeoute n' stuff, cause that would suck. My 
  eyes are this cool blue color that the babes really dig. I just started noticing that 'bout two years ago when one of 
  my sisters friends an' me ... woah ... wait, she said not to tell dude! Oh well, that's when I figgered chicks are cool 
  n' stuff. Hey! I'm totally wiping out on this, right right. Well I have a tan n' stuff ... that was hard to get what with 
  the fuckin' ozone being wiped out by the corporate slag-heads a while ago, so now I always carry my protection ... 
  know what I mean? Heh.  
  Fushigi "Fuu" Kenshin  
   
  David Crowe's Character  
   
  Age: 15  
   
  Gender: F  
   
  Gang Name: Fuchikoma School  
  Fuu is is 5' 6" with an all-around athletic build. She has long black hair held 
  in a ponytail by a ribbon or a rubber band. Her usual attire is a baggy tank 
  top, bicycle pants, high-tech hightops, fingerless gloves and a vest with a lot 
  of pockets. She always has a baseball bat in a zip-up holder slung over her 
  back. She is a student in the Fuchikoma School of Mijin-Ryu Kenjitsu, which 
  is famous for its leaping air-to-ground attacks. Fuu also uses her aerial skills 
  on the basketball court, scoring several slamdunks per game for the school 
  team. She is regularly ranks in the top 10% of performance exams. Between 
  being a jock, being a brain and the unfortunate incident where she had to 
  thrash the football team's defensive line in the middle of the homecoming 
  parade (they shouldn't have put that freshman in a trash can and run it up a 
  flagpole), Fuu doesn't get asked to many parties. But that's OK, as frivolity 
  was never her bag.  
   
  Fuu's Most Recent Mugshot 
  Angus  
   
  Christian Conkle's Character  
   
  Age: 15  
   
  Gender: M  
   
  
  Gang Name: Don't got one, really  
  Angus, a wee Megaviolent. Tall and lanky tot with fiery red hair all stuck out 
  like a bloody Pict (think of the punker from "the Young Ones"). Angus is a 
  young sports fan who loves the Night City Warriors maybe a little too much. 
  He's always getting into Arena-riots. He'll beat the hell out of a Visitors fan 
  or anyone wearing rival team colors. His parents work for EBM, he thinks, 
  which is what brought him over from Scotland when he was 10. Now he's 15 
  and only has a hint of an accent. He's also trapped in the ISA seeing as how 
  the Euros have quarrantined America. His parents work most of the time, so 
  he rarely sees them, if ever. He spends most of his time at the arena at 
  games, or hanging out downtown with his mates ditching school.  
   
  Angus' Best Yearbook Pic   
  Elisa "Page" Liu  
   
  Drea O'Dare's Character  
   
  Age: 16  
   
  Gender: F  
   
  Gang Name: None 
  Page is a Goth girl with a sweet disposition and cool, quiet demeanor until 
  she gets close to a guy she REALLY likes - then she's all tongue tied and 
  stuttering and a total klutz.  She hasn't joined a gang yet as she's fairly aloof 
  acting, and tends to circle with lots of people.  She's a member of the soccer 
  team. 
  Standing a lanky long legged 5'7", Page towers over both guys and girls 
  alike.  She is horrible at basketball, having proven her inability at the sport 
  many times over.  At soccer though, she reigns supreme.  Forgoing training 
  at any gym, she instead went under the private tutelage of another sensei, 
  learning a fighting style that would put those gams to good use.  What it is, 
  no one really knows.  Her mother is dead, and her father is persona non 
  grata - not even showing up for school meetings or her soccer games.  She 
  seems not to care.  She has a job, one presumes, since she sure can't bring 
  herself to steal anything for money.  Other than that, she's pretty much a 
  non entity, blending in until someone takes a good look, or she speaks up. 
   
  Page Strikes a Pose  
   
  Back To The Node 
  Standard Art Disclaimer: All pictures on this site belong to their creators. Anyone pretending to be the 
  creator of this artwork for their own gain is evil vile, and should be flogged repeatedly in public with a 
  very nasty, rusty, metal flanged whip. Angus was done by Christian Conkle. Page and Fuu were drawn in 
  painstaking detail by Drea O'Dare. Deal with pain, Fanboy, we have records! 
   
  NPC's and Places of Interest 
   
  
  Hey, hey. RABID again. While the big Code Slinger Extraordinaire goes on about his business, I've been given a 
  bit of time to come on in and compile some data for ya. So, here's a bit about some people, places, and all sorts of 
  other things in the area of your little adventuresome demesnes. 
  First thing I'm gonna deal with is some other 'Gangers, some adults, and a few other people I think you should 
  know about. As I get information, I'll put more in. Second thing I'll deal with is places. See, lots of interesting 
  things happen in places. I've been to several myself. They're neat. You should go to places, too, because then you'll 
  be able to discover new, and interesting things, meet new and exciting people, and kill... Nah. That's been said 
  before. 
  Without further ado...  
   
  NPC's  
  NAME: Kelli Baker 
  AGE: 15 
  YOGANG: Boardpunk 
  GANG: L.S.A.'s  
   
  Kelli joined the LSA's for all the wrong reasons, but has thankfully managed to smooth those out and has become a 
  good member of the gang. Kelli is best described as "very cute, very squeeky, and kind of eepy". Kelli is a "girl" in 
  every sense of the term, right down to her giggly nature and deferring attitude. Given her choice, she would rather 
  get dolled up and keep her hands clean than get into the gears of her Aeroboard and tune it up. She's a good kid, 
  however, and is something of the "poor cousin"of the Gang, in that everyone watches out for her, and almost 
  everyone knows that she's easy to talk to (among the females, that is). Kelli is about 5'2", has aqua blue dyed hair, 
  and dresses very trendily. Her ZephyrTek board is painted dark blue, with a lavender sunburst radiating from the 
  nose and along the chassis.  
   
  NAME: Jamie "Tapper" Scott-Rogerson 
  AGE: 15 
  YOGANG: Boardpunk 
  GANG: L.S.A.'s  
   
  Tapper is another member of the L.S.A.'s, and is one of the defacto leaders. She is fearless, daring, and arguably one 
  of the more aggressive Thrashers in the Gang. Daughter of Rogerson International Shipping owners Joshua 
  Rogerson and Kate Scott-Rogerson, Tapper has a fairly affluent family, including a "fraternal" twin sister and a 
  younger brother. Hopelessly hung up on Billy, she has recently begun acting, dressing, and behaving more maturely 
  in an effort to get him to notice her. Tapper is about 5'4" tall, very atheletically built (she works out a lot to stay 
  ahead of the Gang), and typically dyes her hair in a variety of colors, giving her a "patchwork" look. Tapper flies a 
  Mehve Sportboard, and has become an expert at switching flight orientations on the board during a stunt.  
   
  NAME: Phoa "Jank" Quan 
  AGE: 14 
  YOGANG: Boardpunk 
  GANG: L.S.A.'s  
  Jank Pulls A Gainer 
   
  Jank comes from a hard line Korean Business family, and it shows. He strives hard to excel in school, and is a 
  bundle of nerves when not studying or flying his board. He goes out of his way to push the acceleration of his board, 
  and has earned a reputation as a speed freak on the Thrash scene. Jank (his pronunciation of the flight term "jink") 
  takes a lot of flak from his parents, and doesn't get to hang out with his Goboys too often if his grades fall below a 
  4.5 GPA. When he does manage to get out, he typically leads the L.S.A.'s on high speed runs down the Highway or 
  along the Wallside area. Jank is 5'5" tall, and flies a Starboard brand Aeroboard.  
   
   
   
   
  NAME: Tinkerbell "Tink" White 
  AGE: 13 
  YOGANG: Boardpunk 
  GANG: L.S.A.'s  
  Tink's Dramatic Pose 
  
   
  Tink, along with her sisters Jasmine and Ariel, are the daughters of Snow and Charming White, both of whom work 
  for Eisner Entertainment International. Her parents met each other while working for Eisner Co. in the LA area, and 
  when the Big One hit, moved into the NSCA area to escape the flooding. Now that most of the LA County area has 
  sunk beneath the waves, Tink finds no remorse in the move. 
  Tink resents her parents sell-out attitudes, in that each child name was a 5% increase in pay, and the actual changing 
  of their own names netted them 10% bonuses yearly. However, as a result, Tink gets the best gear, right down to her 
  Pixieboard brand Aeroboard, Neverstop brand Roadrasher, and the top notch toolsets she never seems to run out of. 
  Tink is otherwise uncommunicative about her family life, although she does talk about her sisters fondly from time 
  to time. Tink is a petite 4'9" tall, has very elfin features (and fervently denies any bodyscultping on her parents part), 
  and dyes her black hair a shocking pink color. She is the self titled "Gonzo Air Monkey" of the L.S.A.'s.  
   
  NAME: Tina "Scooter" Duquesne 
  AGE: 14 
  YOGANG: Boardpunk 
  GANG: L.S.A.'s  
  Scooter's Mugshot  
   
  Scooter wins the prize for Ganger with the most fucked up life among the L.S.A.'s. While most of the gang comes 
  from affluent, double parent familys with lots of love and corporate support, Scooter has suffered in the USA, and 
  then the ISA, since she moved here from Canada at age 4. Suffering through a nasty, push-me-pull-you-you-son-of-
  a-bitch divorce at age 7, she attended the strictest Corporate schools in the area until she was 13, when her mother 
  gained custody of her and put her into NSCA High. Since then, her mother has tried to force-feed her the "love" and 
  "attention" that was "denied" her by spending as much money as possible in the most extravagant ways. While this 
  has done a lot for her collection of gadgetry and toys (such as the Sirrocco Aeroboard she uses), it hasn't done a 
  whole lot for her social skills, and Scooter is very hard to read from time to time. Also, given the amount of stress in 
  her life, Scooter can be a real bitch until she's had time to decompress. Scooter is 5'3" tall, and wears "Gangsta" style 
  clothes when not Thrashing, complete with baggy pants, cut off tops, and retro baseball caps. She keeps her hair 
  short and dyes it black, and wears black contact lenses behind her faux reading glasses.  
   
  NAME: Skyler 
  AGE: 13 
  YOGANG: Boardpunk 
  GANG: L.S.A.'s  
  Skyler On Top Of The 
  World 
   
  Skyler's the poor kid of the group. He rebuilt a board from some scrap after a crash, siphons AV-Gas out of parked 
  spinners, and has hobbled together his Roadrasher from taped up bits of leather clothing and tires. But, he's not 
  depressed or depressing, isn't overly cynical, and is a truly good flyer. He's fond of locking his knees into slots on 
  his board and magno grappling around corners while attached to Spinnercars. 
  Skyler stands nearly six feet tall (he's 5'8"), and is very lanky and thin, indicating some form of possible growth 
  disorder. Kids his age, despite all the hormones in the food, just don't get that tall naturally. He's been described as a 
  "Stick Figure Scarecrow" when he's on his board, flying through the neon-backlit sky. He doesn't talk much about 
  his background, and is something of a "Mystery Kid".  
   
  Fuchikoma School  
  NAME: Zachary "Zik Zach" Yotter 
  AGE: 10 
  YOGANG: Streetfighter 
  GANG: Fuchikoma School  
   
  
  Zik Zach is a cute kid, standing all of about four feet tall, with sandy blonde hair, brown eyes, and rosy cheeks. He's 
  something of the darling of the School, as he tries overly hard to both impress the other students and to prove that 
  he's just as "grown up" as the rest of them. Zik Zach tries very hard to make sure that other people like him, and is 
  very mature for his age. He can be frighteningly chivalrous and gallant at times, and has explained that his near-
  obsession with Bushido stems from the fact that with Bushido, "Ya gotta be a hero!" Zik Zach's Bokken is nearly as 
  tall as he is, and while the sight of him wielding it can at times be humorous, he's very good at knee and body shots. 
  Zik Zach's chivalry sometimes gets the better of him, as his genuine concern for females and people weaker than 
  himself has occassionally been mistaken for a budding chauvanism.  
   
  NAME: Thomas "Tommy B" Brubaker 
  AGE: 16 
  YOGANG: Streetfighter 
  GANG: Fuchikoma School  
   
  Tommy B. is the kid who would have become a Mega Violent, and would probably be running with Angus, if not 
  for the people at Fuchikoma School. Angry and violent in his early years, the gentle understanding of the Sensei's 
  and the friendly competition of the other students helped to mold him into the first rate dueler that he is today. 
  Tommy B., for a 16 year old kid, is very stocky and well defined. While he is average height for his age, he masses 
  almost what one would expect from someone well over his height and age. As such, he's pretty strong, so don't get 
  into a scrap with him! Despite his size and power, Tommy B. is a solid friend, and is quick to rally unquestioningly 
  to his friends aid.  
   
  NAME: Jiro Yamaoka 
  AGE: 17 
  YOGANG: Streetfighter 
  GANG: Fuchikoma School  
   
  Jiro is Sensei Fuchikoma Yamaoka's grandson, and thus is the defacto leader of the group. He's a level headed kid 
  who gets far too much respect for his age, and if pressed will let on that he doesn't really like it. He also gets far too 
  much scrutiny and examination of his actions than he should, and it occassionally wears on him (but he doesn't ever 
  talk about it... to do so would be to disrespect the station that he knows he'll one day have). Jiro, for all you Femme-
  juves out there, is a dreamboat. He's tall, good looking, and honest. He's modest, a team player, and like Jonah 
  M'Tembla (below), really does give a damn about other people. That, and he's already got a couple of young women 
  chasing after him... Wonder if he's gay... NAH!  
   
  NAME: Shona "Kindo" McGowan 
  AGE: 16 
  YOGANG: Streetfighter 
  GANG: Fuchikoma School  
   
  Kindo (pronounced to rhyme with "Kendo") is Jiro's girlfriend... or at least, she wants to be. She isn't as good as Fuu 
  or Jiro in the special attacks of the school, but is a good defensive fighter, and can hold her own against any of the 
  others of her class. She's very attractive, and usually has a custom V-ICON overlayed on her regular appearance. It 
  is an image of her as she would appear if she was wearing traditional Japanese attire (all the girls in her class know 
  she does it because Jiro likes it... or so it seems). Kindo is quick to get frustrated at her own incompetencies, real or 
  imagined, and sometimes gives up a bit too easily. It would appear, however, that Jiro is where she draws a line at 
  giving up. 
   
   
   
   
   
   
   
   
  NAME: Shelley Ross 
  AGE: 15 
  YOGANG: Streetfighter 
  GANG: Fuchikoma School  
   
   
  
  Shelley is the newest kid in the class, and is having a hard time adjusting to the special moves of Fuchikoma style. 
  Her preferred Style is Standing Water In The Moving Stream, a misdirection based, hard attack style, but her 
  outlook on "The Way Things Work" is very much a needed thing in the school, according to Sensei Fuchikoma 
  (Jiro's grandfather, ya know). Shelley, like Mika has a thick, long auburn-red hair and blue eyes. Despite her many 
  similarities and subtle "twin motions" with Mika, the two are not true sisters, although a casual observer (or some 
  not-so-casual observers) wouldn't be able to tell. Shelley's style is a bit more open than Mika's (in terms of smiles 
  and expressions), but the two get along better than most, and while they are both a bit on the short and light side 
  currently, that should be changing soon. Shelley joined up with the Fuchikoma School after her old Dojo was closed 
  down two years ago. She's known Mika for much longer, having played with her when the two were much younger, 
  and later sparred against her during the formative years of the two's training.  
   
  NAME: Mikaela "Mika" Ludmirov 
  AGE: 14 
  YOGANG: Streetfighter 
  GANG: Fuchikoma School  
    
   
  Mika was adopted by the school about seven years ago. No one knows where her parents are, she doesn't seem to 
  care, and it's kinda cool having a surrogate sister (or so the general feeling of the class has been for all this time). 
  She alternately stays the night at someones house for a while, or lives in the back of the school with Jiro's family. 
  She's taught at the school, as without any parents or legal guardians to care for her and sign the right papers, she 
  technically doesn't exist to the corporate state. All this purposeful bouncing around has made Mika a good listener, 
  and has helped her to know exactly how to foster an attitude of family, cooperation, and belonging among the other 
  students at Fuchikoma School. It was Mika's closeness to Shelley that allowed the former Hadon Ryuga student to 
  adapt so easily to the operation at Fuchikoma, and since Shelley joined up with the Fuchikoma Dojo, that closeness 
  has spawned a nearly idiomatic relationship, bordering on the mimetic. (Don't know what Mimetic means, kiddies? 
  How about Symbiotic? READ A BOOK!) Mika, like Shelley, is a bit on the short and light side, but to coin an old 
  1950's term, should blossom nicely when her time comes. Watch out when she does, fellas!  
   
  NAME: Joseph "Tanc" Tancredi 
  AGE: 15 
  YOGANG: Streetfighter 
  GANG: Fuchikoma School  
   
  Tanc falls into that category of "My God! That's a PERSON!?" that sometimes happens when you watch someone 
  with arms the size of his neck, and a build to match walk through the door. The shock goes a bit deeper upon seeing 
  just how quiet, studious, and genuinely nice such a person can be. Tanc is just that; a very large, powerful, and quiet 
  young man, with an incredible level of manual dexterity and a stunning ability to learn. His parents and family 
  moved to the ISA from Liberia shortly before it was quarantined by the Euro-Bloc Nations, and he doesn't talk much 
  about what it was like over there. Tanc gets straight A's, high marks in all of his Kenjutsu trials, and is active in 
  neighborhood charities. What a guy.  
   
  NAME: Shou-Min "Shou" X'iang-Dao 
  AGE: 16 
  YOGANG: Streetfighter 
  GANG: Fuchikoma School 
   
  Shou also very much wants to be Jiro's girlfriend... much to the consternation of Kindo. She isn't as in to Bushido as 
  some of the other students, but views the practices of the school as a good way to build discipline and patience in her 
  life. Her family is traditional Chinese, and her behavior shows it. Shou is a waif of a girl, proportioned naturally and 
  reasonably, but still damned small, tiny, and thin. This is most likely due to her family's traditional diet and disdain 
  of "Western" food. This doesn't stop her from scarfing down burgers and 'za at every available opportunity, but it 
  does make her a little sick when she does. Shou's a good dueler, and is the first person to stick up for Zik Zach when 
  someone gets on his case for being too nice to people or trying too hard.  
  Angus' Bunch of Surly Thugs  
  NAME: Walter "Pinkie" Bright 
  AGE: 16 
  YOGANG: MegaViolent 
  GANG: Angus Rocks! 
  Pinkies Mugshot 
   
  
  Pinkie is slow, one could almost say that mentally he's about ten years younger than his true age. He's a follower, 
  who does what other people want him to do because it's what he does best. Occassionally, the mental trauma of an 
  abusive family, being beaten up because of his name, and whatever else is in the water he drinks gets the best of 
  him, and he becomes, for lack of a better term, all Narf-y. Pinkie is huge. Incredibly so. If there weren't so many 
  hormones in the food, and growth disorders weren't becoming more and more commonplace, no one would believe 
  that this six and a half foot tall kid was really 16 years old. From the tip of his brightly pink dyed spiked 'do, to the 
  bottoms of his RazorSports "Bigfoot Stomper" Combat Soccer shoes, Pinkie is imposing, rough, and oddly 
  moralistic. Like Angus, he's more of a sports brawler, and gets off on beating up people who get off on hurting kids. 
  Doesn't that make you feel safe?  
   
  NAME: Shawan "Rufus" Bickley 
  AGE: 14 
  YOGANG: MegaViolent 
  GANG: Hey, Angus Ain't that bad, dude... 
  Rufus Being His Badass 
  Self
   
  Rufus is an angry kid. He's the epitome of the term "Angst ridden teenager", complete with the "Nobody Unnerstan's 
  Me!" line. He's really resentful of his father, a "White assed Corper Scumbag" who left his secretary mother when 
  he was born. Rufus likes to beat up on anyone who picks on little kids, his neighbors, or his mom. Noone better get 
  near his mom without a good thought in their minds. Last one who did that won't ever walk again. Rufus stores up 
  his anger until it gets the better of him, and let's it out in spurts when it does. He's never really calm, and always has 
  something to prove. The easiest way to deal with him is to either prove right off the bat that you don't have a 
  problem with him, or that you can take him down. Either way, you'll get his respect, and once you have that, he'll 
  always let you know when he's pissed enough to break your face.  
   
  NAME: 
  Angela "Dayglo" Rasputin 
  AGE: 15 
  YOGANG: MegaViolent 
  GANG: I Can Take Angus if I Wanna... More Ways Than One, Too...  
  Dayglo Ready For 
  Action
   
  Dayglo is the only girl to ever hold her own with any of these kids. Or to win. She's outspoken, violent, and brash. 
  She hates her parents, and they hate her (she's sure of this). "f you can't beat 'em, get a bigger stick" is her motto, and 
  it seems to work. She's the sexually aggressive member of the group, and while she hasn't "done it" with anyone yet, 
  she's come damn close. Her anger and frustration seek as many outlets as they can, and the rest of the group may or 
  may not be wondering how long it will be until she loses it compeletly. Dayglo is the one punk most likely to score a 
  gun or explosive of some kind, as well as being the one to have the intent of using it as more than a show piece. 
  Dayglo, like Pinkie, dyes her hair, in this case, her wild mane tumbles bright banana yellow down her back, stopping 
  just below her shoulder blades. Her typical clothing consists of Doc Martin boots, ripped up jeans over a pair of 
  Dyna Shock Fashion brand thigh-highs, and a full sized Army Surplus Heavy Combat jacket over her tattered NSCA 
  Lancers sports jersey. Dayglo keeps an old Soviet Sub Corps medallion pinned to her headband, which is used as a 
  fashion statement, emergency cutting tool, and extended headbash gear. 
   
  NAME: Jacob "Poprocket" Walenstein 
  AGE: 12 
  YOGANG: MegaViolent 
  GANG: Angus'll Kick Your ASS, man! Better watch out, dude!  
   
  Poprocket is a scrapper, a bruiser, and a really rough little kid. He's constantly bruised and scabby, with a penchant 
  for imitating his hero, Angus. He's hitting that age where he's realizing that Angus may not be the coolest guy in the 
  world, but Angus can still beat him up, so he's still cool enough. Poprocket favors kicking larger people in the nuts, 
  and he doesn't fight "stoopid chicks", which doesn't mean just girls, but anyone who's just simply not worth the 
  fight. Poprocket doesn't handle displays of emotions from his "superiors" very well, and will chide, ridicule, or in 
  some cases just simply beat on them until they stop "actin' all wussy!". He gets his name from his attitude, namely 
  "Light, point, and stand back 'till it explodes!"  
  Miscellaneous Juves  
  NAME: Terri Giles-Worthington 
  AGE: 17 
  YOGANG: Glittergirl 
  GANG: Terri belongs to a Clique of Glittergirls in the NCSA High 
  Junior Class  
  A Shot of Terri
   
  
  Terri is an example of advanced intellect coupled with natural charm and attractiveness gone horribly, horribly 
  sideways. Terri is the daughter of two of the top research engineers at Raven Microcyb San Jose, and lives with her 
  parents and two younger sisters in the New Santa Clara Arcology (The Wall). Her current boyfriend is the first 
  string Center for NCSA High's Basketball team, Jonah M'tembla.  Growing up, she excelled in such things as math, 
  science, and literature, and even managed to achieve honors certificates in elementary and middle schools. However, 
  as my files show, that was all quickly forgotten when she hit puberty and began to blossom into the young woman 
  she is now. Terri got into the Clique she's in now sometime shortly before moving on to NSCA High, probably 
  based on the fact that she had sprung up like a weed over the summer, and her looks grew with her. Instead of being 
  shunned as a geek due to her family background and her own intelligence, she found that her smile and a casual flip 
  of her hair could now get her all the respect she wanted. It's no surprise that her grades dropped, her career potential 
  scores faltered, and her popularity soared. The Cabal has been monitoring Terri for a while now, and we suspect that 
  she could be convinced, if perhaps not easily, to give up her life of fashion, acceptance, and glamour and come over 
  to the side of the Revolution.  
   
  NAME: Brittany "Sliding Door" Jones 
  AGE: 15 
  YOGANG: Mallbrats 
  GANG: Central Stationers 
  A Shot of Brittany 
   
  Brittany really is 15, in fact, her birthday was just this last February 12th. Don't let anyone tell you there aren't 
  hormones in your food, kids, even if it's kibble. The fact that she looks (much) older, is a whiz at customer relations, 
  and isn't above showing a little humor, skin, or whatever else needs to be shown to get a sale managed to land her a 
  job at Gizmo Hut in the Milpitas Mallplex, where a simple forged work permit allowed her to get as many hours as 
  she could squeeze out of her family, friends, and studies.  Brittany is something of a slacker, study wise, but that 
  doesn't stop her from passing all the classes necessary to keep her job, and therefore her livelihood. A few 
  conveniently "unsalable" goods finding their way into the hands of the right "tutors", and her grades stay steady, 
  climbing and dropping when appropriate. Unfortunately my knowledge of her scholastic trickery ends there, as there 
  are certain places even I can't go. The information I've got comes from unencrytped V-Mail, a few dozen video 
  captures from some security cameras, and what a couple of your fellow Yogangers have managed to get on her for 
  me. I'm like Sung Chiang, kids. I've got my tentacles in everything! Whee!  Regardless of that, don't let Brittany's 
  looks fool you. She's not fickle, she's not shallow, and to the best of my knowledge isn't a slut, either, so don't you 
  girls get that idea. Of course, I could be totally fraggin' wrong, but who can say? What I am sure of is that she can 
  boost merchandise with the best of them, and that when she finally does get legal, there's gonna be a whole lot of 
  trouble for her. 
  NAME: Tabitha "Mink" Deavers 
  AGE: 16 
  YOGANG: Goth 
  GANG: NSCA High Theater Club, Wannabe Vampire, Castro Streeters  
   
   
  Mink is a Sophomore Theater Student at NSCA High, and is active in the Theater Club, where she can let her 
  "Natural Talents" shine through. Mink is a Goth to the hilt, and really gets off on Poe (Edgar Allen and the 20th C. 
  singer), Shakespeare, and Lovecraft. She typically covers herself from neck to wrist to toe in fishnet, lace, and 
  velvet, her black hair (dyed, of course) tousled and teased to get that "Natural" look, and with more than just a hint 
  of white-face and mascara showing through the veil she's recently added to her look. Unlike a lot of the Goths on the 
  local scene, Mink's something of a "Happy Goth", and plays up the rag tag nature of her attire to highlight her 
  natural attractiveness. Recently, Mink was out of school for about a week, and her parents couldn't be reached. She 
  showed back up about two weeks ago, and both she and her family have been silent about it since. Wonder what 
  happened....? 
   
   
   
  NAME: Jasper Davis 
  AGE: 17 
  YOGANG: Vidiot 
  GANG: NSCA High Film/Photo Club, Midnight Jackelopes 
   
  Davis is another member of the Lancers. He's an upperclassman, obviously, and is taking intensive Honors courses 
  in Management and Economics. He's also a first rate Vidiot, and is the president of the NSCA High Film/Photo club. 
  The Midnight Jackelopes are still a fairly secretive group, and no one really knows who makes up their ranks... 
  
  Except me and the GODRache, and I'm not going to tell... and neither will I. We? I? They? Whee? 
   
  NAME: Yuri "GitGo" Teslington 
  AGE: 16 
  YOGANG: Tinkertot 
  GANG: NSCA High Science Club, Teslington Tinkers 
   
  GitGo is a geek. A loser. The kid you go to if your wheels are broke and you have a lot of cash. His folks run the 
  best "independant" body shop in the area, and make a killing refurbishing products that are no longer supported by 
  the big name corporations. As this doesn't take any money from the Corpers, they don't really care. If he's not in 
  front of an old computer making it go(he taught himself UNIX when he was four, or so he says), or at the Science 
  Club lab, Gitgo is usually found in his own little greasepit in the back of his parent's shop. He's also typically loaded 
  down with Techtoys, trinkets, and reference manuals. 
   
  NAME: Jonathan "Jono" Hastings 
  AGE: 15 
  YOGANG: Beaverbrat 
  GANG: NSCA High Honors Society, Midnight Jackelopes 
   
  Jono is a Beaverbrat of the finest caliber. He's responsible, he gets good grades, and he's on the honor rolls of both 
  Principals and the Board of Directors. He's also responsible for the giant inflatable duck that found its way into the 
  senior class gymnasium, and the Jello mix that got dumped into the upper class pools last semester. Jono runs with 
  the Jackelopes, and is one of their heavy hitters, striking fear into the hearts of all who seek to keep the little guy 
  down. Last time a freshman got run up a flag pole by his underwear, the Jackelopes staged a raid on the Senior Class 
  lockers, replacing all of the upper class PE uniforms with water soluble paper replicas. Cueing the sprinkler system 
  in the Gyms to go off at random points over the next week was the fun part. 
   
  NAME: Warren Donley 
  AGE: 18 
  YOGANG: Goldenkid 
  GANG: Senior Class (That "Bunch o' stinkin' snobs!" specifically) 
   
  Donley is the son of Stephan Donley, star of As The World Goes By, a soap opera on WNS-ISA. His looks come 
  from his father, his charm from somewhere else. He's been likened to a cat: He likes you when you like him, and if 
  you don't like him, fuck you. He's snide, manipulative, and all the chicks love him. Just goes to show you that the 
  bad people do not always get what they deserve. Donley doesn't have much else in the way of interesting stuff to tell 
  about, besides his little "trysts" with several members of the Cheerleading squad, and the daughter of the Dean of the 
  Arts at NSCA High. Want the pictures? 
  NAME: Jonah M'tembla 
  AGE: 18 
  YOGANG: Rad 
  GANG: Surprisingly, None... Or maybe... 
   
  Jonah's the captain of the Lancers, and is their star center. He's an honest, hard working student who plays as hard as 
  he can, whether it's to get the point himself, or to let one of his teammates get it. Jonah is one of the very few people 
  with whom you can truly tell where you stand at all times. He's tall, handsome, honest, and oh-so-dreamy. He's 
  destined for management... which will prove if it's the leaders or the takers that truly are the future. Jonah is very 
  active in sports, debate teams, and has been taking leadership courses (although it's very likely that he takes them to 
  see what not to do) as a supplement to his economics and Corporate Policy courses. 
   
  ABOUT THE ARTWORK: I take no credit for any artwork not created by myself. "Tink" was made by John Brouillet. "Skyler", "Jank", "Rufus", 
  "Dayglo" and "Terri" were made by Christian Conkle. "Mink" was made by Drea O' Dare. I created "Brittany", and I am James Milligan. I also created and 
  utilized thumbnails. All artistic creations on this page are owned and copyright their creators. We have records, deal with pain! 
   
  Places of Interest 
   
  We're just overflowing with information for ya, aren't we? Originally, this node was supposed to have just a short 
  file on a couple of places that you kids might want to familiarize yourself with, and maybe even feed us some info 
  on, as well. As you little proto-cerebrates must by now understand, your rapidly expanding Nano-forged 
  Conciousnesses have pushed that engrammatic envelope, and have demanded more! 
  
  MORE! 
  MORE! 
  Consume! 
  Will you never be sated? Can we do nothing to alleviate your insatiable thirst for data? 
  I certainly hope not. The more you demand of the information networks we've built, the more power the other 
  Guru's of the Revolution will give me, and THEN let's see someone tell me that I can't play with their basketball! 
  HA! I'll show them! But what will I show them? Hmm... 
  Maybe... Nah... Hey! No... 
  What are you still doing here? Go find out about stuff!  
  New Santa Clara Arcology High School: 
  NCSA High is a breeding ground for Corporate whiz kids and future company drones. Before you get admitted, you 
  take a series of Career Aptitude tests, and you really ought to get used to them, because you'll be taking them every 
  quarter until you graduate. In order to even get anywhere near the area of acceptance, you have to, of course, have 
  parents in the right companies. NCSA High is funded by Raven Microcyb, Digital Duality, Genuflexx, and EBM, 
  four of the original companies to subsidize the construction of the Arcology in the first place. Other schools exist in 
  the Arco, funded by other backers and conglomerates. 
   
  NCSA does have a few advantages, although in the eyes of the Revolution and the Cabal, they don't really stack up 
  against the ever present Corporate Logo Parade, Drone Training, Low Protein/High Starch so-we-can-brainwash-
  you-easier cafeteria food (although if you like that sort of thing, I hear the gruel is really yummy this time of year), 
  and the incessant droning of politically correct elevator music that just keeps playing so subtly in the background 
  until you don't even notice it any more and it keeps going and going and eventually it's infiltrating every part of your 
  brain and the words don't even come to you any more and your head starts spinning when you don't hear it and then 
  you start hearing it in your sleep can't somebody make it STOP! 
   
  Whew. Sorry about that. Logic Loop. 
   
  NCSA has two Football teams, the Falcons and the JV Kestrels; a Soccer team, the Chargers; and a Basketball team, 
  the Lancers. They're working on a Target Archery squad, as well as attempting to regain footing in the area of 
  competition swimming after an embarassment two years ago that cost them their team, their uniforms, and their 
  coaches in that department. All the sports teams except the Falcons are co-ed, although the JV Kestrels are 
  predominantly male in their makeup. 
   
  Currently, NSCA High is run by two Principals, one for the Upper Class, one for the Lower. UCP is one Mr. 
  Harrison Jackson, a former EBM management specialist who surprisingly does have a background in the Education 
  field. He's known as a fairly good and patient man, and is openly fair and equal in his treatment of the students, 
  including his own two sons (who are not under his jurisdiction as a Principal, as they're in the Lower Class for the 
  next year). LCP is a Ms. (That's "Mizz", don't you know) Jeanine Breistein, a deservedly noted Hard-Case who was 
  given the job by the BOD at Raven Microcyb after the fiasco two years ago. Replacing the former LCP was not 
  Jeanine's ideal job position, but her background in public relations and consumer education made her the most apt, if 
  not most likely, candidate. 
   
  Classes at NSCA High run from 10AM to 4PM for most students, with Honors classes, sports training, and Study 
  Halls beginning at 8AM. The six hour schedule has been found to keep students more productive, as more of them 
  are awake and actually thinking, rather than sleeping off whatever it is they weren't up doing in the dark last night.  
   
  Milpitas Mallplex 
  When the Great Mall of the Bay Area finally bit it back in 2002, the city was left with a problem. Transit lines had 
  been re-routed to hook up to the Mall itself, with Light Rail and Bus terminals at either end of the parking lot, and 
  Shopper Shuttles doing regular runs. While the Mall itself hadn't been very successful as the Outlet Heaven it was 
  supposed to be, the City knew they had the potential to get a good thing going again if they could get it off the 
  ground. 
   
  So that's exactly what they did. Throwing time and contractors at the problem, along with copious amounts of cash 
  and Eminent Domain Clauses, managed to turn the formerly stodgy old gray building (hey, what do you expect from 
  a renovated Ford plant?) that the Mall had once again become into a multiple story, easily expandable, and 
  incredibly huge (about a mile long) Mallplex that was an integration of Commercial and Residential zonings and 
  construction practices. Employees and merchants were able to move in to the entire structure, bringing families and 
  a guaranteed consumer/retailer loop into the City's economy. The previous problem of the Elmwood Correctional 
  
  Facility was removed entirely when the compound mysteriously blew up six months into the construction of the 
  'Plex. The survivors were moved to other facilities, and no, a connection has not been found yet. Go figure. 
   
  You can find just about anything you want in the 'Plex, from Citycars to Smartboards, sneakers to thousand dollar 
  pumps. Bell-Boeing has a showroom on the seventh floor in the East Wing (the West Wing has eight floors, the 
  North Gate has ten) from where they sell the latest in Spinner Coupes and Sedans. Prices run the gamut, and with 
  two schools located close by, the 'Plex is of course a favorite hangout spot. 
   
  The place is, as they say, fraggin' huge. In the entirety of this multi-floored megalith (although still a paltry sight 
  compared to the Wall), some ten thousand people work and live in the mall, doing everything from retail sales to 
  security to janitorial work. Ten fountains, seven cinemas, fifteen arcades and five hundred restaurants dot the 
  different areas, raking in cash hand over fist. An entire subculture has sprung up in the 'Plex, and at times it seems to 
  rival even the last remaining fervor of the pre-ISA age that still lingers on the Strip. (See our notes on The Wall for 
  more on the Strip)  
   
  San Jose Arena 
  With the resurgence of the Corporate Bay Area, the sheer number of people needing to blow off steam skyrocketed 
  as the second decade of the Twenty First century began. The self-enclosed arena, previously used for the city of San 
  Jose's NHL team, the Sharks, was a perfect choice as the new Corporate Sportsdome. With the right amount of 
  palm-greasing, coupled with a liberal dosing of Corporate donations to City beautification projects, and the local 
  Consortiums had leasing and rental rights to the Arena at a moments notice. New Santa Clara Acrology High plays 
  all their home games at the Arena, as do all the other local Corporate High Schools. The Arena has been expanded 
  since its construction, and currently sports an additional two floors of seating, a third concession ring (elevated 
  above the previous two), and fully four hundred percent more parking than its original layout (in the form of parking 
  structures and spinner pads). Security is provided by a team licensed from Militech, but staffed by San Jose City 
  police. It's a pretty cush job, except for the occassional sports riot or hockey game. The Arena is a favorite spot for 
  after school hanging out, as well as a recently discovered "Duly Ordained" impromptu Thrash site for the local 
  Aeroboard gangs.  
   
  Sparkling Sammy's 
  Kids need a place to hang, and Sammy's is the place for a whole lot of them. Part Classic 20th 1950's style malt 
  shop, part gas station, part car wash, Sammy's has got a song in the juke box and a shine on the chrome that just sort 
  of reaches out and grabs you by the throat. From the big swooping swoosh sign on the marquee, to the "Drive In" 
  sign and car lot speaker phones, down to the little speckled plastic counters and stool tops, good old Sammy has 
  gone out of his way to make the place somewhere that people just want to be. A really jolly guy, Sammy doesn't buy 
  in to the "Gotta Look Good" trend of most men of his day, and thus appeals to the younger crowd that he tries to 
  attract to his business. From the stained white apron he wears over his blue collar work shirt and black denim pants, 
  to the funny paper chef hat he dons when behind the grill, or the up front pricing he gives to customers who want 
  their spinners washed, Sammy does one thing well: Customer Satisfaction. Because of this trend in service, Sammy 
  is able to make the place look just like it's supposed to, from the leatherette covered seats in the booths, to the actual 
  honest to Bogg vinyl record playing Juke Box, to the Dig Dug and Defender machines in the corner, to the "Sock 
  Hop" dance floor, Sammy runs a retro joint to beat all retro joints. 
   
  Sammy runs most of his business with his seven permanent employees, and draws what cover help he needs from 
  the teens that frequent the place. The only requirement to earn a few quick bucks from Sammy are that you have to 
  follow the rules, you work your ass off, you take your break on a regular schedule, and you wear the uniform. Guys 
  get the hat, the shirt and pants, and the shoes, girls get the blouse, skirt, and rollerskates. Unless you want to be a 
  mechanic. Then you get a pair of overalls and a grease rag. Sammy hasn't been able to do much mechanicing at his 
  joint for a while, what with the cutbacks on licensing, but he still manages to get a good deal of service done.  Come 
  on down, have a Sammy Burger. 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cybergeneration - Net - Places - Santa Clara Arcology by Jim Milligan.pdf