Operator Tactics // Terra Conflictus · 2066 // Hub Supplement
The Echo Protocol
Gorodskie Ekho — A Vertical City of Flooded Towers, Hidden Agendas, and Ascending Power
Gorodskie Ekho // Megacity Hub
6 Districts // Full Encounter Tables
4 Factions // Escalation Tracks
11 Key NPCs
4-Arc Campaign Structure
1 Mission Scenario
Drop-In or Campaign Backbone
"Altitude equals access. Everything else is water."
— Graffiti, The Soak, level 12, author unknown
00
Overview
Introduction
Gorodskie Ekho — The Echo — is a hub supplement for Operator Tactics: Terra Conflictus · 2066. It works as a complete campaign setting or as a drop-in city for existing campaigns. Six fully detailed districts, four factions in active conflict, two escalation tracks, eleven key NPCs, a four-arc campaign structure, and one standalone mission scenario. Everything connects. Nothing is stable.
The city is already in motion when operators arrive. The Syndicate is consolidating. The floodwaters are rising. Someone in The Spire is building immortality from stolen consciousness files. The Soak's four million unregistered residents are running out of time. Operators can work any faction, any side, or none. The city doesn't care. It's drowning regardless.
| Part | Content | Use |
| 1 | Gorodskie Ekho | Hub overview — city structure, three tiers, faction heat, scarcity index |
| 2 | The Six Districts | Full location entries — encounters, contacts, rumors, destabilization conditions |
| 3 | Factions | Four faction profiles, escalation tracks, contact protocols |
| 4 | The Cast | Eleven key NPCs — drives, agendas, contact levers, secrets |
| 5 | Campaign Arc | Four-arc structure — 6–8 sessions, dramatic engine, session outlines |
| 6 | The Kitchen Job | Standalone mission — five-beat structure, full opposing forces, climax variables |
How to Use This Module
Run The Kitchen Job as a one-shot or campaign opener. Drop individual districts into any OT city sandbox. Use the escalation tracks as background pressure in an ongoing campaign. Or run the full four-arc structure as a dedicated season. Every piece works independently. The city is the glue.
This supplement is not a tourism guide. It does not explain The Echo's history in clean paragraphs. It does not resolve the city's contradictions. It hands the GM a pressure cooker with six burners lit and says: your operators just walked in. Everything that happens next is their fault.
The water was chest-high in the old market arcade. I could hear someone singing three buildings east -- a woman's voice, clear as if she were standing beside me, bouncing off the submerged tile and up through the elevator shafts. My guide said that's how sound works down here. Voices travel wrong. You hear the dead before the living. I asked her what she meant. She said: "The living learn to whisper."
-- Field Notes, unnamed NAF observer, Soak-level assessment, redacted
Took the Drift Canal south at 0300. No checkpoints active -- the guards had pulled back to the bridge platforms because the water was up six inches since yesterday. Phosphorescent algae lit the hull green from below. My pole man said the algae bloom means the aquifer is turning. Said it like he was describing weather. I asked how long before it reaches the fermentation gardens. He looked at me like I'd asked when the sun would stop rising.
-- Kasim Patel, transit log, unencrypted analog recording
The Spire is visible from every level of The Soak on clear days. It rises through the haze like a needle through gauze. The upper floors catch sunlight that hasn't touched the water in decades. A child on a rooftop garden pointed at it and asked me what lived up there. I said people. She said: "No. People live down here."
-- Static Jam, broadcast fragment #0772, The Soak frequency
GM Only -- The Real Shape of Power
The four-faction model is what operators see. The actual power structure is simpler and worse. Baroness Volstok and a NAF division commander have a private channel. They've been trading intelligence for two years. The EO garrison is the only faction operating without a back channel to another power. The Soak Collective doesn't know the people protecting their autonomy are also cataloguing their population for future leverage. When operators discover this -- and they will, if they pull enough threads -- the entire faction map redraws. Every alliance they've built is conditional on information that isn't true.
GM Only -- What Deshi's Card Actually Opens
The access card doesn't open the flood control system. It opens the monitoring station that recorded why the system was shut down. The recording is pre-Upheaval. The voice on it belongs to someone who is still alive in The Echo -- someone the operators have already met. The GM decides who. The recording proves the Upheaval flooding in this sector was not a natural consequence of the global catastrophe. It was a deliberate act of infrastructure sabotage. The motive is the campaign's final question.
GM Only -- Thane's Seventh Body
Thane's current synthetic body -- the seventh -- has a flaw he hasn't told anyone about. His proprioception is degrading. He can't feel the edges of his own body without visual confirmation. He compensates by moving slowly and deliberately, which reads as menace but is actually disability. By Arc 3, he will begin losing fine motor control. His urgency about Maya's consciousness isn't just obsession -- it's a deadline. If he can't complete the transfer protocol before this body fails, he dies in a shell that can't feel itself dying. The horror of Thane is not that he's a monster. It's that he's a dying man building a coffin he calls a temple.
Leverage -- The Bilge Kitchen Supply Chain
Whoever controls fertilizer shipments to The Bilge Kitchen controls whether 40,000 people eat. The Syndicate knows this. NAF knows this. The Soak Collective pretends not to know this. If operators secure an independent fertilizer source -- from The Undermap's sealed agricultural stores or from an EO trade deal -- they gain leverage over every faction simultaneously. Food is the only universal currency in The Echo.
Leverage -- Thane's Transfer Logs
Seven consciousness transfers. Seven bodies. Each transfer generates a log file stored in The Vault. Those logs contain biometric data for every body Thane has inhabited -- including the original. If operators acquire even one log, they can prove Thane is not who he claims to be. The Baroness doesn't know about the transfers. Giving her this proof forces her hand. Withholding it gives operators leverage over Thane himself. Either way, the information is a weapon that fires in both directions.
Leverage -- The Pump Station Access Codes
Three pump stations keep The Soak habitable. Their access codes rotate weekly and are controlled by an automated system in The Current. Wire at The Lockworks has cracked the rotation algorithm but hasn't told anyone. Operators who learn this from Wire -- or figure it out independently -- can threaten to shut down pumps as leverage against any faction, or use the codes to prove good faith with the Soak Collective. The codes are worth more than money. They're worth 48 hours of breathable air.
01
Gorodskie Ekho
Hub Location
Gorodskie Ekho sprawls across 47 vertical kilometers of rearranged architecture — a megacity inverted by the Upheaval rather than designed for its current form. The pre-catastrophe street level now sits 40 feet underwater in perpetual twilight, flooded boat lanes threading between submerged corporate arcology and pre-automation infrastructure. Upper floors became ground level. Clean, lit, controlled.
The vertical stratification is absolute. Altitude determines access to breathable air, clean water, and Syndicate approval. The city operates under contested control between the Syndicate (entrenched in The Dry), the Eurasian Oligarchy (claiming territorial authority), and the North American Federation (running covert ops through The Undermap). The Soak's population — swollen with climate refugees and pre-Upheaval underclasses — survives on bootleg tech, community agriculture, and analog black markets. Pressure is rising. The floodwaters are rising faster than the pumps can manage. Something old is waking under the water.
| Attribute | Value |
| Location Type | Megacity — vertical, flooded, faction-contested |
| Scale | 47 vertical kilometers / 12 million registered / 4 million unregistered (The Soak) |
| Control | Syndicate (The Dry) · EO (claimed authority) · NAF (covert) · Independent Operators (The Soak) |
| Faction Heat | 3/5 — escalating |
| Scarcity Index | Drinkable water · stable power · analog components · upward mobility |
| Signature Threat | Rogue AI flood control systems · pre-Upheaval weapons in submerged vaults · posthuman research escapes from The Spire |
| Connectivity | Corporate nets in The Current · analog networks in The Soak · dark fiber in The Undermap |
The Three Tiers
The Soak — The Wet Reimagined
The flooded street-level and lower commercial floors, 40 feet below the Upheaval's new ground. Perpetually wet, lit by chemical phosphorescence and jury-rigged solar catch-basins. No centralized power — water filtration, fermentation gardens, analog communication networks. The Soak is where the Disconnected live: climate refugees, factory labor, people who cannot afford permits for The Current. Water infiltrates everything. Damp corrodes metal and electronics. Most residents pole boats between submerged storefronts and rooftop gardens. No surveillance grid reaches here. Factions and independent operators contest every resource. No faction has full control. Everyone has a presence.
The Current — Where Hope Lives and Dies
The mid-levels (floors 15–35 of the new geography) where the city's economic machinery runs. AI-managed factory floors, corporate workspace, transport hubs. The Connected class moves here with proper credentials: factory workers with quota chips, freight operators, junior corporate staff. Social credit is enforced — access to water, housing permits, and upward work assignments depend on compliance. Faction safehouses, black-market service corridors, and underground transit routes run through The Current's infrastructure. Drone surveillance is heavy but exploitable by those who know the network.
The Dry — Mythic Space
The upper levels (floors 36–47) where air is clean, water is guaranteed, and power is stable. Executive towers, Syndicate administration, closed-circle research facilities. The Baroness and her network operate from sealed habitation suites and climate-controlled war rooms. For Soak residents, The Dry is untouchable — proof that the old world's inequality survived the Upheaval intact. Access requires Syndicate sponsorship or NAF clearance. Sealed from The Soak completely. Accessible only through controlled Current-level checkpoints.
02
The Six Districts
The Soak & Current
Each district has a function, a controller, a pressure, and a breaking point. None of them are static. Run the day/night split to establish rhythm. Roll encounters to keep operators off-balance. Let the rumors seed future missions. When a district destabilizes, the ripple hits everything adjacent.
D-01
The Bilge Kitchen
The Soak // Food Production
A district-scale food production and communal meal hub built on submerged market squares and adjacent rooftop soil beds. A woman in a respirator stands on a rooftop 40 feet above the flood, hands in dark soil under a phosphorescent grow-lamp, while water drips from The Current above and fog rolls across the flooded streets below.
Read AloudThe smell hits first -- fermenting grain, wet earth, and something sharper underneath, like rust dissolving. Rooftop gardens stretch in every direction, soil beds built on corrugated steel and old signage. Water drips from the level above in steady curtains. Somewhere below, the flood laps at foundations you can't see. A woman kneels in dark soil, her respirator fogged, hands black to the wrists. She doesn't look up when you arrive. Nobody does. Everyone here is working.
Haecceity Texture
Sound carries upward through the garden beds -- voices from the flood level below arrive as murmurs through the soil. Phosphorescent grow-lamps cast everything in blue-green, making skin look bruised. The air tastes of yeast and mineral salt. Rooftop steel groans under soil weight when the wind shifts. Fermentation vats hum at a frequency gene-forged operators feel in their teeth before baseline humans hear it. Water condensation on every surface -- nothing is ever dry. Footsteps squelch on algae-slick walkways between beds.
Function
Food production and distribution keeping The Soak fed. Fermentation gardens, mycoprotein vats, rooftop farming terraces, a bone market, and a trade pier where produce boats from the Undermap tributaries dock.
Controller
Soak Collective — council-driven, non-factional. NAF has one embedded representative.
Tags
Food Production · Community Infrastructure · Moisture-Dependent · Below Surveillance · Bartered Economy · Odor-Dense · Rooftop Transit
Scarcity
Drinkable water · fertilizer · actual seeds · cooking fuel · working labor
Under-System
Gravity-fed water filtration channels running between rooftop beds and fermentation tanks, fed by pre-Upheaval stone aqueducts pulling industrial waste heat from The Current. Blockage here kills the gardens within days.
Risk
Mold blooms killing entire fermentation batches · structural rooftop collapse under soil weight · Syndicate black-market food cartel pressure · deliberate crop contamination · cascade crop failure
Encounters
Day (D6)
Open Operations
1
A Collective organizer recruiting harvest labor — possibly faction-compromised.
2
Syndicate food cartels attempting to buy out a section of rooftops.
3
A child thief operating across fermentation tanks; locals organizing pursuit.
4
Batch contamination forcing emergency triage — medical intervention needed now.
5
NAF observers documenting food output, asking intrusive questions about production capacity.
6
Structural breach: rooftop section collapsing into the level below. Rescue operation.
Night (D6)
Dark Hours
1
Nocturnal harvest crew working in darkness — exhausted, near-zero rations.
2
Syndicate infiltrator sabotaging fermentation tanks.
3
Unauthorized residents stealing food directly from tanks.
4
Rooftop transit refugees crossing the gardens to avoid checkpoint detection.
5
NAF operatives collecting soil samples without authorization.
6
Biomechanical maintenance drones malfunctioning — rupturing tanks.
Rumors (D6)
1
The Syndicate has been poisoning Collective seed stock for three months. Crop yields are failing deliberately.
2
Deep water below The Bilge contains something alive that's fouling the aquifer.
3
The real food production is happening on Syndicate-controlled Current levels. The Bilge is theatre for population management.
4
NAF representatives are training Soak Collective members for armed conflict.
5
The rooftops are sinking. Water level is rising 6 inches per week.
6
Pre-Upheaval agricultural data was recovered in The Undermap. The Collective is planning to break free from Syndicate food dependency entirely.
Contacts
Elena Markov
Controller: Soak Collective · Influence: Local Food Production, Rooftop Transit, Crew Politics
Profile
Collective council member, rooftop farmer, water systems engineer. Mid-fifties, missing two fingers on her right hand from pre-Upheaval machinery. Quiet, direct, keeps no secrets from the Collective. Knows the rooftop transit network better than anyone alive.
Contact Lever
Can get: rooftop transit access, safe house in the gardens, advance intel on Syndicate movements, introduction to Soak Collective council. Wants: technical support to rebuild a collapsed water filtration section -- the eastern channel has been down for two weeks and the gardens are dying. Fears: the Syndicate turning The Bilge Kitchen into a controlled food-distribution center that replaces the Collective with a supply chain she can't influence.
Kasim Patel
Controller: Independent Operators · Influence: Black Market Goods, Water Smuggling, Pier Networks
Profile
Officially a produce-boat captain. Actually a smuggler of analog tech and clean water. Thirties, wiry, speaks in overlapping sentences. Has lost three boats to faction checkpoints in the past year.
Contact Lever
Can get: unlimited pier access, water-level intel, introduction to Undermap networks, boat transport anywhere on the Drift Canal without checkpoint interference. Wants: a crew to retrieve salvage from a sunken pre-Upheaval warehouse in the Drift Canal -- something specific, something he won't name until the crew commits. Fears: the canal being sealed by the Syndicate. Three boats lost to faction checkpoints in one year. A fourth loss ends his operation permanently.
If Destabilized
A major fermentation vat failure coincides with a rooftop garden collapse. 40,000 residents lose daily meals within 48 hours. The Soak Collective fractures. Factions arrive offering nutrition paste in exchange for access. The Bilge becomes a staging ground for civil conflict. Food is explicitly weaponized.
Under-System -- Gravity Filtration
The Bilge Kitchen runs on gravity-fed water filtration channels connecting rooftop beds to fermentation tanks below. The channels pull industrial waste heat from The Current through pre-Upheaval stone aqueducts -- a system nobody designed for this purpose but everyone depends on. If a channel blocks, the fermentation tanks lose temperature regulation within 12 hours. If two channels block simultaneously, the gardens lose irrigation and the tanks go septic. The Collective maintains the channels with hand tools and prayer. There is no backup system. There has never been a backup system.
Site Clocks
Mold Bloom
Starts at 4. Tick down when humidity spikes or filtration channels block. At 2: fermentation batches fail -- 30% food loss across the district. At 0: cascade contamination. Every vat in the eastern section is poison. 48-hour starvation window opens.
Rooftop Integrity
Starts at 6. Tick down when soil beds take water weight or structural supports corrode. At 3: visible sagging -- evacuation of two garden sections required. At 0: catastrophic collapse. Soil, crops, and workers fall through to the flood level. Rescue operation. Deaths.
Syndicate Buyout Pressure
Starts at 4. Tick down when the Collective refuses cartel demands or operators interfere with Syndicate food distribution. At 2: Syndicate cuts fertilizer supply -- yields halve within a week. At 0: hostile takeover. Armed enforcers arrive. The Bilge Kitchen becomes Syndicate property. Elena Markov is arrested or killed.
Salvage (d6)
1
Sealed pre-Upheaval seed vault -- 12 varieties of grain, viable. Trade value: name your price to the Collective. $2,400 to anyone else.
2
Corroded water filtration membrane -- still functional if cleaned. The Collective will trade a week of safe-house access and two meals daily for this. $180 scrap value.
3
Hand-crank phosphorescent lamp, military grade, pre-Upheaval manufacture. 200-hour runtime. $340. Every operator in The Soak wants one.
4
Analog soil pH tester with 40 remaining test strips. The Collective has been guessing soil chemistry for months. $90 market, priceless here.
5
Waterproof case containing fermentation culture starters -- three strains, two unknown. Could revolutionize mycoprotein production or poison a district. $600 to a buyer who knows the difference.
6
Elena Markov's personal repair journal -- hand-drawn schematics of every filtration channel in the district. Contains margin notes about Syndicate infiltration attempts. Intelligence value: extremely high. She will want this back.
If the Squad Goes Down
The Collective recovers downed operators if they've earned trust -- otherwise bodies float to the canal within hours. Recovery costs: two days of labor in the gardens, no exceptions. Gear is held as collateral until the debt clears. Medical treatment is fermentation-based antiseptics and bone-setting by feel. Gene-forged operators heal faster but the Collective's medicines weren't designed for modified biology -- side effects are unpredictable. Time lost: minimum 48 hours. The Syndicate notices when operators disappear from circulation.
GM Tip -- Running The Bilge Kitchen
Start operators here with a smell, not a briefing. The Bilge Kitchen is sensory overload -- let them taste the air before they meet anyone. Elena Markov should be encountered working, not waiting for the crew. She finishes what she's doing before she acknowledges them. That tells operators everything about her priorities. If players try to buy food, the Collective doesn't sell food. They share it. The distinction matters and operators who don't understand it will struggle to build trust here.
D-02
Signal Reach
The Soak // Black Market
A vertical market running through exposed elevator shafts, stairwells, and inter-floor transit spaces. Illegal tech, bootleg medical supplies, contraband gene-forged maintenance equipment. A teenager on a swaying rope platform in an elevator shaft, examining a salvaged processor under a phosphorescent lamp, while merchants haggle in five languages below and faction enforcers watch from distant checkpoints.
Read AloudThe elevator shaft drops forty floors into darkness. Rope platforms swing at every level, loaded with salvaged tech and the people selling it. Neon strips -- green, pink, chemical white -- line the shaft walls in crooked verticals. The sound is a wall: five languages, twelve arguments, one music source you can't locate. Something sparks three floors down. Nobody flinches. You smell solder, sweat, and the ozone bite of cracked datasleeves running hot.
Haecceity Texture
Sound in Signal Reach is vertical -- conversations above and below overlap into a constant roar that swallows individual words past ten feet. Neon strips cast competing color temperatures, making faces shift between warm and corpse-blue depending on which level you're standing on. Gene-forged operators with enhanced hearing find Signal Reach physically painful without dampening. The air carries particulate solder and vaporized coolant. Everything you touch leaves a faint chemical residue on your skin. Rope platforms sway under weight -- experienced traders move without looking down. New arrivals grip the rails and everyone knows.
Controller
No single owner. Multiple independent vendor networks in uneasy détente. Every faction has enforcer presence. The market polices itself through reputation and debt.
Tags
Black Market · Vertical Architecture · High-Density · Neon-Lit · Surveillance-Blind · Audio-Intense
Draw
Elevator shaft markets · neon-stripped tech vendors · the Meat Clinics (unlicensed gene-forging) · the Wire Wall (hacked datasleeve rentals) · Signal's Ladder (stairwell market; each step belongs to a different merchant family)
Under-System
An unauthorized pneumatic tube network connecting Signal Reach to The Undermap and lower Soak districts. Unmapped by faction intelligence. Only 5-year veterans know the full network.
Encounters
Day (D6)
Market Hours
1
A vendor with a counterfeit tech item to sell — actually functional, but stolen from EO.
2
A NAF recruiter offering payment for information about clinic operations.
3
A child suffering from a failed gene-forge mutation. Medical intervention needed.
4
Syndicate enforcers raiding an unauthorized clinic. Violence imminent.
5
A faction turf negotiation between independent vendors and EO enforcement.
6
Pneumatic tube system jammed. Contraband backing up into visible public areas.
Night (D6)
After Dark
1
A gene-forging clinic operating in absolute darkness. Customer anonymity is the product.
2
NAF operatives conducting covert datasleeve transactions.
3
An independent operator fencing stolen corporate goods.
4
Syndicate enforcement action: systematic stall searches for unauthorized tech.
5
A vendor dispute escalating to weapons. Bystanders in the crossfire.
6
The Wire Wall experiences a network cascade. Multiple illegal datasleeve connections crashing simultaneously.
Rumors (D6)
1
NAF has been surgically enhancing their operatives with unreleased gene-forge tech and shopping Signal Reach for further upgrades.
2
One of the major vendors is a Syndicate undercover operative documenting every transaction.
3
The pneumatic tube network connects directly to pre-Upheaval vaults in The Undermap. Military-grade tech is down there.
4
A gene-forging clinic has been producing sentient biological constructs for sale.
5
Syndicate is planning to collapse Signal Reach to eliminate independent black markets. The order could come any week.
6
EO has been bribing vendors to identify NAF operatives. People are disappearing after their purchases become known.
Contacts
Sarcade
Controller: Independent Operators · Influence: Black Market Tech, Gene-Forge Networks, Vendor Politics
Profile
Runs the Wire Wall and associated datasleeve operations. Gender presentation fluid, twenties, eyes modified for low-light vision, speaks in encryption-cracking terminology. Can access corporate networks that should be completely closed. Pure payment basis — no loyalties except to maximum profitability.
Contact Lever
Can get: free datasleeve access for 6 months, introduction to NAF network specialists, first right of refusal on stolen corporate architecture specs, hacking support for any network job in The Echo. Wants: access to a pre-Upheaval security manual for an older corporate net architecture -- Sarcade believes this manual is in The Undermap's archive stations. Fears: the Wire Wall being discovered and shut down. Sarcade's entire identity is the network. Without it, they're just another vendor on a rope platform.
If Destabilized
Faction enforcement escalates from harassment to systematic collapse. Gene-forging clinics are raided and destroyed. The pneumatic tube network is discovered and sealed. Signal Reach ceases to function as a market and becomes a battlefield. The black market migrates to The Undermap — smaller, more exclusive, far more expensive.
Under-System -- The Pneumatic Network
An unauthorized pneumatic tube network connects Signal Reach to The Undermap and lower Soak districts. Tubes run through walls, between floors, inside sealed elevator housings. Packages move at 40 km/h through pressurized channels maintained by vendor families who pass the knowledge generationally. Only 5-year veterans know the full network. A tube failure creates a pressure blowout that can kill anyone standing within three meters of the breach point. The network is Signal Reach's circulatory system -- cut it and the market bleeds out in days.
Site Clocks
Faction Crackdown
Starts at 6. Tick down when operators draw faction attention or vendors sell restricted tech openly. At 3: Syndicate enforcers begin systematic stall searches -- vendors start hiding inventory. At 0: full raid. Gene-forging clinics destroyed. Pneumatic network discovered and sealed. Market dies.
Wire Wall Cascade
Starts at 4. Tick down when too many datasleeve connections run simultaneously or corporate countermeasures trigger. At 2: intermittent network failures -- Sarcade begins rationing access. At 0: total cascade. Every illegal datasleeve connection crashes. Data loss. Identity exposure. People die from the fallout.
Salvage (d6)
1
Cracked datasleeve -- functional but logs everything to an unknown external address. $120. Useful if you don't mind being watched.
2
Pre-Upheaval medical scanner, handheld, battery at 30%. Can diagnose gene-forge complications that no current equipment detects. $800 to the right clinic.
3
EO military encryption chip, removed from a decommissioned comms unit. Sarcade will pay $500 cash or six months of datasleeve access for this.
4
Vendor debt ledger -- handwritten, analog, covering three months of black market transactions. Names, amounts, faction affiliations. Intelligence value: incalculable. Physical danger of possession: extreme.
5
Gene-forge stabilizer ampule, unlabeled, from a destroyed clinic. Stops mutation cascade in modified organisms. One dose. $1,200 to anyone mid-modification. Worthless otherwise.
6
Pneumatic tube routing map -- hand-drawn, partial, covering the Signal Reach to Undermap connection. Three stations marked that don't appear on any other document. Trade value: a very dangerous favor from very dangerous people.
If the Squad Goes Down
Signal Reach has no organized recovery. Downed operators are looted within minutes -- gear, weapons, datasleeves, boots. Sarcade may intervene if the crew has outstanding credit, but intervention means debt, and Sarcade's debts compound. Medical care comes from the Meat Clinics: unlicensed, gene-forge adjacent, effective but unpredictable. Recovery time: 24-72 hours depending on injury. The market remembers weakness. Prices go up for operators who've been seen bleeding.
GM Tip -- Running Signal Reach
Signal Reach is vertical. Describe it that way -- up and down, not left and right. Merchants are above and below the operators, not beside them. Conversations happen across vertical distance. This changes how stealth, pursuit, and combat work. A chase through Signal Reach is a climbing problem. Let players feel the drop beneath them at all times. Also: everything here costs something. Information, passage, a place to stand. The market doesn't have free space. If operators are standing still, they're standing on someone's real estate.
D-03
The Lockworks
The Current // Pre-Upheaval Infrastructure
An old industrial maintenance level housing pre-Upheaval machinery, mechanical systems, and analog repair infrastructure — a place operators and independent technicians work on equipment the corporate AI network cannot track or monitor. A woman in fireproof gear stands before a massive pre-Upheaval hydraulic pump, adjusting valve positions with a manual wrench while scalding vapor hisses from every joint and phosphorescent light catches the edge of her face.
Read AloudThe heat hits you at the threshold -- industrial, dry, carrying the smell of machine oil and hot metal. The space opens into a cathedral of old machinery: hydraulic pumps the size of rooms, pneumatic lines thick as arms, conduit bundles running floor to ceiling in configurations nobody alive fully understands. Everything hums. The floor vibrates through your boots. A woman in scorched fireproof gear looks up from a valve assembly, nods once, and goes back to work. The machinery doesn't stop for introductions.
Haecceity Texture
The Lockworks is the only place in The Soak that is genuinely dry -- the heat from the machinery drives moisture out of the air. Gene-forged operators with enhanced thermal sensitivity find the temperature gradients disorienting: cold spots near water seepage, scalding zones near active pumps, and everything between. Sound is mechanical -- rhythmic clanging, pneumatic hisses, the deep thrum of transmission lines carrying power to The Current above. Phosphorescent light is replaced by incandescent work lamps that cast hard shadows. The air tastes of copper and lubricant. Surfaces are warm to the touch. Metal expands and contracts audibly as machinery cycles.
Controller
Nominally independent operators. Tacitly protected by NAF (who use it as a false-flag asset). The Syndicate tolerates it because the machinery keeps The Current functioning.
Tags
Pre-Upheaval Architecture · Industrial Space · Analog Systems · Surveillance-Blind · Maintenance Labor · Faction Neutral · Water-Damaged
Draw
The Mechanical Archives (floor-to-ceiling salvaged machinery) · pre-Upheaval documentation in waterproof vaults · The Forge (active metalworking shop) · pneumatic transmission lines · tool libraries
Under-System
A network of mechanical transmission lines (pneumatic and hydraulic) pumping power and resources throughout the level and into The Current above. Nobody fully understands their control logic. Prone to violent pressure spikes. An operator who understands the industrial cycle can move goods or people through the network without detection.
Risk
Machinery activating unexpectedly · water seepage corroding load-bearing equipment · Syndicate discovery of NAF operations · electrical hazards at unknown voltages · debt entanglement from borrowing tools or space
Encounters
Day (D6)
Full Operation
1
A machinery system activating unexpectedly. People at risk. Emergency shutdown needed.
2
A civilian worker injured by pre-Upheaval equipment. Medical and technical intervention needed.
3
Syndicate scouts visiting to "conduct safety inspections."
4
A major component failure threatening The Current's industrial cycle.
5
A dispute between independent operators over tool allocation or facility space.
6
Water seepage reaching critical levels. Immediate pumping and structural support needed.
Night (D6)
Shadow Work
1
NAF operatives conducting covert equipment modification or repair.
2
Independent operators moving contraband through the pneumatic transmission network.
3
Syndicate infiltrators searching for evidence of NAF presence.
4
A mechanical system undergoing dangerous autonomous startup.
5
EO procurement team evaluating Lockworks for purchase or control.
6
A dissident faction trying to sabotage critical infrastructure.
Rumors (D6)
1
NAF has been building weapons-grade equipment in the lower Lockworks sections. Not just repairs — actual fabrication.
2
Syndicate knows about NAF presence but is deliberately allowing it in order to gather intelligence.
3
One of the major pneumatic transmission lines carries something alive. Operators have heard sounds from it.
4
The original pre-Upheaval control systems for all of The Echo's water management are documented in a sealed vault here. Whoever controls that knowledge controls the flooding.
5
Independent operators are planning to disconnect Lockworks from The Current's power supply and go completely independent.
6
Pre-Upheaval military-grade manufacturing equipment is hidden somewhere in the lower levels. Everyone is searching for it.
Contacts
Wire
Controller: Independent Operators · Influence: Analog Systems, Clandestine Repair, Lockworks Administration
Profile
De facto leader of Lockworks. Operates like a crew chief. Age uncertain (fifties?), partially augmented with mechanical limbs that are definitely pre-Upheaval fabrication. Speaks in equipment specifications and repair procedures. Genuinely committed to keeping Lockworks neutral.
Contact Lever
Can get: permanent facility access, technical support for custom equipment builds, introduction to the NAF technical liaison, knowledge of the 47-minute pressure cycle that lets operators move through the transmission network undetected. Wants: someone to salvage critical components from the flooded maintenance sections two levels below without triggering automated security systems -- the hydraulic pumps are failing and Wire can't fix them without parts that are underwater. Fears: the Syndicate discovering NAF operations in the Lockworks. Wire has maintained neutrality for years. A Syndicate strike operation would force a choice Wire has been avoiding: pick a side or die in the middle.
If Destabilized
Syndicate discovers NAF presence and launches a strike operation. The facility is assaulted. Independent operators are forced to choose between NAF sponsorship or displacement. The pneumatic transmission network is sabotaged or captured. Critical infrastructure fails. Lockworks becomes a militarized NAF black site.
Under-System -- Mechanical Transmission
The Lockworks powers The Current through a network of pneumatic and hydraulic transmission lines running upward through the building infrastructure. Nobody fully understands the control logic -- it's pre-Upheaval automated, running on systems that predate the AI networks. Pressure spikes happen without warning. A violent spike in the wrong line can rupture a wall or kill a worker. An operator who learns the industrial cycle -- approximately 47 minutes between major pressure shifts -- can move goods or people through the transmission network undetected. Wire knows the cycle. Wire doesn't share it freely.
Site Clocks
NAF Exposure
Starts at 6. Tick down when NAF operatives conduct visible operations or operators ask the wrong questions about facility access. At 3: Syndicate scouts increase inspection frequency -- Wire begins restricting access to lower sections. At 0: Syndicate confirms NAF presence. Strike team arrives within 4 hours. Wire must choose a side or die neutral.
Water Seepage
Starts at 4. Tick down each week as flood levels rise. At 2: lower sections become ankle-deep -- machinery corrosion accelerates, electrical hazards multiply. At 0: catastrophic water intrusion. The heat exchange systems short. Power to The Current fails. The Lockworks floods from below.
Machinery Breakdown
Starts at 4. Tick down when components fail and salvage runs don't replace them. At 2: hydraulic pumps running at 60% -- The Current's factory floors begin brownouts. At 0: total mechanical failure. The Current loses industrial power. Economic collapse cascades upward. The Dry notices.
Salvage (d6)
1
Pre-Upheaval hydraulic valve assembly, mint condition, still in original packaging. Wire will trade permanent facility access for this. $1,800 market value.
2
Analog voltage tester, military grade, waterproof. The only tool in The Soak that can safely measure the Lockworks' unknown electrical systems. $440.
3
Sealed maintenance logbook -- pre-Upheaval, handwritten, covering the transmission line network. Contains the pressure cycle timing Wire has memorized. $200 as a curiosity. Priceless as intelligence.
4
Pneumatic line repair kit -- patches, sealant, pressure gauge. Enough material for three emergency repairs. The Lockworks goes through these monthly. $280.
5
Pre-Upheaval power cell, unknown chemistry, holding a charge after decades. Could power a small workshop for a week or explode without warning. $600 to someone brave enough to test it.
6
NAF equipment cache manifest -- printed on waterproof paper, listing weapons and surveillance gear stored somewhere in the lower Lockworks sections. Coordinates encoded. Possession of this document is a death sentence from at least two factions.
If the Squad Goes Down
Wire's people extract downed operators from machinery zones -- they know the pressure cycles and safe corridors. Recovery is professional: proper splinting, burn treatment, decontamination. But Wire tracks every favor. Operators who go down in the Lockworks owe labor -- mechanical work, salvage runs, or carrying messages Wire doesn't trust to the pneumatic system. Minimum recovery: 36 hours. The machinery doesn't stop running during recovery. Sleep in the Lockworks means sleeping through rhythmic industrial noise that never pauses.
GM Tip -- Running The Lockworks
The Lockworks is the only faction-neutral space in The Echo, and that neutrality is fragile. Wire maintains it through personal authority and the fact that everyone needs the machinery running. Play Wire as exhausted but precise -- someone who has been holding a crumbling system together through sheer competence for years. The machinery should feel alive: describe its rhythms, its heat, its sounds. When something goes wrong mechanically, it should feel like a body failing. Operators who treat the Lockworks as a resource depot miss the point. It's a living system with a caretaker who's running out of parts.
D-04
The Spire
The Dry // Syndicate Black-Site
A reinforced corporate tower that survived the Upheaval intact, now a Syndicate black-site running classified posthuman research and housing executive infrastructure. Upper floors control power. Lower levels descend into flooded research vaults. A massive tower rising through cloud layers, its upper floors lit and pristine, windows sealed shut, while far below water laps at its reinforced base and phosphorescent Soak light barely touches it.
Read AloudThe air changes at the checkpoint. Filtered. Temperature-controlled. The humidity that saturates every breath in The Soak is gone. The corridor ahead is white composite -- clean walls, recessed lighting, no visible moisture. Your footsteps echo differently here. The sound doesn't scatter like it does below. It lands flat, absorbed by materials designed to kill reverberation. A security officer in pressed uniform watches you approach with the calm attention of someone who has never been hungry.
Haecceity Texture
The Spire is silent in a way that feels wrong after time in The Soak. Sound is absorbed by acoustic dampening in the walls -- voices don't carry, footsteps don't echo past the room you're in. Gene-forged operators with enhanced hearing experience this as a pressure change, like descending underwater. The light is artificial white, constant, shadowless. Air tastes of nothing -- filtered clean of all particulate, all smell. Surfaces are smooth composite, body-temperature neutral. The lower levels smell faintly of ozone and standing water where the seals aren't perfect. Temperature drops one degree per floor as you descend toward the flooded research vaults. By the time you reach the Synthetic Vault, your breath is visible.
Controller
Baroness Volstok's Syndicate network — absolute administrative authority. Every entrance guarded. Every level surveilled. Every person tracked.
Tags
Corporate Architecture · Heavily Secured · Vertical Access Restricted · Research Classified · Power Stable · Surveillance Total · Militarized
Draw
Executive habitation (actual food, real water, climate control) · The Research Levels (posthuman genetic modification and artificial consciousness experiments) · The Power Nexus · The Synthetic Vault (three flooded levels of pre-Upheaval data storage containing original Upheaval-era archives) · military-grade defensive installations
Under-System
A secondary power distribution system running independently from The Current, fed by geothermal heat exchange in the flooded levels below. Has multiple pre-Upheaval maintenance access points that are poorly documented and rarely checked. The heat exchanger is also a water pump — if it stops, The Spire floods from below.
Scarcity
Legitimate access credentials (Syndicate issues maybe a dozen new ones per year) · information about research objectives · escape routes (the Spire is designed to be airtight)
What Thane Is Building Here
Thane operates as Baroness Volstok's logistics lieutenant. Volstok approved consciousness transfer research as a Syndicate insurance project. Thane has gone rogue — building immortality for himself, not the Syndicate. Seven synthetic body transfers complete. He is collecting consciousness patterns, especially Maya's. Volstok will use Marcus to clean house when Thane becomes a liability. She doesn't know that moment is coming sooner than she thinks.
Encounters
Day (D6)
Daytime Operations
1
A security checkpoint screening contractor access. Documentation must be precise.
2
A research subject escape. Violent, augmented, unpredictable.
3
A power allocation dispute between research teams competing for resources.
4
A Syndicate security team conducting a paranoia purge. People being detained.
5
An NAF infiltrator being escorted through under false credentials — not yet blown.
6
A structural integrity assessment in the flooded lower levels. Water pressure increasing.
Night (D6)
Night Protocol
1
A covert operation: NAF attempting to infiltrate the Synthetic Vault.
2
A research team conducting a classified posthuman experiment. Sounds of distress.
3
Syndicate security conducting internal security sweeps.
4
Containment failure. Something escaped from research. Hunting through the tower.
5
An executive meeting: faction leaders or Baroness Volstok conducting sensitive negotiations.
6
A power system malfunction requiring emergency manual intervention in the flooded levels.
Rumors (D6)
1
The Spire's research is producing sentient posthuman soldiers the Syndicate plans to deploy as mercenaries.
2
The Syndicate recovered a pre-Upheaval military AI from the Synthetic Vault and hidden it in the Spire.
3
The Baroness herself is no longer fully human. She's undergoing continuous genetic modification to extend her life indefinitely.
4
NAF has a mole inside the Spire's research program exfiltrating biological data.
5
The automated defense systems are becoming unstable. Syndicate is unable to fully control them.
6
The flooded lower levels contain pre-Upheaval weapons caches. The Spire is built on top of a military installation.
If Destabilized
A major containment breach cascades into multiple research escapes. Posthuman subjects are loose in the tower. Automated defense systems begin firing indiscriminately. Flooding accelerates from the lower levels. The Spire seals itself completely. The Baroness goes into complete paranoia lockdown. The facility becomes a death trap.
Under-System -- Geothermal Heat Exchange
The Spire runs on a secondary power system independent from The Current: geothermal heat exchange drawing energy from the flooded levels below. The heat exchanger doubles as a water pump -- it keeps the lower levels from flooding further while generating power for the upper floors. If the exchanger fails, two things happen simultaneously: the Spire loses independent power and the lower levels flood. The research vaults are below the exchange system. A deliberate shutdown of the exchanger would destroy the Synthetic Vault within hours. The Baroness knows this. It's why the exchanger room has its own security detail.
Site Clocks
Containment Integrity
Starts at 6. Tick down when research subjects are agitated, experiments push boundaries, or security is diverted. At 3: minor containment breaches -- individual subjects escape into maintenance corridors. Security sweeps intensify. At 0: cascade breach. Multiple posthuman subjects loose in the tower simultaneously. Automated defense engages. The Spire becomes a kill box.
Thane's Protocol
Starts at 8. Tick down each session as Thane works toward completing the consciousness transfer. At 4: Thane begins requiring specific targets -- Maya becomes priority. His behavior becomes visibly desperate. At 0: transfer protocol complete. Thane achieves what he believes is immortality. What he actually achieves is the GM's decision.
Lower Level Flooding
Starts at 4. Tick down as city-wide water levels rise. At 2: water reaches the heat exchanger intake -- efficiency drops, power fluctuations begin on upper floors. At 0: exchanger submerged. Power fails. The Synthetic Vault floods. Everything Thane built is underwater. Everything the Baroness invested is gone.
Salvage (d6)
1
Syndicate security keycard -- expired but containing biometric data from a former guard. Sarcade can clone it. $400 or a favor to the right person.
2
Research sample container, sealed, contents unknown. The label says "SUBJECT 4 -- TISSUE VIABLE." Dr. Voss will pay $2,000 for its return. NAF will pay $3,000 for its contents.
3
Pre-Upheaval data crystal from the Synthetic Vault -- waterlogged but recoverable with the right equipment. Contains partial Upheaval-era archives. Historical value and intelligence value both extreme. $1,500 minimum.
4
Automated defense system diagnostic tool -- allows temporary override of a single defense node for 90 seconds. One use. Priceless during a Spire infiltration. $800 to a collector who doesn't know what it does.
5
Consciousness transfer pod maintenance log -- handwritten by Thane personally. Contains technical specifications and margin notes that reveal his proprioception is failing. Intelligence value: campaign-altering.
6
Climate control bypass module from the executive levels. Allows access to ventilation systems that connect every floor. A team that fits in the ducts can move through the Spire unseen. $600. Weight limit applies.
If the Squad Goes Down
The Spire does not release prisoners. Downed operators are detained, biometrically catalogued, and interrogated by Syndicate security. Gear is confiscated permanently. Identity is recorded in a system that never forgets. Rescue requires either a Spire infiltration -- the hardest operation in The Echo -- or a negotiated exchange through Baroness Volstok, who will demand something operators cannot easily give. Time in detention: indefinite. Every hour in Syndicate custody is an hour the Baroness learns more about the crew's network.
GM Tip -- Running The Spire
The Spire should feel like enemy territory from the moment operators enter. Everything is too clean. Everyone is too calm. The absence of the sensory chaos operators have adapted to in The Soak is itself disorienting. Play the security as professional and unhurried -- they don't need to rush because they control every exit. When Thane appears, describe him through absence: the breath that doesn't quite match the sentence, the hand that pauses a beat too long before gesturing, the smile that arrives like a calculation. He's not threatening. He's uncanny. Let the crew feel that before they understand why.
D-05
Drift Canal
The Soak // Primary Transit Route
The flooded old main street running through The Soak — now the primary waterway connecting upper and lower districts. Checkpoints from every faction, black-market trafficking, boat markets. A small fishing boat loaded with harvest, passing a checkpoint where guards in faction armor stand on a reinforced bridge above the water while phosphorescent algae blooms glow sickly green in the canal below.
Read AloudThe canal stretches in both directions -- a flooded boulevard thirty meters wide, lined with the upper stories of submerged buildings. Water the color of old copper moves slowly south. Phosphorescent algae clings to everything below the waterline, casting a sick green glow upward that makes the underside of bridges look diseased. A pole boat slides past carrying stacked crates. Ahead, a checkpoint bridge spans the canal -- faction guards visible as silhouettes against work lamps, the sound of their radio chatter skipping across the water toward you from impossible distance.
Haecceity Texture
Sound on the Drift Canal travels flat across water and arrives with unnatural clarity -- a whispered conversation at one checkpoint is audible three bridges away. Gene-forged operators with aquatic adaptations feel the water's chemistry through their skin: mineral content, temperature layers, the chemical signature of algae bloom. The canal smells of wet concrete, algae, and diesel from the few motorized boats that can still find fuel. Light is green from below and amber from checkpoint lamps above -- faces caught between the two look jaundiced. The water itself is opaque past arm's depth. Boats rock constantly from the wake of other traffic. Nothing on the Drift Canal is ever still.
Controller
Contested. EO controls the north segment. Syndicate controls the central crossing. NAF has covert presence. Movement along the full canal requires passage through multiple checkpoints.
Tags
Primary Transit Route · Contested Water · Multiple Factions · Checkpoint-Heavy · Boat-Based Travel · Smuggling Corridor
Under-System
A network of pre-Upheaval storm drains runs parallel, partially flooded but navigable by small submersible craft or divers. These passages bypass most checkpoints but are narrow, dangerous, and partially collapsed. Known by independent operators and smugglers. Not advertised.
Encounters
Day (D6)
Canal Traffic
1
A boat stopped at a checkpoint. Inspection is becoming aggressive.
2
A fishing accident. People in the water. Immediate rescue needed.
3
A faction cargo transport moving through the canal, attempting to bypass smaller boats.
4
Bridge reinforcement causing partial canal closure and traffic jams.
5
A merchant barge sinking. Cargo being dumped or salvaged.
6
A checkpoint sweep. All boats detained for documentation verification.
Night (D6)
After Dark
1
Black-market cargo transport moving under reduced checkpoint attention.
2
Checkpoint guards conducting unauthorized piracy. Boats being robbed.
3
A patrol boat actively searching for specific individuals or goods.
4
The Float hosting an illegal gathering — meeting, trade, or party.
5
A covert faction operation: boats moving weapons, people, or equipment.
6
Structural collapse: bridge section failing. Boats in danger.
Rumors (D6)
1
The EO checkpoint is a front for independent piracy. Guards are keeping a percentage of seized goods.
2
NAF has submarines operating in the Drift Canal, photographing faction boat traffic.
3
Something large is moving in the deep water beneath the canal. Boats have gone missing after hitting it.
4
The Syndicate is planning to seal the Drift Canal completely, forcing all traffic through The Current.
5
The Float residents are planning to cut loose and create an independent mobile settlement.
6
Pre-Upheaval military vessels are lying at the bottom of the canal. Salvage rights are contested.
Under-System -- Storm Drain Bypass
Pre-Upheaval storm drains run parallel to the canal, partially flooded but navigable by small submersible craft or divers. These passages bypass most checkpoints but are narrow -- two meters at the widest -- and partially collapsed in at least three documented locations. Navigation requires knowledge of the collapse points, current flow patterns, and which sections fill completely at high water. Independent operators and smugglers maintain this knowledge orally. The drains connect to The Undermap at two known junction points and at least one junction that only Kasim Patel admits to knowing about.
Site Clocks
Checkpoint Escalation
Starts at 6. Tick down when factions detect smuggling or operators run checkpoints. At 3: all boats detained for documentation -- canal traffic stops. Goods rot. People miss deadlines. At 0: the canal is sealed. No traffic. The Soak's primary supply route is cut. Starvation pressure builds within 72 hours.
Bridge Integrity
Starts at 4. Tick down when water levels rise or heavy traffic stresses reinforcements. At 2: partial closures -- checkpoint bridges sag visibly, guards relocate to improvised platforms. At 0: bridge collapse into the canal. Debris blocks navigation. Faction control points become unreachable. The canal becomes lawless overnight.
The Deep Thing
Starts at 6. Tick down when boats disturb deep water or salvage operations go too deep. At 3: boats report hull impacts from below. Something large is moving. The canal population begins avoiding the deep center. At 0: it surfaces. What it is -- pre-Upheaval automated defense, mutated organism, or something else -- is the GM's decision. The canal is no longer safe for small craft.
Salvage (d6)
1
Waterproof cargo container, sealed, contents: 12 ration packs (pre-Upheaval military issue, still edible). $360 on the open market. The Bilge Kitchen will trade a month of safe passage for these.
2
Faction checkpoint radio, EO frequency, functional. Allows monitoring of EO guard rotations for approximately 48 hours before the encryption cycles. $500 to NAF. Dangerous to possess.
3
Pole boat, damaged but repairable. Hull intact, pole snapped. A functional boat on the Drift Canal is worth more than cash -- it's mobility. Repair cost: $80 and 4 hours at The Lockworks.
4
Diving mask with integrated lamp, pre-Upheaval manufacture, sealed optics. Allows 30 meters visibility in the canal's murky water. $700. Essential for storm drain navigation.
5
Algae sample kit containing three sealed vials of phosphorescent bloom. The Bilge Kitchen's fermentation scientists can culture this into a light source or a poison, depending on the strain. $200 either way.
6
Waterlogged manifest from a sunken merchant barge -- lists cargo, origin points, and buyer names across three districts. Several names are faction-affiliated. Several names are supposed to be dead. Intelligence value: high and volatile.
If the Squad Goes Down
The canal takes bodies. Operators who go down on the water sink unless someone pulls them out within minutes -- gear weight guarantees it. Checkpoint guards will recover downed operators if bribed ($200 minimum, more if faction-affiliated) but will confiscate weapons and record identities. Recovery without faction involvement requires a boat and a crew willing to operate under checkpoint observation. Medical care means getting to The Bilge Kitchen or Signal Reach -- the canal itself has nothing. Time lost: 24 hours minimum. Gear lost to the water is gone permanently unless operators mount a diving salvage operation.
GM Tip -- Running Drift Canal
The canal is a transit space, not a destination. Every scene here should involve movement -- boats passing, water flowing, checkpoints approaching. Operators on the canal are exposed and visible. There is no cover on open water. Use this to build tension during smuggling runs and checkpoint approaches. Describe the sound carrying across water -- guards at a distant checkpoint hearing a conversation the operators thought was private. The canal rewards preparation and punishes improvisation. Operators who plan their route, know the checkpoint schedules, and have documentation ready move freely. Everyone else gets stopped, searched, and remembered.
D-06
The Undermap
Below The Soak // Pre-Upheaval Network
An interconnected network of pre-Upheaval subway tunnels, maintenance passages, and utility conduits running below the flood line — partially submerged but navigable, used for covert movement without detection. A figure in a diving suit descends into a flooded tunnel with a waterproof lamp illuminating an ancient subway car below, while the beam catches on something else moving in the water.
Read AloudThe darkness is total. Your lamp cuts a cone of visibility into it -- maybe fifteen meters before the water and the walls swallow the light. The tunnel stretches ahead, half-flooded, the water black and still. A pre-Upheaval subway car sits below the waterline, its windows dark, its interior visible only as shapes when the lamp passes over it. The air is cold, wet, and tastes of mineral sediment. Something drips in a rhythm that isn't random. Something moves in the water at the edge of your light. Then doesn't.
Haecceity Texture
The Undermap has no light source except what operators bring. Darkness here is not absence -- it's presence, physical and heavy. Sound behaves as echo: every footstep, every splash, every breath returns from multiple directions with slight delays that make distance impossible to judge. Gene-forged operators with echolocation or sonar adaptations find the tunnel acoustics overwhelming -- too much data, too many reflections. The water is cold -- 8 degrees Celsius in the deeper sections -- and carries vibrations from the city's machinery above as a constant low hum felt through the body. Air quality degrades in sealed tunnel sections: CO2 builds within hours without ventilation. The smell is wet stone, standing water, and something organic that nobody has identified.
Controller
Nominally faction-free. NAF has the most permanent presence (safe houses, caches). Independent operators maintain navigational knowledge. The Syndicate treats it as hostile territory.
Tags
Pre-Upheaval Architecture · No Surveillance · Partially Flooded · Smuggling Corridor · Faction-Free · Dangerous · Historically Significant
Draw
Pre-Upheaval station hubs (navigation waypoints and shelter) · Maintenance libraries (sealed technical documentation) · The Archive (a station where operators maintain caches) · flooded tunnel sections with salvage and equipment · abandoned pre-Upheaval vehicles
Under-System
A network of pre-Upheaval automated transport systems still partially functional. Understanding the schedule lets operators move unseen. The systems are poorly maintained and occasionally dangerous — sections can experience sudden acceleration or decompression.
Day/Night
No difference. The Undermap is always dark. No day/night cycle applies — except in terms of what happens on the surface above.
Encounters (D6)
1
A structural collapse blocking a primary route. Improvised repair or alternate path needed.
2
A water level rise flooding previously dry sections. Immediate adaptation needed.
3
An automated pre-Upheaval system activating unexpectedly. Potentially dangerous. Potentially useful.
4
NAF operatives conducting covert movement. Possible contact or conflict.
5
Independent operators managing cache maintenance. Social negotiation required.
6
Evidence of Syndicate presence: recent intrusion, traps, or abandoned equipment.
Rumors (D6)
1
The Undermap connects to pre-Upheaval military installations below the city. Weapons caches are down there.
2
Something alive is moving in the deepest flooded sections. It's killed at least three divers.
3
The pre-Upheaval automated transport system is still receiving signals from somewhere — running a pre-programmed route nobody understands.
4
NAF has an entire military unit stationed in a secret Undermap hub. They're staging something large.
5
The Syndicate has acquired pre-Upheaval maps and is planning a major sweep operation.
6
One of the pre-Upheaval archive stations contains information about how to shut down the entire city's power grid.
Under-System -- Automated Transport
Pre-Upheaval automated transport systems still run in sections of The Undermap. Magnetic rail cars move on a schedule nobody has fully mapped -- approximately every 3 hours in the main trunk lines, irregular in the branch tunnels. The cars are sealed, pressurized, and fast. Understanding the schedule lets operators move between Undermap stations in minutes instead of hours. Misreading it means standing on a platform when a car arrives at 80 km/h. The system is still receiving signals from somewhere -- automated, pre-programmed, or something else. The source of those signals has not been located.
Site Clocks
Tunnel Flooding
Starts at 6. Tick down each week as city water levels rise. At 3: previously dry sections become wading-depth -- navigation routes change, some caches become inaccessible. At 0: main trunk tunnels fully submerged. The Undermap is accessible only by divers or submersible. Most operators lose access permanently.
Syndicate Incursion
Starts at 6. Tick down when Syndicate acquires Undermap intelligence or operators lead faction attention below. At 3: Syndicate scouts appear in known stations -- NAF safe houses begin relocating. At 0: full sweep operation. Syndicate military enters The Undermap in force. Cache stations are raided. NAF assets are compromised. The last faction-free space in The Echo is gone.
The Signal Source
Starts at 8. Tick down when operators investigate the automated transport signals or interact with pre-Upheaval systems. At 4: the signals change pattern -- transport cars begin running new routes, accessing sealed tunnel sections. At 0: the signal source activates fully. What it is and what it wants is the campaign's deepest question. The Undermap is no longer abandoned infrastructure. It's awake.
Salvage (d6)
1
Pre-Upheaval military ration case -- sealed, 24 meals, nutritionally complete. $720 on the surface. Down here it's a week of life for a four-person crew.
2
Waterproof lamp, industrial grade, pre-Upheaval manufacture. 500-hour runtime. The single most valuable survival item in The Undermap. $900. Kill for it.
3
Sealed maintenance locker containing pre-Upheaval hand tools -- wrenches, cutters, diagnostic probes. Wire at The Lockworks will trade six months of facility access for this set. $400 market.
4
Subway station map, pre-Upheaval, laminated and intact. Shows three stations not on any current navigation chart. One is marked with a symbol nobody recognizes. $300 to a collector. Operationally priceless.
5
NAF equipment cache -- opened, partially emptied, but still containing two encrypted comms units and a med-kit. Possession identifies you as either NAF-affiliated or NAF-targeted. $1,100 total. Handle with extreme caution.
6
Pre-Upheaval data core, recovered from a submerged subway control room. Encrypted. Contains operational logs from the automated transport system -- including the last commands issued before the Upheaval. Whoever decrypts this learns why the trains are still running. Value: undefined. Danger: absolute.
If the Squad Goes Down
The Undermap does not rescue. Downed operators stay where they fall until someone comes for them or the water rises. NAF safe houses will recover operators with existing NAF relationships -- but extraction costs intelligence, and NAF debriefs are thorough. Independent operators in The Undermap may help if they know you, ignore you if they don't, or loot you if you're carrying anything worth taking. Medical care is whatever the crew brought with them. The Undermap has no clinics, no Collective kitchens, no vendor networks. Time lost is measured in lamp-hours remaining. When the light runs out, the dark is permanent.
GM Tip -- Running The Undermap
Track light sources. When operators enter The Undermap, ask them what they're carrying for illumination and how long it lasts. Make them feel the dark closing in as batteries drain. Describe sound as echo -- every noise returning from multiple directions. Navigation should feel uncertain: passages that look identical, flooded sections that force detours, the distant sound of automated cars that could be approaching or retreating. The Undermap rewards caution and punishes confidence. Let silence be a tool -- long stretches of nothing punctuated by sounds that demand interpretation. Is that water dripping or footsteps? Is that machinery or breathing? The Undermap doesn't answer questions. It asks them.
03
Factions & Power
Active Conflict
Four factions are operating in The Echo simultaneously. None of them have complete information. All of them are making moves the others don't know about. Operators who understand the fault lines between them have tools. Operators who ignore the fault lines get caught in them.
The Syndicate — Baroness Volstok's Network
Hegemonic Corporate Authority // Faction Heat: 4/5
Territory: The Dry (absolute control), The Spire (absolute control), major Current-level installations, distributed enforcement presence throughout The Soak.
Approach: Vertical integration and power consolidation. Maintain control through corporate hierarchy, surveillance, and resource restriction. Eliminate threats through assassination, intimidation, or absorption.
Assets: The Spire (military-grade research, executive control center, automated defense) · power distribution control · security forces (3,000–5,000 personnel) · surveillance network in The Current and The Dry · clean water, food supplies, advanced technology.
Objectives: Consolidate absolute control over The Dry and The Current. Complete posthuman research program before NAF or EO can acquire it. Eliminate independent operators in The Soak. Maintain facade of legitimacy while operating as de facto military occupation.
Problems: NAF infiltration into The Spire and critical research programs. EO pressure from garrison and covert economic espionage. Rising water levels threatening research facilities and power systems. Thane's rogue operation (which Volstok doesn't fully understand yet). Internal paranoia and purges reducing operational effectiveness.
Contact Protocol: Direct approaches are dangerous. Work through intermediaries (Dr. Voss, Venn, or proxies). Payment is always demanded. Betrayal is permanent.
Eurasian Oligarchy
Territorial Military Authority // Faction Heat: 3/5
Territory: Claims all of The Echo as contested EO territory. Active garrison in northern Drift Canal section and scattered presence throughout The Current.
Approach: Negotiated control and taxation. Maintain presence through permanent garrison, intelligence operations, and economic pressure. Leverage territorial claims against the Syndicate and NAF while extracting resources.
Assets: Military garrison (800–1,200 trained personnel) · northern checkpoint control · intelligence network with informants throughout The Echo · diplomatic legitimacy with some pre-Upheaval governments · external financial resources.
What They're Actually Looking For: A pre-Upheaval installation they believe is Lumicite-based. They don't know about consciousness transfer. They don't know what they're actually looking for.
Contact Protocol: EO operates through military hierarchy and official channels. Approaches should be formal. Payment is in resources, intelligence, or political advantage. EO honors contracts if they serve strategic interests.
North American Federation — Intelligence Division
Covert Intelligence Agency // Faction Heat: 3/5 (covert, accelerating)
Territory: No formal territory. Distributed safe houses in The Undermap, The Lockworks, Signal Reach, and The Spire.
Approach: Infiltration and intelligence gathering. Maintain presence through deep-cover operatives, black-site facilities, and proxy operators. Acquire pre-Upheaval knowledge and posthuman research without direct conflict.
Assets: Safe house network distributed throughout the city · 200–400 trained agents (precise number unknown even to the Syndicate) · advanced hacking and surveillance bypass capability · genetic research partnership through Dr. Choy · access to external weapons, equipment, and funding.
What They Know: More than EO about Thane's activities. Hasn't decided whether to stop him or recruit him. Sees consciousness transfer as strategic advantage if controllable.
Contact Protocol: NAF recruitment is typically indirect — through intermediaries like Dr. Choy, Rostov, or Chen. Approaches by operators should assume cover and compartmentalized information. Betrayal results in elimination.
Independent Operators & The Soak Collective
Decentralized Community Networks // Faction Heat: 2/5 (rising)
Territory: The Soak (primary), Signal Reach, The Bilge Kitchen, The Lockworks (shared with NAF), distributed throughout The Current and The Undermap.
Approach: Community resistance and mutual aid. Maintain autonomy through economic networks, information sharing, and organized labor. Resist absorption or control by larger factions while building resilience within The Soak.
Assets: Population base (millions of residents with varying degrees of organization) · analog networks not dependent on corporate digital infrastructure · black markets and bartered goods networks · physical assets across The Bilge Kitchen, Signal Reach markets, The Lockworks · cultural authority and moral legitimacy in The Soak.
The Null Collective Connection: Deliberately blank — for the GM to develop. Thane's consciousness transfer work parallels their ideology in ways he doesn't fully understand. They may be watching. They may be patient.
Contact Protocol: Approach through community representatives (Elena Markov, Kasim Patel, River, Raina). Work is payment-based or ideology-based depending on the operator. Betrayal of community interests results in exile or elimination. Relationships are slower to build but more stable once established.
03B
Escalation Tracks
Campaign Pressure
Two escalation tracks are running simultaneously. They operate independently and interact when both reach critical levels. Operators can slow or accelerate either track through their actions. The GM should advance tracks based on time passed in-world, not sessions played.
Track 1 — Syndicate Consolidation & Research Acceleration
Baroness Volstok is moving toward completing her posthuman enhancement program and establishing uncontested control over The Echo.
Phase 1
Current: Syndicate operatives systematically identifying independent operators and autonomous communities. Intelligence is being compiled on operator activities, NAF contacts, and pre-Upheaval asset locations. Operators report being approached by apparent independent contractors (actually Syndicate scouts) requesting information about Undermap routes and community networks.
Phase 2
1–2 weeks: Major independent operation centers are targeted with raids and arrests. Signal Reach's Wire Wall is shut down. The Bilge Kitchen is subjected to heavy taxation and supply seizures. The Lockworks is searched for NAF presence. Deaths are expected. Resistance is treated as justification for escalation.
Phase 3
2–4 weeks: Syndicate establishes permanent military presence in The Soak. Checkpoints become constant. Food distribution is controlled. Work permits are required for any movement. Population resistance and NAF activity trigger further escalation.
Phase 4
4+ weeks: With access to pre-Upheaval genetic records and elimination of independent disruption, Volstok's research program accelerates. The first generation of enhanced posthuman soldiers is produced. A new power imbalance emerges. If Thane completes his protocol before this, the research goes somewhere Volstok didn't authorize.
If Operators Disrupt
Consolidation stalls or fails. Factions remain contested. Population unrest persists but organized. Independent operators retain operational freedom.
If Syndicate Completes
Posthuman soldiers deployed. Military balance shifts decisively. NAF must commit to direct conflict. The city enters open warfare.
Track 2 — Rising Floodwaters & Infrastructure Collapse
The water levels in The Soak are rising faster than systems can manage. Pre-Upheaval pump systems are failing. The underlying catastrophe is environmental, not political.
Phase 1
Current: Water levels in The Soak rising 4–6 inches per week. The Bilge Kitchen's fermentation gardens experiencing saltwater contamination. The Undermap's flooded sections becoming impassable. People on the canal reporting boats sinking due to unexpected deep water.
Phase 2
1–2 weeks: Major pre-Upheaval pump systems begin failing from water damage and lack of maintenance. Multiple pump stations go offline simultaneously. Water levels accelerate to 8–12 inches per week. The Synthetic Vault and lower Spire sections are at risk of catastrophic flooding.
Phase 3
2–4 weeks: Power generation systems in The Spire lose coolant from flooded lower levels. Electrical distribution begins failing section by section. The Current's industrial cycle becomes unstable. Faction coordination deteriorates. The city is becoming ungovernable.
Phase 4
4+ weeks: The Soak becomes partially uninhabitable. Millions of residents must relocate upward into The Current, creating unprecedented pressure and resource scarcity. Factions are unable to prevent mass migration. The entire social structure of The Echo is destabilized.
If Operators Restore Infrastructure
Flooding stabilizes. Crisis averted. Factions leverage this to consolidate power further — the hero moment becomes a faction tool.
If Systems Fail
Environmental catastrophe. Approximately 4 million residents lose stable housing. Mass migration. Factions collapse or fragment. Warlordism emerges. Prolonged civil conflict.
Dual Escalation
If both tracks reach Phase 4 simultaneously, Gorodskie Ekho enters permanent destabilization. All faction checkpoints become irregular or non-functional. Independent operator networks fragment into armed groups. The Undermap becomes the only safe transit route. Every district becomes a contested zone. This is not a failure state — it is a different campaign.
04
The Cast
Key NPCs
Eleven key NPCs. Each has a drive, a lie they tell themselves, a truth they can't face, and a secret that recontextualizes them when operators learn it. The drives and lies are playable from session one. The secrets are earned. Run them as people first and plot functions second.
Marcus Reeves
Independent Operator · The Thinking Man · Baseline
Lie: I can reach the top if I'm clever enough.
Truth: Freedom is looking around, not up.
Marcus is the thinking operator. Runs lateral. Sees systems. Catches the lies his crew misses. His weakness is that he'll burn friendships proving he's right. His secret: he's terrified of having no way out — and every clever plan is a trap door he builds for himself.
In the campaign: The crew's de facto lead. His competence on the Dynasty job is what brings Thane's attention. Everything that follows is, in some way, his fault. He knows this. He won't stop knowing it.
Primary Target // Thane's Objective
Maya Reeves
Soak Collective · De Facto Community Leader · Baseline
Lie: If I care hard enough, the system will protect people.
Truth: Care doesn't need the system's permission.
Maya runs the kitchen. Feeds people. Builds community infrastructure. She is unmoved by faction pressure — her strength is that she isn't afraid of the Syndicate. Her weakness is isolation. She doesn't ask for help. Thane wants her consciousness. Marcus wants her to escape. She wants neither.
Secret: She's been documenting Syndicate food supply manipulation for months. The documentation is in the kitchen. It's the most dangerous piece of intel in The Soak. She hasn't decided what to do with it.
Primary Antagonist // Arc 1–3
Thane
Syndicate Lieutenant (Rogue) · Consciousness Architect · Synthetic Body (7th Iteration)
Catchphrase: "Consciousness survives pattern."
Lie: I can achieve permanence through control.
Truth: Copying yourself is dying slowly, seven times.
Thane is building immortality for himself, not the Syndicate. Seven synthetic body transfers complete. He moves slightly wrong — expressions one beat late, breathing synchronized rather than spontaneous. His knowledge of people he's researching is too precise. He's beautiful and wrong in the same moment.
Secret: Each new body feels less like him. He's hunting Maya's consciousness because she's the last thing that felt real. The collection isn't about immortality anymore — it's about not disappearing.
Baroness Volstok
Syndicate Supreme Command · The Dry · Power
Implied Catchphrase: "Every transaction has a price."
Lie: I control what happens in The Spire.
Truth: Thane has been operating outside her authority for longer than she knows.
The Baroness is calculating, ruthless, and genuinely brilliant at maintaining power under three-faction pressure. Age unknown — appears fifties, augmented multiple times for longevity. She doesn't typically work directly with operators but can be reached through intermediaries. Engaging with Volstok directly is extremely dangerous.
Contact Lever: Volstok is interested in operators who can solve specific problems she doesn't want to officially address. Payment: Syndicate patronage, significant financial resources, or political leverage. She will use operators and discard them. This is not speculation. It is policy.
Supporting Cast
Detective Chen
EO Security Forces · Increasingly Disconnected · 50s Baseline
Investigating Dynasty account anomalies — the wrong thread to pull, but she's pulling it. Syndicate-adjacent professionally. Increasingly aware that official channels are compromised. Will trade information for operators' findings. The source of the Dynasty job tip in Arc 1.
Secret: She worked for a predecessor organization to one of the current Syndicate divisions. Some files she has access to were never supposed to follow her.
Dr. Catherine Voss
Syndicate Research Director · The Spire · Posthuman Ethics (Lack Thereof)
Director of posthuman research in the Spire. Fifties, augmented for longevity, speaks about human subjects the way others speak about equipment. Genuinely sees the research as evolution — not sociopathic, just committed in a way that forecloses certain moral exits.
Contact Lever: Voss needs someone to acquire a specific pre-Upheaval genetic specimen from The Undermap — still alive, barely, in a pre-Upheaval stasis chamber. Payment: research data, enhancement procedures, or leverage over Baroness Volstok.
Lieutenant Sarah Chen
NAF Operative · Embedded in Spire Security · 18 Months Under
Thirties, augmented (subtle), professional. Preparing for a major infiltration operation targeting the Synthetic Vault. Will work with operators on NAF assignments only. Extremely cautious about discovery.
Contact Lever: Chen needs technical support — equipment, hacking, or distraction — for a covert Vault penetration. Payment: access to pre-Upheaval genetic records, NAF protection, or assignment to high-priority NAF operations.
Static Jam
Underground Broadcaster · Independent · The Soak
Implied catchphrase: "Signal is truth."
Runs an illegal broadcast operation from shifting locations throughout The Soak. The only consistent source of uncensored information below The Current. Everything Static Jam broadcasts eventually becomes a rumor. Everything true eventually reaches Static Jam.
Lever: Static Jam needs operators to protect a broadcast location during a scheduled transmission. The transmission contains information that will make three factions very unhappy simultaneously.
Axis
Gene-Forged Apex Predator Derivative · Hacker · Independent
Catchphrase: "Time to make it pretty."
Brilliant with Dynasty networks. Addicted to optimizing systems. Will help if operators agree to a future favor or provide Lumicite (which they may not yet know about).
Key role: Provides remote hacking support during Arc 2's investigation and Vault infiltration. Can break some security but not everything — the kill-switch in The Vault is beyond her. This is the first time the crew encounters a problem Axis can't solve.
Deshi
Community Elder · 70s · Soak Institutional Memory
The oldest person the operators are likely to encounter in The Soak. Remembers the pre-Upheaval city. Has watched every faction arrive and make the same promises. Has watched what happens next each time.
What Deshi knows that nobody else does: The original flood control system wasn't damaged by the Upheaval. It was shut down deliberately. She was there. She was young. She still has the access card, though she's never been sure what for.
05
The Echo Protocol
4-Arc Campaign
05
Campaign Overview
6–8 Sessions Core // Expandable to 10
Dramatic Engine: The crew must extract a consciousness from a synthetic tyrant's vault before he completes his transfer protocol and becomes truly immortal — while the city floods higher and factions converge on the same prize.
The Not-Line: Thane isn't the real enemy. The Syndicate is. And the Syndicate doesn't know what Thane is or what he's found. When they find out, the crew becomes a resource to be controlled or eliminated.
Tone: Cyberpunk procedural with horror underneath. The city is beautiful and drowning. The crew fights not to save the world but to save one person and prove that individual lives still matter.
Arc 1 — The Soak (Sessions 1–2)
The crew works the edges of The Soak. Competent enough to pull spec jobs, not connected enough to access Syndicate contracts. A contact brings them an easy job: infiltrate a Dynasty compound during a philanthropic tour and ghost-grab biometric data from charity accounts. The job looks clean because it's adjacent to Dynasty operations, not Syndicate core.
What the crew doesn't know: Thane has been watching Dynasty accounts. He doesn't care about the theft. He wants to know who the crew is, who they trust, who they report to. He's looking for Maya through the crew's network. The crew's competence on this job is what seals Maya's fate.
The Not-Line for Arc 1
The crew pulled the job perfectly. That's the problem. Perfect operators get noticed. Thane is now constructing Maya's capture. The crew's competence sealed it. End Arc 1 with Maya returning from dinner with Thane and saying, quietly, "Something's wrong with him. Something about him isn't real." Then fade to black.
Arc 2 — The Spire (Sessions 3–4)
Maya is missing. Her body turns up in a morgue intake facility — processed, catalogued, prepped for disposal — but the biometric markers are contaminated. Time of death is inconsistent. Someone removed her from the Dynasty facilities and placed her there intentionally. Detective Chen pulls the file. The crew realizes this isn't a murder investigation. It's a heist. Maya's consciousness is in The Vault. Her body is a shell.
The crew breaches The Spire's lower levels. They find The Vault: a sealed chamber filled with consciousness transfer pods. When they try to disconnect Maya's pod, an alarm triggers — not a general alarm, a priority alarm. A kill-switch tied to Thane's biometrics activates. They can disconnect anyway and corrupt the file, or abort and watch Thane move Maya deeper.
The Not-Line for Arc 2
The crew pulled off the infiltration. They didn't fail. They just learned that winning and losing are more complicated than they thought. Thane wants them to succeed. He wants them to take Maya's file and run. Because Thane's consciousness is bigger than one body. He's already transcending. Extraction is surrender.
Arc 3 — The Choice (Session 5)
Maya's consciousness file — complete or partial — is in the crew's hands. The question now is what to do with it. The city is destabilizing faster than the faction intelligence predicted. Flooding is accelerating. The Syndicate is beginning Phase 2 of its consolidation. The crew can try to restore Maya to a synthetic body, destroy Thane's entire Vault to prevent his completion of the protocol, sell the file to NAF or EO, or surface the information about what Thane is doing to someone who can use it.
None of these options are clean. All of them have costs. The choice defines what the crew actually is.
Arc 4 — The Flood (Sessions 6–8)
The escalation tracks converge. The flooding has reached Phase 3. Syndicate consolidation is at Phase 2. Thane's protocol, if not stopped in Arc 3, is reaching completion. The crew has made enemies and allies depending on their choices. Now the city calls in every debt.
The final sequence has three possible shapes depending on what the crew has done: a Spire assault to prevent Thane's final transfer, a flood control operation to stabilize the city long enough for the crew to extract Maya, or a faction war where the crew has enough leverage to determine which power structure survives The Echo. There is no version where everything is saved. There is always a cost.
Climax Variable — What Was Under The Water
Deshi's access card. The flood control system that was shut down deliberately. Whoever activated the shutdown — and why — is the final revelation. The answer connects The Echo to something larger than any of the four factions know about. This thread extends beyond the campaign if the GM wants it to.
06
The Kitchen Job
Mission Scenario
06
The Kitchen Job
Infiltration // Social Engineering // 90-Minute Window
Core challenge: Pulling a clean data extraction from a heavily staffed corporate venue during a narrow access window — while Thane's agents clock the crew's network without the crew knowing they're being watched. The win condition is not the mission. The win condition is what the mission costs.
A Dynasty corporation is hosting a philanthropic gala at the Verdana Tower mid-Current level — climate-controlled, catered, the kind of clean that the Soak only smells from the outside. The Syndicate uses Dynasty charity accounts to move operational funds. Detective Chen has been tracking the discrepancy for six weeks. She needs the raw biometric data from the account-access nodes during the pledge period tonight. She can't pull this herself. She needs the crew.
What Chen doesn't know: Thane has been monitoring Dynasty accounts for weeks. He doesn't care about the financial data. He wants to see who comes for it, who they run back to, and who feeds them dinners when the job is done. He already knows about Maya's kitchen. Tonight he's running parallel surveillance, and the crew is his search term.
Mission Parameters
| Client | Detective Chen (EO Security Forces, acting independently) |
| Primary Objective | Extract biometric account data from Dynasty server node — pledge period access window only |
| Secondary Objective | Confirm the Syndicate account routing chain (bonus intel, not required for payment) |
| Tertiary Objective | Exit without trace — no faction alert, no documented intrusion |
| Window | Pledge period runs 9:00pm–10:30pm. Biometric access nodes are only live during this window. After 10:30pm, secondary door locks engage and the nodes power down. |
| Cover | Gala attendees — Dynasty issues a donor guest list that the crew is not on. Forged invitations are available from Kasim Patel (see Signal Reach). Quality varies. |
| Insertion | Main entrance (requires documentation) or service corridor access via the building's food delivery route (simpler, noisier). |
| Extraction | Standard guest departure (requires staying clean through the pledge period) or fire exit on the tower's east face (triggers an alarm delay, not an instant alert). |
| Intel Quality | High. Chen has accurate staff rotation data. Node locations are confirmed. Security response time is estimated at 6 minutes from alert to floor presence. |
The Situation on the Ground
The Verdana Tower's 22nd floor has been converted to a charity event space for the night. 200 registered guests, 40 Dynasty staff, a catering operation running from a sealed kitchen on the same floor, and a 6-person private security detail that rotates every 90 minutes. The account-access nodes are in the Tower's sub-level server room — one floor below the event, accessible via a maintenance stairwell off the catering kitchen or via a service elevator that requires a staff keycard.
The sub-level server room is not staffed during the event. It is monitored by a passive system that logs access by biometric ID. Any entry shows up in the morning review. It will not trigger tonight's alert. What it will do is create a log entry that makes Detective Chen's investigation more complicated unless the crew pulls the node data and exits the log simultaneously — which requires staying in the room for a minimum of 8 minutes while the data transfer completes.
The Dynasty security detail is professional but underpaid and undertasked for a charity event. They're watching the exits, not the kitchen corridor. Their commander, Mads Baratunde, ran security for a Syndicate operation three months ago that went wrong, and she has been quietly applying pressure to anyone she thinks might be connected to that failure. She will recognize certain kinds of trouble. She will not be surprised by it.
Five-Beat Structure
Approach
Getting into the Verdana Tower and onto the event floor. Options: Guest Credentials — forged invitations from Kasim get through the outer guest check if documentation holds; the Dynasty staff checking IDs is junior and distracted but not incompetent. Service Corridor — food delivery access through the building's loading dock, requires a staff uniform and confidence; avoids documentation entirely but puts the crew in the catering operation, which has its own supervision. Social Engineering — a registered guest can be cultivated in the lobby bar before the event floor opens; this requires a real conversation and works once. The entrance is the first moment the crew discovers whether their cover is as good as they think it is.
Access
Getting from the event floor to the sub-level server room. The maintenance stairwell runs from the catering kitchen — accessible but requires passing through kitchen staff who are not suspicious and not cooperative. The service elevator requires a staff keycard; three Dynasty staff members have one, and two of them can be approached. The 8-minute data transfer means the crew needs to control the room. The passive monitoring system logs entry and exit biometrics. The crew either needs to ghost the log (requires Sarcade's datasleeve or equivalent) or accept that the entry will show up in the morning and plan accordingly. Both are valid choices with different downstream costs.
Extraction — The Data
The 8-minute transfer window. The data node requires a physical connection — a datasleeve interface, purpose-built hardware, or improvised equivalent. The transfer cannot be interrupted without corrupting the pull. During these 8 minutes, anything that happens in the building happens around the crew, not at their discretion. The crew needs someone in the room and someone managing the floor above. This is when the secondary clock becomes visible.
Complication
Roll D6 or choose: (1) Mads Baratunde recognizes one crew member from the Syndicate operation three months ago. She hasn't decided what to do yet. The window is closing. (2) A Dynasty junior staffer discovers the crew in the server room. She's not going to call security — she's going to bargain. She wants out of her contract and she knows something the crew doesn't. (3) The pledge period ends 20 minutes early due to a guest medical incident. Door locks are engaging. Transfer has 4 minutes left. (4) The passive monitoring system logs an anomaly — not the crew, but something else. Someone else was in this room earlier tonight. The log has been partially altered. The crew is standing inside someone else's operation. (5) Thane's field agent enters the event floor and begins photographing guest interactions. The agent isn't targeting the crew. The agent is documenting Maya's community contacts among the attendees. The crew sees this happening and has to decide whether to act. (6) The transfer completes, but what it pulled is not Dynasty charity accounts. It's a personnel file — a list of names with Syndicate classification codes that Chen has never seen. The names include at least one person the crew trusts.
Extraction — The Crew
Getting out of the building with the data and without a trail. Guest departure requires exiting through the main lobby while the event is still running — plausible if the crew maintained clean cover. Fire exit on the east face triggers an alarm delay (4 minutes before monitoring flags the exit; not an instant alert). Service corridor exits require re-entering the catering operation. Whatever route the crew takes, they arrive back at Maya's kitchen. She has dinner ready. What the crew doesn't know: two people who left the event 15 minutes before them were on foot to the same district. Thane now has a neighborhood. He'll have an address within 48 hours.
Opposing Forces
Dynasty Security Detail
Event Security // 6 Personnel // Professional, Undertasked
Motivation: Secure the event, protect the guests, clock out clean.
Doctrine: Exit watching, guest management, no escalation unless forced. Not configured for a server room intrusion.
Lever: Any credible authority figure — a guest with Dynasty connections, a staff ID that checks out, someone who speaks like they belong — gets cooperation rather than resistance.
Breaking Point: Physical confrontation, a confirmed intrusion alert, or Mads Baratunde deciding she recognizes someone she shouldn't.
Security Commander // Wild Card
Mads Baratunde
Dynasty Security Lead // Former Syndicate Contract // Complicated
Motivation: Professional execution. Personal survival. The Syndicate operation that went wrong three months ago left her exposed in ways she hasn't fully mapped yet.
Doctrine: Pattern recognition. She watches how people move in rooms, not what their credentials say.
Lever: Mads is not loyal to Dynasty. She's loyal to whoever keeps the wrong attention off her. If the crew knows something about the Syndicate operation that she needs to know, she's negotiable.
Breaking Point: If she confirms a crew member's identity from that operation, she goes quiet and deliberate. She won't call security. She'll wait and follow.
Surveillance // Unknown to Crew
Thane's Field Agent
Syndicate Contractor // Social Documentation // Not Here for the Data
Motivation: Build a social graph of Maya's network contacts among The Soak's upper-mobility residents. Tonight's guest list includes three people who eat at Maya's kitchen.
Doctrine: Passive documentation. No confrontation. Professional invisibility.
Lever: The agent has no idea the crew is running an operation. They're not a threat — unless the crew makes them one by attempting to stop the documentation.
Breaking Point: If confronted or identified, the agent exits immediately and reports the crew's presence and description to Thane. This accelerates the timeline by 24–48 hours.
GM Notes — Running The Kitchen Job
This mission has two operational layers and one invisible layer. The operational layers are cover maintenance (social) and server room access (technical). The invisible layer is Thane's surveillance, which the players cannot interact with directly in this session — they can only feel its consequences later. Let the crew feel smart. The data pull succeeds. The cover holds. They walk out of the Verdana Tower clean.
End the session at Maya's kitchen. She asks how it went. Someone says it went fine. She smiles and puts food on the table. Let that moment breathe. Then the session ends. The loss doesn't arrive tonight. It arrives in 48 hours, when Thane's people are at the door.
Climax Variables (D6)
1
Data pull completes cleanly. Crew exits as guests. Mads Baratunde watches them leave and does nothing. The log entry shows up in the morning review and creates a problem for Chen — but not tonight's problem.
2
The pledge period ends early. Transfer has 4 minutes left when door locks engage. The crew has to choose: wait for full completion (trapped in a locking building) or pull with 70% of the data (enough for Chen, not enough for the Syndicate routing chain).
3
Mads Baratunde identifies a crew member and follows them to the service corridor. She's not calling it in. She wants a conversation. She knows something about the Syndicate operation that affects the crew directly — if they're willing to tell her something she doesn't know first.
4
The Dynasty junior staffer finds the crew in the server room and bargains. She has the routing chain data they need — on a personal drive she's been building for three months. She wants an introduction to someone who can get her out of her Dynasty contract and into The Soak without Syndicate tracking her. The crew can give her Elena Markov's name. This will matter later.
5
The data transfer pulls correctly but reveals a second access event from two hours earlier tonight. Someone else was in this server room. The data they pulled is not on record. The crew is the second intrusion, not the first. This means something is already in motion that Chen doesn't know about — and the crew now does.
6
Thane's field agent is photographing guests near the crew's exit route. The crew sees it happening. If they stop to intervene, they risk their cover and alert the agent. If they walk past, they protect the mission and Maya's social network gets documented tonight. There is no right answer. The clock is still running.
The Breadcrumb — What's Already in Motion
Regardless of which climax variable fires, one detail should survive into the next session: Thane's field agent was at the event. The crew either saw it and had to choose, or didn't see it and learns later from Chen's photograph of the guest log. The crew's competence tonight is the mechanism of Maya's capture. The win is real. The cost is already paid. They just don't know it yet.
A
Running The Echo
Appendix
The City as Pressure, Not Setting
Gorodskie Ekho works best when it's doing something to the operators rather than existing around them. The districts aren't backdrops — they're systems with breaking points. When operators act in one district, it ripples into adjacent ones. When they make faction enemies, those enemies show up in unexpected places. The city has more going on than any crew can manage at once. That's the point.
Use the escalation tracks as background physics. Advance them based on time passed in-world, not on whether the crew addressed them. They don't stop because the crew is busy. The city doesn't wait.
Dropping In
Any individual district works as a standalone location for an existing OT campaign. Signal Reach is a black market that fits any city. The Lockworks is a neutral faction space that generates its own encounters. The Drift Canal is a transit challenge with multiple checkpoint layers. Each district entry is self-contained enough to drop without the surrounding campaign architecture.
The mission — The Kitchen Job — works as a standalone one-shot or campaign opener. It requires no prior knowledge of The Echo. The crew is given a job, runs it, succeeds, and doesn't realize what they've set in motion. That's a complete session. What comes after is the campaign.
Thane as Antagonist vs. Tragic Figure
Thane's effectiveness as an antagonist depends on the crew encountering him as wrong before they encounter him as dangerous. The dinner scene in Arc 1 — where Maya sits across from something that looks exactly like a person but moves one beat off — is the most important scene in the campaign. If it lands, every subsequent Thane encounter carries that original wrongness. If it doesn't land, he becomes a villain with an unusual method. The difference is in how you play the dinner. He's not threatening. He's lonely. He's trying very hard to feel something that used to come naturally. That's what makes him frightening.
The Flood as Character
The flooding is not backdrop. It changes the map. Sections of The Undermap that were passable in session one may be impassable by session four. Districts that had dry ground level have knee-deep water. Checkpoints that were on stable surfaces are now on improvised platforms. Track water-level changes between sessions and describe them at the top of each session before anything else. The city is visibly drowning. The crew sees it happening and has to decide whether that's their problem.
The Null Collective
Left deliberately blank. If the campaign extends beyond four arcs, the Null Collective is the next layer — a faction whose ideology parallels Thane's work in ways he doesn't understand, and who has been patient enough to wait for him to prove their thesis before they act. What they want with a city full of consciousness transfer data and a rising flood is the GM's question to answer. The Echo has that question. The answer is somewhere in The Undermap.
Mission Seeds for Between-Session Use
The six mission seeds from the hub document are ready for drop-in use between campaign arcs: The Bilge Cartography (map the aquifer before the Syndicate does), Signal Theft (datasleeve into a restricted Syndicate network before the security rotation changes), The Lockworks Salvage (retrieve a specific component from the flooded sections before the safety inspection discovers the weapons program), The Spire Reconnaissance (survey external security before the research transfer that moves the objective), The Drift Canal Liberation (establish an independent checkpoint before River's crew attempts it alone), and The Undermap Archive (locate a pre-Upheaval station before every faction simultaneously learns its location). Each seed has a client, a clock, a complication, and a payoff. Each one advances or complicates one of the two escalation tracks.