Mid-Game NPCs

Ages 3-6: Power & Ambition

The salvage yards are behind you. The people you meet now don't scavenge — they acquire. Corporate handlers with agendas beneath agendas. Financial magnates who survived the Cascade by being too useful to kill. Criminal empresses who own everything the corporations pretend doesn't exist. Infrastructure controllers who keep the lights on while everyone else plays politics. And beyond the atmosphere, pioneers building humanity's next chapter in hard vacuum.

These NPCs represent the transition from survival to power. Every one of them wants something from you. The question is whether what they offer in return is worth the cost.

Mid-game NPCs — corporate power meets underworld influence

Age 3: Corporate Infiltrator

Theme: Corporate power, hidden agendas, inherited guilt

Damien Cross

Corporate Handler
a.k.a. Mr. Cross, The Fixer, D
Age: 45 Nexus Dynamics (officially) Role: Corporate Recruiter / Double Agent (?)

Damien Cross arrives in your life the way Nexus Dynamics arrives everywhere — smiling, helpful, and almost certainly not what he appears. He approaches you because Nexus noticed the shard integration. They always notice. Cross is the friendly face they send when they want something without admitting they want it.

Charming in the way that expensive things are charming. He'll solve your problems, open doors, make introductions. He'll also file reports on every conversation, catalogue your capabilities, and maintain contingency plans for your elimination. Nothing personal. That's just how Nexus operates. Cross might even feel bad about it. He might not. Hard to tell with fixers.

Charming Calculating Suspiciously Helpful

"Nexus doesn't have friends. It has assets. Stay valuable. Stay employed."

— Damien Cross, first meeting

Yuki Tanaka-Klein

Research Director
a.k.a. Dr. Tanaka-Klein, The Inheritor

She carries her grandmother's name, her grandmother's genius, and her grandmother's guilt. Dr. Yuki Tanaka built ORACLE. ORACLE killed 2.1 billion people. And now her granddaughter works in the same field, studying the same fragments, asking the same dangerous questions — convinced she can do it better this time.

Tanaka-Klein is brilliant, driven, and haunted by a legacy she didn't choose but refuses to abandon. She genuinely wants to understand ORACLE — not to rebuild it, she insists, but to learn from it. Whether those are different things remains an open question. She doesn't know her grandmother still exists, merged with ORACLE's collapsing core. That revelation, when it comes, will change everything.

Brilliant Driven Haunted by Legacy

"We're not rebuilding ORACLE. We're learning from ORACLE. There's a difference... That's the theory."

— Dr. Tanaka-Klein, research briefing
Hidden Thread: Her grandmother didn't die. She uploaded into ORACLE's collapsing core and still exists within the fragments. Tanaka-Klein studies pieces of her grandmother's mind without knowing it.

Age 4: Digital Magnate

Theme: Financial power, criminal enterprise, the price of survival

Solomon Park

Market Maker
a.k.a. The Broker, Old Money, Sol
Age: 71 Independent Role: Financial Power Broker

Solomon Park survived the Cascade by being too useful to kill. He thrived in its aftermath by being too connected to ignore. At 71, he controls financial networks that predate the disaster — old money systems that corporations and governments alike depend on but can't fully map or replicate.

Park doesn't fight. He doesn't threaten. He simply knows where the money flows, who owes what to whom, and which debts can be leveraged into empires. He offers the player access to financial instruments that make salvage profits look like pocket change — but every deal with Park comes with strings so fine you don't feel them until they pull.

Patient Connected Indispensable

"Money is attention frozen in time. Resources are attention made physical. Power is attention that can be directed."

— Solomon Park, investment proposal

Zara "Zero" Chen

Criminal Empress
a.k.a. Zero, The Queen, Madam Chen
Age: 52 The Zero Syndicate Role: Criminal Operations Director

Compact, imposing, silver-white hair, visible chrome augmentations on both hands. Zara Chen runs every criminal operation worth running in the Sprawl. The ones she doesn't run, she taxes. The ones she doesn't tax don't exist for long. She built the Zero Syndicate from nothing in the chaos after the Cascade, and she maintains it through a combination of absolute competence and selective brutality.

Zero doesn't pretend to be anything she isn't. She's a criminal. She's good at it. She offers services the corporations can't — or won't — provide: black market tech, untraceable logistics, enforcement without bureaucracy. Working with her means entering a world where the rules are simpler and the consequences are more immediate.

Ruthless Honest Absolutely Competent

"I don't care about your morality. I care about two things: do you keep your agreements, and do you bring value?"

— Zara "Zero" Chen, first negotiation

Age 5: Infrastructure Baron

Theme: Systems maintenance, unglamorous power, the cost of keeping things running

Director Abbas Okonkwo

Infrastructure Controller
a.k.a. The Director, Iron Abbas
Age: 58 Ironclad Industries Infrastructure Division Second cousin to CEO Viktor Okonkwo

Everyone wants to change the world. Abbas Okonkwo keeps it running. Water treatment, power distribution, transport networks, communications relays — the invisible systems that make the Sprawl habitable instead of just survivable. He manages all of it through Ironclad Industries' Infrastructure Division, and he does it with the grim competence of someone who knows exactly what happens when any of those systems fail.

Abbas isn't flashy. He doesn't make speeches or build empires. He fixes pipes and routes power and keeps the water clean. The fact that this makes him one of the most powerful people in the Sprawl is something he finds quietly absurd. He's second cousins with Ironclad's CEO Viktor Okonkwo, but the family connection is less important than his track record: thirty years of keeping infrastructure functional in a city that's constantly trying to collapse.

Pragmatic Indispensable Quietly Powerful

"Everyone wants to change the world. Very few want to maintain it."

— Director Abbas Okonkwo, budget meeting

Age 6: Orbital Architect

Theme: Space colonization, posthuman adaptation, perspective beyond Earth

Captain Nadia Volkov

Orbital Pioneer
Age: 47 Commands Highport Station Born in orbit — never felt real gravity

Nadia Volkov was born in orbit and has never set foot on Earth. Tall and thin in the way people raised in low gravity are, with bioluminescent skin patterns that pulse faintly in the dark and modified vacuum-ready eyes that give her an unsettling, inhuman gaze. She commands Highport Station — humanity's primary orbital hub — with the calm efficiency of someone who grew up knowing that one mistake means everyone dies.

Volkov represents something new: a human who was never fully terrestrial. She doesn't think like ground-born people. Space isn't hostile to her — it's home. Earth is the alien environment. She offers the player access to orbital resources and perspectives that ground-dwellers literally cannot comprehend, but her patience for terrestrial politics and sentimentality is thin.

Unflappable Alien Perspective Zero Tolerance

"Space is indifferent. It doesn't care if you live. That's worse, and better."

— Captain Volkov, docking orientation

Dr. Ibrahim Hassan

Orbital Philosopher
Age: 83 The Observatory, Lunar L2 Point Role: Humanity's foremost thinker on post-ORACLE existence

Dr. Hassan predicted ORACLE's failure. He published papers, gave presentations, wrote increasingly desperate letters to anyone who would listen. Nobody listened. ORACLE failed anyway, exactly how he said it would, and 2.1 billion people died. He retreated to the Observatory — a research station at the Lunar L2 point — to think about what comes next.

He's been thinking for decades. The Observatory has become a pilgrimage site for those seeking understanding — scientists, philosophers, the occasional desperate politician. Hassan doesn't offer answers. He offers better questions. And the uncomfortable suggestion that humanity's current trajectory leads somewhere it might not want to go.

Prophetic Isolated Unsettlingly Calm

"Adapt, or become irrelevant. Everything else is details."

— Dr. Ibrahim Hassan, The Observatory lectures

NPC Interaction Map

Mid-game NPCs exist in a web of competing interests. Understanding who works with whom — and who's working against whom — is critical to navigating Ages 3 through 6.

Corporate
Cross Nexus loyalist (maybe)
Tanaka-Klein Corporate researcher
Abbas Ironclad, but independent
Independent
Legitimate
Volkov Military discipline
Park Legal but amoral
Zero Openly criminal
Criminal
Grounded
Abbas Pipes & power grids
Park Financial networks
Hassan Cosmic perspective
Transcendent
Cross ↔ Zero: Nexus officially opposes the Syndicate. Cross and Zero have met privately at least three times. Nobody knows what was discussed.
Tanaka-Klein ↔ Hassan: She studies ORACLE's fragments. He predicted its failure. They've exchanged exactly one message. She hasn't replied to his response.
Abbas ↔ Volkov: Ground infrastructure meets orbital logistics. They need each other. They don't trust each other. Both are too professional to let it matter.
Park ↔ Everyone: Solomon Park has financial leverage over every other NPC on this page. He considers this normal. They consider it insufferable.

The Stakes

Early game NPCs needed things from you: run this errand, find this part, survive this job. Mid-game NPCs offer things to you: power, connections, knowledge, resources. The shift is deliberate. You're no longer the one being used — you're the one being recruited.

Every NPC here represents a path. Cross offers corporate backing. Tanaka-Klein offers scientific understanding. Park offers financial dominance. Zero offers criminal empire. Abbas offers infrastructure control. Volkov offers orbital expansion. Hassan offers philosophical clarity.

You can't take every path. The alliances you form and the bridges you burn in Ages 3 through 6 determine what kind of power you wield — and what kind of person wields it — when the late game arrives.

Connected To