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2 CREDITS Android Setting Created by Kevin Wilson and Daniel Lovat Clark Editor Katrina Ostrander Writing & Additional Gary Astleford, Owen Barnes, Development Shawn Carman, Daniel Lovat Clark, Tim Cox, John Crowdis, John Dunn, Lisa Farrell, Jordan Goldfarb, Anthony Hicks, William H. Keith, Jason Marker, Mike Myler, Mel Odom, and Joe Sleboda with Lukas Litzsinger, Andrew Navaro, Sam Stewart, and Kirsten Zirngibl Android Story Team Daniel Lovat Clark, Lukas Litzsinger, Katrina Ostrander, and Zoë Robinson Android Story Team Lead Michael Hurley Graphic Design Michael Silsby with Shaun Boyke, Christopher Hosch, and Duane Nichols Graphic Design Manager Brian Schomburg Art Direction Zoë Robinson Managing Art Director Andy Christensen Cover Art David Auden Nash Production Coordination John Britton, Jason Glawe, and Johanna Whiting Production Management Megan Duehn and Simone Elliott Executive Producer Michael Hurley Publisher Christian T. Petersen Special thanks to Nayt Brookes, Kelly Hoffman, Tim Huckelbery, Matthew Ley, Connor Osgood, as well as David Preti and Renato Sasdelli for their expertise and insight into the not-too-distant future. FANTASY FLIGHT GAMES Fantasy Flight Games 1995 West County Road B2 Roseville, MN 55113 USA © 2015 Fantasy Flight Publishing, Inc. Android is a trademark of Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc. ISBN: 978-1-63344-221-4 Product Code: NAD06 Printed in China For more information about the world of Android, visit us online at www.FantasyFlightGames.com

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CREDITS Android Setting Created by Kevin Wilson and Daniel Lovat Clark

Editor Katrina Ostrander

Writing & Additional Gary Astleford, Owen Barnes, Development Shawn Carman, Daniel Lovat Clark, Tim Cox, John Crowdis, John Dunn, Lisa Farrell, Jordan Goldfarb, Anthony Hicks, William H. Keith, Jason Marker, Mike Myler, Mel Odom, and Joe Sleboda with Lukas Litzsinger, Andrew Navaro, Sam Stewart, and Kirsten Zirngibl

Android Story Team Daniel Lovat Clark, Lukas Litzsinger, Katrina Ostrander, and Zoë Robinson

Android Story Team Lead Michael Hurley

Graphic Design Michael Silsby with Shaun Boyke, Christopher Hosch, and Duane Nichols

Graphic Design Manager Brian Schomburg

Art Direction Zoë Robinson

Managing Art Director Andy Christensen

Cover Art David Auden Nash

Production Coordination John Britton, Jason Glawe, and Johanna Whiting

Production Management Megan Duehn and Simone Elliott

Executive Producer Michael Hurley

Publisher Christian T. Petersen

Special thanks to Nayt Brookes, Kelly Hoffman, Tim Huckelbery, Matthew Ley, Connor Osgood, as well as David Preti and Renato Sasdelli

for their expertise and insight into the not-too-distant future.

FANTASYFLIGHTGAMES

Fantasy Flight Games1995 West County Road B2

Roseville, MN 55113USA

© 2015 Fantasy Flight Publishing, Inc. Android is a trademark of Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are registered trademarks of Fantasy Flight Publishing, Inc.

ISBN: 978-1-63344-221-4 Product Code: NAD06

Printed in China

For more information about the world of Android, visit us online at

www.FantasyFlightGames.com

3

Part 1: It is the Future

38 Haas-Bioroid

39 Current Projects

40 Bioroids

43 “Engineering the Modern Workforce”

56 Jinteki

60 Clones

68 Clonal Health Maintenance

69 Clonal Medicine

70 Predetermination and Cloning

70 Clones and Punishment

74 NBN

78 The Network

80 Reality, Augmented

84 Building Neural Bridges

90 Myths and Legends of the Net

92 Just Fun ’n Games

| Cybernetics and BMIs | Arms Sales | Cybersecurity

| Accelerating Development | Genetic Perspectives

| Accelerated In Vitro Maturation | Neural Conditioning and Beyond | The Henry Line | The Tenma Line | The Molloy Line

| Contagion |

| Replacement | Enhancement | Research

| Liability | Abuse and Neglect

| Understanding The Customer | Safeguarding The Network | What You Need to Know | Let us Entertain You

| Apocalypse and Genesis

| Personal Access Devices | A Deep Black Sea

| Military Technology | Brain-Nets and Skulljacks | BMI Acclimation | Jacking In with Full Immersion | Cyberspace | Jacking Out | Digital Evidence | Digital Records

| Ghost Stories | God Ice |

| Virtual Life | GameNET | Player Versus Player | Sensedep

Foreword

Introduction: The Worlds of Android

96 The Weyland Consortium

98 The Board

100 The New Angeles Space Elevator

Part 2: The World Changed

114 New Angeles

117 Political Standing

119 The Districts

125 Life at the Top

132 Traversing the Districts

134 Life in the Undercity

136 North America

137 South America

138 Europe and Central Asia

139 Southeast Asia

141 East Asia

142 Africa

142 Antarctica

| Groundwork: The 1900s and 2000s | Form and Function | The Forces of Physics | Building a Beanstalk | A Highway to Space | The Sky Is Falling | A History of the Beanstalk | Into the Future

| The Geopolitics of the Space Elevator

| Treaties and Tensions

| Chakana | Base de Cayambe | Rutherford | Esmeraldas | Nihongai | Laguna Velasco | Manta | Rabotgorod | La Costa | Quinde | Guayaquil | Heinlein

| BosWash | ChiLo | SanSan

| Brazil | Ecuador | Colombia

| Atlantica | Mediterranean Failed States | Northern Asia

| Mumbad | Australia

| China | Japan

| Kampala Rising

Lili Ibrahim

4

144 Exploring the Solar System

146 Luna

153 Heinlein

161 Controlling Interests

163 Luna, Mars, and Beyond

164 Mars

166 Living on the Red Planet

171 Bradbury

176 Building a Colony

177 Districts and Government

181 Clans and Conflict

Part 3: People Did Not

188 The Worlds War

198 The Martian Civil War

202 The Business of Warfare

202 Outfitted for Killer Efficiency

| A Home in Space | Interplanetary Shipping

| Lunar Uprising | Rebuilding, Resentment, and Hope

| Saga of the Silver City | Lunacent | Tranquility Home | Starport Kaguya | Angel Arena | Docklands | Armstrong Base | Beyond Heinlein

| Haas-Bioroid | Jinteki | Weyland Consortium | NBN | Melange Mining

| A Brief History of Colonial Mars | Martian Terraforming

| Cities | Nodes | Settlements

| The “Center of the Universe” | Walking on Two Planets | History | Life and Transport

| The Strength of Industry

| Districts | Government

| The Clans | Keeping Peace, Making War

| The Lunar Insurrection | The Martian Colony Wars | Earth on Edge | Waging War in the Modern Era | The Battle of the Beanstalk | The Treaty of Heinlein | Scars of the War

| Earth Government on Mars | Separatists and Terrorists |

| Weapons | Cyberware | Vehicles

210 State Militaries and Prisec

210 National Armed Forces

214 Private Military Concerns

218 Android Labor

222 You Must Accept to Proceed

223 The Opticon Foundation

225 Seeking Meaning

226 The Starlight Crusade

227 The Order of Sol

228 Other Movements

229 Clones and Spirituality

232 The NAPD

235 Organization and Structure

240 Procedures

242 Technology

243 Notable Case files

248 Organized Crime

252 Netcrimes

262 System Defenses

268 Glossary

| The U.S. Armed Forces |

| Argus Security Inc. | Globalsec | Smaller Outfits | Bounty Hunters

| A Brave New Labor Market | The Anti-Simulant Movement |

| Origins | Beliefs and Practices | Outreach

| Political Influence

| The Albertian Order | Incipiata Marte Vita

| Clones and Souls | Clone Cults

| History

| Career Progression | Notable Bureaus, Divisions, and Units | Daily Patrols

| Crime Scene Procedures | Making an Arrest | Confirming Identity | Network Identity

| Standard Police Issue

| The Franks Case | The Skylane Fiasco | “Myers Testimony”

| The Mafia | Los Scorpiones | 14K | The Yakuza

| “Scum of the Net”

5

The Android universe first started as a conversation in a van on the way home from a game convention with my friend and colleague Dan Clark. I had some rough ideas about a setting I wanted to pitch to Christian for a board game, but it was that conversation that crystalized those thoughts into what would later become the kernel of the setting. I wanted to do hard sci-fi—or at least use plausible science in the game. Ambitiously, Dan and I discussed a near future in the tradition of cyberpunk, where we could also address some of the current issues of our time such as the margin-alization of the labor force and rising wealth inequality. I wanted to tackle some real, serious topics in the game in a way that I’d never attempted before.

At the idea’s core were two competing corporations, both ped-dling a different form of artificial labor. On the one hand was Jinteki, a genetics company in the Eastern tradition selling cloned workers. Their logo was a bonsai, a tiny tree that’s had its growth purposefully stunted for aesthetic reasons via careful pruning. That bit of quiet symbolism still pleases me today. On the other hand, Haas-Bioroid was a stolidly Western corporation, manufac-turing robotic workers and keeping an eye firmly on the bottom line. They were cold steel and numbers as a foil to Jinteki’s deep traditions and artistic perfectionism.

Caught between these two behemoths were the displaced work-ers. An angry, powerless mob of ordinary people forced out of their jobs by a series of technological breakthroughs. They had formed a group called Human First and used sledgehammers to attack the androids, both because the robotic workers were extremely durable, and because I wanted to create parallels to the tale of John Henry and the steam engine. The story of the man who would rather die than let a machine replace him is one of my long-time favorites, and if you look, you’ll see that we ultimately named a line of mining clones in the setting after him. One of the murder suspects in the original board game, Mark Henry, is from that line of clones.

These three groups and the friction between them were the seed that everything else ultimately sprang from. Before I had thought of the Beanstalk or decided to put a colony on the Moon named after one of my favorite science fiction writers, there was this triad, with each group opposed to the other two. This appealed to me because although it was reminiscent of Blade Runner, an obvious influence on the setting, it went in a completely different direction with the same technology and allowed us to tell very different sto-ries. Android was, at its core, a setting about vast economic forces filtered down to the level of a single individual.

For the rest of the trip, Dan and I invented and fleshed out the first of those individuals. Louis Blaine, the corrupt cop on the outs with his wife, was the original Android character. Next was Ray-mond Flint, the private eye unlucky in love and still haunted by ghosts from the War. Many, many other characters have followed since, coming to life through the cards in Android: Netrunner or within the pages of the Android novels. This universe has grown far beyond my original rough ideas, and I’m amazed and proud to watch it keep growing from that first tiny seed.

Kevin Wilson, July 2015

Foreword

Imaginary FSPte Ltd