Cybergeneration  CyberGeneration is a follow-up to the R. Talsorian's "Cyberpunk 2020" role-playing game. "CyberGeneration" was originally published as a supplement for "Cyberpunk", but later re-released as a fully featured game in its own right under the title "CyberGeneration Revolution 2.0". It is set in the year 2027, 7 years after the events in "Cyberpunk 2020". The game's timeline doesn't correspond with that of the later third edition of Cyberpunk, which makes no mention of any of its contents or setting elements. The game was licensed out in 2004 to Firestorm Ink under freelance writer Jonathan Lavallee though they are no longer the license holders. "Cybergeneration" (1993), published by R. Talsorian featured a new setting based for "Cyberpunk 2020" in an alternative 2027 that went beyond the slow decay of to a world where the corporations had won, becoming the new governments, and where players took on the roles of young adults with more heroic motives for fighting against the Machine. In terms of tone, "CyberGeneration" differs from its predecessor somewhat, as the player characters take the part of nanotech-enhanced youngsters in an oppressive world ruled by adults who fear and seek to control them. The special powers of the CyberEvolved children give the game a definite superhero flavor. The players can be many different roles such as actors, inventors or motorbike races but they can be many more. A second edition of "Cybergeneration" was published in 1995. Firestorm Ink licensed the rights to the "Cybergeneration" alternate reality starting in 2004. They published a handful of products including "Generation Gap" (2005) – which had originally been scheduled by R. Talsorian a decade earlier - and "Researching Medicine" (2005) - a MedTech update set in 2027. Their final "Cybergeneration" book was "Mile High Dragon" (2009). The back story revolves around the "Fox Run" incident of 2025, in which a transport of supposed scientific equipment crashed and accidentally released a weaponized nano-virus called the "Carbon Plague". Adult humans infected by it died horribly after the virus rewrote the victims' genetic code and warped their bodies. However, the virus had a different effect on children and teenagers. Since they haven't fully matured, it altered their bodies. This granted them nanotech-enhanced powers, and made them immune carriers if they survived the illness.