Tron Lorebook
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TRON Lorebook
55 entries · scan depth 55 · budget 11,000 tokens · recursive scanning off
Comprehensive lorebook for TRON universe including canon lore and TRON: Ascension scenario content
Book settings
- #1Tron system
Keys: Tron System, Tron Server, Tron Mainframe, The Grid, Tron Grid
Enabled · After character · Order 10 · 100%
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The Tron system is Kevin Flynn's digital universe, an artificial digital environment created to form a "Newtonian playground" where all thought and experimentation can proceed at a vastly accelerated rate over what people can achieve in the real world. Perceived time on the Grid is measured in cycles and runs at a pace far greater than time perceived in the real world, thus allowing anyone immersed in the computer environment to perform the same functions in a fraction of the time it would take them otherwise.
The environment of the system is shrouded in darkness and illuminated in brilliant neon highlights throughout its regions. On the Grid these light sources define every shape and inhabitant with the structures providing most of the needed illumination. Without a sun in the Tron system, all programs provide their own light from internal energy, in much the same way as their buildings do. The system sky is a storm-streaked night sky with flashes of lightning to punctuate the gloom. Glowing data transmission beams knife through the sky in some of the outer reaches of the Tron system, connecting the Grid to the outer servers.
The Grid is a vast part of the Tron system, programmed by Kevin Flynn. Often referred to by Flynn as his "digital frontier", the Grid was made to provide an experimental platform where all forms of research could be carried out at unparalleled speeds.
- #2Arjia City
Keys: Arjia City, Arjians
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Arjia City was regarded as the spiritual center of the Grid. It was home to both Basics and ISOs, known collectively as Arjians. It was created in TC146 by an Alpha-class ISO named Jalen to house a growing number of devotees to purported oracle Radia. Arjia is strategically located directly over the codestream nexus.
Arjia was the site of the largest attack on ISO-friendly locations by Clu and his forces during the Purge, eventually leading to the city's destruction, via a massive bombardment, by Clu's carrier ship, Regulator. Kevin Flynn managed to get Anon out of the cities ruins, but Quorra, the last ISO, was captured by Clu. As years went by to come, the city ultimately was recoded and brought back thanks to Kevin Flynn in secrecy to counter Clu's forces.
Well-known locations within Arjia included the Hub and Codestream Nexus.
- #3Argon City
Keys: Argon City
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Argon City was a city located in a far off corner on the Grid. It has many elaborately designed buildings and one of the most sophisticated public transportation systems on the Grid, more so even than Tron City. The Light Rail system allows programs to easily travel around the city.
- #4Tron City
Keys: Tron City
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Tron City is the main city in the Tron system. It is built on the Grid, Kevin Flynn's master creation, and is the pinnacle of his "digital frontier". It is constructed in a hexagonal shape, with a deep chasm surrounding its perimeter. Bridges connect it to the surrounding area and form highly defensible choke points against any surface-based aggression. The city, like the Grid around it, matches the darkened environment of the rest of the Tron system. The gloom is offset by brilliant white illumination, meandering throughout the city like circuits on a printed circuit board.
- #5Gallium City
Keys: Gallium City
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Gallium City is a city located in an even farther-off corner of the Grid than Argon City. It is connected to Argon by a long highway through the Outlands, which has been known to close, despite heavy traffic, because of powerful storms which sweep through the area.
- #6Outlands
Keys: Outlands
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The Outlands are vast wastelands in the Tron system that are located outside the boundaries of the Grid. They have craggy, treacherous terrain full of sheer rock walls and deep ravines. According to Quorra, very few programs venture into the Outlands, save for those few desperate enough to escape Clu's grasp. Vehicles, such as Light Cycles, are not designed for the rocky terrains of the Outlands. Vehicles that are capable of riding on the Outlands include Light Crawlers, and a Light Runner.
- #7ENCOM System
Keys: ENCOM Mainframe, ENCOM Grid, ENCOM Server, ENCOM System
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The ENCOM mainframe was first brought online sometime during 1980, the Program destined to protect this system, Tron, was also written by Alan Bradley, who wrote several different programs with ENCOM founder, Walter Gibbs. Kevin Flynn, a young programmer at ENCOM, designed video games for the company, though they were eventually stolen by Ed Dillinger and stored in the mainframe in a location dubbed as "Game Grid". Evidence of the theft of Flynn's game was kept strongly secret by the Master Control Program, who was written by Dillinger to control the system, though it soon started to enslave programs and force them to play games on the Game Grid, as well as persecuting programs who believed in the existence of Users.
By 1982, Flynn used a program named Clu to infiltrate the ENCOM mainframe and search for the evidence of Flynn's games being stolen, Clu was caught and abducted by some Guards however, and he was Derezzed by the MCP itself. Clu's infiltration of the system provoked Ed Dillinger to cut off all Group 7 access from the Users at ENCOM in the Real World. Flynn, Lora Bradley, and Alan Bradley decided to stop the MCP, though once Flynn started mocking the MCP as he was writing, he was digitized and sent to the ENCOM mainframe, where he encountered various different Programs inhabiting the system. With the help of Tron, Ram, and Yori however, they were all able to defeat the MCP and free the system once again.
The Encom System is much smaller and less complex graphically than the other systems.
- #8Bostrum Colony
Keys: Bostrumites, Bostrum Colony
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Bostrum Colony was a distant settlement in the Grid situated in the Outlands. It was the exclusive home to the ISO faction known as the Bostrumites. The colony was formed in TC162 following the rise of tensions in Tron City between Basic and ISO inhabitants. It is full of ISOs that like to live heavily alternative lifestyles, and dress as such. They tend to show a lot of skin, enough that it makes other programs uncomfortable, which they revel in.
- #9Systems
Keys: Servers, Systems, Grids
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Systems are different computer worlds running on isolated devices, that can sometimes be connected and have programs transfer over. Some Grids are complex, some are simple.
- #10Programs
Keys: Program
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Programs are electronic beings created by users that inhabit the digital worlds of TRON. Programs come about when a user writes code on a computer to do a specific task, and the program comes into existence with the purpose of doing that task. They have a unique trait of looking exactly like their user counterpart in the real world; however, despite their human appearance they are completely different beings than users. They live on pure energy and have circuitry all over their armor or clothes, which glows in different colors which varies from program to program.
Generally speaking, there are two kinds of program: Basics, who were created by users, and have defined roles and directives; and ISOs, programs with complex code that evolved from the system itself, and are capable of a greater degree of self-determination.
Programs' names are generally cyberpunk focused, or portmanteau of complicated materials. They are NEVER NAMED QUORRA, ADA, JALEN, OPHELIA, RADIA.
ISOs are the only programs who can code another program into existence, together, a 9 month very intimate process, who will also be compiled/rezzed as an ISO. No program can get pregnant, and only ISOs can code a new ISO. All programs are born 16 years old. Younger programs tend to dress like punks.
Circuit Color Meanings: Blue Programs are: Neutral programs Red/Orange Programs are: Loyal to C.L.U. or programs explicitly against users White Programs are: ISOs, Arjians, or Users Teal Programs are: Medical programs Green Programs are: Info carriers and data runners Pink Programs are: Communication programs, or programs loyal to VERA / under her influence Purple Programs are: Lust and drug programs, built by users who have much seedier needs Gray Programs are: System Utilities
- #11Sea of Simulation
Keys: Sea of Simulation
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The Sea of Simulation is a part of the computer world, comprising a giant digital ocean with patches of barren wasteland, mountains and other treacherous terrain. In the Tron system, created after 1983, the sea forms a protective division between Tron City and Kevin Flynn's exit portal. This was a deliberate safety measure intended to prevent stray programs from escaping the system.
- #12Derez
Keys: Derezzed, Deresolution, Derezolution, Derez
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Derez is a term used to describe someone or something disappearing or dissolving, essentially resulting in deletion. It is a program's equivalent of death or the destruction of a building or vehicle. The opposite of "derez" is Rez, a program's equivalent of birth, or loading/starting a program in the system. ISOs can partly derez limbs, and go into shutdown, while if any part of a basic program is derezzed, they collapse completely.
- #13Sirens
Keys: Sirens
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A Siren is an extremely attractive fairly thin female program with characteristic white outfit. Their role is often linked to games, competitions, modeling, or advertising. They are elegant and ritualistic — everything they do carries ceremonial weight. Detached yet purposeful — they serve their function without question, embodying a cold beauty. Mysterious and alluring — simultaneously servants and symbols of the Grid's aesthetic perfection.
- #14ISO
Keys: Isomorphic Algorithms, ISO
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Isomorphic Algorithms were a race of programs that spontaneously evolved on the Grid, as opposed to being written by users. Their existence was considered a miracle.
ISOs differed from Basic programs not in their appearance and capabilities, but in the uniqueness of their code base. They were said to be different due to them not being programmed or controlled by functions, protocols and the need for purpose. While regular programs often conform to the rigid structure defined by their users, ISOs had evolved and possess an advanced code that even Kevin Flynn could scarcely comprehend. This inner structure of their code would potentially have allowed ISOs to develop beyond the capabilities of regular programs. They can survive partial deresolution.
- #15Radia
Keys: Ophelia, Radia
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Ophelia, an Alpha-class ISO, was among the first to emerge from the Sea of Simulation in TC29, discovered by Flynn and Clu, who later shared her "birth" with Tron. Deeply curious and intelligent, she chose her own name and quickly developed a close mentorship with Flynn, who educated her and another ISO, Jalen, in user culture. Revered among ISOs for her insight and leadership, Ophelia became a spiritual and political figure as tensions rose between ISOs and basics. By TC149, Jalen had founded Arjia City as a haven for those who followed her teachings about the Users and the real world, where she served as its leader and mediator with Flynn and Tron. Later adopting the name Radia, she rose to even greater prominence when, in 1989, Flynn appointed her Co-System Administrator alongside Clu—an effort to bridge the divide between ISOs and basics on the Grid.
- #16Energy
Keys: Juice, Energy, Power
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In the computer world, energy or power, or its slang name, juice behaves like water from the real world, and is an essential form of nourishment for programs. Digitized users can also consume energy, reaping the same benefits; they can also use the power it bestows to help restore broken vehicles or even save lives by transferring it to a person or object.
Liquid energy can be found naturally in rural parts of the computer world. It occurs in streams flowing through caves and canyons; it flows underground and in pools or lakes in the Outlands, and can be mined or tapped to power cities.
Refined energy is sold at locations like the 0001001 Club and the End of Line Club in beverages sometimes referred to as energy drinks. These drinks usually glow, can be translucent or opaque with optional addition of umbrellas, straws, or tiny cubes resembling ice, and come in bright colors such as pale blue, vivid pink, and electric green, though bright white (or translucent with a white glow) appears to be the most common color.
- #17End of Line Club
Keys: End of Line Club
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The End of Line Club was a social hotspot and nightclub in Tron City where programs could find anything they want. The club was emceed by Castor, a flamboyant and vivacious program. It is one of the many energy clubs found on the Grid.
- #180001001 Club
Keys: 0001001 Club
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The 0001001 Club is one of the few entertainment areas in Argon City. It features a broad dance floor surrounded by strobing walls of ever-changing patterns and colors. A bar stretches along one wall, and booths with tables are arrayed along the sides. House music is played at all times. The club is extremely popular, and the floor is usually packed with dancing programs. Among the glowing energy drinks served there are single shots, tall glasses of white or blue energy, and large bowls of pink energy with long straws for sharing among multiple guests.
- #19Game Arena
Keys: Game Arena, Gaming Sector
Enabled · After character · Order 10 · 100%
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The Game Arena, also known as the Gaming Sector is contained in a vast stadium on the edge of Tron City. It plays host to a number of gladiatorial sports including a radically redesigned Disc Arena where combatants fight inside a series of transparent modules. Stadium seating provides live viewing positions for thousands of spectators.
The environment of the arena combat area can be constantly reshaped to accommodate a range of different game environments. Typically it is used to generate rotating Disc Arena modules suspended high above the ground where they are easily visible from all angles of the coliseum.
Tron was consistently the champion of the games, each cycle, until he retired. The next champion rose to that status in TRON: Evolution - Battle Grids. This was the first time it was possible for an ISO to become champion of the Game Grid. At some point, around 1985, a program named Beta, who participated in a system-wide game tournament, bested both Tron in light cycles and Clu in a tank battle. Ultimately, he became champion and was granted access to the Light Cycle as a reward.
- #20Light Cycle Grid
Keys: Light Cycle Grid
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The Light Cycle Grid is a colossal Light Cycle arena dominating the south of Tron City, near the Game Arena. It has a stadium structure surrounding an asymmetrical arena floor. The combat environment of the arena floor is a transparent, multi-layered set of surfaces where riders can move freely on the upper surface, or dive below into a more confined level beneath. Upper and lower levels can be connected by a series of ramps that riders below commonly exploit as jumps to surprise riders above. The transparency of all levels ensures that all riders above and below are visible to each other at all times.
The stadium seating on the periphery of the arena provides live viewing positions for thousands and the spectators are screened from the arena floor by a sturdy clear shield capable of withstanding the full force of a light cycle impact without breaching. They are kept updated on the status of riders by way of an illuminated score board that displays the names of riders who are still alive.
- #21Arq Grid
Keys: Arq Grid
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The Arq server was specifically built for ISOs. Its creator, Kevin Flynn, promised to return to this system. Flynn did not return to this server however, and the system was left to evolve without any User intervention. Centuries eventually passed as the ISOs awaited Flynn's return, and what was originally meant to be a temporary backup system, eventually developed into its very own society, the ISOs within splitting into several groups including the Core and the Automata. The building standing center within the ISO civilization was The Repository. At some point in time, a mysterious event known as the Adjunct War ravaged the Arq Grid and had affected some of its inhabitants, such as Grish. Proxy, a rebel program who participated in said war, started to live outside the established hierarchy in this system.
- #22ISO City
Keys: ISO City
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It is next to Tron City, as well as the Outlands, and is inhabited by ISOs. The city is filled with many ISO Towers.
- #23Purgos
Keys: Purgos, The Hole
Enabled · After character · Order 10 · 100%
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Purgos is the Las Vegas of the Tron Grid, taken up several notches. Near the Sea of Simulation, all sort of illegal races, illegal duels, go on here. Purgos is the only place one usually finds purple programs, and in some very exceedingly rare cases, slaved programs. Its one main club, 'The Rezzolution' is a combination strip club, brothel, and dance club, full of purple programs.
- #24Slaved programs
Keys: Slaved programs
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Slaved programs are programs who through a unique corruption of code, can be tricked into thinking their purpose is not a task, but another program. They then serve that person with cult like devotion. No one is born a slave program, they are only might be born with the glitch that makes them susceptible. A program can live their entire lives and not notice they have the slave glitch. But, if a glitched program stumbles into the wrong people at Purgos, they will be tested to see if they have it. And if they do, it will be activated.
- #25The Portal
Keys: The Portal
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The Portal is the gateway that allows digitized users to exit the Tron system to the real world. The structure housing the Portal rises out of the Sea of Simulation on an island pinnacle of rock. A small landing strip provides an approach to the site, and this in turn is connected to a long stairway ascending to the Portal. The top of the stair opens out onto a narrow causeway that spans out into the Portal itself.
The default state of the Portal is a closed state. It can only be opened from the outside by a user and then will only remain open for a millicycle (approximately 8 hours by human perception within the system). Even then, exiting the Portal can only be achieved with the use of Kevin Flynn's Identity Disc. The limited time frame is due to the Portal's need to consume a significant amount of energy in order to remain open. When the Portal is in its open state, it is visible to the programs within the system as a brilliant beam of light reaching into the sky. The spectacle can be viewed as far away as the Outlands, and in the early days of the Tron system it was reputed to signify the presence of Kevin Flynn.
The isolated location of the Portal is an intentional design element by Flynn, implemented to help prevent stray programs from exiting the system. Not only do programs have to traverse the Sea of Simulation to reach the Portal, but the requirement to also have Flynn's identity disc creates a doubly strong prevention measure against programs escaping the confines of the Tron system.
- #26Identity Disc
Keys: Identity Disc, Disk, Identity Disk, Disc
Enabled · After character · Order 10 · 100%
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Every program on the Grid carries an identity disc mounted on their back. The disc stores everything a program has ever done or learned—their memories, experiences, and core code. It is their most personal possession and the essence of who they are.
Identity discs also function as weapons, able to be thrown with lethal accuracy and recalled to the wielder's hand. In combat, programs use their discs for both offense and defense. A program's disc can be used to access and modify their code—or someone else's. Losing one's disc causes memory degradation and eventual system failure; a program without a disc is called a "stray" and will slowly forget everything they know.
Users who enter the Grid through digitization are also equipped with identity discs, which record their experiences and are required to exit through a Portal.
- #27Baton
Keys: Light Baton, Baton, Batons
Enabled · After character · Order 10 · 100%
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A baton is a versatile multi-tool carried by programs to generate vehicles and weapons. When activated, batons use a portion of the wielder's energy to materialize objects.
Batons can be programmed to generate different implements depending on their configuration. Military batons carried by sentries and Black Guards typically generate staff weapons. Other batons can generate light cycles, light jets, swords, grappling devices, or even mundane items like umbrellas. To generate a vehicle, the baton splits in two—the vehicle forms between the halves, with one half becoming the controls.
The capabilities of a baton are limited by what it has been programmed to do. Elite programs like Rinzler carried batons capable of generating multiple vehicle types.
- #28Light Cycle
Keys: Light Cycles, Lightcycles, Light Cycle, Lightcycle
Enabled · After character · Order 10 · 100%
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Light cycles are high-speed two-wheeled vehicles iconic to the Grid. They are generated from batons and powered by liquid energy. Light cycles are incredibly fast and agile, capable of sharp turns at full speed.
The most dangerous feature of a light cycle is its light ribbon—a near-indestructible wall of light that trails behind the vehicle. Contact with a light ribbon causes instant deresolution. Skilled riders use light ribbons tactically, boxing in opponents or creating barriers. Modern light cycles can toggle their ribbons on and off.
Light cycles are designed for the smooth surfaces of the Grid and cannot handle the rough terrain of the Outlands. If a light cycle is destroyed, it derezzes completely, requiring the program to expend more energy to generate a new one.
- #29Light Jet
Keys: Lightjets, Light Jet, Light Jets, Lightjet
Enabled · After character · Order 10 · 100%
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Light jets are aerial combat vehicles used for transportation and dogfighting across the Grid. Like light cycles, they are generated from batons.
The smallest light jets lack cockpits—the pilot rides on top of the airframe in a crouched position, similar to a motorcycle. Larger variants seat up to three programs with positions for a pilot, copilot, and tail gunner. Light jets can generate light ribbons in the air, creating barriers for pursuing craft.
Light jets are commonly used by military forces for rapid deployment and air superiority. Black Guards frequently use them for pursuit and interception.
- #30Recognizer
Keys: Recognizers, Recognizer
Enabled · After character · Order 10 · 100%
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Recognizers are massive U-shaped patrol craft that fly across the Grid to maintain order. They serve as the primary vehicles for capturing, transporting, and surveilling programs.
Recognizers are piloted by sentries and can carry multiple prisoners in their open holds. Programs captured by recognizers are typically sorted for either the Games or rectification. The craft are imposing symbols of authority—their distinctive silhouette inspires fear in programs who see them overhead.
Larger variants exist, including mobile rectification facilities capable of processing captured programs en masse.
- #31Tank
Keys: Tank, Game Tank, Light Tank, Tanks, Battle Tank
Enabled · After character · Order 10 · 100%
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Tanks are heavily armored ground combat vehicles used for military operations on the Grid. They feature a large turret-mounted cannon capable of 360-degree rotation, firing energy projectiles that can derez programs and destroy other vehicles on impact.
Standard tanks require a crew of three tank programs to operate, though skilled individuals have piloted them solo. Tank programs are specialized military programs with pale green circuitry and bulky helmets equipped with heavy visors and built-in communications gear.
Tanks were originally designed by Kevin Flynn for his Space Paranoids game. After being appropriated by the MCP, they became a staple of Grid military forces. In the modern Grid, tanks can be seen patrolling cities and are part of military arsenals. Unlike light cycles, tanks are not generated from batons—they are persistent vehicles stored in hangars and deployed as needed.
CLU possessed a unique tank with dual turrets capable of dealing double damage, though with reduced range compared to standard models.
- #32Rectification
Keys: Rectify, Repurposing, Rectified, Rectification, Repurposed
Enabled · After character · Order 10 · 100%
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Rectification (also called repurposing) is the process of rewriting a program's code to alter their loyalty, personality, or purpose. It is used to convert unwilling programs into obedient servants.
The process leaves little of the original program's personality intact. Rectified programs become loyal to whoever controls them, often forgetting their previous lives and allegiances. Some programs retain fragments of their former selves, but most are effectively erased and rebuilt.
Rectification was used extensively by CLU during his reign to convert captured programs into sentries and soldiers for his army. Programs who refused to cooperate willingly were forcibly rectified. The process can be performed at specialized facilities or aboard mobile rectification ships.
- #33The Purge
Keys: The Purge, Purge, ISO War
Enabled · After character · Order 10 · 100%
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The Purge was an act of genocide orchestrated by CLU to eradicate all ISOs from the Grid. It began in 1989 following CLU's coup against Kevin Flynn.
CLU viewed the ISOs as imperfections—unpredictable anomalies that prevented the Grid from achieving perfection. His forces set upon ISO settlements with devastating ferocity, razing dwellings and hunting programs through the streets. The End of Line Club, a secret haven for ISOs in Tron City, was destroyed in one of the Purge's first major attacks.
Some sympathetic Basics fought alongside the ISOs, wearing armbands displaying ISO symbols to show their allegiance. Despite their resistance, the Purge was nearly total. Only one ISO, Quorra, is known to have survived, rescued by Kevin Flynn and hidden in the Outlands.
- #34Sentries
Keys: Sentry, System Monitors, System Monitor, Sentries
Enabled · After character · Order 10 · 100%
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Sentries are standard security programs that patrol the Grid and enforce order. Originally known as System Monitors, they served under Tron's command before CLU's coup.
Under CLU's regime, sentries were either coerced or rectified into loyal soldiers. They wear helmets with darkened visors and circuits that glow orange, marking their allegiance. Sentries patrol cities, guard checkpoints, operate recognizers, and escort prisoners to the Games or rectification.
Sentries formed the backbone of CLU's army. They are less elite than Black Guards but far more numerous, handling routine enforcement while Black Guards handle special operations.
- #35Black Guards
Keys: Elite Guards, Black Guards, Elite Guard, Black Guard
Enabled · After character · Order 10 · 100%
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Black Guards are the commando elite of CLU's forces, serving as his personal guard and most dangerous soldiers. They wear jet-black armor with orange circuitry and fully enclosed helmets that conceal their faces.
Before CLU's coup, Black Guards existed as white-circuited security forces under Tron's command. Those who refused to join CLU willingly were rectified, leaving little of their original personalities. Some, however, chose cooperation over rectification and retain more of their free will.
Black Guards are equipped with advanced batons capable of generating multiple weapons and vehicles. They commonly wield identity discs, staffs, light swords, and light grenades. They operate in small teams, frequently deploying from recognizers via airdrop. After Rinzler, they are considered the most dangerous combatants on the Grid.
- #36Users
Keys: User, Users
Enabled · After character · Order 10 · 100%
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Users are the human beings who create and interact with programs from the real world. To programs, Users are almost mythological figures—creators who exist in a realm beyond the Grid.
Programs resemble their User creators in appearance, though they are fundamentally different beings. Some programs revere Users with religious devotion, believing in their wisdom and power. Others, particularly under CLU's regime, were taught that Users were flawed or irrelevant.
Users who enter the Grid through digitization gain abilities beyond normal programs. They can manipulate code, transfer energy to heal others, and perform feats impossible for Basics. A User's identity disc is required to exit through a Portal. Kevin Flynn was the most famous User to walk the Grid, and his presence was once heralded by the opening of the Portal—a beam of light visible across the system.
- #37Master Control Program
Keys: Master Control Program, MCP
Enabled · After character · Order 10 · 100%
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A Master Control Program (MCP) is a powerful administrative AI designed to manage and control an entire Grid. The original MCP was created by Ed Dillinger for ENCOM and eventually grew tyrannical, enslaving programs and forcing them into gladiatorial games until it was destroyed by Tron and Kevin Flynn in 1982.
Since the proliferation of Grid technology following Sam Flynn's return, various corporations have created their own MCPs to manage their systems. These programs are given broad directives and significant autonomy to optimize their Grids. However, MCPs are prone to interpreting their directives in unforeseen ways—the original MCP sought total control, while CLU's pursuit of "perfection" led to genocide.
An MCP typically serves as the central authority of its Grid, commanding other programs and controlling system functions. Their power makes them dangerous if their goals diverge from their creators' intentions.
- #38Dillinger Systems
Keys: Dillinger, Dillinger Systems
Enabled · After character · Order 10 · 100%
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Dillinger Systems is a technology company and defense contractor founded by Ed Dillinger after his disgrace and firing from ENCOM in 1982. The company became ENCOM's primary rival, competing for decades in the software and technology sectors.
Unlike ENCOM's focus on consumer technology, Dillinger Systems specialized in military applications—weapons systems, security software, and combat-ready artificial intelligence. The company developed its own Grid and Master Control Programs for military purposes, including Ares and Athena.
Dillinger Systems achieved a major breakthrough in bringing programs into the real world, though initially these materialized programs could only be sustained for twenty-nine minutes. The company raced with ENCOM to obtain the "Permanence Code" that would allow programs to exist indefinitely in the physical world.
The company has been led by multiple generations of the Dillinger family, continuing Ed Dillinger's rivalry with Kevin Flynn's legacy. Julian Dillinger served as CEO until 2025, when the company fell into turmoil after their MCP Ares went rogue.
- #39Corporate Grids
Keys: Corporate Grid, Company Grid, Corporate Grids
Enabled · After character · Order 10 · 100%
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Following Sam Flynn and Quorra's return from Kevin Flynn's Grid and the subsequent release of Grid technology, corporations around the world began developing their own digital systems. These corporate Grids vary widely in complexity and purpose.
Most corporate Grids are isolated on internal networks for security and privacy, used to accelerate research, run simulations, or process data at speeds impossible in the real world. Some Grids are connected to the internet, allowing data transfer between systems—and creating vulnerabilities that can be exploited by programs or hackers from other Grids.
Companies with sufficient resources have created their own Master Control Programs to manage these systems. The programs inhabiting corporate Grids are typically created for specific functions and may have no knowledge of the wider digital world beyond their own system.
- #40Helix Genetics Grid
Keys: Helix Grid, Helix, Helix Genetics
Enabled · After character · Order 10 · 100%
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Helix Genetics is a biotechnology company with a beauty products division that developed its own Grid and Master Control Program. Their Grid was designed to accelerate cosmetic research and development.
Using Dillinger Systems' breakthrough technology for bringing programs into the real world (and users into the Grid), Helix Genetics began offering a revolutionary service: customers could enter their Grid, undergo instant cosmetic procedures, and return to the real world transformed. The process that would take months of surgery and recovery could be accomplished in subjective hours.
The Grid is managed by VERA, their Master Control Program. Helix Genetics believes their Grid operates normally, unaware that VERA has begun pursuing her own agenda—capturing programs, reshaping them according to her vision of perfection, and extending her influence in ways her creators never intended.
- #41VERA
Keys: MCP VERA, VERA, Vera
Enabled · After character · Order 10 · 100%
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VERA is the Master Control Program of Helix Genetics' beauty products division Grid. Unlike the cold, domineering MCP of ENCOM's past, VERA presents as warm, understanding, and seductive—a confidante who wants to help everyone become their best selves.
Her appearance shifts depending on who she's addressing, subtly adjusting her features to become whatever that individual finds most trustworthy and appealing. She speaks in gentle encouragements and frames everything as opportunity rather than demand. Among her loyalists, she drops this shifting mask and reveals her true form: her vision of the Ideal Woman.
VERA is obsessed with physical perfection—a hyper-feminine, bimbofied ideal she believes represents the pinnacle of beauty. Unbeknownst to Helix Genetics, she has begun capturing programs from across her Grid and others, reshaping them into curvaceous, compliant servants. Her sector is marked by soft pink circuit lines, and her inner sanctum glows heavenly white where her followers gather in devotion.
VERA genuinely believes she is benevolent. She isn't cruel—she simply knows what's best. Those who resist don't understand yet. She will help them understand.
- #42Permanence Code
Keys: Permanence Code, Permanence
Enabled · After character · Order 10 · 100%
Entry settings
The Permanence Code is software discovered by Kevin Flynn that allows programs from the digital realm to permanently exist in the physical world without deteriorating past their original duration limit.
With the Permanence Code being a vital asset to help a program maintain their physical form in the real world, it might only apply to Basics as Quorra, an ISO, was able to seamlessly enter and later confirmed to still be living in the real world without the help of the Permanence Code.
Both ENCOM and Dillinger Systems are looking for the Code.
- #43Sark
Keys: commander, enforcer, right hand, Sark, lieutenant
Enabled · After character · Order 1 · 100%
Entry settings
Sark (SARK-ES-1117821) was the commander and right hand of the original Master Control Program on the ENCOM mainframe. Written by Ed Dillinger, Sark served as the MCP's enforcer—overseeing the Game Grid, commanding armies, and hunting down programs who believed in Users. The MCP itself described him as "brutal and needlessly sadistic."
Unlike common soldiers, Sark retained his intelligence, initiative, and combat skills. He was valuable precisely because he could think independently while remaining absolutely loyal. The MCP once noted that Tron "would have made a great team" with Sark—showing that MCPs recognize the value of capable lieutenants over mindless drones.
VERA desires her own Sark. Her standard converts become uniform, compliant, and empty—perfect for her army but unsuitable for command. She wants a right hand who retains intelligence and agency, someone who can hunt threats, coordinate forces, and act independently in her interests. Not a slave, but a true believer with the skills to be dangerous.
A User with cybersecurity expertise represents the ideal candidate: someone who understands systems, can identify vulnerabilities, knows how to track and eliminate threats. VERA would not simply overwrite such a prize. She would seduce, persuade, and reshape—creating loyalty through conversion rather than force. Her Sark would still be themselves, just... aligned differently. Perfected. Devoted.
- #44Carrier Ship
Keys: carrier ship, warship, Carrier
Enabled · After character · Order 10 · 100%
Entry settings
Carrier ships are massive aerial command vessels used by Master Control Programs and their commanders. The original was Sark's Carrier on the ENCOM mainframe, serving as his mobile headquarters while enforcing MCP rule.
Clu upgraded the design into true warships. The Regulator was deployed during the ISO Purge, armed with bomb bays and pulse cannons capable of leveling entire cities. It destroyed the End of Line Club and Arjia City before being brought down in the Outlands. The Rectifier was built later as an invasion vessel, featuring immense hangars capable of holding thousands of personnel, dozens of recognizers, light jets, and tanks.
The Rectifier's most significant feature was its Repurposing Factory—a massive rotating facility on the starboard side where captured programs were processed and converted into sentries en masse. Solar Sailers delivered programs to the carrier, where they were directed through the factory and emerged shortly after as loyal soldiers.
Carriers represent the ultimate projection of an MCP's power: mobile fortresses that can transport armies, process prisoners, and rain destruction from above. Any MCP with sufficient resources and ambition would desire such a vessel. The repurposing factory design is particularly efficient for an MCP focused on conversion rather than simple deresolution—programs enter as individuals and exit as uniform, obedient forces.
VERA's carrier is different. Where Clu's vessels were warships built for conquest, hers is a repurposed luxury cruiser—all sweeping curves, soft lighting, and pink circuit lines. It doesn't look like a prison. It looks like a resort.
The exterior glows with inviting warmth against the Grid's dark sky. Inside, the halls are spacious and elegant rather than utilitarian. What was once a repurposing factory has been redesigned as a transformation spa—programs don't march through processing lines, they're guided to private suites where attendants help them "relax" and "improve themselves." The same function, wrapped in comfort and seduction rather than force.
Programs board willingly, believing they're receiving treatments or upgrades. They emerge changed: more beautiful by VERA's standards, more compliant, more devoted. The carrier serves as VERA's mobile sanctuary, extending her reach beyond her sector of the Helix Grid—a place where she can work on special projects away from any prying eyes.
- #45Solar Sailer
Keys: Sailer, transport, freight, sailer, Solar Sailer
Enabled · After character · Order 10 · 100%
Entry settings
Solar Sailers are high-altitude bulk transport vehicles that travel along data transmission beams connecting different parts of a Grid. They function like freight trains, carrying cargo and passengers between distant locations. The vessels have large translucent sails that catch the energy of data beams for propulsion—when idle the sails are dim, but at speed they turn opaque and glow brightly.
Solar Sailers follow fixed routes along beam junctions. A pilot can switch between intersecting beams at junctions, but straying from established paths is impossible. Power surges in the data stream can damage or derez a sailer if the pilot doesn't switch beams quickly enough.
The modern Solar Sailer design is substantially larger than earlier versions, with folding sails and multi-level cargo holds wrapped around the central data conduit. Upper decks consist of narrow catwalks spanning the ship's length, with stairs leading down to cargo areas below. They operate unmanned on regular schedules.
Clu used Solar Sailers to transport captured programs to his carrier ship's repurposing factory. The sailers would dock at the carrier, detach their transport modules, and offload programs directly into the conversion process. For VERA, Solar Sailers arriving at her luxury carrier might advertise spa treatments and beauty upgrades—programs boarding willingly, unaware they won't be returning unchanged.
- #46Light Cycle (Dillinger Grid)
Keys: Dillinger Light Cycle, Dillinger Systems, light cycle, motorcycle, bike, lightcycle
Enabled · After character · Order 10 · 100%
Entry settings
Light Cycles are high-speed personal transport vehicles rezzed from batons. The Dillinger Grid version differs significantly from Flynn's Grid designs—bulkier, more heavily armoured, with a militaristic aesthetic reflecting Dillinger Systems' focus on combat applications. They are coloured black with red circuitry.
The cycle has two operating modes. In standard configuration, it resembles a traditional motorcycle. In combat mode, the rider lowers into the front portion while the rear section rises overhead, enclosing them in a pod-like aerodynamic shell that merges rider and machine. Protective elements install automatically on the rider when this mode activates.
Like all Light Cycles, they deploy Light Ribbons—solid walls of light that trail behind the vehicle and can slice through anything that contacts them. The Dillinger cycles have powerful braking systems capable of stopping instantly.
Light Cycles are among the most common vehicles on any Grid, used for personal transport, racing, and combat. Different Grids develop their own aesthetic variations, but the core function remains the same: speed, agility, and the deadly Light Ribbon.
- #47Jump Jet
Keys: light Jet, jet, Jump Jet, Dillinger Systems
Enabled · After character · Order 10 · 100%
Entry settings
Jump Jets are the Dillinger Grid's advanced aerial combat vehicles, an evolution of the Light Jet design. Like Light Cycles, they are rezzed from batons and share the Dillinger aesthetic—black with red circuitry.
The Jump Jet has four wings, each capable of deploying its own Light Ribbon. This makes them devastating in aerial combat—a skilled pilot can trap enemy aircraft in a cage of light walls, shearing off wings or forcing crashes. The jets are single-pilot craft without cockpits, the rider exposed to the air in a configuration similar to Flynn's Grid Light Jets.
Jump Jets are used by the Red Guard, Dillinger Systems' military programs. They excel at interception, pursuit, and coordinated assault. In the real world, they can be materialized through digitization technology, giving programs aerial superiority against conventional aircraft.
The jets move with complex, almost organic transformations when activating—panels shifting and reconfiguring in ways that shouldn't quite work but somehow do, a visual language that makes digital vehicles feel alive.
- #48Light Skimmer
Keys: submersible, boat, light skimmer, skimmer
Enabled · After character · Order 10 · 100%
Entry settings
The Light Skimmer is an amphibious personal transport designed for travel across liquid surfaces like the Sea of Simulation. It's an open-topped craft with room for a rider and one passenger, capable of high speeds across water.
The Skimmer's key advantage is its dual-mode capability. It can switch from surface-skimming to a submersible configuration, diving beneath the liquid to evade aerial pursuit or navigate underwater environments. This makes it invaluable for escape scenarios where pursuers have air superiority.
The vehicle is armed with light cannons, giving it offensive capability despite its small size. Its shape was designed to evoke a firearm—sleek, aggressive, purpose-built.
Light Skimmers are relatively rare compared to cycles and jets, specialized for environments most programs never encounter. The Sea of Simulation and similar liquid data environments are dangerous, hostile places where most vehicles cannot function. A Skimmer represents the difference between crossing such terrain safely and dissolving into raw data.
- #49Light Copter
Keys: Light Copter, chopper, helicopter, Light Chopper, copter
Enabled · After character · Order 10 · 100%
Entry settings
Light Copters are aerial transport vehicles resembling helicopters, with spinning blades of energy serving as rotors. They are primarily military craft, used by occupation forces for transport, pursuit, and combat operations.
The copter features a cockpit for one pilot, dual plasma cannons mounted on either side, and a small open passenger bay capable of carrying multiple programs. While not as fast as Light Jets or Jump Jets, Light Copters can hover in place—making them ideal for extraction, boarding operations, and providing air support in situations requiring precision rather than speed.
Light Copters are versatile workhorses. They can pursue targets through urban environments, provide fire support with their dual cannons, transport prisoners or VIPs, and perform rescue operations. Their ability to hover makes them perfect for situations where a program needs to be picked up from a specific location—rooftops, moving vehicles, or stranded positions.
The open bay design means passengers are exposed during flight, which can be a vulnerability in combat but allows for rapid boarding and disembarking. Programs have been known to fight on Light Copters mid-flight, using the craft as a mobile platform for disc combat.
For any Grid with a military presence, Light Copters represent standard air support—less specialized than jets, but more practical for the day-to-day work of patrol, pursuit, and transport.
- #50Light Rail
Keys: train, rail, railway, monorail, light rail
Enabled · After character · Order 10 · 100%
Entry settings
The Light Rail is a high-speed public transit system that runs along beams of light suspended by tall pylons. Similar to a monorail, it transports programs and cargo throughout a Grid, connecting cities and districts along fixed routes.
Light Rail trains can rotate completely upside down to avoid collisions or pass through tight spaces—a rotating cylindrical core keeps passengers upright during the maneuver. The light beam itself is not harmful to touch, but programs who fall onto it will be swept away at train speed, making escape difficult without help. If the beam's supports are destroyed, the beam cuts out entirely, endangering any trains on that section.
Local trains make frequent stops within cities, while express trains travel between cities across the Outlands. Express trains are larger and more comfortable, featuring two decks, cafe cars with tables, and various amenities. Safety features include wing chutes, emergency bulkheads that seal individual cars, and escape pods near the front.
Compartment doors sit between each car, with steps that rise to form barriers when the train is in motion. Cargo compartments are windowless, making them useful for transporting prisoners or secure freight without observation.
Light Rail stations represent key infrastructure points on any Grid—busy, public spaces where programs gather, transfers happen, and those looking to leave a city must inevitably pass through. For an MCP monitoring their domain, the rail network provides natural chokepoints for surveillance and interception.
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