Monday 19 August 2013

Faction: Haven

Haven



History

Haven is the mining complex that runs below Hive. It started
off as the Mining process to set The Column, the massive 4 mile wide pillar
that set the foundation for Hive and acts as the central loadbearing structure.
But as they were
Have digging down, they found something else, something previously
unheard of……Tetracite. There was a huge war, the 5 corporations that all
combined to build Hive sparked The Corporation War, each vying for control of
this new source of power. The Mesa Fountation and Darkstar Industries united,
crushed two and annexed Raven Prospects. Raven Prospects was then set to work
as it’s vassal, made to oversee the mining of all the tetracite directly
underneath Hive.


The tunnels, each about a mile wide, spread out from the
central column like roots of a tree. Ore barges ran between the tips of the
tunnels to the ore processing facilities scattered closer in the complex
towards the core. Drydocks also maintained the Ore barges when they started
going faulty. They were never really allowed into Hive, they lived in the
tunnels full time and weren’t permitted outsid contact, punishment for going
against them during the Corporation Wars, Prisoners of War you might say. This
was an age ago though, generations have passed since the old feuds. We are not
the ones that warred against them. They are not the ones we warred with. Now,
we’re all just survivors.


During the Cataclysm, the Ore barges became vessels of
rebellion, each barge was looking out for itself. Piracy became commonplace,
ports were attacked and chaos reigned for years. Then, a group of likeminded
barge captains calling themselves “The Foremen” started annexing the other
Barges and unified the people of Haven. They let them keep their independence,
they’ve been separate too long for that to go down well, but they laid down
rules of conduct and laws for the other pirates to live by. Privateering became
more popular, trade picked up and all the harbour became Parlay, anyone who
tried to kill other inhabitants was fair game by all the other law abiding
Citizens. This became the law with any other civilised safe zone found.

Raiders were then picked, any barge wishing to raid for
plunder was simply sent outside on foot, plenty of people to kill and rob
outside, renegades didn’t fall under the rules……..



Subfactions:




“Raider”:
Raiders dress a bit more prim and proper than your average lowly Rigger. These
guys are used to being out in the Hive, trading, scavenging and trying to make
a name for themselves. They are most likely to be a bit cleaner than the
riggers too, but not by much. Think piracy with a bit of urban survival thrown
in for good measure. Avoid linen shirts and stereotypical pirate insignia.
Scrap made hero pants are good, scraps of pilfered goods, scraps of fur/leather
and bits of High-vis to signify you were from the mines are all good.




“Riggers”:
Riggers work the Ore barges and mine for scraps of tetracite in the tunnels to
power them. Riggers also have a strong tradition of passing down the craft to
their children, using powered picks and wearing the heaviest rigs with ease.
They haven’t really seen the outside much before now so will be a little new to
it all. Work fatigues, toolbelts, shammy rags, anything denoting to mines would
be expected on a rigger. Generally, all riggers are considerably dirty, save
for the eyes where they’ve been wearing safety goggles/glasses.






Advantages:




“Raiders”:
Raiders are expert salvagers, and have been so for generations longer than the
other factions. The warband gains +1 component per downtime for every raider.
Raider do not need to spend a second point on Warleader to form a warband



“Riggers”:
Riggers pride themselves on their proficiency with any physical tool. If a rigger takes
Heavy Rig and a melee skill, they gain +1 skill point to use during Gen. This
bonus applies when one point is invested in each.



Disadvantages:




“Raiders”:
Raiders prefer to be nimble. Quick on their feet encase a hasty retreat or a
sprint for the goods is required. Raiders cannot use LMG’s or Two handed melee
weapons or Heavy Rigs over Worn level.



“Riggers”:
Riggers aint to smart when it comes to the complicated fiddly stuff! Riggers
cannot take Biotech or Cybrtech skills, but can still take Armstech or Medic,
they know how to strap things up good and proper! They also cannot use Prototype
weapons, save for those made to be used at Standard issue level. Prototype Rigs
are fine though











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