Tuesday, 20 August 2013

Faction: Alley Kings

Alley Kings


Alley Kings Warband


History



Before the Cataclysm, there existed a dark secret. HiveSec kept all of its prisoners incarcerated in plain sight, behind a Giant False wall on the West side of the complex. Nobody even knew of it’s existence, save the inmates. Each wing of the prison was a fortress unto itself, able to localize and put down any insurgence or riot that occurred. If the threat became too high, the atmosphere would be vented in that wing and all inhabitants would be sucked into space, the security forces having the only Atmos survival rigs given to non-military or planetary construction workers would have been unharmed by the venting. During the Cataclysm, however, the bombardment of meteroties pummelled the shielded doors to such an extent that the seals were molten and warped shut, meaning that the full-scale riot that ensued was uncontrollable by the forces at hand. HiveSec held off in the Wardens Tower and the gangs and groups that previously inhabited hive started taking turf within the prison. Not only were prisoners warring with the HiveSec, they started warring with each other, bad blood rose to the surface and old vendettas could now be resolved.

The Three Year War hit hard, many gangs rose and fell during this time, it was bloody, treacherous and the boundaries of loyalty rose as quickly as they fell. Once the war was winding down, fighters too exhausted or beaten to care much for the war anymore, something unexpected happened. An alliance of 4 Gangs, the biggest of the lot and the ones who took no part in the war, emerged from hiding and declared themselves their saviours. The leader of this was a man known as Solomon, and he unified the gangs, stating that if they didn’t put aside petty differences, none would survive. Even the HiveSec, besieged in their own tower, joined the cause, and together they forged a new time of prosperity, peace, and more importantly, survival.

Only 2 of the three wings survived, however, one was sealed off by the automated defences during the cataclysm, now forgotten about and only referred to in hushed whispers as being part of the “Badlands, the most heavily affected parts of Hive. The prison was opened up to the rest of Hive by the cataclysm, a large explosion from one of the industrial Districts outside the Wall caused a large chunk of the false wall to crumble. Alley Kings have been sending out small warbands of their regular troops but after very few returned, they decided to further Reinforce and repopulate what they had already claimed first before expanding.

The prison itself is still in a state of lockdown. Each segment of prisoner housing was burrowed into the rock underneath Hive, with the Warden’s Tower overlooking it all. All of the wings had to be tunnelled into, making it into a giant ant nest. The Warden’s Tower at the centre became the Sons of Solomon’s seat of power; from there they exacted their will and their vengeance upon those who disobeyed. Gangs would rise every so often or marauders and renegades would come through The Gap but they were swiftly dealt with, either by the Heavily Armoured Kingsguard or by the longrifles of the Deadeyes.


Subfactions:


There are two types of prisoner. There are Inmates and there are Convicts.

“Convict”: 


Convicts are the more aggressive criminals, assault and murder are so easy to them. They wear old clothes reclaimed from the Property Offices combined with riot gear “Borrowed” from the old security force. They are the soldiers of the Alley Kings, used to wipe out marauder warbands and push back opposing forces into what they consider “Their Kingdom”

Alley Kings "Convict"


“Inmates”: 


These are the more white-collar criminals, they were the best at hacking, swindling and tricking people out of their money. In the penal fortress, they became the suppliers, the informants and the runners. Their intuition and their initiative is the only reason why the convicts hold them in such high regard, without them, they would never clear the security checkpoints, get into the locked down sections and access the security feeds necessary to effectively hold their Kingdom. They generally wear old reclaimed clothes along with janitors overalls, maintenance gear and prison guard basic gear.


Alley Kings "Inmate"



Advantages:



“Convicts”: They have an uncanny ability to take what isn’t theirs, granting a bonus to Raid loot. They also have a higher resistance to stim addiction, requiring more to become addicted and lessened side-effects.


“Inmates”: Being a more cunning sort of criminal grants the ability to pick locks and hack computers quicker, 30 seconds quicker to be exact. They also have the ability to figure out the best escape plans, gaining additional information of hidden tunnels and access points once territory is taken



Disadvantages:




“Convicts”: They might be tough, but they aint smart. They cannot take career skills other than the Warleader skill. They cannot use long rifles or sniper rifles, they just do things so much less…..personally. Why do things from afar when you can see the fear in the enemies eyes just before the life drains from them.



“Inmates” Cannot use heavy Rigs past Worn and cannot use LMG’s or two handed melee weapons. Cunning doesn’t mean tough, ya know!









Monday, 19 August 2013

Faction: "Glowies"

The Glowies



History



The Eco-Dome, a once tranquil, idyllic place, is not as it once was. Before the Cataclysm, The Eco-dome had it all. Perfect housing, leisure, imported natural landscaping, artificial light and weather controls, automated food dispensers and air + water scrubbers. No pollution, no overcrowding, no major crime, it was labelled as paradise. But once the cataclysm happened, little design flaws seemed to go awry. The Docks above the dome, used to transport highly dangerous substances fell through thedome and infected the habitat, destroying the synthetic light panels and rendering them useless, the dome was plunged into darkness.

The combination of the strange meteorite fragments and harmful substances soon decimated the population trapped within the dome. The HiveNet safety systems backfired, leaving the Gates out of the dome permanently shut. What was once a population numbering in thousands dwindled to mere hundreds inside of 2 to 3 lifecycles. Miraculously, the illnesses killing off the inhabitants soon receded, as if their bodies were getting used to the affliction. People were too ill to riot and too few to wage war but out of the darkness came the Elders. They seemed to possess knowledge of events that no living creature should be able to remember, the founding of Hive, the Cataclysm, everything! They soon established themselves as guides, those who could get them on the track back to being a civilization once again. Some say that several of the Elders still live to this day, but what remains of their mental state remains to be seen, and seen they rarely are nowadays, instead using messengers and acolytes to relay their wishes.

Within several generations, they were a people once again, not just a bunch of wandering nomads or stranded survivors. Some chose not to follow and relegated themselves to the outskirts. “Fringe-dwellers” the people called them, some set up their own tribes, some stayed as loners. They rarely survived without returning to society occasionally but some became good at scavenging, making a trade for themselves scouring the building on the outskirts for materials or equipment.

The Dome itself is a dark place; buildings arranged into very neat blocks fill very pre-defined patches of the landscape with not a structure out of place, very uniformed and tranquil. The only exception to this is the Industrial Plaza, a very tightly packed area where the people used to work in their specialised fields or at the various power plants or ore processing centres. The darkness of the Dome is only broken through the jury-rigged small lighting around the nowadays camps and the rivers of glowing sludge that still writhes thought the Dome like incandescent veins. At the centre of the dome lies the Citadel, the tallest building in the Dome and the old HQ of the HiveSec based in the Eco-dome. This is now populated by the Elders and their Bodyguards, a large group of the most animalistic of Ferals, kept almost as much as pets as they are as guards, but very loyal and well kept.

As with all the rest of Hive, food has always been automated. Dispensaries are scattered around the place, able to deliver food on command, rationed per person. Nobody since the Cataclysm has ever argued as to why they are still functioning, they are only grateful that they do.

Each Camp and territory fends for itself but all come to the large complex that formed at the base of the Citadel to Barter, solve disputes and hear word from the Elders as to what they should do for the common cause. They might not like their neighbours, but all Glowies, Neon and Feral, Fringe-dweller and citizen alike consider it wise to heed the words of the Elders and do as they are guided.



Sub-Groups:


“Neons”: Neons, having been subjected to mutations, have taken a certain glow about them, visible especially in the dark. Those that survived this long were generally the ones that took precautions against the radiation, respirators, goggles and protection against biohazards are common among those from the external habitats.




“Ferals”: Ferals are victims of the mutagens who kept pets in their homes. Their subjection to the waste was lessened due to their location but it did affect them, slowly. After so long with the DNA in their homes, even long after the animal had died, their bodies started to take on aspects of the animal. Animal features, especially of the face, are common among ferals. They also have a more animalistic behaviour, basic speech is still their but growl, purrs and hisses are just as common in verbal contact among ferals. Common animals among the settlers are cats, dogs, mice, reptiles or birds.




Advantages:



“Neons”: Neons have been subjected to so much radiation that any more would take no effect. They are immune to the radiation contamination effects that may affect some missions and regions. The effect of bodily augmentations contamination is also lessened.

“Ferals”: Their animal stalking abilities mean that they may also start elsewhere from the main deployment zone. Bodily mutations have also meant they are unnaturally tough or agile, able to shrug off a blow. Ferals start with +1 hits

Disadvantages:



“Neons”: Having spent many years in near absolute darkness, the Neons have developed an unfortunate sensitivity to light and sound. They suffer double the length of time for Suppressing Fire and Stunned.

“Ferals”: Being of an odd shape and non-standard physique, finding rigs to fit is difficult. They may only wear up to Standard issue Light rigs or Worn Heavy Rigs and cannot use LMG’s or two handed weapons past worn.



Special Rules:

  1. Neons, as well as having some UV florescent clothing, must also have some skin markings that glow under UV.
  2. A warleader of a Glowies unit has both the characteristics, strengths and weaknesses of both Neons and Ferals 


Faction: The Company

Faction: The Company


History


The Company Towers are the central point in Hive. The huge column that supports hive bristles with office blocks, towers and housing apartments. Not all of it was in the original build, some of the structures attached to the base structure, protruding like turrets on a castle, were obviously added after the initial construction. Like a giant skyscraper that reaches the roof, the Company towers can be seen from any open-roofed area in Hive, often used as a navigation point.

The giant doors at the base, sealed since the Cataclysm, lead to a network of lifts, large by standards, 80ft by 80ft, each able to lift 50 tonnes, lead to the various areas in the Company Towers. What used to be vast complexes of science laboratories, technological workshops and Computer hubs became almost like territories for the various sectors that used to work there.

The various research and development branches are now developing ways to help combat the radiation that permeates Hive, a type of energy never seen before. Nothing on the files says anything about Tetracite radiation, all notes point to it being completely harmless unless exposed to a massive electrical surge. Rumors and old tales point to there being a secret project, one so dangerous that nobody who was involved were ever allowed to live after seeing, but that’s just old ghost stories.

As with all the rest of Hive, food has always been automated. Dispensaries are scattered around the place, able to deliver food on command. Nobody since the Cataclysm has ever argued as to why they are still functioning, they are only grateful that they do. The Company, however, decided to build a contingency plan and turned one of the hydroponics lab departments into a food processing bay, meaning that the company employees ate more than the dispensaries would ever give to one person in one day, fine living even in the face of devastation.

The 1000th floors have always been for the C.E.O’s and the higher echelon management, nobody used to go up there, but more recently nobody has seen anyone come down from there. Commands come through the intercoms and computer systems but in audio only, none of the big-wigs use the 3d imaging communicators.

The old files in the computer systems were locked out centuries ago, only those who were given authorization could access them but nobody has been granted access in a long time. It seems the C.E.Os prefer people to concentrate on the now rather than on the past. Could they be hiding something?

Subgroups:


The company always had two projects in development on hive, One being the running, administration and expansion of Hive and its facilities, the other the biotech department and their works with Biological adaptation to synthetic biospheres and off-world agriculture.



“The Suits”: These men and women were always smartly dressed for work and never appeared to stand out from their peers. This style has permeated through to the current day, however, “The suits” as they like to call themselves, were the first ones to explore the outside and therefore, the front line against marauders. The occasional burn, slice and hole became quite the problem for their clothing, so they adapted. Using old equipment they found in the lower level security offices, they better prepared themselves to what lied ahead, but as it always has been, dress code is strict and they never deviated too far. A good image leads to good results!




“The Lab Boys”: These scientific experts have bred only with people of their intellectual calibre, thus creating offspring of similar or higher intellect, although this did have a negative effect to their physical prowess. If they ever go into combat they would use stims to even the odds and technology to see them to victory. They have never broken company guidelines hence lab-coats, whilst being dirty and repaired/modified to no end, are still used by every member. Remember team, safety first!




Advantages:


Suits: Suits, being a profiteering sort, gain a Bonus to loot and Territory turnover. "The Merchant" also seems to be a bit more receptive to haggling prices

Lab Boys: Being of a scientific nature, the First point in Biotech is doubled and Bio-analysis takes half time.

Disadvantages:


Suits: Relations with other factions are “Etchy”. Cannot use heavy rigs beyond "Worn", that would not meet the company dress code!

Lab boys: Cannot use two handed weapons beyond “Worn” Level, smart people weren’t built for big guns.

















Faction: Tech Savvies

Tech Savvies



History



The Tech-dome, a massive complex created to allow the development of new, innovative technologies. A massive oval dome containing a huge scrapyard, motor pools and Research and development areas. With access severed to the main housing outside, people made do by making houses and apartments into the mountains of scrap. This eventually evolved into a sprawling honeycomb of housing built straight into the scrap, reminiscent of a favela. The people who lived amongst the scrap became known as “Junkers”. Tower blocks were built around the titanic Cranes, cargo lifts dotted around the place and shipping containers were often bestowed upon higher ranking citizens.

The higher echelons remained in their office and laboratory blocks close to the main entrance, turning their once homely structure into a fortress. Marauders and renegades were always a problem, they’d find cracks in the wall and try and raid the yard but to very little avail with thousands of improvised weapons, power tools and junk-made hand weapons trained on them. The higher echelons always considered themselves better than the Junkers, opting to call themselves “Riveteers” as a sign of their superiority.

Every 5 years, a challenge was given to the Junkers by the Riveteers to come up with a new technology or machine to help them in their plight. Reward was extra food rations to their district and their leader would be given the privilege of joining the Riveteers. All of the districts took part, turning it into some form of technological Olympic games. Rust town, Iron square, Bulkhead, Oil Shores and the Gyro Arcades all seem to sport the best minds, the rest win some prestige but have never really won anything in living memory.

The upper Hierarchy is dominated by the “Parliament of Machinations”, a group of elected (Note: Richest) Riveteers to represent each group’s interests. Generally, they do this to garner more personal power and influence for their house but several among them wish for more Equal rights amongst the people of the yard. These people are considered quite the radicals and are looked down at. Sometimes, if these policies are pushed too far, or if they show signs of being mentally disturbed or exhibit criminal activity, then certain Riveteers can be “Outcast”. These generally either go into hiding, join up with Junker bands or conspire to get revenge on whomsoever is at fault for their current situation.

As with all the rest of Hive, food has always been automated. Dispensaries are scattered around the place, able to deliver food on command. Nobody since the Cataclysm has ever argued as to why they are still functioning, they are only grateful that they do.

Recently, it has been decided that exploration parties would be sent out to gather unseen technologies and valuable resources. They never strayed too far from the yard and never really looked into taking territories until now.

There was also talk of an undisclosed technology, developed by a partnership of Junker and Riveteer, but this information is just hear-say and rumour.


Sub groups:


“Riveteers”:  Riveteers are the epitome of high class and high stature. Top-hats, suits and finery are their normal attire, but often constructed using mismatched materials, scratched and repaired with anything that could be found. Those whose families have used up all their influence from the technology they gave to society, and need to maintain their fine living, often don antique and scavenged military uniforms and join expeditions to search out new opportunities and new tech.

“Junkers”: They don’t know the meaning of fine living, a hard day’s labour, sifting through scrap and tinkering with old technology is what they’re prepared for. Workman’s overall’s, tool belts and greasy slacks are all too common among Junkers. Safety gear and rigs made of bulky components are used by those who prefer the more dangerous missions. As the “Riveteers” are not used to heavy lifting, Junkers are more used to carrying the heavier weapons and doing the majority of the workload.



Advantages:


“Riveteers”: Being experts in technology, their first point in Cybertech is immediately doubled during Gen. Also, what with having a natural flare for technology, Every Tech-based riveteer may recover more components from reverse engineering pre-made upgrades.

“Junkers”: Scavenging is second nature to the Junkers, hence they get a bonus to identifying components, regardless of skill level. They also have the ability to wear the heavier rigs with ease, They are able to use a level of rig one point below the usual requirement, though this does not allow them to wear anything on 0 points. 

Disadvantages:


“Riveteers”: Riveteers are not used to manual labour, hence not being able to use heavy rigs or two handed melee beyond worn level or two handed ranged weapons beyond Standard-issue

“Junkers”: Junkers don’t have the technological education, or “breeding” as the stuck-up Riveteers call it, to work intricate technologies. They cannot take Cybertech or Biotech. They however can take Armstech and Medic skills, they are used to surviving on their own devices after all.

Warband Special Rules


If a Riveteer leads a Warband, the Warband can comprise of any mix of Riveteers and Junkers. If a Junker leads a warband, They can have a number of "Outcast Riveteers" dependant on their size. A warband of 3-6 can have one "Outcast riveteers", 7-10 can have up to 2. Outcast Riveteers are subject to all rules, advantages and disadvantages subject to Riveteers but dress primarily more Junker, with one or two trinkets/costume pieces to distinguish them as being previously of Riveteer Status

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