Step 11: Faction
Your character’s factional allegiance determines which faction your character associates with at the start of gameplay. Choose or roll a faction on Table 11.
You acquire the Know: [Faction] Interests 20 skill, as appropriate to the faction. Though not required, you may also want to consider changing one of your motivations to fit this faction’s ideologies and goals. Then move on Step 12. If you end up with no faction or split allegiances, you may apply the 20 Know skill points to a Know skill of your choice (or roll).
THE STORY:
As the old ways of living crumbled and were forgotten, new ideas and societies rose up offering promises of hope, wealth, or safety. Many people left behind their old lives to join new communities or leveraged their hard-won skills into positions of power or influence. What became readily apparent in the post-Fall world was that you needed allies, or at least friends you could depend on to help you and keep you safe. This step encapsulates your allegiances and work in the time after the Fall. The chosen faction indicates where you are likely to live, who you associate with, and what political opinions you are likely to have.
Faction allegiance does not necessarily mean you are a hardcore true believer. You may have been born or raised into a faction and reluctantly stuck with it, or you may be finding yourself questioning some of the faction’s tenets. You may be a dissident, trying to actively change the faction from within. For now, your faction allegiance indicates the transhuman grouping you are most familiar with and whose goals you at least nominally support. Perhaps you are even a defector or new recruit, with a Know skill in your old faction but a motivation tied to your new one.
11.0 Faction [d100]
d100 Faction Know Skill Motivation Rep 00–05 Anarchist Anarchist Interests 20 +Anarchism, +Mutual Aid, −Hypercapitalism @-rep 40 06–09 Argonaut Argonaut Interests 20 +Open Source, +Science!, +Scientific Responsibility r-rep 40 10–15 Barsoomian Barsoomian Interests 20 +Martian Liberation, −Hypercorps, −Indenture @-rep 20, c-rep 20 16–20 Brinker Brinker Interests 20 +Independence, +Religion, −X-Risks c-rep 40 21–27 Criminal Criminal Interests 20 +Expand Influence, +Wealth, −Law and Order g-rep 40 28–32 Extropian Extropian Interests 20 +Extropianism, +Independence, +Mutualism @-rep 20, c-rep 20 33–44 Hypercorp Hypercorp Interests 20 +Extrasolar Colonization, +Hypercapitalism, +Security c-rep 40 45–50 Jovian Jovian Interests 20 +Bioconservatism, +Religion, −X-Risks c-rep 40 51–56 Lunar/Orbital Lunar/Orbital Interests 20 +Biochauvinism, +Capitalism, +Reclaim Earth c-rep 40 57–60 Mercurial Mercurial Interests 20 +Autonomy, +Uplift Liberation, −Anthropocentrism @-rep 20, c-rep 20 61–64 Reclaimer Reclaimer Interests 20 +Reclaim Earth, +Survival, −TITANs c-rep 40 65–70 Scum Scum Interests 20 +Hedonism, +Morphological Freedom, +Neurodiversity @-rep 20, g-rep 20 71–76 Socialite Socialite Interests 20 +Creative Expression, +Fame, +Hedonism f-rep 40 77–83 Titanian Titanian Interests 20 +Science!, +Technosocialism, −Hypercapitalism @-rep 40 84–90 Venusian Venusian Interests 20 +Prosperity, +Technoprogressivism, +Venusian Sovereignty c-rep 30, f-rep 10 91–92 Belter Belter Interests 20 +Hypercapitalism, +Extropianism, +Independence c-rep 30, g-rep 10 93 Europan Europan Interests 20 +Independence, +Technoprogressivism, −Bioconservatism @-rep 10, c-rep 20, f-rep 10 94 Ringer Ringer Interests 20 +Autonomy, +Creative Expression, +Independence @-rep 40 95–96 Sapient Sapient Interests 20 +Assimilation, +Neurodiversity, +Uplift Rights c-rep 40 97 Sifter Sifter Interests 20 +Survival, +Independence, −Indenture c-rep 40 98 Skimmer Skimmer Interests 20 +Autonomy, +Independence, +Survival @-rep 20, c-rep 20 99 Solarian Solarian Interests 20 +Autonomy, +Creative Expression, +Independence @-rep 10, c-rep 30