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]

d100FactionKnow SkillMotivationRep
00–05AnarchistAnarchist Interests 20+Anarchism, +Mutual Aid, −Hypercapitalism@-rep 40
06–09ArgonautArgonaut Interests 20+Open Source, +Science!, +Scientific Responsibilityr-rep 40
10–15BarsoomianBarsoomian Interests 20+Martian Liberation, −Hypercorps, −Indenture@-rep 20, c-rep 20
16–20BrinkerBrinker Interests 20+Independence, +Religion, −X-Risksc-rep 40
21–27CriminalCriminal Interests 20+Expand Influence, +Wealth, −Law and Orderg-rep 40
28–32ExtropianExtropian Interests 20+Extropianism, +Independence, +Mutualism@-rep 20, c-rep 20
33–44HypercorpHypercorp Interests 20+Extrasolar Colonization, +Hypercapitalism, +Securityc-rep 40
45–50JovianJovian Interests 20+Bioconservatism, +Religion, −X-Risksc-rep 40
51–56Lunar/OrbitalLunar/Orbital Interests 20+Biochauvinism, +Capitalism, +Reclaim Earthc-rep 40
57–60MercurialMercurial Interests 20+Autonomy, +Uplift Liberation, −Anthropocentrism@-rep 20, c-rep 20
61–64ReclaimerReclaimer Interests 20+Reclaim Earth, +Survival, −TITANsc-rep 40
65–70ScumScum Interests 20+Hedonism, +Morphological Freedom, +Neurodiversity@-rep 20, g-rep 20
71–76SocialiteSocialite Interests 20+Creative Expression, +Fame, +Hedonismf-rep 40
77–83TitanianTitanian Interests 20+Science!, +Technosocialism, −Hypercapitalism@-rep 40
84–90VenusianVenusian Interests 20+Prosperity, +Technoprogressivism, +Venusian Sovereigntyc-rep 30, f-rep 10
91–92BelterBelter Interests 20+Hypercapitalism, +Extropianism, +Independencec-rep 30, g-rep 10
93EuropanEuropan Interests 20+Independence, +Technoprogressivism, −Bioconservatism@-rep 10, c-rep 20, f-rep 10
94RingerRinger Interests 20+Autonomy, +Creative Expression, +Independence@-rep 40
95–96SapientSapient Interests 20+Assimilation, +Neurodiversity, +Uplift Rightsc-rep 40
97SifterSifter Interests 20+Survival, +Independence, −Indenturec-rep 40
98SkimmerSkimmer Interests 20+Autonomy, +Independence, +Survival@-rep 20, c-rep 20
99SolarianSolarian Interests 20+Autonomy, +Creative Expression, +Independence@-rep 10, c-rep 30