View table: FactionTags
< Cargo tables
Table structure:
- Name - String
- LinkName - String
- TagType - List of String
- Description - Text
- Effect - Text
- Leaders - Text
- Enemies - Text
- Units - Text
- Friends - Text
- Complications - Text
- Obstacles - Text
- Missions - Text
- Things - Text
- Places - Text
- Rules - Text
This table has 25 rows altogether.
Page | Name | LinkName | TagType | Description | Effect | Leaders | Enemies | Units | Friends | Complications | Obstacles | Missions | Things | Places | Rules |
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All-Seeing | All-Seeing | All-Seeing | Asset • Attack • Homebrew | This faction has eyes and informants everywhere, uncovering enemies and information either for their own ends or as a service to others. | May pay 1 FacCred to reveal a random stealthed asset on a world where the All-Seeing faction has an asset or BOI. May continue to do so as long as funding is available. If no stealthed asset is present, the creds are still spent. In addition, at the start of each of its turns; on any world that the All-Seeing faction has an Informers asset present, it will automatically learn if there are any stealthed assets present on that world. | Hard-eyed CEO of security company, Spy agency head who will do anything in service to the state, Grand deacon of the tech-cult of the Panopticon | The controller for a large group of informants and spies, Traitor leaking the faction's secrets to another faction, Seductress with a grudge, Arrogant James Bond-type spy | Strike team that knows exactly where the group is hiding, Special agent with the complete dossier on his target, Security team with prescient knowledge of the group's movements | Sympathetic spy in need of assistance, Compromised informer out of her depth, Panopticon technician able to tap into the system, Desk jockey with access to a wealth of information | Blackmail is used to improve the faction's bargaining position, They want some information of their own in return for what they supply, They do not believe information that does not match their own, They know everything about you | Every cargo that the group might desire is bought up by competitors, The group's hideout is revealed to their enemies, Vulnerable character is subjected to blackmail considering a well-hidden secret, Faction precogs counter the group's every move | Extract an agent that has been caught, Steal a piece of information from a tightly guarded facility, Stop the enemy threatening to leak a list of all the faction's agents, Eliminate a politician threatening to cut their funding | Micro-scale audio-bug planted on your jumpsuit collar, Data disc with blackmail that could topple a government, Crashed high-altitude spy drone, Case with four vials of deadly truth serum | Atop a panopticon tower with a nest of cameras above your head, Surveillance control center with huge banks of monitors surrounding a holographic display in the center of the room, Floating towards a top-secret spy satellite, Lying atop a cliff with a pair of high-tech binoculars | All operations follow the law of the land, Paranoia is life; someone is always listening, All information is sold to the highest bidder, Information wants to be free |
Colonists | Colonists | Colonists | Core • Local • PlanetaryGov • Tech | This faction is a fresh colony on an otherwise largely untouched planet. It is this brave band of pioneers that will tame the world’s wild forces and bring forth a better life for those who come after. | This faction has all the benefits of the [http://dicemonger.com/gulf/index.php/Faction_Tags/Planetary_Government Planetary Government] tag for its homeworld, as no other government exists on a fresh colony. The faction’s homeworld is also treated as if it had at least tech level 4. Colonies with fewer than 100,000 citizens lack the necessary industrial infrastructure to build Spaceship-type assets. | Charismatic salt-of-the-earth pioneer acting as mayor or president, Profit-focused bureaucrat from the world or faction that sponsored the colony, Local nobility consisting of the first founders | Local merchant sensing significant profit, Crooked sheriff abusing his powers, Influential and affluent rancher who is above the local law | Militia armed with a hodgepodge of frontier weaponry, A sheriff or ranger and his posse, Well-trained and motivated defense unit armed with off-world weaponry | Militia armed with a hodgepodge of frontier weaponry, Miner looking to get his previous minerals sold off-world, Genius mechanic who can keep just about anything running with some unorthodox repairs | Some gesture or service is required to get the locals' trust, Certain high-tech goods are unavailable in this small economy, An unspoken rule is broken, They would like to help but need to think of the colony's survival first | Everyone gets the word not to provide any help or services, Nobody saw who vandalized your ship, The colony's sponsor decides to support the world | Espionage mission to a neighboring world threatening the colony, Find out why surveyors are disappearing in the mountains, Secure a trade route for medical supplies | Four crates of nutrient bars each of which will feed a family for a month (longer if they don't like their kids too well), A single autonomous ground-to-air battery capable of protecting a small facility or settlement, An off-road ground vehicle capable of navigating the planet's difficult terrain, The charter that guarantees the colony independence from its original sponsor | Isolated homestead with hundreds of miles of wilderness in every direction, A bustling street outside the planet's only spaceport, An underground pre-tech terraforming facility, The unimpressive office of the planetary president | All guns must be handed over at town limits, Building a structure on a piece of land translates to ownership of the land, All trade goods technically belong to the colony's original sponsor |
Corporation | Corporation | Corporation | Assets • Homebrew | This faction is an organization created for the sole purpose of creating profit for its shareholders. It is a beast that follows its own laws, independent of the wishes of any individual; expanding, growing and consuming to fulfill that purpose. | Purchasing a Wealth asset costs one fewer FacCred than normal (minimum one), or two fewer FacCreds if it would usually cost 12 FacCreds or more. | Elderly steely-eyed patriarch, Slick smooth talker of indeterminable age, Slightly fat businessman stressed by his workload, The real guiding force is the mainframe AI | Underling looking to use the PCs as catspaws, Industrial saboteur working for a rival, Executive who hates "destabilizing" far traders | Donut-munching rent-a-cops, Heavily armed Heavy Threat Response team, Black ops loss prevention squad | Low-level employee who can pull an impressive amount of strings, Enthusiastic corporate researcher who is always looking for new willing test subjects, Corporate Johnson looking for long-term assets | Nobody has the authority to authorize what you want, Inter-departmental rivalries complicate things, Accepting the mission also involves signing a 500-page contract, The contract has a lot of small print | All affiliates (space ports; gun stores; refueling stations) are closed to the group, The faction tanks the group's credit rating, Privatized police forces are on the lookout for the group | Acquire a piece of R&D, Make a journalist disappear, Transport an important cargo (while actually being a red herring) | The newest cyberarm model, 600 exabytes of very important paperwork, Video footage from catastrophic industrial accident, Private corporate spy satellite | Office at top of skyscraper with a panoramic view of the city, Corporate lab with restricted access, Cubicle farm, Behind a billboard advertising the faction's products | Illegal actions by employees is handled internally, The faction's activities follow ethical guidelines, Joining a union is a firing offense |
Criminal | Criminal | Criminal | FacCred • Homebrew | Whether an utterly corrupt government or an interstellar criminal cartel, this faction gains their wealth by stealing that of others. They can be a scourge on all they come into contact with, or an unsavory ally. | At the start of each turn, for each faction that has an unstealthed asset or BOI on the same world as the Criminal faction has an asset, the Criminal faction may choose to steal one FacCred from that faction. This happens after faction's collect income, but before they pay upkeep. | Slightly fat and balding mafia boss, Cutthroat beanstalk ruling through fear, Affable schemer and dealmaker | Psychopathic hitman, Lieutenant with a grudge, Faction member seeking something that belongs to the group | Group of thugs in a back alley, Professional hitman, Hit squad armed with tommy guns | Forgetful but affable genius safe cracker, Gung-ho cowboy hacker, Mid-level boss who needs some things taken care off, Fence who can find a buyer for absolutely anything | The group is now being watched by law enforcement, The faction suspects the group might be undercover law enforcement, Faction leader demands tribute or an act of submission | Local businesses pressured into not serving them, Theft of property belonging to them, Arson, Bribes to public officials | Transport a wanted criminal to another world where he can lay low, Smuggle a mysterious sealed cargo container through customs, Perform a hit on an enemy of the faction, Track down and bring back a traitor to the faction | Suitcase containing three million credits worth of untraceable gemstones, The murder weapon, Fake IDs and an import permit, Recently stolen hard-light sculpture | Italian family restaurant, Back alley between run-down buildings, In front of a mag-locked door deep in the undercity, In the back rooms behind an illegal fighting pit | If you get caught you don't talk, Faction leader must confirm every new member, No drugs and no murders |
Deep Rooted | Deep Rooted | Deep_Rooted | Attack • Core | This faction has been part of a world’s life for time out of mind. Most natives can hardly imagine the world without this faction’s presence, and the traditional prerogatives and dignities of the group are instinctively respected. | This faction can roll one additional d10 when defending against attacks on assets on their homeworld. If the faction ever changes homeworlds, this tag is lost. | Respected family patriarch, Orthodox member of the local clergy, Leader of local trade guild | Shady right-hand advisor to the faction leader, Privileged faction member with delusions of grandeur, Young hot-headed member with undue amounts of influence | Faction militia with anachronistic gear and centuries of traditions and victories, Group of highly trained and feared assassins indentured to the faction, Group of young bravos armed with dueling swords | Gregarious young son of the faction leader, "Advisor" embedded in the local bureaucracy, Faction lawyer with deep understanding of local laws and traditions | Only the family leader can make decisions, Ancient traditions make things difficult, Their enemies are your enemies | Local merchants are informed not to trade, Block access to local officials, Call in favors with other factions | False flag attack to further cement their position, Transport faction proxy for a negotiation while under threat from an old rival, Embarrass a rival faction by upstaging them | Antique signet ring bearing the faction seal, Official document declaring the bearer a proxy of the faction, Pretech family heirloom, Family tree tracking the ancestors back to a Mandate Director | Meeting room with architecture and art from past ages, Chamber deep below ground forgotten by all but a few, Corridor where the feet of centuries of bureaucrats have worn a grove in the floor, Back room from the official office of the planetary leader | Leadership is inherited by the eldest member of the main family, The faction gets first dibs on trade contracts, The faction is allowed to possess military weaponry to protect its traditional interests |
Eugenics Cult | Eugenics Cult | Eugenics_Cult | Assets • Core | The forbidden maltech secrets of advanced human genetic manipulation are known to this faction, and they use them with gusto. Slave-engineered humanoids and “deathless” leadership are just two of the more common alterations these unstable scientists undertake. | Eugenics Cultists can buy the Gengineered Slaves asset; it’s an asset requiring Force 1 with the statistics of 6 HP, 2 FacCred cost, tech level 4 required, with an Attack of Force vs. Force/1d6 damage and a Counterattack of 1d4 damage. Once per turn, the Eugenics Cult can roll an extra d10 on an attack or defense by a Gengineered Slaves asset, regardless of the stat being used. Gengineered Slaves can count as either a Military Unit or Special Forces, determined when the cult first creates a specific asset. | The ancient deathless ruler bound to his life-support chair, A clone of the original founder of the cult, An eternally young and physically perfect wunderkind | Scientist obsessed about getting a gene-sample, Noble sponsor of the cult using it to take out his enemies, Genegineered slave sergeants designed more intelligent and independent than his kin | A squad of gengineered soldiers perfected for combat, A gengineered assassin with poisonous blood, An extraction squad seeking to acquire a rare gene-sample | Brilliant genetec doctor able to both cure and enhance her patients, Moderate member of the faction seeking allies against its more radical members | People unwilling to accept some "perfectly harmless and beneficial" genetic improvements must be bigots that cannot be negotiated with, Gene-samples are required in order to enter into a working relationship, Genetic tinkering has inflicted their leadership with some.. interesting mental quirks | A virus that renders people with a specific genetic pattern incapacitated, A clone under the cult's control used to incriminate the original, Local official who owes his daugher's life to the cult | Acquire a gene-sample from an enemy of the faction, Acquire a gene-sample from an ferocious predator on a death-world, Provide a distraction while gengineered slaves are smuggled into a location, Serve as proxies in a negotiation with a faction that refuses to negotiate directly with maltech practitioners | A gene-sample of an important faction leader, A permanent cure against aging, Six artificial wombs with the newest gengineered soldier models, A scanner gun allowing you to read gene-sequences from a distance | A hidden underground lab filled with gengineering machinery, A warehouse serving as a secret safehouse in a major city, The hexagonal meeting room where the leaders of the faction discuss their plans | The secrets of the cult are for its members only, All gengineered slaves must be accompanied by a handler, Gengineered slaves are for sale to outside factions, All uses of gengineering is reviewed by an internal ethics board |
Exchange Consulate | Exchange Consulate | Exchange_Consulate | Attack • Core • Experience • Prescream | This faction is either led through an Exchange Consulate or has close ties with that pacifistic society of bankers and diplomats. The sophisticated economic services they provide strengthen the faction. | When the faction successfully completes a “Peaceable Kingdom” Goal, they may roll 1d6; on a 4+, they gain a bonus experience point. <br>Once per turn, the faction may roll an extra d10 when defending against a Wealth attack. | Decadent head banker, Head diplomat trying to maintain peace in the sector, Pragmatic purely-business head of consulate-affiliate | Diplomat unenthused about recent actions, Spider in the middle of his web of indebted politicians and black-mailed heads of state, Humorless head of consulate security | Less-lethal security squad, Automated pacification bots, Best mercenaries money can buy, | Diplomat with a heart of gold, Loan officer willing to strike a deal, Official willing to engage in a little quid-pro-quo | Meeting the faction's pacifistic ideals is hard, The faction performs extensive background checks, The faction requires an amount of fiscal responsibility | Buying up and calling in the group's loans, Blackballing among the other factions of the sector, Framing the group to get another faction to take them out | Escort a diplomat on a risky mission, Track down a loan jumper, Uncover some intel for use in a diplomatic negotiation, Take down a group of pirates threatening local peace and security | 640 million credits in negotiable bearer bonds, Holo-recording of grade A blackmail material, Misplaced diplomatic pouch, Newly laundered suit of an exchange member, Datapad of high-ranking exchange member logged in | A meeting room decorated in glass, marble and gold, Inside a time-locked and psy-shielded vault, In a secret room in a diplomatic shuttle, Standing five feet from two of the most important people of the sector | Completely pacifist in action and policy, Every communication requires a consulting fee, Senior exchange members only meet clients in person |
Fanatical | Fanatical | Fanatical | Attack • Core | The members of this faction just don’t know when to quit. No matter how overmatched, the members will keep fighting to the bitter end- and occasionally past it. | The faction always rerolls any dice that come up as 1. This zealousness leaves them open at times, however; they always lose ties during attacks. | Rabidly fanatical priest, Revolutionary who doesn't know when to give up, Murderous father figure | Rabidly fanatical priest, Betrayed revolutionary, Traitor in the ranks, Supposed ally of the faction who uses them for dirty work | Suicide attackers, Brave and tenacious defensive unit, Elite squad chosen for both loyalty and skill | Faction warrior who owes an honor debt, Senior member who can instruct other member to assist, Instructor with the experience of decades of war | Interacts poorly with people who do not share their beliefs, Are on their way to fight a superior enemy right now, Has certain demands/expectations and will not budge | Sympathizers among the population, Declared enemies of the faith, Sabotage, Suicide Attack | Acquire weaponry for the cause, Disrupt defenses to make the upcoming frontal assault slightly less suicidal, Track down traitor to the cause, Join us in upcoming suicidal frontal assault | Book of faction's beliefs, Secret passphrase identifying you as a member, A piece of paper with the oath of sacrifice scribbled as a reminder, Weapon that is as dangerous to the wielder as the target | Pouring over maps in preparation for the next assault, Battlefield with explosions and suppressive fire, Communal space with veterans sharing stories, In the leader's private sanctum | No retreat no surrender, If you are not our friend you are our enemy, Civilian casualties are a cost we will gladly pay |
Guerrilla | Guerrilla | Guerrilla | Assets • Homebrew • Local | This faction utilizes its knowledge of the local landscape to strike from hiding and then disappears back into the scenery, leaving nothing behind but the carnage of their attack. | After an attack with a stealthed unit, this faction may pay 2 FacCreds to immediately make it Stealthed again. Note that during the attack itself the unit is unstealthed, allowing the enemy to identify it and perform any actions on it that can be performed during this faction's turn. | Brave local who knows these hills like the back of his hand, Foreign-trained fifth column operative, Well known political activist gone underground | Sergeant gone feral; lives for the hunt, Turncoat secretly working for the enemy, Paranoid officer intent on making sure the group can't talk | Local militia armed with a mix of civilian and captured weapons, Insurrection squad trained and equipped off-world, Camouflaged skirmishers attacking from a distance and immediately disappearing again | Spunky rebel fighter seeming far too pure to survive for long, Local scout who knows all the best shortcuts through the wilderness, Improvisation specialist creating weapons and explosives from scraps | Finds it hard to trust outsiders, Requests a mission to prove faith, Can offer no payment until the struggle is won | Sabotage transport, Poison or destroy supplies, Turn local populace against the enemy | Place a tracking device on a supply convoy, Transport a squad to a guarded sector of the planet, Carry a message to a sympathetic faction off-world | Ghillie suit enhanced to work against most post-tech sensors, Captured weapon painted in rebel colors, Map marking the guerrilla's main base, Two pounds of explosives and a thirty second detonator | In a mountain pass above an enemy convoy, In a hidden camp deep in the forest, On a city street walking right past a military police patrol, Hidden cellar room serving as a safe house | Leave behind no bodies after a fight, Any civilian that works with the enemy must die, We will fight any outside faction that threatens our independence |
Imperialists | Imperialists | Imperialists | Attack • Core | This faction nurses wild dreams of controlling the sector, whether out of an impulse to bring their local culture and technology to less fortunate worlds or simple lust for dominion. They excel at defeating planetary defenses and standing armies. | This faction may roll an extra d10 for attacks made as part of a Seize Planet action. | Uncompromising and militaristic high marshal, Decadent and bloated emperor, Democratically elected nation-building president | Officer of secret police looking for rebel sympathizers, Rabidly nationalistic military officer, Corrupt bureaucrat embezzling resources from a conquered world | Pacification squad stationed on a recently conquered planet, Veteran military unit recuperating after a recent conquest, Military police keeping the peace | Hotshot officer looking to get the job done, Interim administrator of recently conquered world, Ex-soldier looking to score some quick cash | "You are either with us or against us", A contact is stationed somewhere else because of the war, Proper papers are required due to a rash of rebel terror attacks, Supplies are hard to come by as they are used for the war effort | Chased down by secret police and imprisoned, Warrant on the offenders' ship, Lesser powers pressured into distancing themselves from the group | Scout a foreign capital before an upcoming attack, Handle a pirate problem while the navy is busy elsewhere, Transport urgently needed supplies to the front line | Experimental weapon of mass destruction, FFI beacon identifying as one of the faction's light cruisers, Data disk with plans for the upcoming attack, Keypad code to the back door of the planetary defense grid's primary control center | The briefing room aboard the flagship HMS Victorious, The dimly lit rattling troop bay of a descending beachhead lander, Between stacks of cargo containers at a military supply depot. | No vote without military service, Residents from conquered worlds have limited right, A war tax has been imposed to support the troops |
Machiavellian | Machiavellian | Machiavellian | Attack • Core | This faction’s meat and drink is intrigue, its members delighting in every opportunity to scheme. It may be a secret cabal of hidden masters or the decadent court of a fallen stellar empire, but its membership has forgotten more of treachery than most others ever learn. | Once per turn, this faction can roll an additional d10 when making a Cunning attack. | Handwringing snake of a man, Charismatic and affable charmer who lies with complete conviction, Unapologetic master of realpolitik | Veteran schemer with a grudge, Schemer needing some patsies; "nothing personal", Rival of the faction member the group is working for | Local law enforcement in the faction's pocket, An assassin in the night, Other faction acting on false information planted by the Machiavellians | Spy with a silver tongue and heart of gold.. or at least something approximating gold, Low-ranking member thrown under the bus by his higher-ups, Classy professional supplying bullet-proof suits | Scheme got out of hand implicating everyone even tangentially involved, Double-crossed, Internal underhanded power struggle, Bait and switch | Local customs officials in the faction's pocket, Fingered for crime against powerful faction, Suddenly rumored to carry important artifact triggering a swarm of treasure hunters and negative attention from major factions | Plant evidence in a cargo container, Orchestrate blackmail on a politician, Find identity of faction member, Smuggle cryo-coffin through blockade with no questions asked | Code book (fake), Black mail material (damning), Voice-replicator of local politician's voice (used), Conspiracy board of faction's activities (correct except for two mistaken assumptions) | Dark alley in moonlight, Site of a mass grave deep in the forest, Mingling with the planet's elite at a party, Privacy booth in a family restaurant | Nothing is true; everything is permitted, Physical violence is a poor man's resort, The game is limited to those that play it |
Mercenary Group | Mercenary Group | Mercenary_Group | Assets • Core | The faction sells its services to the highest bidder, and is an extremely mobile organization. Vast amounts of men and material can be moved interstellar distances in just a few months. | All faction assets gain the following special ability: As an action, the asset may move itself to any world within one hex. | Gruff battle-scarred veteran, Rotund jovial caravan leader, Charming business-savvy money man, Cold-hearted money-oriented corporate officer | Dishonored officer with a grudge, Dispassionate officer fulfilling a contract; "Nothing personal kid", Veteran soldier driven to madness | Veteran mercenaries with big guns, Drunk mercenaries on shore leave, New meat led by training officer | Jovial quartermaster, Gruff squad sergeant looking out for his people, Hot shot mecha pilot, Worried spouse following the company | "We do not talk about Isval VII. Ever.", Money needs to change hands, Are limited by promises to a past employer, You can't get paid until they get paid | "Accidental" friendly fire, Leaking information to mercenaries on the enemy side, Threatening to leave employer if forced to work with target | Smuggling supplies through enemy territory, Staging an incident to convince a faction that they need the mercenary groups' services, Scouting a target in a civilian capacity, Hot evacuation from an active battle zone | Mercenary contract with your name in there, Antique artillery battery called Berta, Lion-headed pin earned after two year's service, The colonel's swagger stick; actually a sword-cane | In the barracks among bullshitting privates, At the planning table in a leaky command tent, Hiding inside a ruined building while shells fall all around, During shore leave in a seedy bar | Dueling is used to solve disagreements, Nothing is agreed unless there is a contract, Follows an honor code regarding civilian casualties, Once a contract is fulfilled all ties and debts to an employer is cleared; it never happened |
Perimeter Agency | Perimeter Agency | Perimeter_Agency | Attack • Core • Prescream | This faction is or is closely tied to an Agency of the enigmatic Perimeter organization. Originally organized by the Terran Mandate to detect and contain maltech outbreaks until Mandate fleet resources could be dispatched, the Perimeter retains numerous ancient override codes for pretech security protocols. | Once per turn, the faction may roll an additional d10 when making an attack against an asset that requires tech level 5 to purchase. The faction may roll an extra die when making a test to detect Stealthed assets. | Ancient Mandate director clinging to power, Eccentric Mandate AI chugging along, The latest secretary in a long line of tradition-minded bureaucrats | Crooked field agent gathering maltech for his own use, Team leader of special action squad, Paranoid intelligence chief | Special action squad; equipped to take down any maltech threat, Local brutes hired on short notice, Agent with pre-tech sniper rifle on a building two miles away | Head of field office willing to trade, Cool-headed field agent, Conspiracy-minded agency analyst | Reluctant to share sensitive information, Suspicions that the group might be working on behalf of a maltech organization, A serious lack of resources means no support or payment is possible | Disabling equipment using ancient override codes, Sending in a special action squad, Utilizing archived pretech or even maltech | Investigate a possible instance of maltech, Support a special action squad suppressing a maltech incident, Eliminate a local influencer opposing the faction's presence, Perform a maltech terrorist attack to remind everyone why they need the faction | An unbraked AI core; powered off, Stilleto charge with the Perimeter Agency logo, Suitcase nuke; just in case things get out of hand, Resurrection serum; malfunctioning | Top secret base in hollowed out asteroid, Laboratory where things are just about to go wrong, Interrogation room deep below ground, Conference room with one chair and six screens facing it | Exterminatus is always an option, Normal people cannot be trusted with pretech, The survival of the agency trumps all |
Pirates | Pirates | Pirates | Core • FacCred | This faction is a scourge of the spacelanes, driving up the cost of shipping and terrorizing merchant captains without pity. They steal and refit ships with vicious ingenuity, cobbling together space armadas out of the leavings of their prey. | Any movement of an asset onto a world that has a Base of Influence for this faction costs one extra FacCred, paid to this faction. | Flamboyant pirate captain, Cold-hearted mercenary leader, Desperate and bloodthirsty amateur | Captain's right hand woman, Rival of the group's contact, Psychopathic boarding squad sergeant | Ragtag band of eclectically armed ne'er-do-wells, Well-drilled and -armed boarding squad, Group of psychos pumped up on combat drugs | Flamboyant pirate captain with a heart of gold, Sleezy crewmember willing to sell information, Black marketeer buying weaponry and supplies and selling spoils | Internal power struggles make them unpredictable, "They are more what you'd call 'guidelines' than actual rules", Tribute needs to be paid | Other criminal elements are hired to cause trouble, Local traders are blackmailed to not service opponents, Gleaned information is shared with other enemy faction | Take revenge on a law-man that has been bothering the faction, Disable defenses to allow an attack on a well-defended target, Transport an important cargo to a patron/fence | Captured cargo which belonged to someone powerful, Captain's favorite mono-bladed saber, Case of twelve forged starship transponders; each from a different nation | Hidden asteroid base, Sleazy bar of scum and villainy, Between two landed starships in the middle of a desert, Floating towards a hostile starship in a leaking spacesuit | If an adversary demands parley you can do them no harm until the parley is complete, Doesn't hurt women and children, It belongs to you if you can protect it |
Planetary Government | Planetary Government | Planetary_Government | Core • PlanetaryGov | This faction is the legitimate government of a planet. Rebel groups and rival factions may have assets on the planet, but control over the instruments of the state is firmly in this faction’s hands. The faction may rule openly, or it may simply have an inexorable grasp on the existing authorities. | The faction’s permission is required to buy or import those assets marked as needing government permission. This tag can be acquired multiple times, once for each planet the faction controls. | President balancing political goals with her next reelection, Nobility endowed with special rules and privileges by their titles, Calculating head of the security services who is the real power behind the throne | Corrupt senior government bureaucrat, Police chief cracking down, Military commander running her own schemes | Local law enforcement, Customs patrol boat, Special operations unit with the best gear government contracts can buy | Local bureaucrat that can slip things through the cracks, Intelligence officer looking for deniable assets, Military officer who now owes a favor | "We can't just bend the rules for your sake", What is needed happens to be illegal, Important government staff are overworked with no time for outsiders | Red tape, Imprisonment, Confiscation of property, Denial of access to special zone or the world as a whole | A bounty has been placed on a criminal who has just left the system, Infiltrate a local maltech cult, Espionage against a hostile power, False flag mission to implicate an enemy of the government | Codes for the navy's encryption machines, Unsigned pardon from the president, Unregistered armored personnel carrier, Pictures of senior official with a prostitute, Digital storage drive with proof of government conspiracy | Interrogation room deep in the homeland security building, Unmonitored corridor in the House of Parliament, Gravtank hangar on major military base, Bridge of the navy flagship GSN Thermopylae | Strict gun laws, Major tariffs on goods from rival polity, Only natural born citizens may gain government positions, Senior government officials cannot be charged of crimes |
Plutocratic | Plutocratic | Plutocratic | Attack • Core | This faction prizes wealth, and its membership strives constantly to expand and maintain personal fortunes. Perhaps it is a ruling council of oligarchs or a star-spanning trade cartel. | Once per turn, this faction can roll an additional d10 when making a Wealth attack. | Morbidly obese oligarch floating in a hoverchair, Crisp humorless businessman going straight to the point, Gregarious trade cartel leader in colorful outfit | Slighted oligarch with deep pockets, Personal secretary who can leverage resources at her own discretion, Security chief who just doesn't trust you | Best mercenaries money can buy, Private heavily armed security forces, Bribed police or military unit | Eccentric generous benefactor, Skilled stock market manipulator, Faction member seeking to improve his stature through a profitable gamble | Every interaction goes through the secretary, You need a minimum net worth to be taken seriously, The economic projections do not support your plan | All starship fuel in the system has been bought up; every ounce of it, A favored establishment has been bought and now bars you from business, All your debt has been bought up and is being called in now, Lawyers | Transport a valuable item and protect it from thieves, Provide body guard services for an uncooperative dependent, Acquire specific information concerning an upcoming business deal | Suitcase full of untraceable hard-currency credits, White hovercar worth more than your starship, Hand-tailored bulletproof dining suit, Anti-kidnapping tracking chip implant; chunk of scalp still attached | Pent-house balcony overlooking the glittering down-town area, Service entrance of private orbital retreat, The private rooms beneath the main casino floor, Board room decorated with rare off-world woods and precious pretech alloys | Anyone with sufficient wealth can buy a seat, A certain percentage of profits goes to a specific philanthropic purpose, The faction is not bound by the common laws of the worlds they inhabit but judge their own |
Preceptor Archive | Preceptor Archive | Preceptor_Archive | Assets • Core • FacCred • Prescream • Tech | This faction is or has close ties to a Preceptor Archive a place of learning operated by the learned Preceptors of the Great Archive. These Archives are peaceful institutions dedicated to the spread of practical knowledge and useful engineering to the wider cosmos. Their large numbers of educated personnel make advanced equipment more practical for deployment. | Purchasing an asset that requires tech level 4 or more costs one fewer FacCred than normal. The Preceptor Archive may also take the special action “Teach Planetary Population”, costing 2 FacCreds and allowing them to roll 1d12 for one world. On a 12, the world’s tech level permanently becomes 4 for the purposes and purchases of this faction. | White-haired professor seeking to improve the sector, Mandate administration AI safeguarding its knowledge, Corrupted First Speaker who wants to keep a monopoly on learning | Stuffy professor - and member of the board - who never leaves the archive, Gruff preceptor adept team leader blaming the group for current troubles, Mole working for a different faction | Preceptor adepts armed with improvised weapons, Locals protecting the local preceptor, Security team armed with the best the preceptors can provide | Itinerant archaeologist who keeps getting into trouble, Archive chronicler hungry for news, Preceptor Adept missionary visiting low-tech worlds to improve them | The Archives frown upon the use of violence, Paranoid that their information might fall into the wrong hands, Philanthropy is expected from the group, The local Archive has taken a very religious and mystical attitude toward their teaching | Withholding information, Turning the locals against their target, Creative use of their knowledge | Serve as bodyguards for a Preceptor Adept on a pre-steam world, Acquire a piece of lost knowledge from a known but dangerous location, Save a member who has been kidnapped by an unscrupulous faction | Datapad with step-by-step guides to build machinery to improve your technology base, Overgrown landing craft with Preceptor Archive marking; abandoned two decades ago, Maltech artifact hidden away in the vault, Bribe destined to the local Preceptor Adept | A cliff above a city on a lowtech world, Between shelves of crystalline data-wafers inside the main library, Archive lecture hall, Student dorms | Anyone can learn from the archive, The archive takes no payment only donations, Archive Adepts must foreswear all previous allegiances |
Psychic Academy | Psychic Academy | Psychic_Academy | Core | Most significant factions are capable of employing psychics, but this faction can actually train their own. They excel at precise and focused application of the psionic disciplines, and can get far more out of their available psychic resources than other factions. | This faction can provide psionic mentor training to qualified psychics. Once per turn, this faction can also force a rival faction to reroll any one d10, whether or not they’re involved in the roll. | Manipulative telepath using every means to protect the academy, Big-hearted biopsionic seeing the academy as a public good, Plans-within-plans oracle seeking power | Corrupt telepathy instructor, Renegade student with high-up connections, Researcher of biopsionics seeking lab rats | Psychic assassins, Psychic soldiers, Indentured non-psychic soldiers | Hands-on teacher of telekinesis, Slightly deranged researcher of teleportation, Barely trained metapsychic student | The local natives hate the academy, The academy is part of a religion, Petitioners without powers are looked down upon | Oracles predict and counter the enemy's moves, Factions that depend on the academy's services are pressured to intervene, Telepaths keep the enemy under observation reading their minds | Travel to a tombworld and acquire a pretech piece of psitech, Help a telekinetic enforcer bring a renegade to justice, Uncover information about a faction seeking to dismantle the academy | Psitech headband worn by the academy's master, Datadisk containing the lesson plans for the teleportation course, Stun rifle and accompanying uniform worn by academy guards, Papers declaring the holder a certified psychic under local law | The telekinetic training grounds, Experimental metapsychic laboratory, Forbidden section of the academy library, Neighborhood bar frequented by the seniors | Illegal psionics is punishable by death enforced by the academy, Every student must have a monetary patron and a psychic guarantor, Disagreements can be settled through psychic duels, Every student receives an obligatory in-depth course on law |
Savage | Savage | Savage | Attack • Core • Local | Whether a proud tribe of neoprimitives struggling against the material limits of their world or a pack of degenerate tomb world cannibals, this faction is accustomed to surviving without the benefits of advanced technology and maximizing local resources. | Once per turn, this faction can roll an extra die when defending with an asset that requires tech level 0 to purchase. | God-king clad in gold, Proud warrior and uniter of the tribes, Xenophobic mutant with a crippled third arm | Shaman believing the outsiders to be demons, Proud warrior who has been unintentionally slighted, Priest that knows the group can disprove his religion | Ferocious melee warriors armed with stone-age weapons, Guerilla skirmishers armed with bows or blowguns, Scavengers armed with ill-kept post-tech rifles | Off-world missionary living among the natives, Experienced hunter and tracker, Medicine woman with bad bedside manners, Exploring teenager who found something weird | Inexplicable social taboos, Audience requires a test of strength, Faction members are only loosely bound by the words of their leader | Trapping the enemy's path, Raiding the enemy's camp and absconding with useful equipment, Calling up local animals or feral robots to fight the intruders | Explore the Cave-That-Fell-From-The-Sky to destroy the Iron Basilisk, Travel to the stars and bring back cargo useful to the faction, Help destroy an opposing faction on the planet | Neolithic obsidian-head axe, Chest of modern glass beads, Clay tablet with ancient prophesy, Vibroblade sword stuck in a stone; depleted battery | At a fire outside a hide tent in the middle of the wilderness, Atop a sandstone stepped pyramid, In the ruins of a past civilization, In the middle of a crowd watching a ceremony | Blood sacrifices are part of the religion, Disputes are settled through trial by combat, People from the stars are not considered real humans |
Scattered | Scattered | Scattered | Attack • Homebrew | This faction is more of a movement than a concentrated organization. This makes the faction hard to target with physical attacks, as its members lives intermingled with the civilian population. | When defending against a Force attack, this faction may choose to defend with an attribute other than force. If the faction does so, it only deals half Counterattack damage (rounded down). <br>Once per turn, this faction can roll an extra d10 when defending against a Force attack. | Ascetic philosopher, Rabble-rousing revolutionary, Pacifist political leader | Young bravo and his group of followers, Leader of counter-movement within the faction, Schemer using the faction for his own benefits | Disorganized flash mob, Group of bravos unsupported by the leadership, Group of professional soldiers and law enforcement coming together for this attack | Sympathetic community leader, Provisioner who happens to also be a faction member, Street urchin receiving support from the faction | Any negotiation only affects a subgroup of the faction, They take their proselytizing seriously, Their philosophy includes some problematic taboos | Local populace refuses to provide services, Enemy is constantly being watched by independent members of the public, High-ranking officials of government or other faction are part of the movement | Find a faction member that has gone missing, Stop a group of criminals that are harassing the community, Kill a government official that is opposing the faction's philosophy | Crate of leaflets with faction propaganda, Datapad holding the full membership list, Cloth patch worn by faction members, Pair of boots worn by the founder | Speaking stage in the market square, Corner table in a smokey cafe among intellectuals, In a crowd of people gathered in a warehouse, In a small - but expensive - apartment overlooking the government district | Any member of the faction can rely on any other member for aid, Members donate 20% of income to charitable projects run by the faction, You can only leave the faction through death |
Scavengers | Scavengers | Scavengers | Core • FacCred | This faction might live within the wreckage of a tomb world, salvage the castoffs of some decadent pleasure-world or ply the ruins of an orbital scrapyard. Whatever their territory, this faction knows how to find worth amid seemingly useless trash. | Whenever the faction destroys an asset or has one of their assets destroyed, they gain 1 FacCred. | Charismatic captain with scrap peg leg, Profit-oriented CO in company uniform, Cutthroat looter with a dog-eat-dog mindset | Ornery captain of salvage rig, Big buff salvage operator, Salvage team coordinator with a knife to grind | Salvage team armed with personal weapons, Hastily assembled strike force of the best fighters available locally, Improvised weapon from scavenged junk utilized to devastating effect | Mechanic looking for someone to test her experimental mods, Quartermaster handling the buying and selling of junk and supplies, Ace pilot stuck piloting a salvage barge | You need money up front before they will even speak to you, The guy you want to talk to is out on a salvage mission, They'll give you what you want.. in exchange for that android | Strips the group's ship for parts, Suddenly active mines / defense platforms, Plants an illegal item and informs the authorities | Open the way to a piece of salvage the faction can't reach, Handle another faction that is encroaching on the salvager's turf, Cause a ship to crash so it can be salvaged | An industrial exoskeleton spacesuit modified for salvage operations, Pretech spike drive hauled from the wreck of a cruiser, Pandora's box; closed, Valuable wreck with the markings of a powerful faction | Inside a wreck with no functional light or life support, A meeting room made mostly from scrap parts, A salvage rig attached to something it shouldn't be, Aboard a starship being boarded | No illegal salvage operations, Finders keepers, The boss gets a percentage of every salvage, This specific salvage field belongs to the faction |
Secretive | Secretive | Secretive | Assets • Core | This faction is marked by elaborate protocols of secrecy and misdirection. It may be split up into numerous semi-autonomous cells, or consist largely of trained espionage professionals. Finding the assets of such a faction can often be more difficult than destroying them. | All assets purchased by this faction automatically begin Stealthed. See the list of Cunning assets for details on Stealth. | Paranoid director frightened by the outside world, Spiritual grandmaster acting based on basic philosophies, A board of anonymous officials meeting via pretech communication links | The faction's primary enforcer who is only known by his title, Crooked mid-level handler responsible for a number of sleeper-cells, Influential politician who is keeping her hand over the faction | An assassin in the night, A discrete team of well-armed and -trained professionals, Hit squad in civilian cloths suddenly emerging from the crowd | Pragmatic smuggler with a specialty in moving personnel, Loyal mid-level handler responsible for a number of hidden cells, Hacker specializing in the the censorship of data looking to drop off the grid himself | Nobody knows how to contact the leadership; they contact you, Suspicions arise that you are infiltrators from a rival faction, Who was that person you just made a deal with? | An ally turns out to be an agent, Key government figures are activated to bring leverage against the enemy, Framed for a crime | Silence a person that has learned about the faction's existence, Transport an agent through customs without anyone learning of her existence, Find an agent that has gone rogue | Tattoo identifying faction members, Silenced pistol in a drawer, Important package in plain brown wrapping paper, A data disk with the names of all field agents | Dead drop in the middle of a park, Secret training facility underneath a busy city district, Secret mountaintop hide-out, Behind fake paneling in a smuggler's ship | Nothing is true everything is permitted, Faction member only know the members of their cell and their immediate handler, The secrecy of the faction trumps all moral and ethical concerns |
Technical Expertise | Technical Expertise | Technical_Expertise | Assets • Core • Tech | The faction is staffed by large numbers of expert engineers and scientists. They can turn even the most unpromising labor pool into superb technicians. | This faction treats all planets on which they have a Base of Influence as if they were at least tech level 4. They can build Starship-type assets on any world with at least ten thousand occupants. | Technocratic ivory tower scientist, Idealistic CEO seeking to make the world a better place, Driven and entitled entrepreneur who made this faction from scratch | Literal slave-driver indenturing local populace, Leading engineer covering up her blame for a serious industrial accident, Self-serving overseer selling the faction's secrets/products to enemy factions | Security force armed with equipment built by the faction, Workers in repurposed industrial exoskeletons, Gravtruck converted into an armored combat vehicle | Skilled no-nonsense starship engineer, Friendly scientist who loves talking about his research, Working-man shift foreman; I.E. the guy really running the workshop | They use a lot of difficult jargon, Not really too interested in events outside of their field, The boss is out in the field working on the new plant | Reprisals from local government dependent on the faction, Lack of access to a service or piece of infrastructure run by the faction | Bring back a piece of interesting salvage so that they can reverse engineer it, Protect worksite which have been threatened by rival faction, Survey a location that seems like a good candidate for a new facility | Crate of mag rifles straight of the production line, Improvised EMP bomb powerful enough to knock out every robot in five miles radius, Lab report containing bad news, Starship constructed in her free hours | Noisy factory floor, Makeshift laboratory in prefab buildings, Workmen's shack, Standing atop a newly discovered pretech manufacturing facility | If they have money we have the expertise, Quality work ensures a quality reputation, Thirty percent of profits go back into the community |
Theocratic | Theocratic | Theocratic | Attack • Core | The faction is fueled by the fierce certainty that God is with them- and with no one else. The tight and occasionally irrational obedience that pervades the organization makes it difficult to infiltrate or subvert effectively. | Once per turn, this faction can roll an extra d10 when defending against a Cunning attack. | Rabid doom-spouting high priest, Elderly good Samaritan and statesman, Charismatic prophet with own personal harem | Crooked cardinal desiring an item in your possession, Fanatic priest dedicated to purging heretics, Highly skilled inquisitor for crimes against the church | Rioting mob of adherents, Church militia armed and trained as well as any military, Paladins in power armor | Local village priest always willing to lend an ear, Inquisitor hunting down genuine bad guys, Scholarly monk specializing in pre-scream archeology | The constant proselytizing is a bit enervating, They take offense at a bit of accidental casual blasphemy, A few donations are expected | The faithful boycott the enemy, Excommunication, Local leaders do not wish to offend the church and thus refuse to interact with the enemy, The church leverage actual supernatural powers against the enemy | Recover a stolen relic which has disappeared into the criminal underworld, Transport a team of missionaries to a savage world and keep them safe, Recover an unfortunate video depicting a high-ranking priest | Holy book with three pages ripped out, Ceremonial weapon but still deadly, Holy symbol with secret compartment, The preserved big toe of the third prophet | A massive cathedral under construction, The private office of the high priest, Soup kitchen, In the streets during a religious festival | All priests must live in poverty, A local tithe is claimed by the church, Blasphemy is punishable with prison sentences |
Warlike | Warlike | Warlike | Attack • Core | There are factions with a military orientation, and then there are factions that just really love killing things. Whether or not this faction has developed sophisticated military resources and techniques, the membership is zealous in battle and has a positive taste for fighting. | Once per turn, this faction can roll an additional d10 when making a Force attack. | Warmongering generalissimo, Uncompromising and zealous high protector, Gung-ho and roguish captain | Elite battle-hardened soldier (and his friends), Self-serving right-hand advisor to the leader, Mid-level officer looking for an easy victory | Well-armed and trained squad of soldiers, Drop troopers with jet packs, Berserkers with chainsaw axes, Honorable warriors preferring one-on-one duels | Veteran combat-hardened soldier, Skilled weapon crafter favoring utility over form, Ace pilot with a personal craft | No time for talk; there is killing to be done, Individuals who has not passed a ritual feat of strength are not respected, They refuse to engage in an action that might be interpreted as cowardice | Service providers pressured into not providing services, Conquest or razing of facilities owned by enemy or allies of the enemy, Military units, resources or training provided to the enemies of their enemy | Arbitrate the negotiations as a neutral third party, Determine a world's preparedness to resist against invasion, Smuggle a group of bad-ass commandos into a city so they can take down the force field generator | Heavy cutter infantry support weapon with smiley decal, Imperial Infantryman's Primer, Officer's uniform jacket with two bullet-holes in the back, Ceremonial dueling sword | Inside an anti-grav troop carrier during a charge into enemy fire, Outside a command tent overlooking a besieged city, In the barracks among the men, In a misty forest half an hour after sunrise | Desertion is punished by hanging, Ritual suicide is preferable to surrender, The only ones who should killed are those willing to kill, If you kill your superior you get his spot |