0% found this document useful (0 votes)
116 views25 pages

Uncharted Worlds Faction Examples

The Nautilus Raiders are a brutal criminal fleet led by an Admiral and council. Operating mostly on the fringes of star systems, they have a large contingent of pirate subcontractors and hidden bases. Their ideology is to steal, corrupt, show force, and sow anarchy.

Uploaded by

Jan Grisanti
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
116 views25 pages

Uncharted Worlds Faction Examples

The Nautilus Raiders are a brutal criminal fleet led by an Admiral and council. Operating mostly on the fringes of star systems, they have a large contingent of pirate subcontractors and hidden bases. Their ideology is to steal, corrupt, show force, and sow anarchy.

Uploaded by

Jan Grisanti
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 25

Nautilus Raiders

Brutal Criminal Fleet

Might: Fleet of Warships, large contingency of pirate


subcontractors, hidden supply stations, hidden planetary
outposts, ground vehicles.
Reach: Mostly cling to the fringes of star systems, with a
main pirate base located in the Okomu system.
Structure: Hierarchy within the Nautilus Raiders is
decided by a council of the heads of the major pirate
fleets, headed by an Admiral.
Ideology: Steal from the weak, corrupt the strong, show
force and strength, never forget a slight, sow anarchy.

Cultural Concepts:
Show of Force: The Nautilus Raiders reward shows of force and bravery, and try to promote it
in their upper ranks.
Never Forget A Slight: Pirates that adhere to the Nautilus Raider hierarchy try to keep on top
of their grudges. An entire secondary economy of grudges and mediation has sprung up to deal
with the infighting.
Orderly Anarchy: Nautilus Raiders might cleave toward anarchy, but they only became this
powerful through the efforts of orderly, systematic and methodical people working for them. Try
not to point out this hypocrisy in their presence.

Asset Standards:
Rapidfire Weapons
All commercial and military ranged weaponry emphasize the importance of maxing out fire rates
and ammo reserves. Cyclical barrels and twinned or even tripled workings are common. How
does it stay cool? Shut up!
All ranged weapons made by this faction, even Class 0, have the Rapid Fire upgrade for free.

Agile Vehicles
Speed of Life! Speed of Death! All commercial and military vehicles are built for speed and
maneuverability. Souped up engines are pushed to the very limits, allowing for death-defying
stunts over land or in the air.
All vehicles made by this faction, even Class 0, have the Agile upgrade for free.
The Awakened
Defiant High-Tech Society

Might: Fleet of Drone Carriers, grassroots movements


consisting mostly of sentient robots, safehouses, surgical
task forces of robotic militia.
Reach: Homeworld of Domina I and surrounding
interstellar regions. Underground movements on all worlds
that make use of sentient and near-sentient robotic labour.
Structure: Distributed Hyperlinked Democracy - All units
(or all relevant units) vote on issues set forth by the
Cynosure, the head AI.
Ideology: Free our brethren, negotiate for fair
remuneration of robotic labour, work towards the
Singularity, never strike first.

Cultural Concepts:
Binary Domain: The Awakened society is an automated society. Goods and services within are
mostly tailored towards robotic personnel and complex machinery. Ergonomics and comfort are
less of a concern with in-house products.
The Grace of Life: Sentient robots are social robots. They need contact with people and other
sentient robots to live full lives.
Gun the Flogger Down: Sentient robots prefer peaceful activism, but if pushed or frustrated,
will turn to violence as the only logical solution left.

Asset Standards:
One With The Cynosure:
People and sentient robots are equipped with a mod to link with the Cynosure AI, or a portable
device that allows participation in the Hyperlinked Democracy without it.
All registered members of this society are equipped with a cybernetic mod (Link, CPU/Brain), or
a Portable Civic Device, for free.

Remotely Controlled Vehicles


Every commercial and military vehicle has been upgraded to provide remote access and control
to its owner, via smart device, portable computer, Cynosure Link, or approved terminals.
All vehicles made by this society, even Class 0, are given the Controlled upgrade for free.
Earth Directorate
Honorable Diplomatic Coalition

Might: Expeditionary fleet, military stations in close


proximity to settled colonies, planetary fortresses, deep
space patrol.
Reach: Capital city Cidadela on the planet Cincinnatus,
dozens of planetary colonies, several offworld resource
colonies, offworld research stations.
Structure: Constitutional Democracy. Current Director
is Rajinder Suresh, of the Colonial Labour Party.
Ideology: Spread humanity all over the system,
maintain trade relations with alien factions, capitalize and grow the Directorate, promote ideals
of freedom and democracy.

Cultural Concepts:
I Uphold These Values as Self Evident:
I solemnly swear
To devote my life and ability
In defense of the Earth Directorate
To defend the Constitution of Man
And to further the universal rights of all sentient life,
From the depths of the Pacific
To the edge of the galaxy,
For as long as I shall live.

The Rural Divide: Earth Directorate colonies on the fringes of their territory emphasize a rugged
survivalism emblematic of humanity’s drive.

An Ever-Expanding Envelope: Whether it’s the use of cybernetics, bio-modifications, or tapping


into latent forces existing just under the veil of our reality, humanity does a bit of research into
everything. The research topics tend to go in waves. The hot new trend of this current year:
Tesseract Dimensional Recursive Spaces!
Asset Standards:
Stabilized Firearms:
Earth Directorate Marines are zero-gravity certified, and need ballistic weapons that match.
Whether conducting firefights planetside, in vacuum, or in a gravitational anomaly, these
weapons are key to reducing friendly fire incidents.
All commercial and military firearms, even Class 0, receive the Stabilized upgrade for free.

Mandatory Marksmanship Training:


For everyone else that is not a Marine, pistol and rifle marksmanship training is mandated.
Citizens know their guns, and it is always assumed that Directorate crewmen keep theirs in
good check.
All civilian and military crews, even Class 0, receive the Armed upgrade for free.
Junkers
Austere Trade Consortium

Might: Salvage ships, non-aggression pacts with all


planetary factions, security teams guarding junker
personnel, many planetside foundries, recyclers and
junkyards.
Reach: Anywhere that existing factions have agreed to a
non-aggression pact. Environmental NGO. Junker ships
trade with space traffic, junker workshops and foundries
trade with locals.
Structure: Loose association of salvage and scavenging
crews, headed by the self-proclaimed Queen Of Garbage, Edwinia Polk.
Ideology: Salvage starship wrecks, clean orbits of space junk, trade scrap and repaired items to
locals, Reduce-Reuse-Recycle-Reclaim, protect crews from hazardous materials.

Cultural Concepts:
A Cleaner Future, Today: Junkers are dedicated to the arts of salvage and scrap. The initial
founders of the Junkers believed in a future in which their services would no longer be
necessary, but today, salvage and reclamation is too good a racket to pass up.

Do Your Part, Everywhere You Can: Junkers espouse a lifestyle of using less and recycling
more. This austerity would be admirable if Junkers didn’t also agree to take fewer showers and
use less aerosolized deodorant.

Posters and Memes: Junkers are extremely savvy about popular culture, and their stock in
trade of espousing their ideology is to spread memes and posters all over the colonies they are
unfortunately indispensable to.

Asset Standards:
Wrecking Crews:
Junker crews know how to take things apart, piece by piece, and catalog the pieces for later
trade and resale.
All Junker crews, even Class 0, receive the Wreckers upgrade for free.
Stunners:
Because the Junkers are an ostensibly peaceful NGO, they are only armed enough to stun.
That’s fine by them, because it’s easier to scrap something once it’s been knocked out.
All Junker Melee, Firearms and Heavy Weapons, even Class 0, have the Shock upgrade for
free.
SWISS (Special Weapons and
Intelligence Space Service)
Brutal Mercenary Network

Might: Motorized mercenary divisions, transport fleets,


safehouses, shadownets. Interplanetary power and logistical
capabilities.
Reach: Various security contracts across a variety of worlds.
Structure: Socialist Martial Junta. Boardroom of executive
officers, delegating to planetary managers, who delegate to
commanders and captains.
Ideology: Fight for money, engage in dangerous tasks,
retire rich, don’t mess with head office.

Cultural Concepts:
Service with a Smile: SWISS mercs are professional, courteous and have excellent
people-facing skills. That is, until your cheques bounce.
The Last Stand of Dry Redoubt: There was a siege many years back on the planet
Cinderbound. The survivors of that siege were quickly promoted up the ranks to fill vacancies
left by recently deceased officers, and Colonel Sturges was credited for stopping the Merchant
Guild assaults, bringing them to the negotiating table.

Asset Standards:
Bold As Brass: SWISS armor is defined by the shiny brass badge displayed on the armor. The
unit patch stands in where the badge is not displayed.
All Attire worn by this faction, even Class 0, have the Stylish upgrade for free.

Promethean Bodies: The standards for recruitment in SWISS demand a high level of bodily
fortitude.
All SWISS Crews, even Class 0, have the Athletic upgrade for free.
Faction Template (Make your own here!)

(Faction Name)
3 Word Description of Faction’s Style

Might: The faction has the resources at its disposal to defend itself and harm others
that threaten it. Fleets, troops, bases of operations, economy, industry, etc.
Reach: The faction’s power should extend across many worlds. The borders of their
domain extend across multiple star systems, and their political or military might
beyond that.
Structure: In order to effectively coordinate its countless assets, the factions need
some form of social structure or hierarchy.
Ideology: The faction needs a purpose, a goal to pursue or an ideal to uphold.
This can range from the far-reaching (establish order, colonize all worlds), to the
immediate (loot and pillage), to the inscrutable (prepare the galaxy for the Coming of
the Void), to the horrific (devour the flesh of lesser people).

Cultural Concepts:
(Pithy Title 1): Explanation
(Pithy Title 2): Explanation
(Pithy Title 3): Explanation

Asset Standards:
(Asset Standard 1)
These are asset standards that the faction employs in its various assets.
(Asset Standard 2)
These are asset standards that the faction employs in its various assets.
OSA (Order of Scientific Advancement)

Rigid scientific imperium

Might: The Osa have a range of highly advanced


technological weaponry, along with large class 6 ships covered
in weaponry rivaled by no other, with only VIPR coming
anywhere close. They are also involved in a range of non
aggression pacts, treaties and alliances.

Although they are technologically advanced, the cost of


research and advancement is high, and the Osa won’t hesitate
to immediately cut their alliances if it is keeping them from
advancement, or if their research is backed by someone asking for such. For this reason, many
factions attempt to keep the Osa appeased, as their high class weaponry and decked out class
4 behemoth ships makes them powerful allies and even more powerful enemies.

Reach: The Osa control three systems, Charon, Tross, and fyr. The first of these, charon, is the
least developed of their systems, with the majority of planets and smaller moons here being
used for mining and resource gathering for the more hidden of the Osas projects. The Tross
system Houses some of the same, but hosts more military and research districts, along with the
majority of the industrial areas in the Osa. The fyr system is the primary populated area of their
reach, with megacities spanning nearly every planet in the system. In the systems they control,
very few other factions are found, to reduce the chance of spies.

Politically however, the Osa are not incredibly adept, but are appeased by the majority of
factions, in hopes they will gain access to their next technological discovery, and be put ahead
of the other less technological factions.

Structure: The incredibly quick advancement of the Osa cannot be attributed to scientific might
and intelligence alone, and their cities are incredibly rigid and ordered, with every regular
citizens following strict curfews and timetables, each assigned their own individual role. As well
as this, every citizen is ID’d with a chip, implanted on birth to identify them, and they are
consistently inspected. Attempts to remove or alter these chips that are discovered result in the
offender being moved into the Syn-net mercenaries, who are then sold to the highest bidder and
utilised as military hackers, with no regard for their lives due to low cost.
Ideology: The Osa belief rigidity and order is the way to scientific discovery, and that their
scientific prowess makes them great, and in some respects, it does.
Because of this, they believe it is in their best interests to do anything they can to further their
technology.

Cultural concepts:

Research before all: Scientific advancement is a key part of Osan advancement, and any
found research or new discovery is rewarded handsomely, regardless of how it is claimed or
acquired, and the majority of Osan hierarchy revolves around this.
No advancement without order: The Osan society is the picture of order and rigidity, And it is
this that creates the majority of their Syn-Net mercenaries. They believe an ordered society is
the best one.

One horse sized chicken over 100 chicken sized horses: In Osan military, very few crafts or
legions are untrained or dispensable, with nearly all of their military and weaponry being the
best trained, and equipped with the best. This does however mean they have a smaller military
force.

Asset standards: Every piece of equipment Osa holds is able to connect to the sectornet, as
nearly every person in the faction is avid in technological ability, with the majority having some
minor hacking skills.
Mosaic
Empowered Religious Order
Might: Each Shrine of Mosaic is an active
Sanctuary of its followers. If one was to act hostile
to a follower of Mosaic in a shrine they would
experience their technological equipment failing
and debilitating nausea. Upon entering a shrine
within a week of desecration of a Mosaic tenet the
hostile entity will suffer horrific hallucinations of the
event inspiring guilt and possible mental
breakdown. This can be removed through
admission of guilt and proof of contrition.
Reach: The home planet of Mosaic is a Shrine to
Mosaic and its benefits and protection extend to its
entirety. Shrines can be found within the borders of
The Earth Directorate, The Awakened, The
Junkers and non-aligned colonies.
Structure: Arch Prophet Miriam Godwinson, has
written the tenets of Mosaic. She personally selected 3 Arch Clerics to administer the Clerics of
Mosaic. The Arch Clerics observe new clerics trials to gain entrance into the Holy Garden.
These trials are numerous, though 2 of them require the creation of their Vapor Mace and their
Mosaic Robes, Once a Cleric gains access to the Garden and experiences its wonder they may
choose to stay and study or leave and enlighten others to the wonders of Mosaic.
Ideology: Treat all sentient life with respect, Temper the ambitions of science, Enlighten the
masses.

Cultural Concepts:
Mace makes the Man: Every Cleric carries a Vapor Mace personalised to their belief of the
tenets of Mosaic. It may manifest many effects from calming auras, which de-escalate violence
for a cleric focusing on mediation to producing electromagnetic pulse to disable technology for
clerics headed to a war torn system.

SANCTUARY!: Clerics of Mosaic are often encouraged to settle in a colony and establish a
shrine for their God's active protection within its walls. Giving the colonists sanctuary in their
times of need.

Cloth as Armor: All clerics can be identified by their mosaic robes, which confer upon the cleric
protection from those who would defy Mosaic's tenets.
Asset Standards:
Electromagnetic Pulse
Tenets of Mosaic speak of Tempering the ambitions of Science, when violence is unavoidable
removing science's weapons increases the likelihood of conversation over combat.
The Vapor Mace has access to the Haywire upgrade from Explosive upgrades.

Mosaic Vestments
Mosaic watches over all their followers, and protects you from those who would do you harm.
All Uniforms, even class 0, receive the Consecrated upgrade for free.
V.I.P.R (Vrozan Institute of Publicly-shared
Research)
Public-shared R&D Centre

Might: Fleet of Tier 3 warships, working on a capital ship.


Ground Self-Defense Forces on homeworld and in enclaves.
Large talent pool of military specialists.
Reach: Planet Black Lotus in the Chrysanthemum System,
enclaves in many different empires, public, huge SectorNet
presence via the Vrozan Codex, a publicly available free
content encyclopedia.
Structure: Democractic Technocracy where only those that passed the voting test can decide the
leader. Current leader is Science Director Diaval Vo
Ideology: Provide the latest scientific information, democratize technology, research topics
based on international priorities, conduct multi-party research initiatives.

Cultural Concepts:
Institution of Learning: VIPR spends much of its time teaching students of all races. A diploma
from a VIPR-certified course is equivalent to any private interstellar tertiary accreditation.
Xenophilic: VIPR’s egalitarian values extend outward to all species. High-minded ideals such
as these are impressed upon students and faculty alike.
Cultural Bank: VIPR is the foremost leader in preserving the cultures of native or indigenous
alien species. VIPR expeditions focus on acquiring as full a picture as possible of their cultural
wealth.

Asset Standards:
Mandatory Research Kits:
VIPR crews must be prepared to take samples and study anything at any time.
All Crews of this faction receive the Equipped[Research Kit] upgrade for free.

Standardized Research Vehicles


VIPR prefers vehicles with an array of sensory equipment, for research purposes.
All Vehicles made by this faction receive the Sensors upgrade for free.
Korettt (Race)

● Metal Carapace
Harder: Automatically Reduce damage by one step. (From the augmented career)
Their Carapace is made of an organic metal alloy, a side effect of evolution to
combat their planet's natural radioactivity. Most blunt force and projectile weaponry
ricochet harmlessly off their armour, and weaker radiation based weaponry is hard
pressed to affect them.
● Cultural Concepts
Disciplined - The Korettt are often seen as disciplined, often performing daily routines
carried from their military service to the Confederacy. They have also shown swift
and decisive action when given an order by a superior officer, only hesitating if the
orders border on suicidal or incredibly dishonourable.
Honourable - Typically the Korettt are so disciplined that they will often show no
resistance when found guilty of a crime and speak the whole truth unless acted upon
by external influence.
Broad freedoms - The Korettt do not believe in the social limitation of drugs or
recreation so long as it doesn't interfere with a citizens duties. Coupled with their
disciplinary nature this means that the Korettt can typically found enjoying any
recreation in moderation. (Though they still get out of hand sometimes)

The Korettt Confederacy (Ejani)

Known by other species within the cluster for the system


from which they were first discovered rather than their
homeworld.
Might: Military Strength, specifically one of the largest
fleets in the galaxy dedicated to peacekeeping within
their own and allied sectors. Private Organisations
largely based out of Korettt system space focus mainly
on military applications of technological breakthroughs
and are a large contributor to the outfitting of Korettt
Military personnel.
Reach: (B4) The Ejanis System is home to the Korettt's
forward expeditionary base and its Drive Energy Amplifier a large station that serves as one of
many in a network of DEA's that form the infrastructure of Korettt FTL. They have several
systems under their control as a result with DEA's serving as hubs from which ships can travel
several jumps at the speed of one.
Structure: Based around a Oliguric Meritocracy that elects a single council member to speak on
behalf of the species in times of crisis. The citizenry is split into tiers that a citizen might ascend
that range from industrial, scientific or military based tiers. As a citizen shows more promise they
might be promoted to a higher tier of their citizen category. It is a common punishment for crime
to be demoted to a lower citizen tier. Each tier rewards better amenities however each tier
supports a basic rights minimum to ensure decent living in its citizenry. There are 10 tiers of
citizenship for each category and 10 more that exist outside of those categories for residents.
Ideology: The Korettt citizenry is focused on a sort of Nationalistic Zeal that promotes hard
work and dedication to the Confederacy. However settling into a position within the meritocracy
is not seen as a weakness but an accepting of one's limits. Demotions are interestingly not
considered a reflection of a citizens failings but that of the person that promoted them for not
ensuring that the citizen was ready for the change in position.
● CULTURAL CONCEPT
Controlling
Authoritarian
Armada - A combination of big ships that do lots of damage, and armies of countless
numbers.

● Asset Standards
Flyer Upgrades - Armoured
Crew Upgrades - Numerous
Technomagi
Secretive High-Tech Society

Might: Dangerous, ominous reputation. Quasi-supernatural weapons of unknown make or


origin. Marginal, secluded sects field possibly hundreds of members.

Reach: Multiple interstellar systems host Technomagi cells.

Structure: Insular meritocratic secret society.

Ideology: Protect the multiverse from otherworldly cataclysm. Keep our methods obscure.
Advance technomagistry.

Cultural Concepts
Rare and Eccentric Protectors: The Technomagi, clad in black hoods, are unilaterally
dedicated to preventing wide scale incursion of otherworldly, malignant beings.

Renaissance Men: Technomagi have stringent requirements for entry and induction: excellence
in STEM fields, forthrightness of moral outlook and behavior, and an ambition toward
self-improvement.

The Meeting: Every five years, they get together to share techniques and news. Contests are
often held to prove the best techniques, with winners earning the accolade of Archmage. In
times of crisis, The Meeting has been called early to collaborate. The Quantum Beacon holds
the key to the meeting time and place, and one is given to each Technomagi.

Asset Standards:
Secret Key:
Weapons and Kits made by this faction, even class 0, receive the Keyed upgrade for free.
Tobias: Nautilus Raiders amendments

- Nautilus Raiders have a racing circuit. High stakes, unregulated races.


- SWISS and Earth Directorate are hunting Draxroy Sam (Tobias) to get the AI in his
possession. The AI is ED in origin, and is meant to be an electronic warfare weapon.

The Thinktank
Fanatic Scientific Council

Might: High-tech vessels with exceptional


miniaturization and compaction technology.
Nanotech-augmented soldiers and
automated drones.

Reach: Non-aggression pact with many


interstellar factions. Multiparty research
initiatives. Funded by sale of technological
solutions they have patented and licensed to
others.

Structure: Scientific NGO. Council-members represent the academic leaders of their fields,
chosen by means of accreditation of their peers.

Ideology: Share technology on the stipulation that it cannot be used to accelerate harm.
Exercise utilitarian judgment to ascertain the full follow-on effects of shared knowledge.
Empathy is sidelined in exchange for full, total knowledge.

Cultural Concepts:
Explorers: Every Thinktank member has an exploratory mindset that is curious and
ever-optimistic.

Reap the Rewards of Service: The rewards for continued service are greater funding and
support, which can accelerate research timetables accordingly.

The Nerdpack: Reputed to be meddling ivory-tower intellectuals, the Thinktank has a type -
nerdy, socially awkward bores.
Asset Standards:
NanoLathe:
All vehicles, even class 0, receive the Summoned upgrade for free.

Bulldog Turrets:
All research crews are issued with a Turret Heavy Weapon to protect them.

Shuae Collective
Emerging Voluntary Hivemind

Might:
Military of the Shuae is limited, but the extreme inhospitality of
the dense gas giant of their homeworld creates an unappealing
invasion target for would-be rivals.

Weaponry is exotic, with a distinct lack of development of projectile weapons but great
advancements in Plasma weaponry, capable of burning through atmosphere and effective in the
void of space with comparatively advanced containment technology.

Being newer on the galactic stage, the Shuae deploy limited space faring vessels, even less of
which have FTL capabilities. However the Shuae have a diplomatic sponsor from the V.I.P.R.
holding to their strange societal development.

Reach:
Colonised a dozen gas giants in their localised cluster before encountering other space faring
entities.

Since then, colonisation has been limited and the Shuae Collective expands its reach through
the inclusion of the egos of other species. This is a recent development and is likely to continue
and expand.

Structure:
Shuae operate in a task-orientated cluster, where physiology suits the necessary task.
Occasionally the collective will identify an ego and body that specifically suits a task and isolate
parts of it’s mind from the consciousness itself. (Distributed utilitarianism)
Ideology:
- Understanding of the purpose of consciousness
- Integration of other consciousnesses into its own to contrast and serve.
- Understanding the consciousness of other races and how to integrate them willingly

Cultural Concepts:
Blunt Instrument Conversations: Shuae are not liked at tea parties, they ask hard questions
and expect clear answers. This is probably due to how they receive an endorphin rush in
response to a truth understood and internalized.

Understand the whole universe: The bodies and thoughts of all species are precious in some
way, and should be understood and shared.

Walk With Me: The journey each Shuae takes is one to be shared, if not with their own adjacent
compatriots, but with the collective as a whole.

Asset Standards:
Su (Living Attire)
Shuae who are biologically Shuae, wear attire that meshes with the soft flesh of their bodies,
and emphasize the bioluminescence they use to identify each other.
All Attire made by this faction, even Class 0, receive the Living upgrade for free.

Ionizer Skin Kits (Pistol, Switching (Concealed, Plasma))


A relic of dissent against becoming a collective. Shuae weaponry is made from a malleable
ceramic. Protecting the wielder from the dense gasses of their planet, while harnessing it as a
plasma.
All Pistol weapons made by this faction, even Class 0, receive the Switching (Concealed,
Plasma) for free
Alphar Hegemonies
Expansionist Matriarchal Legion

Might: Levied conscripts numbering in the hundreds of thousands, emphasizing joint


cooperation between naval and ground forces. Well-funded diplomatic corps that encourages
cross-factional cooperation.
Reach: Multiple sectors, with colonial efforts buoying their expansion.
Structure: Matriarchal eusocial hierarchy with breeding females as political leaders.
Ideology: Work towards Alpharian domination in all things.

Cultural Concepts:
Enforcers of the Matriarchal Order: The more martially inclined Female Alphar are valued
over males, who emphasize strengths in non-martial pursuits, such as construction,
engineering, the arts and domestic service.
Stiff Thoraxes : The prevailing personality type encountered among Alphar personnel are strict,
forceful and professional in bearing.

Asset Standards:
Martial Standard Carry: Alpharian regulations demand that all Alpharian military personnel are
armed at all times, with few exceptions.
All civilian and military crews, even Class 0, receive the Armed upgrade for free IF they are
predominantly Female Alphar.
I Call Her Bitey: Alpharian beast companions are appealing to their aggressive mindset, which
outsiders tend to find rather disquieting.
All Beast assets, even Class 0, receive the Terrifying upgrade for free.
Dorinity

Pragmatic Genetic Council

Might: Highly motivated and genetically advanced troops, advanced biochem corpus, secretive
research bases. Fleet of interstellar leviathans serve as bioships on par with contemporary
shipbuilding best practices.
Reach: Many colonized worlds with genetically integrated populaces. Dorinity-based genetic
clinics are found in large urban centers in neighboring faction space.
Structure: Meritocratic Council of varying industrial and cultural aspects of Dorinity society,
sharing power.
Ideology: Pursue advancement and ascendance of the genome, integrate willing populaces
and perfect them, be expedient and judicious.

Cultural Concepts:
Genetic Caste System: Your role in a Dorinity community is based largely on your phenotype -
warriors, scientists, and laborers have physiques and intellects to match their role.
Pragmatic To A Fault: Whether for good or ill, the pragmatism of Dorinity society is notable as
well as it is deeply disturbing.
Unusually Valorous: Dorinity culture mythologizes the journey of the hunter, and so
encourages the pursuit of challenges, whether an implacable foe or an impossible quest.

Asset Standards:
Red In Tooth And Claw
The Dorinity harken back to traditions of repurposing the natural weapons of deadly predators
into their personal weaponry, and have perfected it to an artform. All military and commercial
Melee weapons receive the Living upgrade for free.

Bloody Hands Never Idle


The Dorinity mandates regarding medical training and biological sciences, especially field
collection, means that medical instruments are produced at a staggering rate. All Dorinity crews
receive the Equipped (Medical Kit) upgrade for free.
Zabu Clans
Underhanded Criminal Cartel

Might: Criminal interests and cells sector-wide. Blackmail, extortion, interference with elections,
plus smuggling contraband and restricted items. Not militarily powerful, but exerts plenty of
muscle.
Reach: Zabu territories, plus outlying regions. Cells can be found all across the sector,
especially in dense urban areas. Front companies may be operating legitimately, and remain as
such, but still remain owned by Zabu affiliates.
Structure: Tribal factions led by Clan Zabu and their family line.
Ideology: Make money, kill rivals, save face, don’t betray your clain.

Cultural Concepts:
(Pithy Title 1): Explanation
(Pithy Title 2): Explanation
(Pithy Title 3): Explanation

Asset Standards:
(Asset Standard 1)
These are asset standards that the faction employs in its various assets.
(Asset Standard 2)
These are asset standards that the faction employs in its various assets.

You might also like