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Post by Mark Sanders on Jun 25, 2010 17:14:07 GMT -5
The Enforcers: In the early years of the fall, York's walls kept the city's inhabitants safer than anyone else in area. This safety gave the inhabitants of York more time to work on their culture and get themselves organized. To stop fighting and revolt from the poorer classes in the city, the upper classes established The Enforcers, made from the upper class' hired goons, the remains of the York's police force, willing volunteers and some conscripts from the lower classes.
The Enforcers quickly stabilized York's power struggles and more people signed up to join after seeing their effectiveness. When the time finally came for York to open its borders they had a small army at their disposal. Scouting groups reported back to York's council that the world outside had changed almost irreparably. After much deliberation the council took it upon themselves to "repair" the rest of the country, viewing all other factions as inferior. Bringing peace and order to every facet of life, by any means necessary.
Pros: Strong defensive and offensive capabilities Cons: Not great at making allies, Not very subtle
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Post by Esper Kohnen on Jun 30, 2010 17:11:12 GMT -5
The Syndicate: Bradford was not as successful as York when it came to keeping the crime and violence of the out side world from seeping into their community when they closed their borders. The exposure and occasional dealing with outsiders soon escalated to gang based violence and crime running rife throughout the city.
Soon enough the city became split into a handful of larger "ruling" gangs and smaller gangs, each cutting deals and betraying one another at a moment's notice. However recently, The Enforcers have been pushing out into the Outlands and cracking down on the gangs dealings, even going so far as to wipe out some of the smaller gangs.
Noticing this as a significant threat the "ruling" gangs formed an uneasy truce in order to ensure their own survival, pooling some of their resources to weather out The Enforcer campaign.
Pros: Specialists in espionage and subtlety Cons: Not the best at fighting
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Post by Esper Kohnen on Jun 30, 2010 17:12:05 GMT -5
The Settlers: Not everyone had the luxury of a city border to hide behind when the fall happened, many people were left stranded outside the city limits. Life was hard for everyone in the Outlands and stealing and fighting for your life was the only way to survive initially.
However groups of people would try to rebuild instead of simply survive, these groups combined into one large community that came to be known as the Settlers. Isolating them selves form the rest of the area in the overgrown valley's north of Halifax they made farms and workshops. Groups of Settlers will head to Hebden Bridge before going out to trade with other, so that they can pick up additional security and produce to sell.
Rarely making contact with outsiders except when out running the trade caravans to the peace hall and other groups. However recently the Enforcers have been making moves on the Settlers land and making demands that they hand over their supplies and make weapons and armor to assist the Enforcers cause.
Pros: Experts at farming and making/ repairing gear and items Cons: Average fighters, often require extra security on trading convoys
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Post by Esper Kohnen on Jun 30, 2010 17:12:56 GMT -5
The Raiders: The Raiders are almost the exact opposite of the Settlers. Living lives of crime and violence, often just for the sake of it. Notorious for hitting the trading caravans and traveling groups, as well as harassing Enforcer units out on patrol. They often follow a nomadic life style, and dislike being in one place for two long. However they do stop off in Ripponden to pick up new recruits for their raiding parties. They are a faction almost exclusively dedicated to close combat, a skill which they are very proud of and practice whenever the chance presents itself.
They have been known to work with the Syndicate for when a less subtle approach to a job is required. They can be bought out by settlers to defend their caravans on rare occasions. However their are always more Raiders and in fighting is fairly common between groups, however a great enough threat can make several groups ally themselves to repel the enemy.
Pros: Experts at speed and close quarters fighting Cons: Often under equipped and always on the move
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Post by Esper Kohnen on Jun 30, 2010 17:13:36 GMT -5
The Freelancers: In every community there are those that choose not to get drawn in to the squabbles and rows with other groups. These people break away from their groups to make a life for themselves. More often than not they end up becoming mercenaries for hire, fighting and running errands for the highest bidder.
Sometimes a Freelancer brings skills they learned from their previous groups to the open market, for example an ex Syndicate may become a spy for hire or a Settler may become a mechanic for anyone willing to pay.
However the advantage of not being tied down to one group also comes with a major draw back. Unless you can make a solid bond with other people, you are completely on your own. With no faction to call in for help when needed.
Pros: Can use skills from one of the other groups, welcome in most areas Cons: Forced to fend for themselves ,Have to earn thier own back up
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Post by Esper Kohnen on Jul 9, 2010 14:32:46 GMT -5
Group-specific items:The Syndicate:- Tranquiliser Gun & Darts x4 (Ranged Weapon)
- Throwing Knives x2 (Mêlée Weapon)
- Night-Vision Binoculars (These have only a short battery life.)
- Basic Lock-Pick Set
- Extra Tranquliser Darts x6
The Enforcers:- Bean Bag Gun & Bean Bags x4 (Ranged Weapon)
- Police Baton (Mêlée Weapon)
- Riot Shield
- Stab-Proof Vest
- Extra Bean Bags x6
The Raiders:- Paintball Gun & Ball Bearings x10 (Ranged Weapon)
- Mêlée Weapon* (Mêlée Weapon, Obviously)
- Bicycle
- Goggles
- Extra Ball Bearings x20
* (i.e. Baseball Bat with Nails, Lead Pipe, Machete, Fire Axe, Hockey Stick, etc.) The Freelancers:- Scrap-Built Crossbow & Bolts x4 (Ranged Weapon)
- Choice of one mêlée weapon from other factions (Mêlée Weapon, Obviously)
- Grappling Hook (No Rope)
- Sunglasses
- Extra Bolts x6
The Settlers:- Air Rifle & Pellets x10 (Ranged Weapon)
- Farm Tool* (Mêlée Weapon)
- Basic Tool Kit
- Welding Goggles
- Extra Pellets x20
* (i.e. Pitchfork, Shovel, Axe, etc.)
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