Showing posts with label Factions. Show all posts
Showing posts with label Factions. Show all posts

Sunday, 6 December 2015

Raider Gangs of Central London

Richard and the Roaches


Ever since the fall of civilisation, raiders have plagued the wasteland. In a weird kind of way they have become a staple part of the new world. Operating in tribes, or gangs their collective aims are usually to scavenge and pillage, while generally being an all out nuisance for any developing settlement or rival faction. Raiders tend to be highly territorial too and will usually operate from bases, or small cut-throat settlements.

It is important to note that each gang have their own ideals, cultures and hierarchies. There are currently two big and important raider gangs operating in the central London area: 

''Richards Rippers,'' or ''The Rippers''


Led by an egotistical, homicidal maniac, the Rippers coincidentally are based in Whitechapel. They are intensely territorial and often attack Caravans. Subtly has never been the strong suit of the Rippers, whom prefer a run into a fight head first and thrashing. One of the sure-fire ways you can determine whether there are Rippers near is to listen out for the sounds of clinking chains or the dreaded rev of a chainsaw.

On top of their love for fighting and overall general ability to cause carnage, the rippers are actually unexpectedly potent alchemists. They have produced many different combat enhancing stimulants which they frequently use (and in some cases sell). On top of their preference to melee combat, Rippers are brutal and dangerous opponents, they should not be underestimated.


The Rippers are not entire unreasonable with though and they have been known to take on mercenary jobs before. In the past they have had communication from those based at Trade Town Bridge, but the connection has been recently severed due to the ruthlessness of the gangs methods...

The Rippers do not take kindly to the thing they see as betrayal and as a result more and more caravans are being hit on a more regular basis.

The Roaches


Mortal enemies to the Ripper gang are the Roaches. Not much is known about these curious individuals, save for their very specific appearance. All Roaches adhere to a strict uniform code, a dirty grey suit, tatter white shirts with black ties. The finishing touch is the characteristic and sinister black Gas Mask.


What is known is that Roaches always refer to themselves with initials only, save for their four leaders. These mysterious figures have demonstrated tactical brilliance, even overpowering the defences of the UER on a number of occasions. It is important to note that fighting is considered an artform to the Roaches and without the right showmanship, a fight is little more than a waste of time.

It is said that the origin of the Roaches is based around a Cult dedicated to a long ancient organisation. This organisation was beloved by the world over and though the power of their action and skill of art they bought joy to all. They would perform in huge stadiums and were so evenly matched that all four would survive the trails thrown at them. 

All that remains of the organisation are loose names. These are used as code-name's to denote a Roach Leader and when a leader is lost a replacement must always be found. The names remain: J, R, P and G...

Saturday, 5 December 2015

The United English Republic

''Rule Britanna!''


Arguably the biggest and most active faction around the central London area, the United English Republic, or simply the UER , started as nothing more than a small community that would set up and operate trade from the ruins of old world Buckingham palace. As time went on the town grew, settlers flocked from both inside and outside the city boarder, hearing tales of the many opportunities of safety and work available at the settlement. Many expansions later the settlement became a bustling hub of trade but was increasing becoming more and more vulnerable. There was a shortage of guards and after a while crimes became much more frequent.


Then in 2291 the settlement was approached by a man whom proclaimed himself to be the ''Lost King of England''. He explained that he were here to first, secure and reclaim his estate and to second reform a new government and bring the chaos of the wasteland to end, once and for all.
The King did not come alone and had in tow a vast military contingent; now known as the First English Defence Force. They perform not only as an army but also a police force and an intelligence gathering office.


Many of the upper echelons of the FEDF are Army and SAS soldiers whom were put into stasis just after the outbreak of the storm. This is why they serve, to share their passion and to spread their message of unity. One day they hop that all can live under one united nation as they did.

Weather it was the gun pointed to their head, or that hope truly was inspire the city council agreed and a declaration was signed, forming the United English Republic.



In the present day the UER is thriving, citizens tend to lead as good a lives as they can in the wasteland, but with every major town there are issues with raiders or petty crime. Meanwhile their military is currently in-between a campaign to secure useful locations around the city. Westminster Fortress and The Vault and are some of those targets already secured. 

None are sure how, but it is rumoured that the republic has special knowledge of pre-storm technology caches. It can be believed too when you see some of the defences their settlements employ. They are known to have access to pre-storm aircraft as well as being known to standard arm their soldiers in Combat Battle Frames and Powered Armour.

The UER are a steadfast people and encompass a diverse selection of people, from merchants, to citizens and military personnel. Over the years their influence has grown and they now operate across a long distance, having bases and settlements outside of London too, some of the most notable are at Oxford and Birmingham. Some would even call it a mini empire of sorts.

They want to reforge society back into what it was, to restore order and to protect those they serve above all else.

The One Collective

The Time of Return has Come


As we know, the One Collective were reborn from Hive in the years after the reshaping began. At first it seemed that all hope was lost. They had committed an unforgivable act and at were unsure to weather the Earth's natural order could ever be restored. What if they never had the opportunity to set foot on solid Earth again? What would happen to their Children? How could humankind possibly survive...?

But of course, they had the power and facilities of The Ark. It was built for this very was built for this very purpose and some decided to take advantage of the situation. The Council of One was formed in a bid to give the Ark purpose again, to give the people a direction and most importantly, to give them Hope. 


Over the century leading into the year 2300, Ark scientists would continued to make and break human history. New medicines were produced, including various chemicals and drugs to enhance or sooth the mind. The Charge core was experimented upon, its energy becoming more powerful as well as being easier to manipulate and store.

The advanced application and science of Robotics increased tenfold. Robot assistants and security drones were just some of the many useful units produced and in their success more came. After robots were shown to be as useful as they were, they started to evolve and were given more human properties. For all of their failure in the past Ark personnel have always treated their synthetic counterparts as equals, they are given their own lives and have even been given permission to install their own ambassador on the council of One.

Military development also became a priority in the event that one day the surface could be hospitable. Fearsome ''Charge'' weapons have been developed and scarier still, some whisper of hulking armoured suits being seen tested below decks. A volunteer army has been created, all theoretical of course as many Ark personnel will not not encounter the dread of battle until they do leave the station. 


After so long, these experiments began to run stale and with them, the stations key supplies and minerals. The station had always been self sufficient and could feasibly run for another few hundred years, but it has not access to mines, old world fuels, chemicals and such.

Now the Collective stand on the brink of what is almost an invasion. Even now there are stories on the waste wind of faint and unfamiliar lights being seen at the old Science museum. They intend to carry on the great legacy Hive started and will let nothing get in the way of progress....

Friday, 4 December 2015

The Significance of Factions in Aftershock

Factions: An Overview



Obviously why a DM needs your race needs no explanation, it is part of who you are. Im creating specific factions to a add an optional bit of flavour to the world. Not only will it be relevant to know the motives of said factions, that you WILL encounter out on missions, but will also add
PCs another way to develop their own personal story.

You do not have to start with a current faction, in this case your faction will be noted as ''Wanderer'' and if so you could play the entire campaign without one. But factions will give you benefits. If you are accompanied by NPC companions of your faction then you will need to remember that factions codes and morals or else you may be kicked form their ranks.


You can also meet new factions and the more missions you complete for them, the more they will like you, they may give you access to special skills or unique gear. I will also mention this briefly now, but your group at some point will establish a Settlement somewhere in London. Settlements are a whole other topic but you will be able to recruit certain NPCs to join your settlement, (again if they like you enough!).

Again for the time being I am only going to focus on a few, but more may be added (and lost) as the campaign continues.