The town used to be a major packing center for a corporation. There was more than a mile of sprawling warehouses constantly moving product in and out. Under it all, the corporation built a network of bullet-trains, the fastest ground transportation invented.
The Assembly are the families descended from that industry who laid claim to the abandoned real estate. They maintain the warehouses in a pristine, almost museum-like fashion. They greet visitors who wander in with homemade food and a history lesson.
On the surface, anyway. Below ground they claimed the bullet-train tunnels as their sanctuary. Any with a legacy connected to the town and reason to hide may stay: those who had their keysyncs ripped out by the Wild but somehow survived; those mutated most by the Wild Strain; those who stole corporate secrets.
Life is dark down there. The air is stale. Medical care access non-existant. Dirt gets everywhere.
But for those who need it? It’s a lifeline...one the Assembly will do anything to protect.
Traits: Protective, Pervasive
Goal: Form an alliance with Compass Charities by helping them secure milspec security
Compass Charities started nearly a hundred years before as a church charity focused on creating temporary housing for those displaced by natural disasters. They became increasingly necessary as the storms, earthquakes, and flooding worsened.
After the Wild Strain spread, moving people across any significant distance became impossible, especially now that planes were so easily struck out of the sky by Wild birds of prey. So Compass reorganized.
The charity provides shelter and food for any in need.With a condition: you have to pay them in scavenge.
The Compass shelterland is a patchwork of reclaimed items. Shacks of tree branches lean against the original synthetic, dome shelters. Greenhouse gardens are planted inside train cars. The Jeeps that constantly patrol the perimeters look like children’s toys of mismatched wheels and doors.
Compass also takes in strays. Most residents are recognized by the small animal packs that accompany them wherever they go.
Goal: Undercut the hold of Syntheory Tech by taking their truth serum supply
The Ten-50 Gang
The Ten-50’s were a small gang primarily operating out of truck stops and docks before the Wild Strain. Once the mutations and resulting chaos stripped remote areas of official oversight, the gang stepped into the power void.
The gang primarily traffics in fear. Either you are under their protection or under their threat. Payment can be made in money, land, or compliance. The gang is hard to track down partly because many of its worst deeds are committed by non-members trying to earn the return of a loved one.
The gang has become the dominant criminal power in the region. Almost everyone has a family member or neighbor tied up in their operations. They are everywhere, but still officially “anonymous.”
Any gang activity is called into the regional authorities as a 10-50 code: an accident.
Traits: Protective, Consuming, Pervasive
Goal: Weaken the Red Ropes’ hold by making Syntheory Tech a viable rival
The gang works hard to cultivate many folklore-style rumors about their escapades: driving poor widows across dangerous wilds...smuggling the best brew ever invented through military checkpoints...cultivating traditional medicinal cures in their gardens.
In truth, the gang is hiding an elaborate weapons smuggling operations behind their folksy manner and plain dress. The specialize in extremely lethal, extremely illegal equiment. From firearms to gunnery to grenades to toxins, they deal in death.
The gang is especially popular with the more extreme militia groups. Every zealot-driven stand off in the past twenty years was armed by the Moonshiners. They are the #1 target for military and police groups.
The Moonshiners believe in efficiency, not messages. So people who cause them problems just...disppear in the middle of the night.
Traits: Trendsetting, Protective
Goal: Undercut the hold of the Ten-50 gang by encouraging a militia to challenge them
The Red Ropes
Those who serve at the military base all wear a red braid on their uniform which marks their service in a high risk zone, earning them the local nickname “Red Ropes.”
When the town’s primary industry went under, the base offered the community a staggering amount of money to lease land. Their experimental tests are strictly top secret...though a few projects have wandered into downtown over the years. While the soldiers were originally under strict orders to remain on base, a few were always sneaking into town for a good drink or new company.
Over the years the rigid segregation softened. With it, the soldiers started taking on new roles...like self-appointed police force.
For some, the possibility of military policing offers a welcome sense of order. For others, it’s a gross over-stepping of authority. Either way, military patrols are becoming more common and their confrontations with criminals more bloody. They are bringing their war to Main Street.
Traits: Protective, Consuming, Pervasive
Goal: Weaken the hold of the Moonshiners by destroying their headquarters
The elite technology firm promised to staunch the drain of young folks leaving for the metropolis by offering lucrative and exciting work. However, they seemed to mostly bring in outsiders who prefer their corporate housing block and milsec-protected Feed access to mingling with the locals.
They’ve earned the derisive nickname “toasters” with older folks for their need to always be plugged into a digital space, but this digital nature appeals to curious, younger folks who feel cut off from the modern world.
Those who do work for the company adhere to comprehensive non-disclosure agreements. All employeers are subject to random truth serum interviews to insure compliance. If anyone is found in violation, they are abruptly “relocated.”
The paranoid secrecy is well justified. Even for a remote location, their experiments are controversial. Syntheory believes the next great innovation in technology will come when they insert the Wild Strain mutation into machines. As the closest thing to a living machine, they are experimenting with inserting the Wild into AI processors.
Goal: Earn the trust of the Trail Tracers by helping them negotiate with a Chimera
The faction grew out of a volunteer organization dedicated to maintaining hiking trails and camping sites in the surrounding region. As most people retreated to the safety of the metropolis, some welcomed the Wild Strain as a natural evolution in nature. They made it their mission to learn how to live in sync within this new ecosystem.
Generations of living in the Wild has mutated most of them to a Consumed strain status: a fusion of humanity, flora, and fauna. Rumors state the most Chimera-like communicate through a hive-mind. There are also rumors that this warped their humanity to the point they are more predator than person.
The Trail Tracers are ostracized by town folks...except when they need their help. They navigate the Wild with ease, and know the location of nearly any point of interest. This makes them especially appealing to treasure-hunters, bent on searching wilderness ruins for lost wealth and technology.
The faction will always deal with Outsiders, but they demand payment in return, and have no patience for broken promises.
Goal: Form an alliance with the Siren pack by capturing a Red Rope leader ordering raids on them
The Siren Pack
The local Chimera has drawn together a pack of Wild critters distinguished by their gifts of mimicry: creatures whose hides change to match the terrain they stand upon; stealthy hunters who can impersonate human voices, calling out the names of people they pursue; venomous prowlers who spit hallucination-inducing fumes; completely mundane looking plants who sing hypnotizing arias and strike with paralyzing thorns.
The Chimera itself is a mystery. Supposed accounts of its appearance conflict, causing more confusion. Some suspect it can change its shape or alter memories—others believe no one has actually seen It.
No one knows how often the Siren pack hunts town members. As a result, almost any disappearance is attributed to the pack. And new superstitions about suspicious plants and animals flourish.
The most disturbing rumors are the ones that claim the Siren pack has already expanded beyond Howler Park. That some people, maybe an entire neighborhood, is secretly under their sway. These fears have sparked numerous confrontations in town.
Goal: Increase their popularity in town by protecting folks from attacks by the Ten-50 gang
Body Armor: Padded, reinforced, with buckles, holsters, and mounts for various electronics, it is sturdy but not subtle
B & E Gear: A compact breaking and entering kit, it includes lock picks, rope with hook, mask, crow bar, and other items commonly used for entering off-limit areas
Bug-Out Bag: With purified water, preserved food, first aid kit, firestarter kit, and cooking utensils, this rolled up kit includes everything you need to survive 72-hours in the wild
Demolition Kit: metal, plastic, charges, rigging, and sights for aiming for your self-constructed explosive
Encrypted Communicator: simple, subtle communications device with an extra layer of security
Firearm: Your choice of common pistols and revolver models with all the standard upgrades
Forged documents: When someone asks for official proof, you have these. They look legit as long as the person studying them has a short attention span or a low quality computer scanner. More useful for bluffing than anything.
Illegal substance: Common (illegal) drugs are useful for bribes, distractions, or to distract you from a job going sideways.
Melee weapon: Blades, a club, baton, staff, whichever your preference, this weapon is meant for up-close-and-personal confrontation
Metatool: This multi-function tool is a genius of engineering, and guaranteed to make your feel like a genius when you use it. A combination of screwdrivers, wrenches, hammers, pliers, lenses, and trimmers, it is ready to assist with all your tinkering needs
Restraints: Metal or plasteel, these standard handcuffs are harder to escape than the usual police issue.
Something medieval: With the unreliable nature of technology this close to the Wild, ancient technology regained popularity. From a sword to a battering ram to a horse with tack, this gear can be any reasonable item from a simpler time
Survival Knife: A sturdy multi-purpose blade. With an easy to grip handle, glass-breaking tip, strap cutter, wrench, and serrated and clean-cut blades, this knife doubles as an emergency rescue tool.
Cyber Soul Items
Armored vehicle: compact and reinforced, this vehicle can only seat two people, but it will get those two through the hottest of firefights
Drone (3): An unmanned vehicle with basic tools and surveillance abilities, it may look like a small vehicle (e.g. mini helicopter) or disguised as a medium sized animal (e.g. dog)
Electronic warfare kit: A collection of tools for jamming, surveilling, cracking, and all around turning other people’s electronics to your own use
Feed signal booster: This device allows you use the Feed further away from a town’s Feed relay tower. It can even connect to the Feed when the relay is shut off, but that will quickly draw the attention of the Wild
Mechanic tools: a collection of tools and advanced devices for repairing and modifying machines
Microtronic tools: These miniature tools are perfectly suited for the most delicate of technology, such as replacing microprocessors with your own (hacked) versions
Portable generator: A generator about the size of a briefcase, you can power up to four wired electronics on the go
Refurbished wearable tech: the perfect balance of fashion and function, modified to meet your specific needs
Science knowledge: This knowledge allows you to ask the GM any question about a scientific subject once per session
Spare parts: You always have exactly the mechanical odds and ends you need
Tech support identity: From the uniform to the ID card to the company lingo, you have a perfect disguise as IT support
Thermal goggles: these tactical goggles allow you to perceive, record, and interpret heat signatures, making it even harder for prey to slip past your watch
Mortal Soul Items
Blackmail: you always know exactly what to say to coerce a little cooperation; you have one user per mission
Blueprints or map: you always have insider knowledge about the best routes and structural weaknesses
Bribe: you are always prepared to win over someone’s favor with material rewards
Climbing gear: all of the tools needed for scaling heights and traversing vertical paths in safety
Counterfeit Currency: the fake money will pass a quick inspection, but any specialist or close examination will reveal its false origin
Fake ID: while the quality might be questionable, you are always prepared to adopt the clothes and documents of a new persona
Gossip knowledge: Knowledge of social secrets, ranging from illicit affairs or scandal to impending business ventures
Improvised weapon: turn an everyday object into a deadly tool
Junk into treasure: a rescued, refurbished, or reworked item or creature of your choice
Knock-Off Uniform: a uniform for a specific role or position of authority, with just a few details missing or incorrect
Legitimate documents: these documents will stand up to any scrutiny because they are in fact real
Luxury item: a small or moderate item of high quality, such as expensive wine, jewelry, fine clothes, etc.
Wild Soul Items
Exotic weapon: this finely built, one-of-a-kind weapon is your signature
Medical Tools: a small kit of helpful medical tools from a thermometer to needle and thread for stitches to disinfectant wipes
Memento from mentor: a small or medium sized item that connects you to a past mentor, it can be used to invoke a more respected mentor’s reputation or can double as a practical object explained away to prying searchers as pure sentiment (e.g. a ceremonial dagger)
Monster Food: tech scraps, meat, or some other appetizing sample for a wild critter
Natural remedy: a natural cure for ails ranging from poison to shaky nerves
Portable Shelter: a light, element-proof shelter that can provide safety and camouflage in the Wild
Promise to a Chimera: the promise earned you favor with the Wild or a supernatural edge, but the GM will name what you owe
Sample Kit: items for collection samples safely: gloves, tweezers, bags, small jars, a magnifying glass, etc.
Second Identity: an affinity for the Wild makes one an outsider, so you have a mundane cover when the authorities ask
Status Reader: a handheld device with a finger-prick tool and analysis machine that reveals the Strain Status of anyone it samples
Stolen knowledge: Knowledge of secret powers, ranging from inside information about dark cults to twisted secrets of corporate leaders
Utility vehicle: A nondescript utility vehicle, like a white van or basic rental car