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Rules for Founding a Player Faction

[FIXER’S COMMUNIQUE: THE PRICE OF A NAME]
SUBJECT: Rules for Founding a Faction (Or, How to Draw a Target on Your Back)

So, you’ve decided being a lone wolf is for chumps. You want a crew, a name, a piece of the city to call your own. Fine. Ambition is good. But a faction isn’t just a group tag; it’s a promise of violence. It’s a target you paint on your own back. Before you start a war you can’t win, you need a plan. This is your blueprint.

The Blueprint: What’s Your Racket?

Before you get anyone to bleed for you, you need a reason. Ask yourself these questions:

  • The Identity: What’s your core concept? Are you fighting for power, for survival, for some twisted ideology, or just for a bigger cut of the Cal?
  • The Archetype: Who are you on the street? A Street Gang controlling a few blocks of turf? A Criminal Syndicate with its fingers in every dirty deal in the city? A Resistance Cell whispering treason in the static? Or a Scavenger Clan trying to make a life in the frozen wastes?
  • The Fit: Who do you bleed, and who do you serve? You need to fit into the existing food chain. Are you a deniable asset for Alterscape Corp? A thorn in the side of Zenith Biotech? Decide your alliances and your enemies before they’re decided for you.

The Turf: Paint the Walls with Your Name

Your territory is your lifeblood. It’s the ground you’re willing to die for.

  • Claim Your Ground: Pick your piece of the wreckage—a district in Sputnik, a ruin in the Wastes. This is your hunting ground, the boundary of your influence.
  • Mark Your Territory: Get your hands on some spray cans. Your tag, your unique graffiti, is your flag. When you burn it onto a wall, you’re not just making art; you’re making a threat. It tells everyone else who owns this block.
  • Respect the Lines: The city is a crowded cage. Talk to the other bosses. Know where their turf begins and yours ends. Starting a war over a misunderstanding is a rookie move, and rookies don’t last long.

The Code: Who Lives, Who Dies, Who Follows

A crew with no structure is just a mob waiting to be slaughtered.

  • The Chain of Command: Who’s the Boss? Who’s the Second? Who are your Enforcers, your Hackers, your Medics? A clear hierarchy means a clear line of fire.
  • The Blood In: How does someone join your crew? Create your own rituals, your own initiations. Make them earn their place. A scavenger clan might demand a solo hunt in the wastes; a syndicate might require a blood oath.
  • The Manifesto: Keep an internal charter, a notecard that lays out your code. These are the rules your people live and die by.

The Rules of War: How to Bleed and Survive

Conflict is the pulse of this city. It’s not a question of if, but when. Fight smart.

  • Story is Everything: A street war is a chapter in your story. Work with your rivals OOC to make it a good one. Use the Story HUD and your writing to create drama, not just a body count. A clean kill is boring. A dramatic betrayal is a legend.
  • Know When to Pull the Punch: Permanent injury or getting your character “zeroed” is a big deal. That requires OOC consent, always. No exceptions.
  • Fight with Purpose: Don’t be a psycho who targets people for no reason. That’s called griefing, and it’s bad for business. Every conflict should have a narrative reason and push the story forward for everyone involved. A turf war might end with you losing a block—that’s not a loss, that’s the setup for your revenge story.

[TRANSMISSION END]

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