top of page

FACTIONS

Humanity’s strength lies in community, and in the harrowing world of Sine, Factions are very important.  Factions are a notable, powerful, and well populated organization, or group of people that have grown strong in the savage world the Stock created. There are no countries or organized forces of governments that exist in the world, and so Factions rule their territory how the see fit. Some govern their lands democratically, working together with Catalysts, Xenos and other colonies in order to survive. Some people however, have seen the destruction of the world as a means to embrace their cruel or aggressive natures, and have grouped together with like-minded people to create dangerous Factions. The world is large and unruled, and there are many different Factions that are distinct in their looks, fighting style and philosophy. 

Sine image dump 2 (9).png

World Wide

Copy of logos (9).png

Hammerheads

Location: Southern USA, Area of highway 10, 20 and 35 ( mobile)
 

Size: Unknown
 

Impact: Medium 
 

Threat: High (Aggressive tendencies, well armed, organized leadership)
 

Summary: A large gang of technophile humans led by a Wartime Catalyst, roaming the Southern border of what used to be the United States of America.  Known as the ‘Hammerheads’ this aggressive group of people steal and hoard technology in their mobile Strongholds where they experiment and create new forms of advancement that they then add to their vehicles, armor and bodies.  Hammerheads are dangerous, volatile, and known to hunt down and experiment on Catalysts found within their region.

Hammerheads

HISTORY

After the War on Form, many surviving humans adopted a more aggressive and depraved way of life in order to survive.  One such group of people roamed the southern highways of what used to be America and became known as the Hammerheads.  Formed by a talented and oddly charming Twitch model that had been abandoned by Chiliagon at the end of the War, the Hammerheads became a group of well equipped scavengers who drove across deserted highways in armoured vehicles in search of new technology to add to their arsenal.  Adorned in scrappy armour, grisly cybernetic limbs and equipped with powerful weaponry, they became a scourge throughout the south.  As they amassed more tech, they grew more and more dangerous.  Hammerheads patrolled their region with armoured vehicles making it very difficult and dangerous for travelers to make it through without an escort. 

Sine image dump 2.png

BEHAVIOR

Hammerheads are often dangerous and volatile with an obsessive need to gather new technology to add to their bodies and arsenal.  Individual members adorn themselves with scrappy armour and pieced together cybernetics cobbled together from the stolen tech filling their junk yards.  Hammerheads pride themselves on the amount of their body they have replaced with cybernetics and hold their individual vehicles as their prized possessions.  Individual members roam across the country in small groups or alone to seek out new technology to collect and bring back to their strongholds. 


Hammerheads congregate on massive mobile strongholds that take up the entire width of the highways they roam.  There are three strongholds that currently rove over Hammerhead territory, which collect the different technology the Factions members gather.  Strongholds remain mobile at all times, and because of this have been able to build a substantial reservoir of advanced tech without being attacked by other Factions or targeted by Stock forces looking to deter human advancement.

The Hammerheads are led by a Wartime Catalyst Twitch model named Pawn who has turned away from the Chiliagon principles of respecting human life.  Pawn and his Faction are rarely diplomatic, relying instead on simply taking what they want without caring about the effects their actions have. They have little sympathy for their victims and have even been known to abduct humans and Catalysts alike to test new technologies on.

Sine image dump 2 (1)_edited.jpg
Desert Road

armament

story

Fast build

  • You need to sneak through Hammerhead territory without being detected 

  • You need access to Hammerhead tech or their specialized skills  (replace a lost limb, repair an important communications device, need of vehicle)

  • You meet Catalysts who are being hunted by Hammerheads to be experimented on

  • Strength - Middle

  • Dexterity -  High

  • Constitution - Middle

  • Intelligence - High

  • Wisdom -  Low 

  • Charisma -  Low

  • Skills: Combat Driving, Tracking, Techknowledge, Scavenging

  • Scrap metal armour

  • Any firearms

  • Harpoons

  • Cybernetic enhancements

  • Armored vehicles

  • Radio communication

  • Traps

Sunset in the Forest

Sweet Riders

Location: Central and South Europe, Mediterranean coast
 

Size: Unknown
 

Impact: Medium
 

Threat: Low (despite being martially capable their ideology is non violent)
 

Summary: Groups of humans formed strong bonds with Xenos called Smokes (horse/deer hybrids) and called themselves Sweetriders, living in small encampments and patrolling over a larger surrounding area.  Working to enrich human life within their region and teardown or undercut the oppressive and nefarious factions they encounter, members of this Faction are all excellent riders and competent combatants, almost never seen without their Xeno companion.

Sweet Riders

HISTORY

Some Factions have embraced the relationships afforded to them by Xenos and the Sweetriders were one such Faction.  Living in the sprawling woods of central Europe and along the Mediterranian sea, Sweetriders forged a partnership with the Xeno species known as ‘Smokes’ to navigate the woods, forage, hunt and raid as they saw fit.  What started as a small fringe group grew throughout the region and became a way of life as many adopted the Sweetrider mentality of helping others in need and standing against the more malevolent Factions.  While the Sweetriders had no structure of leadership, they did have a code of conduct passed down throughout their ranks to uphold a moral standard.  This sense of morality was derived not only through the human members but through the Smokes themselves, who possessed an increased intelligence and tended to accept partners that passed their natural test of character which was the basis of initiation into the Sweetrider ranks.  Anyone who didn’t uphold this code of conduct was shunned and banished from the Faction, and often abandoned by their Xeno Partner as well.

As the Sweetrider Faction grew throughout the region they became known as defenders of the weak and were generally trustworthy.  They were known to take on courier and escort jobs between towns as well as occasionally lending their numbers to other Factions looking to move against some wild Xenos, Stock or violent human colonies.

logos (2).png

BEHAVIOR

Sweetriders generally keep to the woods, congregating in large camps where members can ride in for rest as they travel around the countryside.  Encampments are never rooted in one place for very long as Sweetriders by nature prefer to move around which provides additional security.  Martially, Sweetriders use spears, bows, rifles and attack from atop their trusty Smoke, as it maneuvers deftly across the forest floor.  Smokes have a natural ability to sense malice in someone and judge their integrity, which helps to keep the Sweetrider ranks fairly altruistic. 

 

Sweetriders form into separate clans with a singular leader looking after their own individual group of people.  Leaders are less formal than a military force and usually are looked at as managerial positions to help guide the day to day life of camps.  Sweetriders are a mix of community and solitary survival, as individual Riders travel across great distances popping in and out of different clan encampments as they see fit.  There is no obligation to stay a member of the Faction, as many people eventually break off to settle in one area and form families while others have stuck around for years.

Deer Graphic
Curvy Tree Road

armament

story

Fast build

  • Light Armour
    - Leather
    -Xeno Hide

  • Ranged
    - Rifles
    - Bows

  • Melee
    - Spears
    - Whips
    - Machetes

  • Survival Kits
    - Bed Roll
    - Blanket
    -Flash Light
    - Canteen

  • Smoke Companion

  • An Injured Sweetrider asks you to help in their delivery of an important package

  • You an escort through the dangerous Wilds between towns

  • You befriend a Sweetrider clan and can use their resources throughout the campaign

  • Strength - Middle

  • Dexterity -  High

  • Constitution - Low

  • Intelligence - Middle

  • Wisdom -  Low 

  • Charisma -  High

  • Skills: Smoke Riding, Mounted Combat, Survival, Keen Eye

Image by Carolina Pimenta

Actual 1

Location: Western Europe / Eastern North America

Size: Medium

Impact: Medium 

Threat: Large (Actual 1 is well armed and has an active directive to undermine Chiliagon)

Summary: Founded by ex Chiliagon liaison Genevieve Lacroix and terminated Chiliagon employees, Actual 1 works to remilitarize decommissioned Catalyst models to fight against Stock occupancy.  While the intentions of the organization are altruistic, their means have been found overly violent and ruthless.  Members of Actual 1 have been known to demonize Chiliagon’s actions during the War on Form and they seek to undermine the loyalty of Catalysts through manipulation.

Actual 1

HISTORY

Just before the end of the War on Form, Marcus Kingwell decided to cancel the Catalyst program and leave Earth behind, retreating to the relative safety of Zenith, the Chiliagon lunar colony.  There he planned on creating a superior breed of Catalysts with a wider range of genetic material to clone from.  He urged his partner Genevieve Lacroix, a lieutenant in the French national army and frontline combatant of the War on Form, to join him but she refused.  Lacroix was appalled at Kingwell’s willingness to abandon the planet that needed him more than ever, stating that his plan to create new Catalysts was reckless, and the means he was going to procure the necessary DNA were immoral.  With more than two thirds of Chiliagon supporting her claim, Lacroix disavowed the Chiliagon legacy as Kingwell left her and the planet behind.  In the years following Kingwell’s departure, Lacroix worked with those left behind, old Chiliagon employees and abandoned Wartime Catalysts to establish Actual 1, an organization designed to continue the military action against the Stock. 

 

Throughout the War on Form Catalyst squads often worked with competent human military personnel and one such soldier was Genevieve Lacroix, who gained the respect of many Catalysts by being a decisive and charismatic leader who fought with them on the front line against Stock Warriors.  These strong foundations of trust and respect only grew stronger when she stayed behind to continue fighting alongside them.  Over time, more and more Wartime Catalysts joined Actual 1, which worked out of underground bunkers across western Europe and it soon became the largest collection of working Catalysts in the world. 


Actual 1 worked to push back Stock forces and undermine Seer activity, even managing to destroy a small amount of Spires.  Genevieve Lacroix’s ruthless aggression toward the Stock made her a powerful leader of the Catalysts who relished the opportunity to continue fighting.  She kept a close-knit group of Catalysts around to act as her personal guard and help lead the organization toward destroying Stock in their region and growing their influence. 

 

During this time, Lacroix also kept an eye out for any activity from Kingwell and the Chiliagon lunar colony, waiting for the day that their old leader launched his new Catalysts.  Ingrained into the foundation of Actual 1 were planned countermeasures against Kingwell and the new wave of Catalysts he was planning on launching.  As members advanced through the military-like ranks of the Faction they would learn dark secrets of Chiliagon and its history.  Stealing DNA from people to create Catalyst clones of them, the origins of the APOHC, the memory extraction process to create Catalyst training programs, Chiliagon’s abandonment of Earth, the risk of Catalyst breeding, and that Kingwell even wanted to create Catalysts with fake memories that didn’t know they were anything but Human to plant into societies so they could be used as sleeper agents.  High ranking members of Actual 1 were given strict orders to guard this information and spread it through the right channels, fearing that people still loyal to Chiliagon may react aggressively.  When Kingwell launched new Catalysts, Lacroix wanted them to know their dark origins and stop Chiliagon from rewriting their own history.

 

For years Lacroix led Actual 1, running with Catalyst and human squads to fight against Stock forces across Europe, the Middle-East and Asia until one day she and her Squad did not return from a mission and she was never heard from again.  

 

Following her mysterious disappearance, the leadership of Actual 1 fell to a Command Model Catalyst named Serenity.  She continued the martial aim of the Faction but began to favor Catalysts over human operatives and soon the entire leadership consisted only of Catalysts.  Serenity was forceful and led squads across the Atlantic to begin to spread the influence of Actual 1 to the Americas, where they worked to push back Stock forces still.  She awaits the resurface of Chiliagon and the arrival of Kingwell’s New Age of Catalysts so that Actual 1 can show them the truth of their origin.

Weapons.png

BEHAVIOR

Both human and Wartime Catalysts make up the membership of Actual 1, though once the leadership transferred to Serenity a number of years ago, the number has shifted in favor of Wartime Catalysts.  Despite their Chiliagon roots, the ranks of Actual 1 have moved well beyond the direction of the company that abandoned them and now function in a more military-like fashion, working to finish the fight against the Stock that started during the War on Form.

 

The leadership works out of secure bunkers or camps, called ‘Actuals’ with a proceeding number, and sends out hit squads within their region to gather resources, quell volatile human colonies and most importantly fight Stock forces wherever they are found.  Squads act independently and often vary differently from one another as the general Actual 1 mentality is to get the job done by any means necessary.  Squads consist mostly of Wartime Catalysts with some human soldiers that are all well-armed and dangerous.

Since the Revivification Initiative New Age Catalysts have started joining the ranks of Actual 1 so long as they disavow Chiliagon. Some now work as double agents, lying to their AI Handlers and working to undermine squads. 

Trailblazer Unit
Image by aranprime

armament

story

Fast build

Armour
-  Whatever is needed
Ranged
- Whatever is needed
Melee
- Whatever is needed
Scavenged equipment
Radio Communication

  • You come across Actual 1 who tells you the secret aspects of your own Catalyst creation

  • Your AI Handler has ordered the Squad to eliminate an Actual bunker and you must decide whether you should follow through with the mission

  • A member of Actual 1 joins your Squad and becomes your friend but you must keep it a secret from your AI Handler

Actual 1 Characters are varied in their build
 

  • Strength - Middle

  • Dexterity -  Middle

  • Constitution - High

  • Intelligence - Middle

  • Wisdom -  Low 

  • Charisma -  Middle

  • Skills: Close Quarter Combat, Subterfuge, Precision Aim, Fortitude

Copy of logos (10)_edited.jpg

Sudden Circle

Location: Boston Central, expanding outward to Montreal, Toronto and Washington regions
 

Size: Medium
 

Impact: Medium 
 

Threat: Unknown (due to their secretive nature their exact threat level remains undetermined) 
 

Summary: A group of spies known as Sudden Circle works in counterintelligence and espionage to undermine unwanted Factions and establish a network of communication between regions.  Sudden Circle agents work in secret to help connect communities to one another and exchange information in an effort to strengthen humanity's foothold against the Stock and the underbelly of humanity that has taken hold of the planet.  Agents work in pairs or alone, and are skeptical of taking in new members and trusting people with their true identities.

Sudden Circle

HISTORY

The War on Form ended with the Leviathan breaking apart and sending massive Spires of Silver crashing down to Earth destroying the last remaining means for humans to communicate and unify. But given enough time and a little hope, humans had a way of coming together.  Sudden Circle was an organization of capable humans working out of North America using old Chiliagon technology to carefully and stealthily build a network of communication between human colonies.


Starting in the Boston area, a small group of people began sharing information between human settlements, careful not to advertise the benefits of their information channels.  Over time they started planning for bigger things and improved their organization’s foundation, naming themselves Sudden Circle.  A simple name that agents could drop into conversations casually so as to maintain their cover.  The organization took on new people to become spies and operatives, and began to establish communication links along the Atlantic and further inland.  Sudden Circle used their hidden network to connect Formalist healers, hackers, mechanics and Wartime Catalysts to one another to help strengthen humanity’s effort to rebuild.

The leadership of Sudden Circle was composed of a Director and a circle of close Administrators who worked to manage the network they created and decide how best to distribute resources between their agents and human colonies relying on them.  The Director was elected into the role by other members, and was in charge of making executive decisions about the direction of the organization.  The Administrators were diverse in their skills and provided the Director with information about their given fields to ensure their leader was making informed decisions.  The Administrators also had the responsibility to keep the Director from losing focus, becoming corrupt or overwhelmed with power.  In the Sudden Circle organization there were always tight security measures to protect themselves and their assets in the world.

Hiker

BEHAVIOR

Sudden Circle is a spy network whose agents work in secret to help rebuild societies and connect people together.  Sudden Circle has ties all over the world but are based in Boston and have established a working communications network along the Atlantic toward Montreal, Toronto and south toward Washington.  Agents work solo or in pairs and are generally secretive about their affiliation to the organization until they can ascertain a person's nature.  Agents are stealthy and intelligent people with a variety of skills who periodically report back to the Sudden Circle headquarters with information about the region and people surrounding them.

Image by Bernard Hermant
Communication Tower

armament

story

Fast build

Armour (Light)
-  Hiking/ Survival wear
- Style of area ( easy infiltration)
Ranged
- Hidden Pistols
Melee
- Sword
- Knive
Survival Gear
Infiltration Gear
Radio
Hidden Communication Network

  •  A Sudden Circle agent needs your help but needs to ascertain your trustworthiness first

  • Sudden Circle Agents provide you with information that paints Chiliagon in a bad light, something your AI Handler may not want you to know

  • Strength - Low

  • Dexterity -  Middle

  • Constitution - Low

  • Intelligence - High

  • Wisdom -  Middle 

  • Charisma -  High

  • Skills: Infiltration, Communications expert, Spy, Stealth

Copy of logos (11).png

Zealots

Location: Worldwide 
 

Size: Large
 

Impact: Major
 

Threat: High (worship of Stock ideology very alluring and dangerous to human stability)
 

Summary: Zealots see the Stock invasion as a divine act and now worship the Stock Seers.  The religious worship of the alien invaders spread across the world taking on many forms depending on the region and Seer guidance.  Zealots shun technology and work to dismantle any human advancement through aggressive and barbaric means.  They are considered to be dangerous and although some Factions outwardly deny them entry to their territories, some accept them as a simple religious ideology.

Zealots

HISTORY

After the War on Form some people saw the Stock invasion as a divine act brought upon humanity from a higher power.  The belief that Stock appreciated people who shunned technology and hated what humanity had become became a new and dangerous widespread religion.  People started worshipping the Silver beings and mirroring their actions by raiding human settlements with single minded brutality. 

 

Seers took full advantage of Zealot ideology, embracing them as loyal servants and focusing their violent nature toward their own goals.  Zealot leaders were often rewarded and praised by the Stock Seers who reveled in the opportunity to be worshiped like gods.  People around the world adopted the Zealot beliefs and formed different sects of the Faction based upon their own customs and cultures, always based upon the abject worship of the Stock.


In honour of Stock Warriors, Zealots wore makeshift metal armour that they colored silver, shunned technology and refused to use firearms, explosives and vehicles.  Instead Zealots relied on crude melee weapons, laying traps, taming Xenos and a brutal fighting style.

Sine image dump 2 (5).png

BEHAVIOR

Zealots tend to be more barbaric by nature, shrugging off their humanity for violence and worship. Zealot sects generally have a single charismatic leader who has fought their way to the top of their Faction and who maintain leadership through strength and piety.  Zealot leaders often have personal relationships with the Seer they follow and are gifted powerful Silver objects imbued with amazing abilities.
 

When two Zealot sects who are loyal to different Seers come face to face they usually work together unless directed differently by their alien Gods.  When not under direction of a Seer, Zealots roam the countryside raiding colonies for supplies, replenishing their forces or stealing medicine.  Some sects are known to have strange and usually violent shamanistic rituals often performed on unwilling human subjects taken during raids.  Zealots are known to try and indoctrinate people into their way of life, even going so far as to taking people captive in order to torture them into their beliefs.

9.png
Copy of logos (12).png

armament

story

Fast build

Armour (Heavy)
-  Forged/ Scrap metal
- Silver painted
Ranged
- Bows
- Spears
Melee
- Swords
- Hammers
Zealots never use technology of any sort
Occasionally Gifted Silver infused weapons

  • Your Squad's mission is to protect a town from an oncoming Zealot invasion

  • You must interrogate a Zealot leader to find the location of a hidden Seer Spire

  • Zealots have kidnapped a member of your Squad and you must plan a rescue mission

  • Strength - High

  • Dexterity - Low

  • Constitution - High

  • Intelligence - Low

  • Wisdom -  Middle

  • Charisma -  Middle

  • Skills: Close Quarters Combat, Tracking, Survival, Sturdy

Aerial Photo of a Forest

The Fellowship

Location: Western Canada
 

Size: Unknown 
 

Impact: Medium
 

Threat: Medium (trained in martial Formalism and indoctrinated by religious ideology ) 
 

Summary: A community of people led by a powerful Formalist called ‘Mother Nature’, embracing the new Wilds created by the Stock terraforming process, the Fellowship live within the forests of British Columbia in self-sustaining settlements.  Their leader condemns any behavior that harms the natural order of the living world and has created strict standards for her followers to adhere to.  Their powerful belief in Mother Nature's way has led to their continued survival and they now have enough power to force their way of life on others within their territory.

The Fellowship

HISTORY

The landscape of the world changed drastically after the War on Form and people changed along with it in order to survive.  Formalism, the act of the human body repelling small amounts of Silver within their bodies, allowed for some humans to manipulate the elements around them.  One such person to acquire these abilities was Abigail Jacobs, a doctor in biology who previously worked for the Turtle Island Preservation committee, a Chiliagon subsidiary, aimed at the conservation of wildlife throughout the Canadian forests.  After becoming a Formalist, Jacobs changed her entire persona, creating the moniker Mother Nature, the founding life of the Fellowship.

 

The Fellowship began as a way of life where the planet and environment give life and shelter to people without a need to harm or defile nature in any way.  Through Formalism the Fellowship grew self-sustaining communities where everything needed for survival was taken straight from the earth without needing to damage the environment.  What began as a few followers quickly bloomed into a newly formed religion as more and more people began joining Mother Nature's Fellowship.  Settlements through Canadian Forests sprung up, each tended to by one of Mother Nature's “Children”: a group of her most devout followers, all imbued with the power of Formalism.  Mother Nature herself resided in a central camp deep within the forests of what used to be British Colombia where her influence continues to grow.

Sine image dump 2 (7).png

BEHAVIOR

The Fellowship’s basic ideology is to do no harm to the planet's natural growth and live in harmony with the earth.  Each settlement is tended to by one of Mother Nature’s Children, a powerful Formalist and spiritual leader for that region.  Settlements are usually fairly small and consist of shelter forged from the earth through Formalist manipulation, with trees that have been grown to create a perimeter for fortification.  The Fellowship do not eat meat and instead rely on both natural and Formalist growth of plant life for consumption.  Similarly they do not wear clothing made from animal flesh, instead weaving together foliage or even influencing tree or stone to grow into the shape of crude armour.  While generally peaceful and welcoming, they will not allow for people within their region to behave outside their laws and have been known to attack other human settlements who have refused to join them or move from the land which they have claimed ownership. 

 

The Fellowship has a high number of Formalists within their ranks, as each person has the opportunity to undertake a pilgrimage to see Mother Nature, who takes it upon herself to grant them Formalist abilities.  Not every member is deemed worthy but it is not considered shameful to be rejected.  Those that are granted her Gift are then charged with the responsibility of caring for others within their community and go through extensive exercises led by the Children of Mother Nature to hone their abilities and learn the art of combat and growth.  After a year of schooling the new Formalist can return to their settlement and lend their new skills to help improve the quality of life for other members. 

 

Each Formalist within the Fellowship works as part of a duo in combat: one who does not possess the Gift is meant to help set up the other one who does.  This includes such techniques as one person aiming a unique blow dart device so that the other can focus on propelling wind to launch poisonous darts through the air, or an acrobatic member swinging from the treetops raining a special flammable liquid down upon trespassers for their Formalist partner to combust, or a member luring others to where their Formalist partner lies sunken into the earth ready to spring a fissure trap.  The Fellowship are inventive in their means of protection and also due to their fanatical belief in Mother Nature can react harshly to those who do not share their way of life.  

SINE%20image%20dump%20sq%20(35)_edited.jpg
Snowy Forest

armament

story

Fast build

Armour (medium)
-  Wood grown Armour
- Natural based protection
Ranged
- Bows
Melee
- Spears
- Clubs
- Knives
Formalism
- spiritual connection to Formalism
- doesn’t harm the Earth when using Formalism

  • You inadvertently harmed a Xeno within Fellowship territory and they now seek retribution 

  • The Fellowship has claimed ownership of new lands and is requesting the current residents relocate, you must choose who to side with

  • A member of you want to learn new Formalist techniques and travel to the Fellowship for education

  • Strength - Middle

  • Dexterity - High

  • Constitution - Low

  • Intelligence - Middle

  • Wisdom -  High

  • Charisma -  Middle

  • Skills: Formalism, Tracking, Agriculture, Xeno Taming

Copy of logos (13).png

Ridgebacks

Location: Southeast Asia 
 

Size: Small
 

Impact: Unknown 
 

Threat: High (no significant militant force, high potential of spreading APOHC)
 

Summary: Mason Cham possesses a unique immunity to the APOHC parasite and uses this ability to spread the disease to unsuspecting towns so that he and his followers, who call themselves the Ridgebacks, can ransack the area once the APOHC have killed off the original occupants.  The Ridgebacks live in the wilderness and travel between targeted towns.  They are savage, violent and worship Mason Cham as a god.

Ridgebacks

HISTORY

Ridgebacks were a barbaric group that used the destructive force of APOHC to eliminate existing human colonies so they could then raid the colony's resources afterwards.  A highly dangerous practice, the Ridgebacks were only able to accomplish this reckless act by using experimental Chiliagon APOHC protective gear called an ‘APOHC Visor’ which allowed the wearer to see APOHC spores and protected them from infection.  A man named Mason Cham procured a small amount of APOHC Visors during the War on Form by murdering Chiliagon scientists who were attempting to help his town from an outbreak.  Mason seemed unaffected by the APOHC spore's ability to create mass hallucinations and caught the Chiliagon employees off guard.  Making himself out to be a shaman to his followers, Mason has been using the experimental Chiliagon tech to grow in power by weaponizing the spread of APOHC through southeast Asia. 


Ridgebacks would contain a host to the APOHC parasite within one of the experimental suits then bring their prisoner into an unsuspecting human colony where they would remove the confinements and allow the APOHC to spread through the town.  It took time for the APOHC to work its way through all of its victims in a town and so the Ridgebacks would often have multiple “sleepers'' on the go: towns infected and awaiting for the APOHC to kill off its food source.  Ridgebacks would send scouts out to their infected towns waiting to see when they were ripe for harvesting.  Once the majority of a town had been consumed by the APOHC, the Ridgeback leader Mason would enter into the town unaffected by the APOHC within.  There he would quickly murder the remaining members of the town, locate the new Host and imprison them within the Chiliagon protective gear, containing the APOHC spread within.  Ridgebacks would then be free to enter the towns and pillage to their heart's content.

9.png

BEHAVIOR

Though not a large Faction, the Ridgeback pose a major threat to their territory and, through their carelessness, possibly to the world.  Because of their need to find new hosts for the APOHC they have perpetuated its spread throughout their region and the more the APOHC spreads the higher the risk of new strains evolving which could have catastrophic effects.  Ridgebacks are not particularly safe in their methods and have a general disregard for human life, making them a significant danger for anyone to come across. 


Mason Cham, leader of the Ridgebacks, is extremely cold blooded, viewing himself as a god amongst his followers.  When harvesting a “sleeping” town he enforces a ceremony to honor his unique immunity to the parasite's effects, where his followers are judged on their level of devotion and worship of him.  If in his paranoia he feels as though a follower is working against him or doesn’t possess his desired level of worship, he forces them into the APOHC area with him, sometimes even forcing them to become the new Host.  Mason even keeps a host of the parasite, sealed within a Chiliagon APOHC Visor, chained to him at all times as an added precaution against someone attempting to oust him.

10.png
Warwick Victims

armament

story

Fast build

Armour (Medium/ Light)
-  Normal Wear ( jeans, sweaters, etc)
-  Some bullet proof vests
Ranged
- Pistols
- Rifles
Melee
- Crow bars
- Knives
- Machetes
Travel together in caravan lines
- many survival resources available
- reinforcements available

  • You need to move through Ridgeback territory undetected, never sure if you have accidentally entered an APOHC area. 

  • A town you are in is the next target for Ridgeback infection and your Squad must decide whether to help defend the town or leave

  • Ridgebacks have a prisoner or information you need and you must work with Mason Cham for a time

  • Strength - Middle

  • Dexterity - Low

  • Constitution - Low

  • Intelligence - Middle

  • Wisdom -  High

  • Charisma -  High

  • Skills: Hunter, Devine Conviction, Quick Reflexes, Scrappy Fighter

bottom of page