Local Faction Membership


Step One: Joining a faction


Option 1: Personal Plot request. 

You may submit a personal plot request to have a representative come and discuss membership with you at an upcoming game. If you have a already established a good working relationship with the organization, this could be as simple as a conversation to insure your goals align. If you do not have a good standing with them, they may require you complete a task to prove your dedication.

Option 2: Speaking with a faction head while they are in town. 

The Organization heads walk about town fairly often, checking in on the growth of the settlement, or stepping in when needed to assist with problems. If you manage to catch one of them while they have some free time they may be willing to discuss options for joining. They may also at that time assign some sort of task as a sort of “trial period”.

Step Two: Ranking up

In order to move up in rank you will be required to do the following.

  1. To move from a Tier 1 employee to a Tier 2 employee a character must spend at least 3 months (3 events) acting in the best interest of the financial institute, and developing their relationship with its members.

  2. To move from a Tier 2 employee to a Tier 3 employee a character must spend at least 6 months (6 events) strengthening those relationships, and proving to the higherups that you are someone they can count on as a leader.

  3. Once you believe you have accomplished this task you may submit a mod request to seek promotion.

What will joining a faction get you? 

Each faction will have an assortment of items that players can gain access to. While the lower tier items (Tier one) will be usable by anyone, only a member of the faction can purchase these items. However, the higher tier items may require membership and appropriate ranks to use and or purchase them. 

Can I join multiple Financial Institutes?
The simple answer is No. But, there is an in game reason why. Effectively all of the factions here in the Heartland have entered into a joint venture establishing this settlement, and it is structured much like a corporation. As such, while you might assist other departments within the corporation, at the end of the day you can only belong to one department.

Are there downsides to joining a faction?
It’s the apocalypse, there are downsides to pretty much everything. Possible downsides may include:

  1. Some groups might not trust you as much 

  2. Some groups may charge a premium for services or resources.

  3. You might get blamed for the actions of your faction. 

At the end of the day, you are joining a group with a particular set of ideas… ideas that some individuals or other groups might not agree with. So, it's important to keep that in mind and buy into the story and RP. It is also important to keep in mind the the NPC’s are a part of the world as much as you are, and your actions can negatively impact your membership or ability to be promoted within these organizations.

Local Financial Institutions

Safelight and Brands Trading Company

The goals of Safelight and Brands Trading Co are very straightforward; they see the recently displaced residents of the heartlands as an opportunity and an investment. They hope to employ them in the establishment of a new settlement in the wilds of the heartlands that can be used as a way station for trade with other major settlements in the wasteland.

Safelight & Brands Trading Co is the largest financial backers of the establishment of this new settlement. With such a great amount of resources being invested, one of their reps serves as the Chairman of the governing body to assist in controle over the day to day happenings of the settlement.

Grand Harbor Institute

While the individual goals of any given department will vary, the institute is primarily concerned with the betterment of new settlements and those in need. Many within the loop university hold transhumanist ideals, believing that the strains can be enhanced further to bolster society’s survival as a whole.

 Serving as the technological and scientific backbone of the new settlement, the institute can provide the settlement with unique items, equipment, and medical procedures designed to increase overall survivability. Mechanical prosthetics and gene-splicing procedures being two of the bigger benefits. Members can also provide artisan, medical, and agricultural training to new members of the settlement.

Concilium Mortuorum

With the founding of the new settlement the Concilium Mortuorum saw this as an opportunity to branch out and conduct experiments and surveys of the Mortis Amarantine in different regions. They hope to gain a greater understanding of the Mortis Amarantine in order to better understand our relationship and dependency on each other. This can often take place in what some might consider questionable procedures and experimentation. 

Because of their extensive knowledge of both the physical and metaphysical qualities of the Mortis Amarantine the Concilium Mortuorum serve as the caretakers of the morgue and the general health of the gravemind. This responsibility often makes them territorial of the Mortis and distrusting of outsiders particularly Grave Robbers, Grave Attuned, and others who might recklessly interact with the Mortis Amarantine.

The Vermillion Moon

The Vermillion Moon sees the construction of a settlement as a welcome boon for the area, as their current base of operations is isolated and in danger of being hunted completely dry. They are inherently distrustful of any faction that they view as outsiders. 

The Vermillion Moon functions as the muscle of the caravan, and a strong one at that. Remaining in their good graces can grant various boons to the trade’s survivability. Their biggest price is very steep, they will require a monthly tribute of one healthy strain chosen by lottery in order to maintain their band’s food supply.

League of Extravagant Individuals

The League’s only goal when it comes to this exploration caravan is to find new and exciting experiences, and add them to their own collections of stories. Outside of that, their involvement in the settlement's greater power structure is mostly to help make sure progress does not destroy any links to the history of the world, and the development of our people. 


The league serves as an exploration team, searching the various ruins that might be discovered during the establishment of the new settlement. Due to their survival skills they often assist the Vermillion Moon in defense of the settlement, however because of the two factions' differences they tend to avoid each other when possible.

The Children of Those Who Sleep

The Children only wish to make sure that this new settlement does not disturb the natural order of the regions. While they will work with the town to help it grow and develop, they do so with the mutual understanding that they will always take the side of the land. 

While many factions are set on progress and development in one way or another, The children are more focused on maintaining a balanced relationship with the land itself. As such their role within the company is to make sure that the residents of the settlement do not disturb anything that might be “sleeping” in these lands, and result in cataclysmic events.


Buy List

Each local financial institute has their very own buy list that requires the appropriate level of membership to purchase, and may have requirements to use them. In order to purchase these items an LC may go to Public Works and spend local currency to acquire any appropriate items.

Cost to Purchase
Tier One: 5 Local Currency
Tier Two: 15 Local Currency
Tier Three: 30 Local Currency

Safelight & Brand Trading Co

Tier One: W.T.F.U. Employee Motivator
Requirement to use: n/a
Requirement to Purchase: Tier one membership
Item Type: Gizmo

Description: A band worn around the wrist with a small power supply attached, which can be used to shock oneself when needed.
Mechanics: In response to being struck with knockout, you may instead take 1 point of damage and an unavoidable 5 second stun. Single Use Gizmo

Tier Two: Licensing Agreement
Requirement to use: Faction Membership
Requirement to Purchase: Tier two membership
Item Type: Gizmo

Description: A collection of legal documents allowing for extended options for a variety of existing items.
Mechanics: If an item or skill would normally require you to name a society as part of the call, you may instead call all contract holders. All other requirments of the skill or item must still be met, and this has no affect on faith specific calls.

Tier Three: Co Corporate Cooperative Dossier
Requirement to use: Faction Membership
Requirement to Purchase: Tier three membership
Item Type: Gizmo

Description: A collection of papers containing the laws and contractual agreements of the settlment.
Mechanics: Once per game the user can spend 20 mind and 1 resolve to call “By my voice all Contract holders, Upsurge 10 body, Reduce all defensive and medical skills by 3 mind, and reduce repair time by 1 minute” Minimum 1 minute repair time, Minimum 2 mind.

Grand Harbor

Tier One: Genetic Augmentor
Requirement to use: n/a
Requirement to Purchase: Tier one membership
Item Type: Gizmo

Description: A strange device with a series up tubes and needles connected to a pump, which is used to collect organic samples from a subject and inject them into a patient.
Mechanics: Spend 5 mind and 10 minutes performing a procedure on a living target or a target that has not been dead longer then 10 minutes. At the end of the procedure you gain one of their keywords (Raider, Undead, Critter, Or their Lineage) until the next 12's or 4 hours whichever is longer. Can only be affected by one additional keyword at a time.

Tier Two: GrandHarbor Radioactive Therapy Gloves
Requirement to use: Faction Membership
Requirement to Purchase: Tier two membership
Item Type: Gizmo

Description: A pair of gloves covered in strange wires and contraptions and seem to stimulate the biogenetics wavelength.
Mechanics: When you use Basic Biogenetics, instead gain three uses that instead heal 3 body.

Tier Three: Evo-Stem Byproduct
Requirement to use: Faction membership
Requirement to Purchase: Tier three membership
Item Type: Injectable

Description: An injectible filled with glowing irrodecent ichor.
Mechanics: The user spends one resolve to inject themself while under the effects of the Genetic Augmentor. They gain the following perk for 5 minutes depending on the keyword, at the end of which they enter a 1 minute bleed out that requires medical to fix.
Undead: Range Reduction Minor and Strong Legs
Raider: Raider Frenzy (Immune to psionics)
Critter: Immune to Fear, Terror, and Stun.

Concilium Mortorium

Tier One: Ego Glue
Requirement to use: n/a
Requirement to Purchase: tier one membership
Item Type: Injectable

Description: An experimental drug designed to hold the user together when they reach their breaking point.
Mechanics: Spend 1 Resolve and gain Upsurge: Soothe all fractures, and remove any negative side effects connected to the fracture. At the end of this time gain Downsurge: Vulnerable (Can not be resisted).

Tier Two: Gravewalker's Absinthe
Requirement to use: Faction Membership
Requirement to Purchase: Tier two membership
Item Type: Brew

Description: A curious brew that puts the user in a space between life and death.
Mechanics: Spend 1 minute drinking this brew. For the next minute you are immune to all none Anomaly related skills, can not use any skills, can not manipulate objects, and can only move at a walking speed.

Tier Three: Rock Salt Rounds
Requirement to use: Faction membership
Requirement to Purchase: Tier three membership
Item Type: Augment

Description: Ammunition packed with blessed salt that's uniquely effective against the undead.
Mechanics: May Augment any firearm. Spend 5 mind in addition to the cost of a proficient, master or PFA skill with the augmented fire arm to add “Blessed” to the Damage call.

The League of Extravagant Individuals

Tier One: EAR Treats x3
Requirement to use: n/a
Requirement to Purchase: Tier one membership
Item Type: gizmo

Description: The dried ear of some sort of local creature whos origins are kept as a trade secret.
Mechanics: Throw it in the direction of a Carnivorous Critter and call “Ear Treat: 1 minute” to distract the critter as they attempt to eat it. (Single use)(May not affect all critters at guides discretion)

Tier Two: Trap Removal Kit
Requirement to use: Faction Membership
Requirement to Purchase: Tier two membership
Item Type: Gizmo

Description: A set of tools and devices use to help with the removal of traps
Mechanics: While in possession of these tools you can use the appropriate level of artisan in place of criminal for the purpose of disarming traps.

Tier Three: Reclomation Codex
Requirement to use: Faction membership
Requirement to Purchase: Tier three membership
Item Type: Gizmo

Description: A voucher that can be turned in for supplies gathered on various jobs stored back at League headquarters.
Mechanics: This voucher is good for 3 months and can be turned in at the post office for any other thier three local financial item. This item has a one month experation, and does not have the normal tier three faction requirment.

Vermillion Moon

Tier One: Arterial Salve
Requirement to use: n/a
Requirement to Purchase: Tier one membership
Item Type: Gizmo

Description: A putrid liquid made by the Vermilion Moon for their pre-hunt rites. Smells like the kind of thing a raider would make.
Mechanics: Spend 5 minutes applying the salve to a single target (self included) and pick either raider, Critter, or Non-Lineage Undead. You may call "Hunter's Fury" in response to one damage call of 20 or greater from the chosen threat. If you do so reduce the damage by half rounded down. Effect last until the next 12's or 4 Hours whichever is longer.

Tier Two: Betrayor's Oil
Requirement to use: Faction Membership
Requirement to Purchase: Tier two membership
Item Type: Brew

Description: Viscous acidic substance that coagulates blood aggressively locking up limbs
Mechanics: Spend 1 minutes applying a poison to your blade, on your next attempted strike you may call "Slow 5 minutes No Defend" .

Tier Three: Mercirial Cartridge (x3 Shots)
Requirement to use: Faction membership
Requirement to Purchase: Tier three membership
Item Type: Gizmo

Description: A bullet made of quicksilver and infectious material, that causes extream pain and convulsions in those struck.
Mechanics: May spend 10 mind, to make your next ranged attack “Stun, Downsurge Vaulnerable, No Defend"

The Children of Those Who Sleep

Tier One: Liquid Courage
Requirement to use: n/a
Requirement to Purchase: Tier one membership
Item Type: Brew

Description: A potent intoxicant
Mechanics: Spend 1 minutes drinking this brew to become immune to the next use of fear or terror until the next 12's or for 4 hours which ever is longer.

Tier Two: Grim Totem of the Sleeping Ones
Requirement to use: Faction Membership
Requirement to Purchase: Tier two membership
Item Type: Gizmo

Description: A grim trinket worn around the neck or wrist of the owner.
Mechanics: The wearer of this trinket may expend a use of proficient neckrokenetics to make a psionic attack and call "Terror 1 minute"

Tier Three: Enhanced Cpunter Weight
Requirement to use: Faction membership
Requirement to Purchase: Tier three membership
Item Type:

Description: A heavy weight that can be added to any two hander
Mechanics: When you activate a proficient or master skill with the augmented two-hander you may instead call "Augmented knock back x" where x is equal to 2 times the damage.