Factions
Breakers
The Breakers are vial slavers. Their namesake results from their ability to “break” once proud people into obedient slaves. Slavery is not outlawed in Nexus City, provided that the slaves are not citizens of the city.
Mara "The Rack" Kael leads the Breakers with cold efficiency, maintaining profits despite abolitionist outrage. While groups like the Arsenal Group benefit from the Breakers’ workforce, dissent grows among younger enforcers who question their methods as resistance movements like the Unshackled and Bloodforged intensify attacks. Rumors of corruption and Mara’s ties to Nexus City's elite further fuel unrest.
Aligning with the Breakers grants access to forced potential profits and risks involvement in a morally reprehensible industry. Opposing them is dangerous; the Iron Cages are heavily fortified, and challengers often face capture and branding. Will you work to dismantle their operation or view their existence as a necessary evil?
I. Tracker: Whenever you roll a Glean check to track a creature, you can do so with an advantage.
II. Enforcer: Whenever you make an influence check to attempt to intimidate a person and refer to your relationship with the breakers, you can take the maximum value of your influence die instead of rolling it.
III. Overseer: If you spend a minute or more talking to someone, you can determine their current Glean die size.
IV. Warden: Creatures that you are detaining in any way have a disadvantage on all capacity checks to escape.
V. Master: Whenever you roll a Glean check to avoid being intimidated, you can take the maximum value of your influence die instead of rolling it.