Alpha 1.2
Factions
In Enigma, factions play a crucial role in shaping the world, its conflicts, and the opportunities available to your party. Each faction has its own goals, resources, and ideological beliefs, and your relationship with them—measured through Faction Standing—determines whether they see you as an ally, a nuisance, or a sworn enemy.
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Your Faction Standing with any given faction ranges from -5 to +5, representing how they perceive your party:
+5 Champion: You are a vital ally, seen as a core part of the faction’s mission. They offer you powerful resources, secrets, and privileges.
+4 Favored: The faction trusts you deeply and prioritizes you over most outsiders. Your group gains special considerations and exclusive opportunities.
+3 Ally: The faction considers you a reliable partner. You can access faction-specific benefits and expect support when needed.
+2 Trusted: You’ve built a positive rapport. While not fully committed, the faction is willing to cooperate and trade favors.
+1 Recognized: The faction knows of you in a positive light, but you have yet to prove your full loyalty or commitment.
0 Neutral: You are unknown or unimportant to the faction. They have no reason to help or hinder you.
-1 Distrusted: Your actions have made the faction wary. They won’t cooperate without incentive and may monitor your activity.
-2 Unwelcome: The faction views you as a threat to their goals. You are barred from faction facilities and watched closely.
-3 Enemy: The faction actively works against you, denying resources and opposing your actions.
-4 Hated: The faction sees you as a severe problem. They send agents to disrupt your efforts or eliminate your influence.
-5 Anathema: You are an existential threat to the faction. They will use every available means—mercenaries, assassins, political sabotage—to destroy you.
At +1 to +5, factions provide perks that enhance gameplay, granting access to faction resources, upgrades, information, and allies. At -3 or worse, factions take active measures against your group, escalating from denial of services to direct hostility at -5.
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Factions in Enigma often have conflicting interests. While it’s possible to maintain neutrality or even positive relationships with multiple factions, supporting one faction may lower your standing with its rivals. For example:
Gaining favor with Exaltaco will likely decrease standing with the Bloodforged and Reclaimers, who view Exaltaco as an oppressive force.
The Azure Syndicate and The Rusted both engage in black-market dealings, but their chaotic methods clash, making it difficult to remain in good standing with both.
Managing opposing faction standings is possible but difficult—you cannot go beyond +3 with two directly opposed factions without exceptional effort.
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At character creation, each player selects two factions:
One faction at +3 (an ally or past affiliation)
One faction at -3 (a group that opposes them)
The party’s faction standing is calculated by combining all members’ individual standings.
For example:
Larry has the following Standings: Exaltaco +3, Bloodforged -3
Curly has the following Standings: +3 Exaltaco, -3 with the Purifiers.
Mo has the following Standings: -3 Exaltaco, +3 Bloodforged
The party’s standing with Exaltaco starts at +3, as two members have a +3 and one has a -3.
Bloodforged remains neutral (0), as the +3 and -3 cancel out.
Purifiers start at -3, since Curly has a personal -3 standing.
This system ensures player backgrounds shape faction dynamics while also allowing the group to influence their standings through gameplay.
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Faction standing changes over time based on:
Decisions & Roleplay: Directly assisting or opposing a faction adjusts standing.
Story Events: Major faction-based storylines can shift standings drastically.
Bribes, Negotiations, & Subterfuge: Certain factions may allow limited standing manipulation.
However, actions have consequences—earning favor with one faction can lead to losing standing elsewhere, and fully repairing a -5 standing will take significant effort.
Ascension
Operating out of the state-of-the-art Ascension Labs and pristine clinics, Ascension is obsessed with optimizing mortal life through experimental Exaltium-based enhancements. Their innovations—augmented limbs, cognitive implants, and enhancements that blur the line between human and machine—are powered by Exaltium as both a catalyst and a resource. Led by Professor Elya Varen, a visionary whose brilliance is matched only by her ethical blindness, Ascension controls both the means and the narrative of progress.
Clinics offer “free treatment” to the desperate, but this benevolence is rumored to hide a dark truth: those deemed unworthy of perfection are repurposed as unwilling test subjects. Ascension’s enhancements promise to elevate humanity, yet their disregard for individual autonomy raises chilling questions: do they serve progress or dictate what progress should be? For players, Ascension presents an opportunity to gain unmatched arcanotech enhancements but at the risk of exposing themselves to a faction willing to control life itself.
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You can now purchase Basic Amps from any Ascension vendor.
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Each member of your party can use an Amp to decrease the number of days remaining on a relative injury. For example, you could use a Basic grind to reduce the remaining days of an Endure based injury by 1.
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You can now purchase Advanced Amps from any Ascension vendor.
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Each member of your party can now have up to two Amps active at a time without suffering any consequences.
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You can now purchase Ultra Amps from any Ascension vendor.
Arsenal Group
The Arsenal Group is a large conglomerate that specializes in the manufacture of Exaltium-powered weapons and vehicles. It provides firepower to anyone willing to pay. Arsenal Stores sell precision-engineered firearms, armor, and protective gear to individuals, while the company's larger operations supply entire armies, militias, and corporate enforcers with Exaltium-fueled war machines, including tanks, aerial platforms, and siege engines.
Strategic partnerships with Exaltaco ensure a steady supply of Exaltium, and arms contracts with the Exalted Ones equip Nexus City’s renowned champions with the latest cutting-edge weaponry. Despite their efforts to maintain a carefully curated neutrality, Arsenal’s prototypes often end up in black markets, leaked by rogue engineers, or stolen by daring smugglers. This creates dangerous opportunities for the desperate and ambitious alike.
For players, the Arsenal Group offers access to unmatched tools of destruction, but this comes at the cost of empowering the very systems that perpetuate the endless cycles of violence in and around Nexus City.
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You can now purchase Basic Bangs from any registered Arsenal Group vendor.
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You can now add proximity or timers to Bangs when you purchase them for increased tactical flexibility.
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You can now purchase Advanced Bangs from any registered Arsenal Group vendor.
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You can now attach a remote detonation trigger to Bangs when you purchase them for increased tactical flexibility.
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You can now purchase a Bang Launcher that doubles the distance you can launch Bangs. Additionally, you can now purchase Ultra Bangs from any registered Arsenal Group vendor.
Azure Syndicate
The Azure Syndicate controls the flow of rare and dangerous contraband throughout Nexus City from its stronghold in the enigmatic Azure Quarter. Led by Caro “Azure” Delmont, a former aristocrat turned shadow broker, the syndicate specializes in acquiring elusive goods such as Exaltium-infused artifacts, stolen technology, and luxury items.
While the Syndicate is often seen as a necessary evil, fueling black markets and destabilizing the economy, it faces constant threats from rivals like The Rusted, which undercuts its trade with unstable technology, and the Horde, which seizes contraband by force. Masters of scarcity, the Syndicate provides power to its allies while profiting from the desperation of others.
For players, the Azure Syndicate presents enticing opportunities, but loyalty to them often comes at the cost of autonomy and carries the risk of betrayal within Caro’s treacherous network.
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You can fence stolen goods for credits (Wealth Points) for half of their listed value, no questions asked.
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You can purchase any goods normally restricted by other factions for a 100% markup.
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You can now solicit members of the Azure Syndicate on where to find rare or illicit goods for a nominal fee.
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You can pay for an Azure Syndicate smuggler to get you into most secured locations; fees are based on difficulty.
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You can now hire members of the Syndicate for specific jobs; wages are based on skill level and risk.
Bloodforged
The Bloodforged are survivors shaped by loss, united in their quest for vengeance against Exaltaco’s expansion. From their stronghold, the Bleeding Bastion, they wage a guerrilla war against Exaltium convoys, mining operations, and corporate strongholds. Their scarred leader, Ronan Graves, channels the rage of his followers into a powerful resistance. Equipped with Exaltium-fueled explosives and sabotage tools, they turn Exaltaco’s own power against itself.
However, dissent is growing within their ranks. While Ronan advocates for the total destruction of their enemy, a younger faction, led by his lieutenant, calls for strategic alliances with groups like the Unshackled and the Reclaimers to help rebuild what was lost. To the oppressed, the Bloodforged are symbols of defiance, yet their scorched-earth tactics often spiral out of control, harming innocents and settlements caught in the crossfire.
Players who ally with the Bloodforged embrace a rebellion that trades stability for vengeance and blood for justice. They must decide whether to stoke the flames of destruction or to channel their fury into something greater.
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For a small reimbursement to the cause, Bloodforged will give you useful info on the elite and powerful.
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The resistance will connect you with any of their operatives for temporary aid in the field. You are expected to compensate the operative for their time.
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Whenever you are in civilization, and it makes sense in the narrative, you can reach out to the Bloodforged for access to a nearby safe house. Donations for the upkeep of the safehouse are expected in return.
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For a small donation to the cause, a team of 4 Bloodforged will assist you in an upcoming gig.
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Can fund any number of teams of Bloodforged for various operations at your discretion as long as they serve the cause.
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, ensuring profitable operations despite the public outrage from abolitionists. While major groups like the Arsenal Group and Brokers of War quietly benefit from the Breakers’ workforce, internal dissent is growing. Younger enforcers question the sustainability of their methods as resistance movements like the Unshackled and Bloodforged increase their attacks. Rumors of corruption and Mara’s ties to Nexus City's elite add to the 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?
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Whenever you roll a Glean check to track a creature, you can do so with an advantage.
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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.
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If you spend a minute or more talking to someone, you can determine their current Glean die size.
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Creatures that you are detaining in any way have a disadvantage on all capacity checks to escape.
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Whenever you roll a Glean check to avoid being intimidated, you can take the maximum value of your influence die instead of rolling it.
Brokers of War
The Brokers of War are the premier mercenary conglomerate in Nexus City, uniting various warbands under their command. Operating from the expansive Legion Foundry, they supply soldiers, siege engines, and Exaltium-powered artillery to factions throughout the city and the Outlands. Exaltium-fueled war machines—such as portable cannons, mechanized suits, and heavily fortified vehicles—have transformed warfare into a thriving industry. Armed with Arsenal prototypes and advanced Exaltium weaponry, the Brokers' mercenaries represent the forefront of combat, with tools as lethal as their loyalty is uncertain.
Their policy of neutrality guarantees that contracts are fulfilled, but mercenaries are now confronted with the harsh reality of battling former allies. Disillusioned veterans question the seemingly endless cycle of violence, while others view it merely as a job. For players, the Brokers of War offer muscle, opportunities to grow their power, and the potential to manipulate conflicts—but their loyalty always goes to the highest bidder.
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The Brokers of War will send you frequent leads on Mercenary work.
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The Brokers of War can provide you with a Supply Drop of critical supplies in the midst of most operations for a fee.
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You can now request a small Fireteam of 4 other mercs to temporarily aid you in a sticky combat situation for a fee.
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You can have vehicles, weapons, specialized war machines, and other combat equipment brought to you in the field for a fee.
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The Brokers of War will set up a Foward Operating Base for you while you are in the Wild and guard it for you while you are in need of it for a fee.
Exaltaco
Exaltaco’s tight control over Exaltium extraction establishes it as the most powerful corporation in Nexus City. From the towering Exalted Spire, CEO Talos Grant enforces the company's brutal dominance, destroying entire settlements in the Outlands to fuel the city’s relentless growth. Exaltaco’s Exaltium pipelines power technology, industry, and arcane marvels while their champions, the celebrated Exalted Ones, suppress dissent under the guise of heroism.
Entire communities rely on Exaltaco’s resources, compelling them to accept the company’s unchecked authority. However, whispers of discontent are growing among Exaltaco’s lower ranks as workers begin to question the cost of sustaining the company’s ambition. For players, Exaltaco offers unmatched resources and connections, but those who oppose its power must gather allies or risk being crushed beneath its progress.
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You can purchase Basic Runic services from licensed providers.
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Exaltaco will offer you exclusive and lucrative gigs.
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You can purchase Advanced Runic services from licensed providers.
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You can use your position in Exaltaco to get a meeting with most decision-makers in most corporations.
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You can purchase Ultra Runic services from licensed Runics.
Forsaken
The Forsaken are the Keepers of the Faith, secret worshippers of the Old Gods who gather in hidden Exiled Shrines. They view Exaltium as a divine connection to life rather than a resource to exploit. Their defiant leader, the Forsaken Mother Evana the Patient, preaches unity and warns of the world's spiritual decay. However, divisions are beginning to emerge within their movement. A radical faction, tired of living in hiding, advocates for open rebellion against Exaltaco and the Purifiers, putting themselves at risk of persecution.
The Forsaken's allies, such as the Bloodforged and Reclaimers, question their passivity and urge them to take a stronger stance. Hunted relentlessly by the Purifiers and suppressed by Exaltaco, the Forsaken safeguard forbidden rituals and ancient truths that could reshape the world’s understanding of Exaltium. Aligning with the Forsaken offers access to ancient powers and unsettling secrets, but it also risks persecution from the most powerful forces in Nexus City—and the dire consequences of angering long-forgotten gods.
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Whenever making a Glean check regarding anything religious, you do so with an advantage.
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You learn to identify members of the Old Faith that are normally hidden in plain sight.
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You are welcome in any Keeper’s Circle, offering shelter, supplies and healing.
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Whenever a foe blasphemes against the old faith, you gain an advantage on your next capacity check that deals damage.
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The first time per day a member of your party would fall into mortal peril, they are instead brought up to Escalation Life Points.
Gilded
From their opulent headquarters, the Gleamspire, the Gilded dominate the luxury market in Nexus City. They monopolize the production and trade of exotic goods, including enchanted silks, jewelry, bespoke arcanotech, and rare cultural artifacts. Their cunning and impeccably polished leader, Vivienne Sorelle, runs the empire like a high-society court, shaping cultural trends while maintaining strict control over production.
Behind closed doors, The Gilded maintains close ties with The Veil, who craft illusions and narratives to preserve their unblemished reputation while concealing the suffering that underlies their luxury. Beneath their glamorous façade lies a dark operation fueled by forced labor, illegal workshops, and ruthless extortion. The Gilded serve as tastemakers for the city’s elite, providing opulence at the cost of exploitation and human suffering. For players, aligning with The Gilded means indulging in luxury and power while grappling with the moral consequences of their involvement in systemic cruelty.
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Your knowledge of influencers allows you to know the best place to buy all luxuries.
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You can sell luxury goods at cost to Gilded vendors.
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You can get into most exclusive clubs, events, and venues using your social status.
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You will receive unique offers and gifts from high-end brands and venues.
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You have an advantage on all Influence checks involving other members of the Gilded.
Horde
The Wasteland Horde, led by the Doom Rhysa Deadfist, roams the Outlands on a massive caravan of war rigs powered by salvaged Exaltium cores. They embody freedom through strength, taking what they need while forming alliances with vulnerable settlements for protection. These settlements supply the Horde with food and resources, creating a delicate balance of mutual dependence.
When resources run low, the Horde splits into raiding parties targeting Exaltaco convoys and rival factions. They have an uneasy truce with the Reapers, but tensions can rise over hunting grounds and territory. To its members, the Horde symbolizes family and survival; to outsiders, it appears as chaos. Players who join the Horde gain mobility and brutal allies but must follow the creed: “Take what you can, destroy the rest.”
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Whenever you are searching a body for loot, you can ass your current Standing level to the Glean check.
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You can call on other raiders from the Horde as backup in a fight. They will expect an equal share of the loot.
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You have advantage on Navigate checks made to drive a motor vehicle or ride a mount.
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You can give more precise directions to NPC raiders who have joined you in combat. You can choose what they do with each action but it must not be counter to their personality or sense of self-preservation.
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Whenever you are outnumbered, you gain an advantage on all attack rolls.
Purifiers
The Purifiers are ruthless enforcers dedicated to eradicating faith in Nexus City. From the Sanctum of Aegis, Inquisitor-General Cassian Vael leads their crusade, branding worshippers of the Old Gods as heretics and incinerating Exiled Shrines. Acting as judge, jury, and executioner, they ensure Exaltium remains the city's only power.
The Purifiers, despite their claims of order and progress, serve as enforcers for Exaltaco's ruthless corporate regime, eliminating any potential threats to their power. Their harsh methods are causing growing dissent among lower-ranking Inquisitors, who are questioning the relentless purges. Meanwhile, the Forsaken and their allies are becoming braver, complicating the Purifiers' grip on control. For players, aligning with the Purifiers offers power through fear, but it also means complicity in their terror. Opposing them is perilous, as those who defy them often pay with their lives.
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You are not susceptible to powers that would influence your mind.
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You have advantage on Glean checks contested by creatures affiliated with the Forsaken.
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You have advantage on Influence checks on creatures affiliated with the Forsaken.
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You have sole discretion when trying and punishing the Forsaken or their sympathizers, answerable only to Inquisitors or above.
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You can task small teams of purifiers in purges or other hostile acts towards the forsaken.
Reapers
From their stronghold, The Reaping Lodge, the Reapers are feared apex predators of the Outlands, known for their relentless monster hunting. Armed with Exaltium-infused weapons—traps, enchanted blades, and powerful ammunition—they track creatures that threaten settlements or provide valuable resources. Led by Harlan Redmaw, each hunt is a sacred ritual showcasing humanity's dominion over the wild. The trophies collected—monster hides, Exaltium-reactive bones, and potent essences—are sold to the elite of Nexus City, fueling the weaponization of nature's fiercest threats.
The Reapers, despite their skills, disrupt ecosystems with their extermination tactics, driving creatures into populated areas and causing the very destruction they aim to prevent. While some view them as protectors, others see them as reckless executioners, heightening conflicts between civilization and the Outlands. The Forsaken and Reclaimers criticize them, while the Horde and Bloodforged may raid their hunting grounds for survival. Players aligned with the Reapers gain powerful tools and rare materials but must consider whether their actions ensure survival or perpetuate an endless cycle of violence.
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You have advantage when making Glean checks contested by a bounty.
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You can harvest monsters parts of a bounty that the Reapers will purchase from you.
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You have advantage when making Navigate checks contested by a bounty.
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Whenever you kill a foe with a bounty, you, regain Life Points equal to half of Escalation.
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You have advantage when making Attack checks contested by a bounty.
Reclaimers
The Reclaimers are an eco-revolutionary faction focused on restoring nature from industrial and corporate greed. Rejecting Verdancy’s superficial environmentalism, they operate from their hidden stronghold, the Emerald Glade, to dismantle biotech networks and sabotage terraforming machines that harm ecosystems.
While they share enemies with The Scorched, they criticize that faction's reckless destruction, believing that fire cannot restore what industry has taken. Their leader, Kaylon “Brokenthorn” Klears, envisions a world where nature thrives free from corporate influence. However, their actions often destabilize critical urban systems in Nexus City, causing chaos in vulnerable districts.
To supporters, they are defenders of purity and freedom; to critics, they are zealots jeopardizing civilization for an unspoiled world. Aligning with the Reclaimers challenges players to consider the cost of environmental justice versus the fragility of human progress.
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You have advantage on Glean checks made in the wild.
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Whenever you take a Rest, while sheltered in the wild you regain an extra 2 Life Points.
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You have advantage on Navigate Checks made in the wild.
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You can take an additional breather per day while you are in the wild. Additionally, whenever you take a breather you regain 1 additional Life Point.
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You have advantage on Influence checks made contested by wildlife.
Rusted
In the forgotten corners of Nexus City, the Rusted thrive as scavengers and rebellious innovators. Led by Axel “Scrapjack” Verren—a volatile genius with Exaltium-infused cybernetics—the gang transforms discarded arcanotech into unstable creations, including makeshift weapons and experimental bombs.
They envision a future where technology belongs to the people, challenging the monopolies of the corporate elite. While factions like the Azure Syndicate resent their influence on the black market, the Rusted’s technology empowers downtrodden groups in ambushes and raids.
To some, the Rusted are folk heroes; to others, reckless anarchists. Players who ally with them gain access to experimental technology and guerrilla tactics but must navigate the risks of unleashing unchecked power on a fragile world.
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You have advantage whenever make a Navigate check to dismantle technology.
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You can dismantle arcanotech for parts that can be sold to the Rusted.
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Whenever you make a Glean check to interact with outdated arcanotech you do so with advantage.
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You can convert parts from dismantled arcanotech into a tier 1 Bang once per rest.
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Whenever you are required to roll for party supplies while not in the wild you do so with advantage.
Scorched
Forged in suffering and rage, the Scorched are revolutionaries who believe that only through fire can the old, corrupt systems of Nexus City be dismantled and a new world rise from the ashes. Operating out of The Embers—a wasteland of smoldering ruins and industrial wreckage—they wield Exaltium-fueled incendiary weapons to devastate factories, refineries, and corporate strongholds.
Their leader, Drex “The Scorched” Malkov, is a scarred visionary whose rhetoric of destruction inspires fanatical loyalty among his followers. However, within their ranks, whispers of dissent are growing louder. Some members of the Scorched argue that revolution should include rebuilding, not just burning, though few dare to challenge Malkov’s fiery vision.
Their scorched-earth tactics have drawn criticism even from fellow resistance factions like the Bloodforged and Reclaimers, who contend that destruction alone cannot create a better world. Aligning with the Scorched forces players to grapple with the moral cost of revolution: will they fan the flames to forge a better future, or risk losing everything to uncontrolled chaos?
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You have advantage on attack or manifest checks made to burn, destroy, or explode structures or objects.
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You can see through non-magical smoke or similarly obscuring gases.
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You have advantage on capacity checks made to avoid damage from Inferno Powers, Bangs, or similar sources of flames.
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Whenever you deal damage from an Inferno Power, Bang, or other source of flame, you deal an additional + 2 damage.
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All damage you would receive from Inferno Powers, Bangs, or other sources of Fire is halved to a minimum of 1.
Unshackled
The Unshackled is a relentless liberation movement devoted to dismantling the Breakers’ slave trade and freeing captives. Operating from The Shattered Hold, their nomadic groups strike hard and fast, intercepting slaver caravans, sabotaging forced labor camps, and tearing apart Exaltium-infused obedience sigils. Mara Luthien, a former captive turned leader, has transformed her suffering into a cause, inspiring thousands. To the oppressed, the Unshackled are saviors, yet their uneasy alliances with the Bloodforged and Reclaimers reveal tensions—while they share enemies, their conflicting methods threaten to fracture their unity.
As their war against oppression escalates, some within the Unshackled push for more extreme measures. There are whispers of vengeance killings, entire labor camps being burned with slavers inside, and freed captives taking up arms to become executioners. Players who align with the Unshackled gain access to secret networks, safehouses, and powerful allies, but they must decide: will they uphold the faction’s ideals, or will they let their righteous cause spiral into blood-soaked revenge?
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Whenever you make a Navigate or Glean check to unlock something you do so with advantage.
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Whenever you make a Glean check to contest an Influence check, you can, as a reaction, do so with advantage.
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You can temporarily interact with members of factions you are not in good standing with as if you were in good standing with a successful Influence check contested by their Navigate die. Failure or overextending your position could lead to hostilities.
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Whenever you make a Navigate check to avoid or escape being grappled or restrained, you do so with advantage.
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Once per day, if a member of your party fails a Glean check against a Foes Influnce die, they can choose to succeed instead. Once one person has used this feature, no one can until the next day.
Veil
Operating from The Ebon Hall, The Veil is a secretive organization based in Nexus City that manipulates reputations and narratives to influence the political and social landscape. Led by Madame Vynessa Kalonia, The Veil uses its vast network to create propaganda, expose scandals, and destabilize rivals to further its goals.
While they often uncover corruption and deliver justice, their indiscriminate methods can harm innocent people. The Veil shapes perceptions of entire factions, branding some as terrorists while enhancing the images of others. For some, they are seen as a necessary evil in the fight against unchecked power; for others, they are dangerous manipulators. Aligning with The Veil grants control over narratives, but in this complex game, truth becomes a commodity.
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The veil will connect you to a local asset in most public locations in Nexus City for a small fee.
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You can purchase a temporary cover identity, including official documents and credentials from the Veil for a nominal fee.
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Whenever you are required to make a Glean check to hack or interact with technology while not using a Power, you can pay the Viel to remotely access the technology for you instead.
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You can now pay the Veil to spread information on the Link net to cover your tracks or sabotage your enemies.
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You can pay the Viel to compile a dossier on most persons, objects, or organizations in or outside of Nexus City.
Verdancy
Verdancy is a corporate eco-tech leader that claims to harmonize nature and industry from its Verdant Utopia. They operate terraforming crawlers and bio-walls led by Althea Jorran to create lush eco-utopias for the wealthy. However, their pristine image masks exploitation, as vulnerable communities are treated as test subjects while nearby slums are ignored.
Despite portraying independence, Verdancy relies on Exaltaco’s extraction infrastructure, which they call a “necessary alliance for sustainable progress.” Their relationship with the Reclaimers has soured, with Verdancy accusing them of sabotage, while the Reclaimers label Verdancy as greenwashed tyrants.
Meanwhile, The Veil works to uphold Verdancy’s public image, crafting illusions that support its narrative. To elites, Verdancy represents hope, but critics see them as profiteers exploiting nature. Players must decide whether to use Verdancy’s technologies or reveal the underlying corruption beneath their green façade.
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You can now purchase Basic Fix-Sticks from any Verdancy vendor.
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Verdancy will give you store credit whenever you promote them on the Linknet equal to your Standing with the Gilded faction.
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You can now purchase Advanced Fix-Sticks from any Verdancy vendor.
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You can now use a fix stick as a reaction to taking damage, provided the damage wasn’t enough to drop you to 0 Lifepoints.
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You can now purchase Ultra Fix-Sticks from any Verdancy vendor.