FACTIONS & GANGS
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OVERVIEW
Not every organization answers to a government or megacorporation.
Across Human Space, independent factions, criminal syndicates, mercenary companies, activist groups, and street gangs pursue their own goals. Some protect their communities. Others seek profit, power, or revenge.
Their influence ranges from a single neighborhood to entire star systems.
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STREET GANGS
Street gangs control neighborhoods, smuggling routes, gambling operations, protection rackets, and illegal markets.
Most gangs are territorial and defend their claimed districts aggressively.
Some become respected community protectors.
Others are little more than organized criminals.
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MERCENARY COMPANIES
Mercenary companies sell military services to governments, corporations, colonies, and private citizens.
Contracts include security, escort missions, bounty hunting, facility defense, exploration, and combat operations.
Professional companies honor their contracts.
Less reputable groups often change sides for higher pay.
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HACKTIVIST GROUPS
Hacktivists use technology to expose corruption, leak classified information, disrupt criminal organizations, and challenge corporate power.
Some are celebrated as whistleblowers.
Others are prosecuted as cybercriminals.
Their methods often blur the line between justice and vigilantism.
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CRIMINAL SYNDICATES
Large criminal organizations operate across multiple systems.
Their activities include:
• Smuggling
• Illegal cybernetics
• Weapons trafficking
• Data theft
• Counterfeit goods
• Black market medicine
• Illegal research
Many maintain legitimate businesses as a cover for their operations.
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INDEPENDENT FACTIONS
Not every faction is criminal.
Exploration guilds, humanitarian organizations, scientific societies, religious orders, frontier militias, and civilian volunteer groups all contribute to Human Space in different ways.
Many communities depend upon these organizations where governments or corporations cannot provide assistance.
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TERRITORY
Organizations defend areas that are important to them.
Corporate districts belong to corporations.
Civilian neighborhoods answer to local governments.
Frontier settlements protect themselves.
Criminal groups compete for profitable territory.
Territory constantly changes as alliances form and conflicts emerge.
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GM GUIDANCE
Every faction should have a clear purpose.
Avoid creating gangs that exist only to fight the players.
Each organization should have leaders, resources, allies, rivals, and believable motivations.
Some factions should become trusted allies.
Others should become recurring enemies.
Most should exist somewhere between those extremes.