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  1. THE FRACTURED REACH
  2. Lore

THE CONTRACT WALL OF OUTPOST SCRAPHAVEN

THE CONTRACT WALL OF OUTPOST SCRAPHAVEN

“If there’s work in the Belt, it starts here.”


I. Overview

The Contract Wall is a constantly-updating holo-slab mounted near the center of Outpost Scraphaven, glowing with job listings that range from simple salvage runs to high-risk warfront sorties.

Every pilot—civilian, Freecrew, Mercenaries Guild member, or independent drifter—checks this board sooner or later. It is the beating economic heart of the Broken Belt Front.

Scraphaven itself takes no political stance.
The Wall reflects that neutrality:
any contract may be posted, so long as it does not violate Scraphaven’s peace.


II. Contract Categories

Contracts are divided into several broad types:

1. Courier / Delivery

Low-risk transport of parts, coolant, intel drives, or messages.

2. Salvage & Recovery

Collect damaged mech parts, reactors, black boxes, or missing pilots.

3. Escort Missions

Guard caravans, engineers, med-teams, or survey drones through dangerous areas.

4. Reconnaissance

Scout front-line terrain, identify troop movements, locate mech wrecks.

5. Combat Engagements (Optional)

Skirmishes, mech duels, or small-scale battlefield assistance.
Only appear if pilots opt-in to war-related postings.

6. “Redline” Contracts (High-risk Ops)

Extreme hazard missions, usually illegal, experimental, or unstable.
Pay outrageously well. Frequently fatal.


III. How Pilots Accept Contracts

The system is simple:

  1. Walk up to the holo-board.

  2. Tap or scan the job listing.

  3. Confirm acceptance on your pilot ID.

  4. Report to the associated vendor, mechanic, or issuer.

Contracts are first-come, first-serve, though some allow squads.

The Wall immediately updates to show that a contract is taken, pending, or completed.


IV. The Rank System: The Scraphaven Pilot Scales

While the Mercenaries Guild has its own internal ranking, the Contract Wall uses its own neutral pilot scale, open to all.

These ranks determine what jobs you can accept:


✦ RANK 1 — DRIFTER

New pilots, lightly equipped.
Allowed: courier runs, light salvage, training missions
Typical Pay: low

“Just don’t die. Or at least die where Sparks can see what broke.”


✦ RANK 2 — WRENCH-HAND

Pilots with functional mechs and decent survival judgement.
Allowed: escort runs, small salvage ops, recon
Typical Pay: moderate

“Congratulations. You are now officially too useful to ignore and too reckless to trust.”


✦ RANK 3 — FRONTLINER

Experienced pilots capable of handling skirmishes.
Allowed: combat-light contracts, deep salvage, anti-raider ops
Typical Pay: good

“People ask for your help now. Usually while screaming.”


✦ RANK 4 — HAVOC-RUNNER

Veterans of the Belt with proven mech capability.
Allowed: Redline candidates, heavy mech recovery, corporate denial ops
Typical Pay: very high

“If a contract needs a miracle, this is when they start calling your ID.”


✦ RANK 5 — BLACK-BRACE PILOT (Legend Rank)

Only awarded to pilots who survive three or more Redlines and return with proof.
Allowed: everything
Typical Pay: astronomical

Mask color: matte black forearm brace worn over pilot suit.
Nobody fakes one—Greta will personally break their fingers.

“When the War shakes awake, these are the people it looks for.”


V. Contract Difficulty Markings

Each contract has a color-coded difficulty tag:

  • Green: Safe

  • Yellow: Mild risk

  • Orange: High risk

  • Red: Extreme danger

  • Black: Redline (suicidal, experimental, Rift-adjacent, or politically explosive)

Pilots can take any contract at or below their rank.
Taking higher-ranked contracts is allowed but extremely discouraged.


VI. Rewards & Currency

Contracts pay in:

  • Credence Local Credits (CLC)

  • Salvage rights

  • Mech parts

  • Vendor discounts

  • Guild standing

  • Repairs

  • Intel

Redlines often reward unique prototype gear or experimental modules not found anywhere else.


VII. Factional Influence

All factions use the Contract Wall indirectly:

  • Freecrews post defense and escort requests.

  • Corporate Constellations post deniable support contracts.

  • Void Cartels sneak in illegal postings using intermediaries.

  • Mercenaries Guild use it for side jobs between larger assignments.

  • Pilgrims post “stability observation” tasks involving Rift anomalies.

Scraphaven administrators review contracts to ensure none violate neutrality.

If a posting threatens peace inside the outpost, Sparks or Vok deletes it personally.


VIII. How the Wall Maintains Neutrality

Three rules govern the Contract Wall:

1. No contract may target Scraphaven or its people.

Instant deletion. Issuer banned.

2. No contract may force a pilot into the war.

War-related postings appear only if the pilot toggles their “Frontline Identity Chip” on their ID card.

3. Payments must be secured upfront.

If a contractor refuses to pay, the Merchant’s Council places a bounty on them.
The Merchant’s Council always gets its money.


IX. The Social Hub of Scraphaven

Pilots crowd around the Contract Wall daily:

  • hopeful rookies scanning green-tag jobs

  • veterans muttering about pay rates

  • mercenaries sizing up competition

  • scavengers begging for salvage rights

  • Gearsmiths posting “please stop blowing up your reactors” notices

It is part bulletin board, part job marketplace, part community center.

When the Wall goes quiet, the whole outpost feels wrong—like the war took a breath.


X. Player Usage

For players, the Wall functions as:

  • a mission generator

  • difficulty selector

  • faction alignment opportunity

  • reward and upgrade pathway

  • mech progression tool

  • and narrative branching hub

Every contract has consequences.
Even courier runs might reveal new intel, shift territory control, or introduce recurring NPCs.