Backstory
In the year 2273, the Solar empire was tearing itself apart. A plan was devised to find a new home. They disguised their venture as a mining operation and promised great fortune. Soon the massive ships were underway. After five hundred years traveling through space, disaster struck. The Glorious Future exploded unexpectedly, killing all aboard. The blast damaged three other colony ships - the Argonne, Enterprise, and Halisson. Their crews awoke early from cryosleep to find communications cut off from The Ark, the fifth undamaged ship.
Chaos reigned as agents sabotaged systems, viruses struck and power to take control took over each ship. Over generations, three factions evolved on each ship: the theocratic Holy Corporation, militaristic Gear Breakers and anarchic Metal Punks. All creating their own societies isolated from one another.
When they finally arrived at their destination, the planet Kerberos, hardened after centuries of meager space travel and infighting, they managed the competency of maneuvering their ships into low orbit. Some of the wreckage of the Glorious Future, having been latched onto the Gear Breaker’s vessel, broke off and collided with the planet. Its massive fusion drive detonated on impact, causing planet-wide devastation. The remaining destruction spread across the planet, and those bits of automatic terraforming machines that survived began to do what they were programmed to do: fabricate. Fabricators sent out nanobots to collect metals, silica, and carbon and build industrial factories and cities. Over the last few hundred years, the automated mining and manufacturing systems the factions carried across space for the betterment of humankind have been redirected to a more ancient endeavor: war.
Playable Characters
Players can choose from a variety of infantry classes from each faction: Metal Punks, Gear Breakers, and Holy Corp:
- Light Infantry
- Scout
- Medic
- Sniper
- Pilot
- Engineer
- Heavy Infantry
- Super Heavy Infantry
Factions
Metal Punks: Aboard the ship The Argonne wandered the remnants of humanity known as the Metal Punks. They were the products of desperate genetic and cybernetic experiments intended to ensure their survival after the cataclysmic "Awakening." Their labs and do-it-yourself attitude had allowed them to modify themselves extensively, though now they were far from human. Their fractious population of mostly females clung together out of necessity, overcompensating in style to maintain fierce individualism.
They decorated themselves wildly in armor, animal prints and bondage gear, marking their bodies extensively with tattoos and augmentations. Though prone to conflict, the Metal Punk "People" ultimately relied on each other for support and survival. Their ranks were plagued by sterility, cloning failures and genetic degradation, yet their drive to endure kept them unified. Each clan identified through vibrant aesthetic modifications designed to uphold their distinct status among the patchwork of subcultures aboard The Argonne. They sailed through space as cybernetically-enhanced aberrations, their humanity long sacrificed but their punk attitude still flying high.
Gear Breakers: The Gearbreakers are a group of technologically-enhanced humans originating from an engineering vessel called The Halisson. Soon after the awakening, a deadly virus struck the great vessel. Decimating the population and forcing them to start replacing their human bodies with synthetic organs. Early versions went mad, but over time the transformation process was perfected to ensure their survivability
The Gearbreakers developed a highly logical, efficient, and regimented society centered around technology and AI. Things like emotions and free thinking were deprioritized. Criminals were often killed or lobotomized for the supposed greater good. They lost part of their humanity but advanced technologically
The Gearbreakers refer to themselves as "Mankind" but their society differs greatly from that of unmodified humans. Underground societies exist to allow free thinking and innovation outside the strict societal rules. Higher ranked members have more cybernetic replacements, with leaders being almost fully cyborgs. Their clothing and style reflects their utilitarian, militaristic culture. What they lack in numbers they make up in intelligence and ruthlessness
Holy Corporation: Soon after the Awakening resources grew scarce aboard The Enterprise, giving rise to a ruthless corporate religion - the Holy Corporation. A strict caste system emerged, with clerics and executives ruling the masses below. Corporation rituals reinforced divisions, turning workers against each other to maintain control. Revolts were crushed through fear and torture. Followers were conditioned to resent those slightly better off rather than blame the powerful minority profiting most.
The majority of the crew toiled endlessly in the depths of space, subordinate to Holy Scripture that now dictated their bleak lives. Strict dress codes separated the classes, with royal robes and suits for the elite few lording over the ragged coveralls of laboring parishioners. Enforced ritual masked the inequity and hardship of a majority living in artificial scarcity to benefit the privileged few. The Holy Corporation maintained dominance through suspicion and hatred for anyone not at the very bottom rung of the economic ladder
Earthers: The People of Ark Ship 01, or Earthers, retained their Earth-like essence after a smooth journey in cryo-sleep. Their attire is eclectic, reflecting a blend of advancements from other factions. With no centralized government, they embody diverse Earth ideals, attracting both benevolent seekers and remnants of past destructive ideologies.