Notable Factions
I will attempt to keep this list up-to-date as we add more. For now these are the most relevant factions to be aware of for the purpose of the narrative.
Tinker's Union - A global organization dedicated to protecting the interests and rights of Tinkers. Because Tinkers can create things that nobody else can, they are often a highly sought after commodity amongst organizations of all kinds; Government, Paragon, and Villainous alike. Before the union, Tinkers were commonly fought over, even to the point of war since the country, corporation, or organization that controlled the Tinker-Tech had a decided advantage. A Tinker-Tech weapon gone wrong exposed a terrorist organization when a Tinker made WMD was detonated accidentally in the late 2000s. This event spurned the creation of the Union in order to both ensure that the rights of Tinkers were being respected, and to prevent villainous and terrorist organizations from exploiting them. Once per year, for about two weeks, all the members of the union vanish to a secure, undisclosed location for reasons unknown.
The Templar - A US government operated Superhero Organization, specializing in dealing with Villainous Deviations and Anti-Terrorist operations. While they do operate nationwide, and even assist in other countries when necessary, they are most notable in Titan's Fall where they've more or less become the de-facto keepers of the peace. While they specialize in dealing with super human threats, they are often called upon in Titan's Fall in lieu of the Police to deal with more mundane crimes. It's not in their official capacity, and these calls are often deferred to the police anyway, but having a Templar show up to figure out what's going on and if a Deviant related crime has occurred is far more comforting to the Tower locals than seeing a normal blue Uniform. They are easily recognized by their white uniforms, crimson cross emblem, and Crusader-esque knight motif. While other super-hero organizations do exist within Titan's Fall, with their HQ occupying the entire top 2 floors of the Arcology, the Templar are both the most notable, and have the largest presence in the city.
The Rogue Collective - Calling them a "super-group" would be a... strong overstatement, since the term implies some modicum of organization. The Collective isn't so much a group, as a bunch of Vigilantes, or other Rogue Deviants that have the common interest of making sure there isn't any fuckshit going on in the UnderCity. Not so much Crime-Fighters as they are "Peace Mediators." Most Rogues don't really care about monitoring or curbing illicit activity, since generally speaking Undercity Law is whatever the Horde says it is. Violent crime, however, is a
big no-no downstairs, and if things turn violent, you can expect Rogues to turn up to put a stop to it... violently. Some Rogues have taken to patrolling in territories, and the rules are different depending on who's territory you're in. Some Rogues abhor all crime, and will vigilantly put a stop to it anywhere in their territory. Others mainly hunt after a
specific kind of criminal. The borders of these territories tend to change, but can generally be discerned by the specific Rogue's iconography painted onto walls and paths.
The Halcyon Horde - The Undercity Bank... the ONLY Undercity Bank. The Halcyon Horde are the true rulers of the UnderCity, at least in so far as that it's generally accepted that you don't fuck around with them. The Halcyon Horde controls the Clat. They are also the only place in the city where you can convert ISK to Scrip, Clat, or the other way around. It's usually much more cost effective to buy Scrip from the horde than to exchange with the Estates directly due to the exchange rates as well. Their rule is generally pretty lax in the UnderCity so long as you don't get in their way, cause trouble, or disrupt their business in any fashion. Getting on their bad side can make it impossible to do any business in the Undercity, however.
Ares Laser Technology - The largest weapon manufacturer in the city, if not the world. Ares is run by an elusive Tinker that nobody can seem to pin down. Their presence in the Corporate Kingdom is oppressive. They've absorbed all the competing corporations that started out in Sector 7, and have grown to occupy the entire plate. They are constantly battling with the neighboring corporations and attempting to expand across the plate borders. The Ares Sector is almost a nation unto itself, and even has its own police and military forces.
DocWagon - The
DEFINITIVE private medical service. Bleeding edge medical technology meets para-military force. Platinum Insurance carriers have the security of knowing that if their life is in danger a hardened squad of pipe-hitting combat medics will hot drop onto their location, eliminate any immediate threat to their person, and evacuate them to safety where they can be treated. Armed with the best training and equipment money can buy, and some of the strongest Deviants, they are not a force to take lightly. Corpo elites and other wealthy well-to-dos that can afford the small fortune it costs for the Platinum level medical insurance can be easily identified by the platinum bracelet which constantly monitors the wearer's vitals. DocWagon's headquarters, private hospital, and motor pool occupy a significant portion of the Sector 3 plate.
Oracles of the One - "Oracles" for short. A quasi-terrorist cult of religious fanatics who believe that Deviations are unnatural, demonic entities that must be purged from the Earth. Recently, their definition of "Deviation" has grown to include cybernetic and bio-technical augmentations. Believed to be the parent organization to the Witchfinder Generals, who operate mainly on the East Coast. Oracles are difficult to reason with, and have taken credit for many hate crimes against the super-human population. Though they are not limited to operating in Titan's Fall, they have become increasingly active there in recent months.
The Rippers - A small, but extremely dangerous gang of "chrome enthusiasts." It's unsure what started them since Cybernetics are mainly found in the Corpo sectors, but this group of augmentation fanatics have a violent reputation for hunting down people with desirable mods and stealing them. The condition of the "donor" is irrelevant so long as the mods aren't harmed. They earned their moniker from from a viral news story covering one of the early attacks, where a Corpo Exec was attacked for his chrome, and left ripped open in the street to die after his mods were removed.
The Cult of Flesh - This pseudo-religious cult worships Bio-Tech, and is constantly seeking to improve their evolutionary status through mutations and bio-mods. They shun cybernetic modification, and as such have an ongoing rivalry with the Rippers. Although the "Apex" among them, or their highest ranking members have the most human appearance, it's usually very easy to identify the rank and file of the cult by counting the number of appendages on a person. More often than not, if someone has any more than the normal amount, they probably belong to the cult.