Choose a faction that fits your concept. The world of Ghost in the Gutter is shaped by these groups — and the conflicts between them.
Independent freight drivers of the Night City Outskirts. Organized cooperatively in the Kontor, they live on the road — stop moving and you lose everything. The Book records debts, favors and honor violations. The Aldecaldos are the communication network of the Outskirts: information is as valuable as cargo. The European answer to Nomads — not Mad Max outlaws, but small owners in a system that needs and exploits them.
Arasaka Security controls the Logistics Post — access, freight licenses, security personnel. Polite, efficient, everywhere. If you have the permits, you work. If you don't, you disappear. Their interest in the Post goes beyond security — but what they're really looking for here, only a few know.
medtech holding . Real products, real clients — from outside a normal company. But licenses get approved suspiciously fast, some cargo doesn't match the papers, and there are areas normal employees can't enter. The question is whether they start asking.
Dealmakers, smugglers, information brokers. Lone wolves in the same place, no fixed network. The center is the Rust Bucket — food stand and institution. The Landlady runs the show: her network of favors and debts spans the entire Via. The other Fixers operate in her shadow.
Born at the Logistics Post, from people who have nothing to expect from the system. Guardian gang: they control the territory the operators don't cover — the streets, the corners, the places no camera watches. No formal hierarchy. If you have respect, people listen.
A small cell of the notorious Tyger Claws, far from Night City. Japanese-influenced aesthetics, glowing tattoos, katanas alongside modern weapons. The initiated know who's behind the orders. The rest just see well-paid jobs. Their relationship with Night City Gangs is the hottest flashpoint at the Logistics Post.
Solos are the combat specialists: visible chrome, military training, most dangerous people on site. Not a faction but individual characters with different employers. Portrayal requirement: visible chrome is mandatory.
Netrunner breach systems in real time via VR goggles and neurolink — fast, direct, lethal risk. Defenseless in meatspace.
Ghostrunner (in development) work slowly: infiltration over days, social engineering, physical access. Prop: physical deck instead of VR goggles.
Not a faction — but the people who make the Logistics Post come alive. Ripperdoc, Medtech, Bartender, Workers, Innkeepers and individual characters with their own stories. Relationships with all factions but no faction protection. Greatest narrative freedom — and greatest vulnerability.
⚠ BACKGROUND THREAT
Scavengers — Not playable as PCs in the first run. The vultures of the Outskirts: they strip chrome from bodies and vehicles. Felt at the Logistics Post through stolen chrome on the black market and Aldecaldos reports of ambushes.
Silhouette first: Layer clothing — hard/soft, visibly functional. Materials: Cordura, faux leather, 3D print, metal accents. Colors: dark base plus one neon accent color. Weathering: realistic, not dangerous.
Quick checks before play:
✓ Recognizable by faction (color / logo / role)
✓ Readable function (tools, medkit, deck)
✓ Movement possible (run, kneel, carry)
✓ No sharp edges, stable fastenings