very good points, all of you. i guess junkers are one of the few npc factions that are a blank page for players to make what they want then huh? i like that, add's a bit more freedom than other faction.
- Junkers who can trace their clan lineage back multiple generations
- Junkers who are fugitives seeking a new identity in a new house
- Junkers who work planetside under one of many shell corporations handling urban sanitation, allowing space Junkers an excuse to land on said planet
- Junkers who were simple wannabe space-faring pilots who had defaulted on a loan and were captured and put to work in a comms-stripped and homing-beaconed CSV as a last chance, and earned their freedom and a place in the organization
Sky's the limit. One of the good parts of the faction.
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I've always seen the Junkers as one of the most tight knit groups in the game. They're like gypsie clans - you're either a Junker or you're not. Perhaps you could marry into them and two or three generations later your children could be thought of as Junkers.
There's a really cool news story in Sigma 13 about the Junkers holding a congress to welcome adolescent children into the clan as adults. That's a dynamic no other faction really has - the Zomers don't even come close, as a decentralized pseudo-anarchic movement. No Junker would ever betray another Junker.