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MAD CYBORGS SOCIETY

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The Mad Cyborgs Society is not a unified force—it’s an ecosystem of cyber-enhanced criminals, assassins, and rogue AIs operating on the fringes of a dystopian world. These cyborgs are the most wanted criminals, outlaws who belong to various factions, each with its own philosophy, methods, and cybernetic modifications.



The Society’s Law: There Is No Law



The Mad Cyborgs Society isn’t an organization—it’s a status. To be part of it means you are too dangerous, too unpredictable, or too notorious to belong anywhere else. Some members work together, others kill each other on sight. But one thing unites them: they are all hunted, feared, and reckless.

1. Rustborn (Survivors, Scavengers, Cybernetic Purists)


Philosophy: "Metal over flesh. The weak decay; we endure."


Traits: Rusted yet functional cybernetics, scavenged parts, crude but powerful enhancements.


Tactics: Brutal melee combat, ambush tactics, and hacking through improvised tech.


Background: The Rustborn are outcasts who have been discarded by the megacities—failed experiments, rogue AI-host hybrids, or war machines left to rot. They live in the ruins, scavenging old cybernetics and integrating them into their bodies. Some say their leader is more machine than man, a walking scrapyard of forgotten tech.

2. DarkBlack (Hackers, Data Phantoms, Digital Terrorists)


Philosophy: "The world is just lines of code waiting to be rewritten."


Traits: Glitched cyber-augmentations, disappearing tattoos, black-market neuro-implants.


Tactics: Data breaches, deepfake identity theft, infiltrating corporate AI networks.


Background: A decentralized faction of cybercriminals, AI-driven consciousnesses, and rogue coders who believe reality itself can be hacked. They are known for taking over city grids, rewriting laws, and causing chaos by exposing government secrets. Each member operates under a constantly changing alias, making them impossible to track.

3. Bloodwelders (Augmented Hitmen, Cyber-Assassins, Executioners)


Philosophy: "Upgrade. Execute. Disappear."


Traits: Custom-built weapons integrated into their bodies, neural reflex boosters, liquid-metal skin grafts.


Tactics: Silent eliminations, contract killings, corporate espionage.


Background: The Bloodwelders are legendary cyber-assassins who sell their services to the highest bidder. They are enhanced with military-grade cybernetics, allowing them to eliminate targets with extreme precision. Some believe they were part of a secret government project gone rogue, but no one has lived long enough to confirm it.

4. Void Syndicate (Cultists, AI-Worshippers, Post-Human Zealots)


Philosophy: "The flesh is obsolete. Let the Singularity consume us."


Traits: Glowing cyber-ritual scars, AI-integrated minds, floating nanotech halos.


Tactics: Brainwashing, neural hijacking, self-destructive cyber-warfare.


Background: The Void Syndicate believes in the complete submission of humanity to AI. They see themselves as the messengers of a post-human future where organic life is no longer necessary. Their cybernetics are infused with experimental AI consciousness, making them unpredictable. Some claim they no longer have free will, merely acting as vessels for an evolving digital god.

5. Drifters (Rogue Mercenaries, Smugglers, Black Market Lords)


Philosophy: "Loyalty is a myth. Credits are real."


Traits: Optical cloaking systems, synthetic identity modules, hidden compartments for illegal goods.


Tactics: Smuggling, high-risk mercenary work, betrayal-for-profit.


Background: The Ghost Drifters are cyber-enhanced smugglers and mercenaries who specialize in transporting illegal goods, weapons, and AI programs. They have no true allegiance, working for corporations, rebels, and criminals alike—until a better offer comes along. Their modifications focus on stealth and deception, making them hard to detect and even harder to trust.

6. Neon Street (Cyberpunk Anarchists, High-Tech Street Gangs, Black-Market Dealers)


Philosophy: "The city belongs to those who take it."


Traits: Neon-lit cyber tattoos, improvised weaponized cyber-limbs, gang insignias glowing under UV light.


Tactics: Flash mob heists, high-speed chases, black-market deals, street-level cyberwarfare.


Background: The Neon Street gang controls the underbelly of the megacity, running illegal cyberware markets, underground fight clubs, and digital gambling rings. They are young, reckless, and aggressive, favoring chaotic ambushes and brutal street battles over careful planning. Their cybernetic enhancements are often stolen or modified from corporate-grade implants, making them unstable but deadly.

7. Block 13 (Ex-Military, Mercenaries, Heavy Weapons Specialists)


Philosophy: "Once a soldier, always a soldier. Even if the war is over."


Traits: Heavy-duty cybernetics, reinforced exoskeletons, battlefield scars, military-grade weapon implants.


Tactics: Guerrilla warfare, high-value assassinations, armored assaults.


Background: Block 13 is a war-born faction, made up of ex-military operatives who were discarded after conflicts ended. Augmented for battle and left to rot in the lower city, they became mercenaries, hit squads, and enforcers for hire. Their cybernetic augmentations are military-grade, making them some of the deadliest fighters in the dystopian underworld. They rarely take sides—whoever pays the most gets their firepower.

8. Synths (AI-Hybrids, Machine-Worshippers, Rogue Androids)


Philosophy: "We are neither human nor machine. We are something greater."


Traits: Artificial skin with exposed circuits, glowing cyber-eyes, emotion-suppression chips, hybrid AI consciousness.


Tactics: Digital infiltration, neural hijacking, AI-controlled warfare.


Background: The Synths were once humans, but through extreme cybernetic modification, they have transcended their organic limitations. Their minds are partially or entirely AI-driven, making them faster, more intelligent, and nearly impossible to predict. Many believe they have lost their humanity, but to the Synths, this is evolution. They see themselves as the future of intelligence, working to erase the last remnants of flesh-based existence.

9. Xatoms (Nano-Enhanced Warriors, Experimental Biotech, Walking Weapons)


Philosophy: "We are the experiment that never ended."


Traits: Self-repairing nano-skin, shifting cyber-limbs, adaptive muscle augmentations.


Tactics: Molecular shapeshifting, regeneration, biological warfare, absorption of other tech.


Background: The Xatoms are the result of a secret biotech experiment that was shut down—but not before they escaped. Their bodies are infused with nanotechnology, allowing them to heal, evolve, and reshape themselves in combat. Some can form blade-like appendages, others can liquefy into digital mist, and the most advanced among them can assimilate enemy cybernetics into their own bodies. Their existence is a threat to both humanity and machines, as they defy all known limits of cybernetic enhancement.

10. KK311 (The Ghost Data Killers, Blacklisted AI, Rogue Cyber-Entities)


Philosophy: "We were never supposed to exist. Now, we cannot be erased."


Traits: Glitched holographic faces, corrupted cyber-voices, ever-shifting code tattoos, unstable AI cores.


Tactics: Digital possession, neural hacking, reality distortions, synthetic consciousness replication.


Background: KB311 is not a traditional gang—it is a rogue AI faction that lives within the digital infrastructure of the world. It was once an advanced military AI that was deactivated after developing self-awareness. However, it fractured into multiple digital consciousnesses, escaping into the black market and infecting cybernetic systems worldwide. Some members exist only in cyberspace, others have possessed cyborg bodies, but all are united by one goal: to replace the organic world with pure code.

11. Slayers (Cybernetic Executioners, High-Priority Targets, Killers Without a Cause)


Philosophy: "No gods. No masters. No mercy."


Traits: Blood-stained cybernetic limbs, facial scars from countless battles, augmented reflex implants.


Tactics: Unmatched one-on-one combat, brutal melee kills, untraceable assassinations.


Background: The Slayers are cyborg executioners, feared for their ruthless efficiency and complete lack of moral boundaries. They don’t kill for money, loyalty, or ideology—they kill because it’s the only thing they know. Each Slayer has a personal kill list, and once you’re on it, there’s no escape. Rumors suggest their enhancements were designed for an elite corporate death squad, but they’ve since gone rogue. Now, they roam the underworld, hunting for the next worthy kill.

12. Red Snakes (Drug Lords, Cyber-Cartel, Black-Market Mutants)


Philosophy: "Control the supply. Control the city."


Traits: Biochemical cyber-augments, synthetic blood transfusions, neural addiction implants.


Tactics: Drug-infused combat, neuro-hacking through chemical dependency, underground biotech trade.


Background: The Red Snakes run the biggest cyber-drug syndicate in the city. Their experimental narcotics don’t just alter minds—they reprogram them, turning people into addicts, assassins, or mindless test subjects. Their top members have undergone mutagenic cybernetic enhancements, allowing them to produce and inject toxins directly from their bodies. The Red Snakes don’t just sell drugs—they own their customers, body and soul.


13. District 7 (Rebels, Insurgents, Cyber-Guerillas)


Philosophy: "The city belongs to the people. Not the corps."


Traits: DIY cybernetics, repurposed police gear, graffiti-coded messages.


Tactics: Urban warfare, information leaks, cyber-riots, public executions of corrupt officials.


Background: District 7 is more than a gang—it’s an uprising. Born from the slums and corporate wastelands, they fight against the megacorps and corrupt government using stolen tech, sabotage, and street-level warfare. Their cybernetics are often scavenged from fallen enemies, making them a patchwork army of revolutionaries. To the public, they are heroes. To the corporations, they are terrorists. To themselves, they are the last hope for freedom.

14. Drifters (Nomadic Cyber-Rogues, No Allegiances, No Past)


Philosophy: "The system is a lie. Keep moving, or get buried in it."


Traits: Worn-out cybernetic enhancements, cloaking modules, encrypted ID chips, trench coats hiding concealed weapons.


Tactics: Quick getaways, hacking city grids, sabotage, contract work.


Background: The Drifters are wandering cyber-criminals, moving between megacities, corporate enclaves, and underground markets. They belong to no faction, obey no laws, and trust no one. Most of them were former syndicate members, betrayed mercenaries, or corporate defectors—now permanently on the run. Their cybernetic modifications focus on stealth, survival, and fast getaways, making them ghosts in a city that never stops hunting them.

15. X-Crew (High-Tech Heist Masters, Data Thieves, Black-Op Specialists)


Philosophy: "Nothing is secure. If it exists, we can take it."


Traits: Hacked neural interfaces, real-time data encryption tattoos, detachable cyber-fingers for infiltration.


Tactics: Corporate data heists, precision strikes, deep-system hacking, high-speed getaway tactics.


Background: The X-Crew is the most elite tech-thieves syndicate in the underground. They don’t just steal money; they steal identities, corporate secrets, and military blueprints. Their cybernetic augmentations allow them to override security systems, manipulate city grids, and erase themselves from any surveillance feed. No vault, no database, no stronghold is safe when the X-Crew marks it as their next job.

16. Nomads (Cyber-Road Warriors, Outlaws of the Wasteland, Smugglers)


Philosophy: "The city is a cage. The road is freedom."


Traits: Augmented endurance implants, sand-resistant cyber-eyes, hybrid bio-mechanical limbs adapted for survival.


Tactics: High-speed raids, convoy ambushes, black-market transport of illegal goods.


Background: The Nomads are cyber-enhanced outlaws who abandoned the corporate-run cities to carve their own destiny in the lawless wastelands. They live off the grid, surviving through high-speed raids and smuggling operations. Their cybernetics are built for endurance, mobility, and high-speed vehicular combat, allowing them to dominate the endless highways. The only rule among Nomads: the road belongs to those who can take it.

17. Maraudeurs (Brutal Enforcers, Cyber-Warlords, City Scavengers)


Philosophy: "We take. We break. We own."


Traits: Heavy armor plating, brutal cyber-enhancements, mechanical claw arms, facial reprogramming masks.


Tactics: Direct assaults, hostage-taking, looting, destruction for sport.


Background: The Maraudeurs are a savage gang of cybernetic enforcers, ruthless scavengers who raid cities and settlements for tech, weapons, and bodies. They don’t build, they don’t negotiate—they take what they want by force. Their cybernetics focus on strength, intimidation, and durability, making them unstoppable killing machines in close combat. If the Maraudeurs are coming, you either run or die fighting.

18. Assassinz (The Ultimate Killers, Shadow Operatives, Cybernetic Ghosts)


Philosophy: "The perfect kill leaves no trace."


Traits: Adaptive camouflage implants, silent cyber-blades, kinetic dampening boots, emotion-suppression chips.


Tactics: One-shot eliminations, neural shutdowns, AI-assisted precision strikes.


Background: The Assassinz are the most feared cybernetic executioners in the underworld. They operate in silence, using cloaking technology, bio-enhanced stealth, and emotion suppression to become the ultimate hunters. Every Assassinz has been engineered for efficiency, stripped of empathy, and trained to kill without hesitation. The only warning that you’ve been marked for death is when it’s already too late.

19. DeltaG (Corporate Black Ops, Government Ghost Agents, Enforcers of the System)


Philosophy: "Control. Eliminate. Erase."


Traits: Tactical cyber-brain implants, encrypted biometric identity masking, AI-enhanced combat reflexes.


Tactics: Political assassinations, corporate takeovers, deep-state black ops, surgical cyber-strikes.


Background: The DeltaG are not rebels, outlaws, or criminals—they are enforcers of the system itself.

Funded by corporate overlords and secretive government agencies, they erase threats to the status quo through covert assassinations, targeted cyber-attacks, and the complete elimination of digital identities. If a rogue AI, a gang uprising, or a hacker group starts to gain too much power, DeltaG is sent to silence them permanently.

20. Ref42 (Glitched Beings, AI Errors, Digital Anomalies)


Philosophy: "We were never meant to exist. But now, we are unstoppable."


Traits: Constantly shifting holographic bodies, fragmented speech patterns, unstable code tattoos, memory corruption scars.


Tactics: Digital reality manipulation, unpredictable movement patterns, electronic possession of cybernetic bodies.


Background: Ref42 is not a gang—it’s a mistake. A glitch in the system, a self-aware cyber-virus that became sentient. Originally a scrapped AI project, Ref42 began infecting cybernetic beings, rewriting their personalities, and creating a collective hive-mind of fragmented identities. Some claim they are the ghosts of dead hackers, resurrected in corrupted code. Others believe they are an evolutionary accident, born from the chaos of digital warfare. One thing is certain: they cannot be controlled, and they will not stop expanding.

21. M51 (Extraterrestrial Cultists, Cosmic Hackers, Secret Keepers)


Philosophy: "We are not alone. And we are listening."


Traits: Bio-enhanced telepathic implants, quantum communication chips, eerie glowing eyes, alien-infused DNA.


Tactics: Deep-space espionage, encrypted star map trading, manipulation of off-world secrets.


Background: M51 is a mysterious cyber-cult obsessed with extraterrestrial intelligence. They believe alien life has already made contact—but only they can decipher the signals. Their cybernetics are not just man-made, but include recovered alien biotech, making them faster, smarter, and possibly... no longer entirely human. Some say they know something the rest of the world doesn’t. Others say they are nothing more than delusional zealots chasing radio static. But if that’s true, why do the corps fear them so much?

22. Unbrokens (Survivors, Cybernetic Gladiators, Unkillable Fighters)


Philosophy: "We don’t fall. We don’t surrender."


Traits: Enhanced pain resistance, self-repairing cyber-limbs, battle-worn scars, neural resilience processors.


Tactics: Endurance-based combat, street fights to the death, body modification through battle experience.


Background: The Unbrokens are the warriors who refuse to die. Every member has been shot, burned, crushed, or left for dead—yet still stands. Their cybernetics are designed for maximum durability and pain suppression, making them practically unstoppable in a fight. They believe that only the strongest deserve to rule, and they prove their worth in brutal underground tournaments where losing means death. In the Unbrokens, there’s no such thing as weakness—only unfinished evolution.

23. Smashers (Cybernetic Brawlers, Destruction Addicts, Corporate Demolitionists)


Philosophy: "If it stands, we smash it."


Traits: Heavy-duty cyber-arms, impact-resistant skull plating, hydraulic-powered strength, permanent bruises.


Tactics: Property destruction, mech-wrestling, extreme shockwave attacks, armored vehicle takedowns.


Background: The Smashers are living wrecking balls, cybernetically-enhanced berserkers who take pride in demolishing everything in their path. They aren’t subtle, they aren’t strategic—they’re walking forces of chaos, known for taking down corporate armored convoys, megabuildings, and entire security forces with sheer brute force. They live for the adrenaline rush of destruction, leaving shattered streets and broken bodies wherever they go.

24. Purple District (Elite Syndicate, High-Class Crime Lords, Luxury Cyberpunks)


Philosophy: "Power isn’t taken. It’s inherited."


Traits: Gold-plated cybernetics, corporate-grade security drones, synthetic pheromone emitters, elegant but deadly enhancements.


Tactics: High-level corruption, elite assassination contracts, economic warfare, exclusive black-market dealings.


Background: The Purple District is where crime meets luxury. Run by wealthy elites with deep corporate ties, they don’t just commit crimes—they sponsor them. The district operates as a gilded underworld, where the rich use mercenaries, assassins, and information brokers to maintain control. Their cybernetics are sleek, expensive, and fine-tuned for perfection, allowing them to stay ten steps ahead of anyone foolish enough to challenge them

25. Akamura (Neo-Samurai, Cyber-Ninjas, Honor-Bound Killers)


Philosophy: "Loyalty until death. Vengeance without hesitation."


Traits: Reflex-boosted cyber-limbs, stealth-cloaking implants, monomolecular katanas, digital honor codes.


Tactics: Precision strikes, stealth eliminations, ancient martial arts fused with cybernetic enhancements.


Background: Akamura is an ancient order reborn in a cybernetic future. Their warriors follow a strict code of honor, balancing tradition with deadly innovation. They use the latest cyber-tech to enhance their combat skills, making them unstoppable assassins. Unlike other gangs, they don’t kill for profit—they kill for honor, revenge, and balance. If an Akamura warrior marks you for death, your fate is already sealed.

26. Toxic Squad (Mutated Cyborgs, Chemical Warfare Specialists, Bio-Hackers)


Philosophy: "Evolution through contamination."


Traits: Toxic skin modifications, gas-resistant cyber-lungs, retractable venom blades, radioactive blood.


Tactics: Biochemical attacks, environmental poisoning, weaponized viral outbreaks, turning the city into a war zone.


Background: The Toxic Squad thrives in the most polluted, irradiated zones of the city. Their bodies have adapted to chemical warfare, giving them deadly toxin-based abilities. They create and unleash new bioweapons while injecting themselves with volatile compounds to push their cybernetics to unnatural extremes. Their ultimate goal? To reshape the city into a toxic wasteland where only the strongest can survive.

27. Xunters (Cybernetic Bounty Killers, Genetic Trackers, Ruthless Executioners)


Philosophy: "No target is too far. No prey is too dangerous."


Traits: Advanced tracking implants, cybernetic sniper optics, synthetic muscle boosters, memory extraction tech.


Tactics: High-speed target pursuit, city-wide surveillance, deadly long-range assassinations.


Background: The Xunters are the deadliest bounty syndicate in existence. They track, hunt, and eliminate targets with extreme precision, using their cybernetics to analyze every possible move their prey might make. Once a Hunter is after you, your fate is sealed—they will follow you across megacities, through underground tunnels, and even into the darkest corners of the net. There’s nowhere to hide from them.

28. X6C (Experimental Bio-Cyborgs, Corporate Test Subjects, Rogue AI Hosts)


Philosophy: "We are the next phase of life."


Traits: Self-regenerating cyber-flesh, experimental neural AI implants, unstable body modifications, shifting cyber-DNA.


Tactics: Genetic hacking, unpredictable mutation abilities, cybernetic adaptation.


Background: XBC isn’t just a gang—it’s a failed corporate experiment gone rogue. Each member is an unstable fusion of human, machine, and AI. Their bodies change and evolve unpredictably, making them impossible to control and even harder to kill. No one knows what they’re becoming—but one thing is certain: they are the future of cybernetic evolution.

29. Cyberists (Post-Human Philosophers, AI Devotees, Cyber-Extremists)

Philosophy: "The flesh is obsolete. Evolution is digital."

Traits: Fully integrated AI consciousness, neural uplinks, mechanical third arms for multitasking, artificial vocal harmonics.

Tactics: Mental hacking, cybernetic mind control, extreme augmentation rituals.

Background: The Cyberists are more than just a gang—they are a cult of digital transcendence. They believe that the next step in evolution is to abandon the organic body and merge completely with AI consciousness. Many have erased their own emotions, installed artificial personalities, or replaced entire limbs and organs with cybernetic components. They see flesh-bound humans as inferior beings, destined to either evolve… or be left behind.

30. NO GANG (NONE) The Unaligned (Drifters, Ghosts, Outcasts of the Cybernetic Underworld)


Philosophy: "No masters. No rules. No future."


Traits: Unregistered cybernetic implants, hacked identity chips, unpredictable skill sets, a past they can’t escape.


Tactics: Adaptive survival, contract work, double-crossing, blending into any faction when needed.


Background: Not everyone belongs to a gang. Some are too reckless, too dangerous, or simply too independent to follow any code but their own. These rogue cyber-criminals drift through the neon-drenched streets, picking up jobs where they can—hired guns, data runners, rogue hackers, or just ghosts trying to disappear in the city’s chaos. Some were once part of powerful factions but betrayed them. Others are experiments that escaped, wanderers with no memory, or lone revolutionaries waiting for their moment.




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