Rapture Factions

* See also Game Bosses
* See also Splicers
* See also Secret_and_Public_Groups nascent factions ...
* See also The Rapture Family
* See also Rapture Society
Groups who Controlled or Organized Rapture Society 
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==Rapture's Normal Period==
Rich People
* Money Makes The World Go Round ...
Ryan's City Council
* A 'light' hand
Fontaine (and his thugs)
* a source of corruption and criminality ( mysteriously hidden in small Rapture )
Ryan's Own ( His Security Forces and systems )
Citizen Groups ( For later Chaos, who knows what people would 'latch on to' in their desperation )
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== Old Factions ( Which will be Influences in the MMORPG Scenario ) : ==
* Sofia Lamb's Minions :
** The Church of Lamb/"The Rapture Family" - survived post-Simon Wales, but without their ranting charismatic leader. Fragmented - building sections blown out by Lamb's attempts to kill Delta. Who would supply them with further ADAM/EVE ( which Lamb kept very tight control of ) ...
** Lamb must have had help of some 'scientists'/'technicians' who were still around and others who generally didn't act as crazy as when they were fighting Delta. ( 'Under Coercion' possibly more than a little )
** 'The Family" - Abandonment - Betrayal - Lambs insanity eventually open for all to see - Her lies made apparent even to half insane Splicers. ... The ones she killed ... the flooded buildings ... blowing up a section of Persephone ( "the house that is upside down" ).
** The MMORPG takes place only a little while after BS2 and Minervas Den events ( time only long enough for Tenenbaum to get to surface, but to not make any progress and return to Rapture -- something like a year ). Sofia Lamb's "followers" might still have some cohesion and be running on inertia ( 'hope' that their savior Lamb would return and other such delusions ).
* Ryan's City Establishment 'Forces' (Splicers/Non-Splicers)
** Who gained control of them(?) and possibly continued to be organized despite Sofia Lamb's efforts to grab power
** Had access to Submarines and alot of Ryan's Resources and Security apparatus
** How long would they stay organized during 'Lamb-Era' - May have walled Lamb off to her 'commune' as there were no 'war' propaganda indicating an ongoing struggle in BS2.
* Atlas's/Fontaine's Minions:
** Fontaine didn't live long after he got control (some) of the city systems before Jack killed him, so did not have alot of time to organize much ( and Jack took the genetic key back ).
** He would not have given much real control to anyone else.
** 'The down-trodden' had no reason to stay organized after Atlas was unmasked and the free handouts ended.
** He probably had a number of Non-Splicers working in his 'Organization', who at least knew how things worked and had access to resources, they might have some success splitting off and surviving.
** Might have some underlings who had seen their chance to seize control of what's left -- leading to alot of infighting amongst them.
** Fontaine's stash of ADAM would have been found and ransacked ( and by now would be long gone ).
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Note - A possible Contingency for the 'Evil' Jack ending ??? --- - HE Headed for 'the surface' and shortly after succumbed to childhood disease he didn't have immunity to ( the "war of the worlds" Martian's Fate ) -- quickly taking him out of the picture.
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==Chaos Period (Post-Ryan)==
 
Non-Splicers Still Existed
"New Rapture" Founded, at "Fontaine Court" ( originally "Beowulf Gulch" ) Which Becomes 'City Center' of New Rapture :
Picked by the New Rapturians for its defensive attributes rather than its grandeur, and proximity to vital resources.
Fontaine Court had been converted to a 'company town' for Fontaine's workers back long before the 'civil war', and anything beyond basic services had fallen into disrepair. Neptunes Bounty workers were coerced into living there and buying Fontaine's commissary food and goods ( so that he was swindling them twice -- COMPANY TOWN Company Town - See https://www.conservapedia.com/Company_town .
Many of the fishermen and fish processing workers who lived there were less than enthusiastic in joining Fontaine's "Splicer Army" after years of his coercion, abuse and his cheating them, so the location did not suffer as much damage as other Splicer bastions.
After Fontaine's "death", Atlas did not have much of a foothold on people who could make their own way, without needing his handouts and victimization propaganda.
Atlas and Ryan ( and later the other factions ) largely left the fish workers alone as they continued to work and feed much of Rapture before/during/after the 'civil war'. When Sofia Lamb came to power, Hephaestus blocked her attempts to have 'the Family' seize control of Fontaine Court along with of Neptunes Bounty ( using the 'We will turn your power OFF and you will FREEZE to death' Veto ). Hence, the workers were in a good position to survive and maintain their organization/security, and created a extensive food trading network across what was left of Rapture. Besides Fontaine Court and Neptunes Bounty, the 'Brotherhood of Fishermen' (as they were sometimes called - who also controlled/maintained The Submarine Yard and kept Port Rapture operating).
The workers largely stayed ( at Fontaine Court) after the New Rapturians 'took over' control of Neptunes Bounty ( 'Johnny' actually drove away a faction attempting to blackmail the fishermen ) and benefited by the new influx of Ex-Splicers and the resurgence of 'civilization' with the new status of 'City Center'. The City would eventually turn the area into a 'showcase' of what they planned to do in restoring all of Rapture.
The NEW City Center would grow fast and have substantial efforts made to restore the old Rapture 'look'. It would be the heart of the new city being rebuilt from the ruins.
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The Cult Of Ryan ( "In Ryan We Trust" ) :
The confidence in the 'organizing principle' of Rapture is quite important psychologically for its Citizens. This, despite the gamewriter's manipulations/avoidance, would have been a good majority of ordinary people in Rapture. 
Unfortunately, we mostly only hear from Vague atypical whiners 'as evidence' in the game.  Anything the Majority of the people in Rapture felt about Ryan's decisions/actions was presented 'meager at best'.  The writers trap themselves because they employ today's viewpoints/ways-of-thinking - rather than that of people who came out of the Great Depression and WW2, and THEN only some special people who where filtered to actually get into Rapture.  Instead, the gamemakers 'play' to the Players ( and their own ) sympathies and expectations to form their plots -- which would be largely foreign to most real people of Rapture's time.
Actions to exterminate Atlas and his terrorists/anarchists would have the Majority in Rapture applauding -- if not DEMANDING such action.   People do not like having their lives ( work, safety ) disrupted, and weren't so namby-pamby about how such threats should be handled.
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Sofia Lamb's Later Regime/Cult Is Only Part of Rapture ... :
Sofia Lamb's Collective - Misnamed like the way "Bolsheviks" (Bolsheviki) thus named themselves 'the majority' when they were actually a minority in the early days of the Russian Revolution. likely to be only a small part of the City. Prentice Mill talks of his trains being in the old part of the city ( which might be the south eastern edge ). Other post-Ryan Factions probably didn't agree with Sofia's attempted Dictatorship, and may have simply cut her off, destroying the physical links to the section she occupies.
Lots of people didn't Splice, and Ryan had all but won against Fontaine/Atlas by the end of BS1 ( and order was being restored, etc ... ) We really only have seen a very small part of the whole city, and the Splicers we saw (in BS1) were out for the Bounty Ryan offered on Jack (1000 ADAM), and anyone else sane probably headed the opposite direction ... with all the shooting and mayhem in Jacks vicinity.
Same is likely with BS2 ( that narrow path we took/play goes through many marginal places ) -- People have to eat, so probably congregate more around the Farms and other food sources like Neptune's Bounty, and the Saner ones are logically the ones left after ~ 10 years - Who avoided violence and damaged areas --- and any delusional murderous despots like Sofia Lamb.
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Enclaves of Non-Splicers :
Liberty Farms :
* Several Farmers and their extended families in one of the outlying Supply Communities cut themselves off from Rapture when the 'civil war's started.
* Largely an 'underground' complex of tunnels and caverns, but brightly lit to keep the plants growing.
* Their remote location made them largely self-sufficient, as did the independent Geothermal Power units they had long been powered with.
* Have some connections to other enclaves predating 'the Chaos'
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New Venice :
* A large enclave of non-splicers who were in a 'company town' next to a large remote mining complex
* Several hundred people including a number of engineers and scientists and some Big Daddies.
* An interesting aspect of their complex was that it was originally built with a network of underground boat canals used for transport of the heavy ores which extended into the town and had more general usage.
* With a local government allegedly by election, they are well organized and have actually grown in size since their founding.
* They are 'Tapped' into several utility mains directly from Hephaestus.
* With several working subs ( which had been used for the 'outside' mining operations and construction )
* Extremely wary of outsiders but deal with several other enclaves to trade supplies.
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The ADAM Kings :
* Several scientists/lab technicians (non-splicers) who had run the ADAM operation for Sofia Lamb, who after her 'demise' found themselves in charge of the network of Big Daddies and Little Sisters who continued to return to Persephone ( the part not collapsed into The Abyss ).
* With the ADAM supply they maintains some control over a population of 'Family' members, but are deathly afraid that other factions will come to takeover their operation.
* They managed to scrape more than a little resources together ( particularly security apparatus) and are holed up in Persephone
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 "EDEN" :
* A domed farm complex which had, from the start, a strict policy of having no ADAM users to contaminate their 'garden'.
* The complex was originally used to grow tropical fruits resulting in the hot humid climate.
* Much of the place is like an overgrown jungle which oddly requires constant burning of materials to renew the CO2 the plants need to grow.
* Ironic that they later turned to EVEplant cultivation to have currency in trading with Splicers for needed supplies.
* Was almost destroyed during the later parts of the 'civil war', when the power was cut off and the temperature dropped ( much worst than no lights for the plants ) but a city maintenance engineer rerouted and restored the power and was named 'God'.
* Allegedly more than a few of the inhabitants there make use of a cultivated herb called 'Ganja'.
* One of the other products from the old days was quantities of hemp fiber which is still far superior to the other seaweed based fibers.
* Bamboo and leaf huts make parts of their 'village' look like a episode from Gilligan's Island.
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The Sinclair Solutions Group :
* Sinclair at some point had some underlings and organizations ( and much later maybe more than a few left ). With close proximity to Lamb's group might cause some interesting interplay in the power vacuum.
* Even with Sinclair gone (?), he had organization and a management structure with know-how and significant resources - They are probably holed up in his old facilities trying to deal with the post-Lamb disorder.
* They had a variety of technical gadgetry that might offset many of the challenges posed by Splicer factions and give them leverage with non-splicer groups.
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Grace Holloway ( If Delta left her alone or only 'Winged' her ) :
* Probably had enough influence to stay organized in Paupers Drop/Sinclair Deluxe and the adjacent areas.
* With Sofia Lamb no longer there to prop up her 'rule' ( and after Delta slaughtered half the place ) the Faction's area is probably starting to fall apart (more) or being invaded by more aggressive groups.
* Finally able to eradicate those disease-ridden blue butterflies...
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A Surviving Groups of Sofia Lamb's "Followers" :
* She really couldn't trust Splicers so she likely had a number of minions who she forbade to use ADAM. Might still have some cohesion and be running on inertia ( the old organization had food resources and other supplies and the ones left in control of those might last a while ).
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Hotel Hell : 
Idea : The Iconic Hotel Monsenor turned into an Evil Boss HQ
ROOM SERVICE !!!! ... YOU - CANT - HANDLE - ROOM SERVICE !!!!
"Tower of Terror" all over again - Elevators were just so mediocre in the previous BioShock games.
Kitchen Service - all they have to eat is this "Soylent Green" stuff ... ( It don't taste bad though ... )
Fellow 'Fat Cats' are very convivial ( and there ARE a bunch of really fat cats walking about the place ).
Bellboy Splicers ? ( perhaps including some escaped ushers from the Fleet Hall Theater )
STAY AWAY FROM ROOM #77 !!"STAY AWAY FROM ROOM #77 !!" - See how easy it is to 'backstitch' such references - 'Easter Eggs' for the fanbois ...
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MORE - There are many others areas in Rapture that Sofia_Lambs/Ryan/Fontaines remnants didn't control ( both Splicers and Non-Splicers )
Lots of small enclaves to encounter in the MMORPG ...
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Big Uncle ? :
The 'late' Fontaine's minions, for a while ( after their boss's demise ), continued activities in the Big Daddy facility (Point Prometheus) and used the BD Suits on some of their members who didn't have the Big Daddy 'mind conditioning' ( they retained their will like Jack had ), and employed them as walking tanks. This faction had some significant fights with Sofia Lamb's (The Rapture Family) and others factions. They eventually ran out of critical parts and ADAM ( multiple Brute Plasmids were needed to be strong enough to operate the heavy suits ). There are still a few of them wandering around Rapture -- some as 'bosses' of their own small factions.
'Big Uncles' who are not as limited as Big Daddies in their tactics or use of allies ( for you 'running away' can be an acceptable tactic ). The improved AI used for the Player's "Team" NPCs can just as well be used for coordinated actions/tactics of Splicers.
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==New Rapture Period==
People Joining New Rapture
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==FACTION MADE OF NON-SPLICERS==
The Sane People Left/Surviving in Rapture (MMORPG time) :
Some Citizens never did 'splice', and found equivalent ways to get things done/survive ( like defend themselves with guns/traps/skill ), while other saw the side-effects of ADAM use and avoided it completely.  When Splicers are after Jack or Delta (or Sigma) the remaining sane people probably headed the opposite direction at a run (so you never much saw them).
[ADAM and proper Plasmids were more than scarce at many points, when things kinda fell apart ( manufacture disrupted, machines don't get serviced, shops closed ).
The more 'insane' (and debilitated) Splicers died ( or killed each other ) off, leaving a lesser population and a higher ratio of non-Splicers (than previously).
ALSO Some Splicers did not go insane.  Some individuals are more resistant than others and Ryan, after taking over Fontaine Futuristics, had them work to produce more stable Plasmids/Tonics ( which would be illogical/wasteful for Fontaine's "addiction"-based business model and later his need for killer Splicers ).  Some Plasmid/Tonic combinations were less destructive than others.  Some people stopped after only a little splicing and they managed to stabilize themselves with varying degrees of damage.
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Non-Splicers Who 'Holed Themselves Up' When The 'civil war' Took Place :
* The supplies stopped flowing, the stores emptied. Prices went up for what was left.
* Deranged Splicers wandering the halls interfering with any normal life.* Guns  - must buy guns and ammo .....( convenient ammo vending machines installed made this easier )
* Some turned to Splicing to have something to defend themselves ( Ryan installed the Gatherers Garden machines )
* People trapped in the City with no refuge ( some moved out to the support communities outside Rapture )
* Many were simply killed in the faction fighting or fell prey to deranged Splicers (or starved).
* Some groups got organized (strength in numbers) an locked down strong locations ( particularly ones with access to food resources and other key resources or cleverly built up their own ).
* Ryan maintained City infrastructure and production to supply his forces and the remaining population that still  supported him.
* Atlas brought in some supplies via his smuggling connections ( moved from Neptunes Bounty after the 'Great Shoot Out' )  Another smuggler base was built somewhere ...
* Many of these groups managed to avoid Sofia Lamb's tyranny ( actually she controlled only a small portion of Rapture ).
* Some groups were mixed groups of Non-Splicers with less insane Splicers.
* More than a few of these enclaves still exist by By the timeframe of the MMORPG ( which is only a few years after BS2 ).
* Remote outlying areas were more likely to be less disrupted by the 'civil war' ( were able to isolate themselves ).
* Some people managed to escape from Rapture to return to The Surface World.
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Cutoff, and 'Good Riddance' They Said ... :
Satellite Communities outside Rapture ( suburbs, farm areas, industrial sites ) should have their own self-sufficient utilities (air, water, heat, power). Distant sites are too far way to run all those utilities without extreme cost and inefficiency. Power could provide all the others if needed at the cost of additional expense. Those sites would be in trouble if any link failed ( unless redundant utility line infrastructures also existed -- at even more expense ). So best if they provided their own utility sources ( geothermal activity would not only be located at Hephaestus, and THAT likely would be criteria for a site's selection ).
Self-sufficiency means that when the 'civil war' came, those external communities ( who may have largely avoided the ADAM problems ) could if needed cut themselves off from Rapture ( some would stay in communication with each other if they didn't have all the necessary resources -- like food ). They may have had more use of submarines and could use them to obtain needed resources.
Some Communities may even have had the resources to get some of their people out of Rapture and back to the surface as things went from bad to worse.
New Rapture is interested in having any of these communities rejoin them ( assuming they haven't become cannibals or other unsavory flavors ).
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Graffiti - Faction Markings :
* With the Splicers having somewhat more 'realistic' behaviors, it would be an interesting detail to have the many factions 'mark' their territories with Graffiti.
* A good indicator of a conflict of territories is the number of Graffiti marks that have been defaced and replaced by another. A whole set of behaviors would exist to maintain and use the significance of the Graffiti marks.
* The 'Graffiti' is usually placed in prominent locations ( doors would be a logical spot )
* The 'Graffiti' can take many forms, from the paint scrawl, to 'things' nailed to the walls or piled in an obvious way ( taking a dump and smearing it on their 'Faction Mark/Sign' is not kindly taken to ... ).
* Players can Create more variations for the Factions ( and additional factions ) to make use of.
* The City itself may have its own 'marks' to indicate its Territory ( and defacing property within City Limits is a  crime ).
* Players likely would be able to place their own Graffiti marks ( out in the Wild or the Edge ) and use them as guide  marks.
* One maintenance mission would be cleaning up Graffiti within the City and one for the Constables is catching a 'tagger' in the act.
* Part of the City's Propaganda efforts against the Splicers would be use of Graffiti.
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More 'Bosses' (examples of more 'themed' faction groups built around a 'boss') :
* Some of these Splicer enclaves have become bizarre Fantasy-lands "Disneyland" Reference built out of ADAM induced delusions of some of the 'leaders'. There is one group who think they are at the bottom of the sea because they were in a shipwreck and are on a great passenger liner that sank because of a iceberg ... ( imagine Players taking THAT idea and 'running with it'... When madness is involved 'cliche' should be 'front and center' ... )
* Somewhere there must be a Splicer who can mimic Lamb's voice and with a halfway good mask might go about claiming she is 'resurrected'/'returned' and then flim-flaming some of the still gullible 'Family' members.
* Sergeant/Captain/Colonel/General Splicer and his Squad - another delusional Splicer ( with Rapture being founded in 1946 there would be alot of ex-soldiers after WW2 many who had trouble dealing with civilian life after they returned from war ).
* Splicer Known as "The Postman" - who travels Rapture 'delivering mail' ( unfortunate that other Splicers to humor him mail spoiled raw fish to other Splicers )
* Splicer known as "the Operator" who kept a phone system operational for years so that various Splicer Factions could communicate ( and generally threaten each other and trade insults when things got boring ).
ONE Ringy-Dingy, ... TWO Ringy-Dingy ...
* Splicer Known as "The Fisher King" - with a working Diver Suit rumored to control a cutoff Splicer enclave somewhere in 'the Wild' ( likely near an operational airlock ) who maintains his influence/leadership by feeding a group of followers with fish and seaweed he gets from 'Outside'. That Individual must not be overly insane because of the infrastructure required to keep a Diving-Suit and Airlock operational. Reports of stolen items in various places may indicate this individual makes 'raids' on other parts of the City to obtain other supplies.
* A Splicer dressed as a 'Bat' is reported to have been seen chasing another wearing a 'clown face' out in 'the Ruins'. Dementia and delusions caused by ADAM addiction's mental damage has long been known to cause behavior like this (and worse).
* Farmer John's EVEplant patch - more than one 'Boss' maintains power by controlling a source of EVE that make him and his underlings/minions more powerful than his other 'followers' and outside opponents. Actually there is alot of fighting over this particular resource, with those who control EVE having an obvious advantage..
* Nazis hiding out after the end of WW2 - Some managed to escape and make their way into Rapture under assumed identities ( If Ryan's vetting could miss a collectivist like Sofia Lamb, why not a few Nazis ?? ). Nazi-Splicers !!! Almost as good as Nazi-Zombies. No doubt they will be trying to 'clone Hitler' as all good post-war Nazis are mandated to do.
* Splicer ranting about 'the force' and who wears a black helmet and cape and has breathing problems.
Some odd Plasmid combination allows him to choke people from a distance ( which instills fear and loathing ).
* 'The Face Stealers' - a gang of Splicers who reputedly have caught non-splicers and now wear their faces in an attempt to 'look normal' ( slightly more delusional than usual ). They keep moving between the territories of other Splicer groups because they have a talent for making themselves unwanted even among Splicers. A potential source for some disturbing player missions.
* The Mole People - Group of Splicers who got ahold of some 'Cats Eye' Plasmid and can see in the Dark. They live in an unlit tunnel system. One of those 'jump out of the dark at you' situations for players. They are notorious for destroying all lights in their territory. Torches might be highly useful here since they aren't directional like flashlights are.
* "Ryan the Second" - a Splicer with the delusion (or pretending) that he is the 'new' Ryan, who spouts/mimics the same saying/posturings that Ryan did. Who tries to get others to join his 'Great Chain' and calls all his enemies 'Parasites'. This 'Ryan' doesn't seem to possess the genius of the real Ryan, and has more Splicers laughing at him rather than following him. You do have to consider that he has been able to survive by doing this when many other Splicers have met their demise in the incessant fighting between the various Splicer factions.
* Splicer who dresses as a Little Sister ( a very odd sight of a ragged 6 footer in a dress ) and mimics their behavior (including the syringe) and even sometimes gets a Big Daddy to 'accompany' her on her rounds. Seems to be successful at robbing bodies of dead Splicers.
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Factions Shifting Control of Territory :
* Abstract 'Cell' based automata simulation to make adjustments to match game situation (overall abstract situation map can be subject to GM corrections/adjusting).
* Cell map is a Terrain network map of occupiable locations ( not really a contiguous '2D' map  - more a map of linked locations ).
* Position connectivity and the resources contained determine goals and tactics ( offense/defense/allies/etc ... )
* Splicer Factions shift as Players expand ( and since the scripting behavior allows for auto-fitting adaptations )
* Influence Map mechanism ( areas of control of factions/mini-factions )
** Abstract concentric territory boundaries ( Stronghold/core, territory, frontier, 'no mans land' ) for factions  overlaid on actual map.
** Faction Territory can shift as time goes on ( control of areas as faction gains/loses influence/power )
** Important Factors for Faction's to control :
*** Food Sources
*** Transportation access ( working Metro or Street paths )
*** EVEplant gardens
*** Access to trading sources ( with friendly/neutrals )
*** Clean/Dry/Warm habitation ( even Splicers get sick of being damp and cold )
*** Defensible positions ( a good strong base location, ability to close off/control approaches )
*** Docking facilities ( for those with subs )
*** Airlock facilities ( for those with Diving Suits to access the all important fishing/seaweed harvesting )
*** Scrounging areas ( for misc items, either to trade or use )
*** Buffer area between faction and enemies ( sufficient 'frontier' to fight in and not in own 'territory' )
*** Maintenance Daddies come around to keep the area repaired ( and the area isn't ready to fall apart ).
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"Crusoes" (as in Robinson Crusoe):
Idea  -  -  A pocket of self-sufficient people somewhere near Rapture.....  Once were suppliers ??   Hiding ??    Hermits ?    Perhaps they have : an Actress, a Scientist, a Farmgirl, a Sub Captain and his ditzy First Mate, a Rich man and his wife.  All who managed to escape Rapture's Chaos and were marooned at a remote industrial station and all somehow managed to survive.  Lucky they found that sunken freighter full of coconuts ( which will finally answer the eternal question of whether "Art Deco objects can be made out of coconuts". )
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Saturnine On The Cusp in the First House (Astrology Gibberish ?? ) :
Members of the 'Saturnine' cult are still around ( even after Jack seemed to slaughter at least half their numbers -- But then look at my expanded Arcadia level map that shows how extensive the cavern system in Arcadia actually was ).  After many years (post BS1) of 'voting' for their leaders by throwing bombs at each other, they have reorganized ( as much as anarchists can ) and are again causing trouble.   Various pamphlets on how to handle Houdini Splicers are available at the City Hall information desk (for a nominal fee).
Why would anyone follow the Saturnine ?? Chaos and anarchy are usually ineffective in 'buying off' followers or organizing anything beyond meetings where the participants continually argue about the rules for the meeting or the shape of the table.   This requires something more 'mind-control' to prevent the crazy Splicers simply just turning on whomever tells them that they have to follow orders.   Perhaps it is someone they fear - someone with real power over them to keep them (loosely) in line.  There were many unknown side-effects of various Plasmid/Tonic combinations and perhaps one individual emerged with the 'right' combination to seize control and organize this group
"Walk of the True" ( someone's fan fiction mentioned Saturnine ideas ... ) - The Saturnines wouldn't care about any 'heroes' of Rapture -- It would more likely be a Museum to Themselves and their fictional 'Great Achievements' ( Saturnine Culture apparently is largely formed around the ability to BS others, and is an admired skill ).  
Expect disorganization and half-hazard accommodations, as anarchists usually leave any real work to others ( being those who never seem to be able to agree on what is to be done ).   Likely they largely subsist on stealing from other Splicers, and their ability to run away when things get difficult is their major advantage.   Their inability to cooperate has kept them a minor threat to others in Rapture (til now ?).   Appearance of Saturnine symbols in new locations are to be reported to the City Council information department ( who are developing a dossier on a new Saturnine 'boss ) .
You need a Houdini to catch a Houdini ?  Sounds like a potential alliance (and mission) with a 'less crazy' Houdini Splicer mercenary....
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WE ARE THE SATURNINE!' Cult Crazies Close Arcadia - Ryan Vows Retribution as Religion Comes to Rapture..." - Rank 25" ( from Multiplayer materials ) :
What ? Retribution ? It is really simply Law Enforcement. Miscreants attacking Citizens is ALL the reason that is needed. Theft ditto. Even 'Disturbing the Peace'. "I have only One Law" - which Ryan said, DOESN'T mean that Rapture itself doesn't have Laws ( AND enforcement, AND appropriate penalties for breaking those Laws ).
Coulda had a Saturnine Cultist as one of the Multiplayer Avatars ... "Suck My sticks You Fargen Cattle !!!" ( That can be remedied in the MMORPG ... )
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Fire My Lolli-Popgun At The Rabid Goodbye-Kitty So I Can Go Out To Play with Daddy... :
Why did Sofia Lamb have to go to all that trouble to kidnap new Little Sisters from The Surface ( How many did  she also arrange to buy on the Black-Market I wonder ? ), if there were children still in Rapture ??  Because the remaining Sane people were the survivors of 10 year of Chaos and Faction fighting. They banded together and walled themselves off from twisted people like Lamb, and killed the Splicers she sent to try to grab the survivor's children ( or anything else they had of value ).   Many sections of connecting structures were destroyed and flooded to form a barrier against the southern part of Rapture where Lamb's little domain lay, making it much harder for her to attack them.  Eventually threats from other factions and decisive defeats forced Lamb to stop attempting to expand.  Some say it drove her mad and led to the 'First Utopian' delusions she afflicted on those within her power.
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Another Post-Ryan Faction - "The Telephone Company" - RT&T (Rapture Telephone and Telegraph) :
Telegraphy being the basis for a 'data network' which might/probably would have been immediately seized upon by Rapture's innovators in its 'Golden Age'. Communication is an important part of Rapture's infrastructure. Possibly centered in Minervas Den, as alot of that operation made use of the web of telephone lines all across Rapture. Ryan preserving its operation would be critical, and even after the Chaos started, its self-organization could make it a significant 'player' in the power shifts in Rapture. Other factions interested in stability an communication's utility would ally with RT&T.
SO yes there probably would be various Phone Company flavored Splicers : Linemen, Operators, GrahamBells, etc ...
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RapTown :
Perhaps another Splicer Society 'City' group (Faction) - At least an 'effort' to employ it by those involved. They all speak in rapid rhythmic semi-rhymes ( like rapping on a table ).
Interactions ( as in Players having opportunities to run into them with a firefight erupting ) with New Rapture ( particularly when New Rapture controls Hephaestus, which these other inhabitants may desire continued access to power/heat, after the faction attempting a substitute that isn't as good or was beginning to fail ).
How do they make a living (like eating ??) - ( a question for all Splicers actually )
A whole raft of general interactive/situational responses in 'rhyme' (or close enough). Player creativity, including levity, is an important aspect of the game. Actually it might take just one talented person to generate a large set of interactive spiel ( or several variations) to do this idea justice.
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This suggests Yet another Asset Type and set of TEMPLATEs for the game : Culturized Interactive Spiel - with verbalizations/contextual content matching a particular 'theme' subgroup in Rapture.
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WE ARE The Splicers who say : 'Nie, Ping, and Nuuuuwhomm" (Faction) 
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One Guy Called himself the Vox Populi :
Then He Died. But his LEGEND lived on - in the Stupid way things do amongst the marginally sane. 
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Church of Cleansing Fire ( Rapture was the New Ark ) ...
This being some strange Splicer group ( alot of them were pretty ditzy ). Somehow this idea became THEIR god.
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Family Computer ? : 
In the New Rapture Era, there could be ( in the MMORPG story ) various ex-Rapture-Family Splicers, who while casting about for a NEW Utopian GOD to worship, seized upon The Thinker as their new Utopian object of worship. 
Whether they can actually talk to The Thinker, or simply think they can ( with some faked "Man Behind the Curtain" OZ idea incorporated manipulations ) would add to the Splicer-crazy beliefs which might be utilized.
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