Syndicate: Execution Committee

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The year is 2008. The Avatar Storm has come and gone, leading to a massive shift in the Technocracy power structure. Without its extradimensional backers spreading their lies and corruption, the Special Projects Division has come under fire. From many corners... and you are one of them. You are the men and women of Internal Affairs Section 6, an Enforcer amalgam whose primary enemy is your fellow coworkers. Your job is to tear out the corruption and malaise at the heart of the Special Projects Division, and find if there's anything worth saving in the end.

The Basics

First off, this is starting in June, so be a little patient. Second off, use Revised. Yes, Revised. Since you know, this is a test game for the whole Syndicate submission thing I'm planning.

Second off, everyone is playing an Enforcer. Yeah, they get a bad rap as gangsters and thugs, but we're going to reform this.

Third off, I may try some alternate chargen ideas (and possibly multiple characters per player) so hold up on character sheets, just give me concepts. Plural, given the multiple characters-per-player thing. However, I will likely only allow one real mage per player anyways, so there's that.

The Syndicate

Formed in the 1800s after Adam Smith's work shook up economics and markets forever, the Syndicate's functioning right now is more a testament to the talent of the men and women in it than the competence of Control. A hastily assembled task force of members of the High Guild, the Cabal of Pure Thought, and Difference Engineers, the Syndicate, then the Invisible Exchequers, was formed. But their control has never been fully solidified, and too often shocking revelations have kept economic control difficult. The increasing mechanization and quantification of economics gave them hope that they may have finally found what they were looking for.

But then the Great Moderation ended. And the Avatar Storm happened. The Ascension War was over... and without the protection of that war, without their astral allies, the connections between Pentex and the Special Projects Division started getting a little bit of scrutiny. Then a lot. And that's why you're here.

The Enforcers

The Enforcers are the Syndicate's 'muscle'. Although given a bad rap by the ones who work in crime, their primary raison d'etre is not criminal pursuits and thuggery. They exist largely to carry out the operations the Syndicate is uncomfortable leaving to other parties in the Technocracy that may involve violence, and lots of it. Enforcers take many forms in their sleeper facade, from Private Military Contractors to private investigators to government inspectors to cops specializing in white collar crime. The most critical mission they carry out, though, is keeping the Syndicate clear of internal threats to the sanctity of the Union and its greater mission.

The Syndicate of S:EC is made up of talent thieves and very, very cosmopolitan. The Enforcers especially, because internal affairs and investigation is one thing that Associates can do quite well, but sometimes you just have to kick down a door and how many accountant schools teach that? You might have come from Iteration X's cyborg ninja factories, or a Void Engineer Space Marine team. Maybe you were a member of BLACKWATCH Damage Control, or a ex-MiB. Or maybe you did, actually, learn how to investigate financial crime first and then learn to kick down doors later.

But in general, the Enforcers don't recruit from their own-they search out talent from other organizations and then give them incentives to work with them. So yes, you can play your Huge Gay Space Marine if you can give me a reason why he's on IA.

Characters