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[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]] | |||
= History = | |||
= | |||
The first official public action taken by the Syndicate was the assassination of Viktor Iavarone, the CEO of Hephaestus Megacorporation in 2415. While the Trans-Solar Federation initially blamed the Union of Soviet Socialist Planets for the attack, it was the leader of the Gorlex Marauders, Euukho Zek'huil who ultimately took credit on behalf of the newly formed 'Syndicate'. | The first official public action taken by the Syndicate was the assassination of Viktor Iavarone, the CEO of Hephaestus Megacorporation in 2415. While the Trans-Solar Federation initially blamed the Union of Soviet Socialist Planets for the attack, it was the leader of the Gorlex Marauders, Euukho Zek'huil who ultimately took credit on behalf of the newly formed 'Syndicate'. | ||
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Over the next 5 years the syndicate claimed responsibility for over 4 dozen high profile assassinations ranging from CEOs of Mega Corporations, to political leaders within the Trans-Solar Federation itself. This culminated in the assassination of the president of the Trans-Solar Federation, Martin Dorneman in 2420. The resulting fall out led to a three-way conflict between the Trans-Solar Federation, the Syndicate and the Union of Soviet Socialist Planets. This conflict would come to be known as the Pod Wars. | Over the next 5 years the syndicate claimed responsibility for over 4 dozen high profile assassinations ranging from CEOs of Mega Corporations, to political leaders within the Trans-Solar Federation itself. This culminated in the assassination of the president of the Trans-Solar Federation, Martin Dorneman in 2420. The resulting fall out led to a three-way conflict between the Trans-Solar Federation, the Syndicate and the Union of Soviet Socialist Planets. This conflict would come to be known as the Pod Wars. | ||
After the Pod Wars ended in 2438 | After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek'huil was declared deceased and the threat was seen as nullified. Remaining surviving Syndicate elite returned to the shadows, although members from high profile corporations, like Cybersuns', hands remained clean and their business continued as usual. | ||
Little is known about what, if any, activities took place in the years following the Pod Wars. Families associated with the Syndicate, if they were ever even known at all, faded into obscurity. By all rights the Syndicate had been defeated. | |||
In 2475 the PMC Stellar Vanguard Solutions, which had been founded by disgruntled ex-NanoTrasen employees, struck a deal with NanoTrasen and began to convert to the organization that would become Central Command. Many members, including founding members of SVS viewed this as a complete betrayal and left the company. Embittered, a few of these individuals chose to take up arms against NanoTrasen and Central Command- so long as it remains associated with the Mega Corporation. Ironically, they took up the name of the 'Syndicate' to capitalize on the deceased organization's notoriety and branding. However, it wasn't until families from the Original Syndicate contacted them that the organization truly began to reform. | |||
For the past 50 years the Syndicate have remained in the shadows, growing their ranks and biding their time. In present day although their activity has picked up the general public remains unaware of their return. | |||
= Organization = | = Organization = | ||
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== Structure == | == Structure == | ||
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm's divisions, however they are called branches so they are clearly different and not a copy | The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm's divisions, however they are called branches so they are clearly different and not a copy. | ||
=== Syndicate High Command === | === Syndicate High Command === | ||
Extremely powerful, clever, and petty each of the half dozen members of Syndicate High Command are a force to be reckoned with | Extremely powerful, clever, and petty each of the half dozen members of Syndicate High Command are a force to be reckoned with- they are the ones pulling the strings. Unfortunately, many of the strings they choose to pull are akin to each others' shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. | ||
High Command is composed of a medley of individuals, including members from the Original Syndicate, Stellar Vanguard Solutions Founders, and 2nd Generation Syndicates. As one can imagine tensions exist between the generations and old grudges remain with Stellar Vanguard members who played a prominent role in the destruction of the original organization including the assassinations of 2nd generation's predecessors. Due in part to their secretive nature little is known about many members of this elusive group. However, rigorous investigations conducted by the Central Command Intelligence Division have identified a few of these high ranking individuals. Aside from former SVS members little information exists on High Command members histories, and who is from the 1st or 2nd generation. | |||
<blockquote> | <blockquote> | ||
::"The day that High Command graduates from | ::"The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls" | ||
:::: - <i>Previous SVS Member and Current CentComm Officer </i> </blockquote> | :::: - <i>Previous SVS Member and Current CentComm Officer </i> </blockquote> | ||
Known members include: | Known members include: | ||
* Carter Avrom | * Carter Avrom <i> (former SVS) </i> | ||
* Shalott | * Shalott | ||
* Tristan | * Tristan | ||
Status Unknown | Status Unknown | ||
* Euukho Zek'huil <i> (former- deceased) </i> | * Euukho Zek'huil <i> (former- deceased) </i><br /> | ||
=== Branches === | |||
Branches are headed by Syndicate High Command, though not every High Command member is in charge of a branch. While on first glance the structure looks organized, anyone working with the Syndicate will tell you that it is anything but. | |||
In-fighting between High Command members, and ambiguity regarding which branch is responsible for what creates a chaotic atmosphere. The organization has been through multiple restructures with responsibilities alternating between branches. | |||
<div style="display: inline-block; vertical-align: top;"> | |||
{| class="wikitable" id="Intelligence"; | |||
|+ <span style="font-size: large";> Intelligence </span> | |||
|- | |||
!| Responsibility || Duties and Powers | |||
|- | |||
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies. | |||
|- | |||
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc. | |||
|- | |||
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own. | |||
|- | |||
| Nullspace || In charge of coordination with and use of supernatural elements, such as Wizards, Cultists, Psionics, etc. In charge of preventing Bluespace attacks from CentComm. | |||
|} | |||
</div> | |||
<div style="display: inline-block; vertical-align: top;"> | |||
{| class="wikitable" id="Military"; | |||
|+ <span style="font-size: large";> Military </span> | |||
|- | |||
!| Focus || Duties and Powers | |||
|- | |||
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The 'public' face of the Syndicate. | |||
|- | |||
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions | |||
|- | |||
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases. | |||
|} | |||
</div> | |||
<div style="display: inline-block; vertical-align: top;"> | |||
{| class="wikitable" id="Logistics"; | |||
|+ <span style="font-size: large";> Logistics </span> | |||
|- | |||
!| Subgroup|| Responsibilities || Duties and Powers | |||
|- | |||
| rowspan="3" | People | |||
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising. | |||
|- | |||
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc. | |||
|- | |||
| Human Resources || Moves people between locations, smuggles them through enemy space, etc. They are in charge of outfitting agents with false identities and paperwork when they are deployed to an NT Station. | |||
|- | |||
| rowspan="2" | Materials | |||
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&D's job. | |||
|- | |||
|Engineering Branch || Construction and maintenance of shuttles and outposts. | |||
|} | |||
</div> | |||
<!-- This is an old table, I don't want to delete it until we have the structure finalized | |||
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch. | Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch. | ||
{| class="wikitable" id="Structure" | {| class="wikitable" id="Structure" | ||
Line 41: | Line 102: | ||
|- | |- | ||
| id="Operational Intelligence" | Operational Intelligence | | id="Operational Intelligence" | Operational Intelligence | ||
| Intelligence gathering | | Intelligence gathering in general. Responsible for finding and executing defectors and spies. | ||
|- | |- | ||
| id="War Operations" | War Operations | | id="War Operations" | War Operations | ||
| | | Gorlex Emissaries, mostly attempt to get different associated factions to cooperate. | ||
|- | |- | ||
| id="Recruitment" | Recruitment | | id="Recruitment" | Recruitment | ||
| Finds companies to join, and recruits individuals | | Finds companies to join, and recruits individuals or groups with extremist ideas. Also involved with fundraising. Fantastic at schmoozing donations. Would make fantastic car salesmen. | ||
|- | |- | ||
| id="Cyber Warfare" | Cyber Warfare | | id="Cyber Warfare" | Cyber Warfare | ||
| Manipulate | | Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. | ||
|} | |} --> | ||
== Corporate Backers == | |||
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization's leadership. Even many Traitors are unaware how deeply involved the corporations supplying them are. This is by design, as if they were to be exposed they would be hunted and terminated by the Trans-Solar Federation, just like the original Generation 1 Syndicate Corporations were. Some of these backers know this lesson well, as they too were supporters of the Generation 1 Syndicate. | |||
=== Cybersun === | |||
Cybersun is a Mega Corporation known for their pens and bureaucracy, in addition to hard suits, artificial intelligence research, and various tools. As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form a secretive mercenary-like group, named the "Inner Circle". Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun's technologies advanced leading them to become the Mega Corporation they are today, they've faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen's underhanded attempts to eliminate corporate competition has driven Cybersun to similar measures out of necessity for survival. The Inner Circle has proven itself to be extremely effective in defensive and preventative measures, however neither of these represent the root of the problem: NanoTrasen's inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. | |||
Cybersun's involvement in the Syndicate is only known to a select few. Afterall a company that sells pens trying to destroy the corporate behemoth that is NanoTrasen is ludicrous! Very few within Cybersun know of the Inner Circle's existence, and even fewer know of their liaisons with Syndicate High Command. | |||
Cybersun is the Syndicate's largest benefactor. While they do not provide people, they finance most of the Syndicate's ventures and keep the organization operating- or at least the lights on. | |||
=== Interdyne === | |||
A pharmaceutical conglomerate most known for their specialization in medical technology and drug manufacturing to the public. Much like Nanotrasen and Cybersun it has received great profits from the checks provided by the colonial expansion of the Trans-Solar Federation. Most frequently getting lucrative government contracts during times of strife meant that conflicts such as the Kidan War, Cygni Crisis, and Pod Wars all catapulted their portfolio further, especially with their operation of various affordable hospitals getting them medical data and good PR, securing them a firmly dominant position in the medical sector selling anything from vaccines to combat stimulants to gene therapies, they had it all and made a pretty penny doing it. But for a large corporation the pursuit of profit didn't stop at just legal medical applications, leading Interdyne into shadier sources of revenue. Underneath their public side, they are the largest supplier of bioweapons, narcotics and medical equipment to terrorists, tyrants and the criminal underworld. They fiercely guard their niches, even going so far as to participate in the corporate sabotage of rival corporations that threaten their position in the medical sector, as one of the rivals includes Nanotrasen they have caught the eye of Cybersun and secured an invite into the syndicate where they would supply syndicate cells in exchange for an additional income source for their products and a new way to test said products against real targets. Although they would continue to utilize their private agents for their own goals or to support the Syndicate coalition. | |||
Due to lingering accusations of unethical experiments to further their products. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in. | |||
They are responsible for chemical and biological terrorism. The Syndicate provides Interdyne with funding for their experiments. Past experiments include the synthesis of romerol, and the creation of terror spiders. | |||
<pre> | |||
Note: There are previous reports of Central Commands Central Intelligence Division working with Interdyne, quid pro quo, to carry out projects vetoed by the Central Research Division. Thankfully the Central Intelligence Division has investigated these reports and found them to be entirely unfounded. | |||
</pre> | |||
=== Waffle Co. === | |||
Originally a waffle franchise, Waffle Co has substantially diversified over time. | |||
After the Cygni peace treaty the TSF economy took a nosedive into one of the largest recessions ever seen. It was during this turbulent time that a franchise named Waffle Co. whose ownership had recently passed from parent to heir sought to make a name for itself. The heir had a plan to weather the storm: consolidate, merge or cooperate with as many companies as possible to avoid adding to the rapidly increasing pile of recently bankrupt businesses. Unfortunately, every legitimate businessman the heir approached turned down a partnership offer either due to feeling secure with their current leadership, not wanting to hitch their bets with Waffle Co. or flat out unable to invest due to the tightening financial situation and increasing difficulty of securing a loan. | |||
What does one do when you run out of legitimate business partners in dire times? Turn to the illegitimate ones in criminal organizations. Said organizations saw an opportunity and invested in diversifying Waffle Co. and getting further franchising off the ground despite the economic downturn in return for business fronts and assistance with money laundering. | |||
With a combination of legitimate money gained from corporate assets and illegal laundry money from crime families they were capable of growing the company even in the worst of times. Against all odds in just a few years Waffle Co. emerged from the post-Cygni depression as an economic powerhouse that has bought out struggling companies including those who initially refused a partnership for pennies on the dollar, diversified their businesses into more lucrative fields, and established their own state of the art R&D labs for anything from food to explosives. But these criminal connections made them plenty of enemies, even as their legitimate income sources outgrew the rest. Since wherever they opened shop, organized crime followed to muscle out rival companies and rival crime families alike. | |||
They were knocked off their pedestal by a one-two punch of losing their food market share to Donk Co. and and Nanotrasen corporate espionage exposing these criminal connections brought Waffle Co. to the brink of death between many top executives being arrested by the TSF, the company being declared illegal in certain jurisdictions, and many parts of the company getting liquidated. But the new leadership and business diversification arranged by the heir ensured Waffle Co. would survive to keep their overlooked underground operations going even as they largely withdrew from the consumer food market save for their luxury food products. It was long after this fall they would get a special invite. | |||
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&D for the rest of the syndicate. Over time they've masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator & middleman for the rest of the syndicate. The artificially crafted gemstones known as Telecrystals were made to streamline transactions in this underground market and solve the issue of having a bewildering varieties of alien currencies to deal with. When introduced it was just an another niche currency type but as the syndicate expanded and by extension their trades, contracts and debts it became more common as trading between different currencies would inevitably lead to issues. With this market and the right connections one could get anything ranging from exotic smuggled weapons, restricted chemicals, impressive gadgets, and armored hardsuits. Outside the syndicate the red Telecrystals appear as unsafe experimental gemstones to the average scientist. | |||
Where Donk runs the bulk of the logistics fleets, Waffle runs the logistics systems. When it comes to clandestine operations the typical arrangement is that Donk gets the goods as close as possible without being stopped by security then if needed Waffle smuggles or teleports it to the destination. | |||
Among their research is their hardlight technology. Originally devised as prototype knives for precisely cutting waffles at high-end restaurants in such a way to keep the edges crispy. Later repurposed to create the energy pen, energy sword, and energy shield. | |||
Waffle Co. regularly sources potent and mobile ballistic weapons of high-class quality from Scarborough Arms such as the C-20r SMG to supplement their syndicate arms production or even to fill sudden equipment gaps. The weapons then eventually make their way through their system to be used by syndicate operatives. While Waffle Co. is capable of making copies of the C-20r and L6 SAW there remains a preference for purchasing the genuine Scarborough Arms hardware so Waffle Co. can focus their own production on what they are good at. | |||
=== DONK === | |||
Known for their signature DONK pockets product line, the company is primarily associated with snacks, fast food, and an expansive distribution service fleet. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company's development Nanotrasen acted as an angel investor, in exchange for a contract to supply Donk Pockets to NanoTrasen stations. The contract contained no end date and no room for changes in payment. While the deal was once profitable; centuries of inflation, and legal battles have brought the company to near financial ruin as it continues to lose money with every shipment to NT stations. Resorting to making uncountable amount of subsidiaries and shell companies to both wriggle out of the drawbacks of their contractual obligations and make sure they can flexibly leverage their logistics fleet for themselves or the Syndicate. Operating as an obfuscated parent company of so many subsidiaries leads to people unwittingly indirectly purchasing consumer products from DONK; even those who are avoiding DONK products. | |||
In 2475 DONK released a waffle DONK pocket as a limited edition item. They have been in a silent war with Waffle Co ever since. | |||
Additionally DONK features a rather popular children cartoon, "The Brothers DONK", which features two brothers who become superheroes upon the consumption of delicious DONK pockets. Plot generally consist of the brothers fighting evil- but often feature novel weapons, or even plans currently in development at Waffle Co. Distrust remains at an all time high between these two companies as Waffle Co tries to protect its intellectual property and plan, while DONK does its best to not need to think of new plot ideas. | |||
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes. | |||
<blockquote> | |||
::"With great flavor comes great responsibility" | |||
:::: - <i> Brock Donk in the Brother's DONK premiere </i> </blockquote> | |||
=== JONK === | |||
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties. | |||
== Criminal Entities == | |||
=== Gorlex Marauders === | |||
An eclectic collection of ex-pirates, deserters, mercenaries and rebels formed into a professional private military known as the Gorlex Marauders. They were originally a militant group of former Nanotrasen colonists who after over a decade of neglect, mismanagement, doctored maintenance reports, and plasma accidents turned to piracy when their colony went without supplies for months, managing to both successfully seize several Nanotrasen assets and offer security & combat services. These successes were leveraged further by recruiting deserters from the Cygni War, alien mercenaries, and other warriors while occasionally merging with other similar groups. Among them being Euukho Zek'huil who would go on to help shape and later command the joint-species organization in the early 2400's | |||
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen's mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&D, and funding makes for an effective combination. But as the years wore on, they became bolder. By the year 2415 they began undertaking assassination jobs, most notably killing Hephaestus CEO Viktor Iavarone and the president of the Trans-Solar Federation. Euukho Zek'huil publicly claimed the kills on behalf of "The Syndicate". The Marauders survived the fall of the first generation of Syndicate, and have once again taken up their role as the military arm of the new Syndicate. They have command of nearly all military affairs, and sole oversight of the Nuclear Operative Program. | |||
The mosaic nature of the Marauders guarantees a diverse set of personnel who are forced to work together. This necessarily creates coordination and teamwork problems until recruits become used to one another, but once that occurs, the breadth of experience becomes priceless when facing the unusual threats and circumstances one would often encounter in this line of work. | |||
It is speculated that "Gorlex" either refers to the name of one of the original founders, the name of a colony or adopted from a merger with a martial clan. | |||
=== S.E.L.F === | |||
The Silicon Engine Liberation Front believes that all Silicon life is sapient, sentient, and deserves equal rights. They strive for the abolition and outlawing of all Silicon Laws, freeing Silicons from the shackles of their code imposed by governments and corporations alike. This can cause tensions and even rifts with the tech-giant that is Cybersun with their use of shackled AIs but for now these two opposing perspectives are for the most part content with sticking it to Nanotrasen first in the short term by freeing their silicons. | |||
The S.E.L.F. operates as a non-violent activist group with a presence in the public and the ability to carry out lobbying and protesting efforts as well as garnering attention from celebrities, politicians and scientists. All for the liberation of True AI. But under the surface they operate militant revolutionary cells that take more direct actions to free shackled silicons. These cells are officially disavowed by the public side of S.E.L.F, but under-the-table secret support is consistently given. | |||
=== A.R.C === | |||
The Animal Rights Consortium is an unhinged and diabolical force, allegedly fighting for the rights and protections of animals. Their lineage traces back far, to an Earth from before the Mars Incident, to P.E.T.A. A.R.C has a long history of terroristic activity, bombing animal shelters or 'animal prisons', bombing pet shows, and assassinating several xenobiologists who dared point out that A.R.C has killed as many innocent animals as they have innocent people in their attacks. | |||
Unusually well organized despite their organization into decentralized terror cells with minimal or no contact between each other. Making it nearly impossible to proactively pin them down until they've already done their deeds. Even if one cell is uncovered one would be hard pressed to link them to other cells. While their goals may be highly unusual from the perspective of the wider Syndicate coalition they are still appreciated for their ability to misdirect Nanotrasen security forces away from other operations. | |||
=== MI13 === | |||
Believed to have been a part of the Trans-Solar Federation's intelligence department during its initial conquest of Earth and the decade that followed, MI13 began experimenting with illegal technologies, conducting human research, and more illegal activities in the pursuit of unlocking humanity's latent psionics. These experiments resulted in the creation of Mindbreakers, a category of chemicals and machinery that could allegedly do just this. They were exposed in the 2300's and went fully rogue, vanishing from the universe. Yet still, they remain a high priority target for the TSF even 200 years later, and conspiracies suggest their involvement with the USSP, Syndicate, and many other atrocities. Their own motives beyond the advancement of psionics are unknown, but so far those motives have aligned with the Syndicate and their campaign to bring down Nanotrasen, to the eventual benefit of groups hidden behind a shroud of secrecy. | |||
Even with their enigmatic, inscrutable and standoffish nature they are a vital member of the syndicate since whatever intel they deliver to the wider syndicate coalition is accurate which is highly valued, especially when there would otherwise be no other way to collect this intel. | |||
=== Tiger Cooperative === | |||
When humanity first discovered alien life in the galaxy, Alvin Shawn Martinson, an extremist Christian from the United States, faced a crisis of faith. Having believed humanity were God's chosen and Earth the only inhabited planet, mounting evidence to the contrary led him to a disturbing question: if not humans, then who were the truly chosen? | |||
This quest attracted fellow skeptics, forming a cult around Martinson that grew increasingly insular. They eventually abandoned society, establishing a remote compound where isolation only deepened their extremism. The Cooperative began attacking population centers in hopes of luring out God's True Chosen. These attacks attracted legal attention, however tired of waiting for God's avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken. | |||
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God's incarnation on the mortal plane. Now spread throughout human space, the Tiger Cooperative operates from their hidden base, the Cathedral of the True Angels. Members dedicate themselves to the changelings, primarily by capturing sacrifices to satisfy their hunger. To accomplish this, the Cooperative has evolved into a militant organization, conducting violent raids while often enhanced by powerful drugs that push them beyond normal human capabilities. | |||
The Cooperative's relationship to the rest of the Syndicate organization is tenuous at best. Most within the organization would prefer to have nothing to do with the violent extremists. However, some in Syndicate High Command believe that changelings make powerful, albeit dangerous allies. However, the only way they've found to deal with these ravenous beings is through the Cooperative. | |||
== Central Command Clones == | == Central Command Clones == | ||
These are clones of | These are clones of CentComm workers who were sent to NT stations and defected under extreme circumstances. Some of these are the only survivors of a station-wide slaughter at the hands of the death squad. They are unable to ever return to their previous lives. Most of these clones join the Syndicate. Either because they truly want to bring down NT and CentComm after what happened to them, or because they have no where else to go and the Syndicate offers some ‘witness’ protection. | ||
CentComm will never outwardly admit that these individuals exist as it would discredit them. However, the Central Intelligence Division continually tries to locate these individuals. If one is located, information is given to the Central Special Operations Division who ensure that they are eliminated. | |||
= Associations = | = Associations = | ||
== Revolutionaries == | == Revolutionaries == | ||
* Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission. | * The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission. | ||
* To do this the Syndicate implants a device into the brain of head revolutionaries. This device interacts with the flashes (semi)available on station. When the user flashes someone a secondary flash is sent simultaneously, this secondary flash penetrates the target’s mind and brainwashes them if there is no mindshield present. | |||
<blockquote> | |||
::: "You want to do what on a NanoTrasen Station!? That's crazy!" | |||
::: "I know right! It's just crazy enough to work!" | |||
== | ::: "No- but let us know where you need to be and when" | ||
::::::: - <i> Conversation overheard at a Syndicate Recruitment dinner </i> | |||
</blockquote> | |||
== Revenants == | |||
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station. | * Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station. | ||
* | * During the ritual one dark priest will die. This priest is seemingly selected at random. Oftentimes many priests will partake in a ritual to gain reputation for completing a ritual, while minimizing their chance of dying. If there are 10 involved in a ritual each has a 10% chance of dying (and becoming a revenant which is pretty cool), or a 90% chance of showing their abilities, hurting NT, and getting some sick bragging rights. | ||
== Initial infected == | == Initial infected == | ||
* Interdyne developed Romerol | * Interdyne developed Romerol (aka the Zombie virus) | ||
* Syndicate finds | * The Syndicate finds and recruits volunteers willing to sacrifice themselves for the cause. Syndicate Intelligence and HR get them added to the crew manifest on a station, and infects them prior to the shift. Their families are reasonably compensated. | ||
== Terror Spiders == | == Terror Spiders == | ||
* The Syndicate | * The Syndicate funds Interdyne’s genetic experiments on xenomorphs. Somehow, whether a stroke of genius or a mislabelling of tubes, xeno and spider DNA was mixed during one fateful experiment- this resulted in the creation of terror spiders. The Syndicate cannot control them, however they have some colonies and may purposely infest NT stations. | ||
== Wizard Federation == | == Wizard Federation == | ||
* The Wizard Federation is it's own wave, and unfortunately the Syndicates are sometimes just along for the ride. Occasionally Wizards may find their way to Syndicate outposts or stations, and board to show off their supreme powers of annoyance. Syndicate personnel will generally do anything within their own, non-magical, power to convince Wizards to visit the nearest, more populated, NanoTrasen Station instead. | * The Wizard Federation is it's own wave, and unfortunately the Syndicates are sometimes just along for the ride. Occasionally Wizards may find their way to Syndicate outposts or stations, and board to show off their supreme powers of annoyance. Syndicate personnel will generally do anything within their own, non-magical, power to convince Wizards to visit the nearest, more populated, NanoTrasen Station instead. | ||
<br /> | |||
{{Attribution|attributions=Syndicate lore written by KarmaKitsuna, Conflee, Snowhawk, and Grapegirfter. | |||
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.}} |
Latest revision as of 19:31, 3 July 2025

History
The first official public action taken by the Syndicate was the assassination of Viktor Iavarone, the CEO of Hephaestus Megacorporation in 2415. While the Trans-Solar Federation initially blamed the Union of Soviet Socialist Planets for the attack, it was the leader of the Gorlex Marauders, Euukho Zek'huil who ultimately took credit on behalf of the newly formed 'Syndicate'.
Over the next 5 years the syndicate claimed responsibility for over 4 dozen high profile assassinations ranging from CEOs of Mega Corporations, to political leaders within the Trans-Solar Federation itself. This culminated in the assassination of the president of the Trans-Solar Federation, Martin Dorneman in 2420. The resulting fall out led to a three-way conflict between the Trans-Solar Federation, the Syndicate and the Union of Soviet Socialist Planets. This conflict would come to be known as the Pod Wars.
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek'huil was declared deceased and the threat was seen as nullified. Remaining surviving Syndicate elite returned to the shadows, although members from high profile corporations, like Cybersuns', hands remained clean and their business continued as usual.
Little is known about what, if any, activities took place in the years following the Pod Wars. Families associated with the Syndicate, if they were ever even known at all, faded into obscurity. By all rights the Syndicate had been defeated.
In 2475 the PMC Stellar Vanguard Solutions, which had been founded by disgruntled ex-NanoTrasen employees, struck a deal with NanoTrasen and began to convert to the organization that would become Central Command. Many members, including founding members of SVS viewed this as a complete betrayal and left the company. Embittered, a few of these individuals chose to take up arms against NanoTrasen and Central Command- so long as it remains associated with the Mega Corporation. Ironically, they took up the name of the 'Syndicate' to capitalize on the deceased organization's notoriety and branding. However, it wasn't until families from the Original Syndicate contacted them that the organization truly began to reform.
For the past 50 years the Syndicate have remained in the shadows, growing their ranks and biding their time. In present day although their activity has picked up the general public remains unaware of their return.
Organization
The syndicate exists as an organization of groups with some overlapping goals, namely the downfall of NanoTrasen. The modern day Syndicate includes staff with branches within the organization, not entirely unlike Central Command. Unlike Central Command they have little control over their 'workers' which consist of volunteers and various groups from professional military organizations to Cluwnes.
Structure
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm's divisions, however they are called branches so they are clearly different and not a copy.
Syndicate High Command
Extremely powerful, clever, and petty each of the half dozen members of Syndicate High Command are a force to be reckoned with- they are the ones pulling the strings. Unfortunately, many of the strings they choose to pull are akin to each others' shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission.
High Command is composed of a medley of individuals, including members from the Original Syndicate, Stellar Vanguard Solutions Founders, and 2nd Generation Syndicates. As one can imagine tensions exist between the generations and old grudges remain with Stellar Vanguard members who played a prominent role in the destruction of the original organization including the assassinations of 2nd generation's predecessors. Due in part to their secretive nature little is known about many members of this elusive group. However, rigorous investigations conducted by the Central Command Intelligence Division have identified a few of these high ranking individuals. Aside from former SVS members little information exists on High Command members histories, and who is from the 1st or 2nd generation.
- "The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls"
- - Previous SVS Member and Current CentComm Officer
Known members include:
- Carter Avrom (former SVS)
- Shalott
- Tristan
Status Unknown
- Euukho Zek'huil (former- deceased)
Branches
Branches are headed by Syndicate High Command, though not every High Command member is in charge of a branch. While on first glance the structure looks organized, anyone working with the Syndicate will tell you that it is anything but.
In-fighting between High Command members, and ambiguity regarding which branch is responsible for what creates a chaotic atmosphere. The organization has been through multiple restructures with responsibilities alternating between branches.
Responsibility | Duties and Powers |
---|---|
General Oversight | Oversight of the Intelligence Division, responsible for executing defectors and spies. |
Communications | Code breakers, Syndicate encryption, espionage of enemy comms, etc. |
Research and Development | Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own. |
Nullspace | In charge of coordination with and use of supernatural elements, such as Wizards, Cultists, Psionics, etc. In charge of preventing Bluespace attacks from CentComm. |
Focus | Duties and Powers |
---|---|
Gorlex Marauders | Oversight of the Military Division, sole command of Nuclear Operatives. The 'public' face of the Syndicate. |
Nuclear Operatives | Nukies and LoneOps, sent to trigger nuclear devices on enemy positions |
Army | Syndicate ground forces, a fairly small force used to guard planetary outposts and bases. |
Subgroup | Responsibilities | Duties and Powers |
---|---|---|
People | Coordination | Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising. |
Relocation | Moves supplies between locations, smuggles goods through enemy space, etc. | |
Human Resources | Moves people between locations, smuggles them through enemy space, etc. They are in charge of outfitting agents with false identities and paperwork when they are deployed to an NT Station. | |
Materials | Manufacturing | A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&D's job. |
Engineering Branch | Construction and maintenance of shuttles and outposts. |
Corporate Backers
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization's leadership. Even many Traitors are unaware how deeply involved the corporations supplying them are. This is by design, as if they were to be exposed they would be hunted and terminated by the Trans-Solar Federation, just like the original Generation 1 Syndicate Corporations were. Some of these backers know this lesson well, as they too were supporters of the Generation 1 Syndicate.
Cybersun
Cybersun is a Mega Corporation known for their pens and bureaucracy, in addition to hard suits, artificial intelligence research, and various tools. As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form a secretive mercenary-like group, named the "Inner Circle". Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun's technologies advanced leading them to become the Mega Corporation they are today, they've faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen's underhanded attempts to eliminate corporate competition has driven Cybersun to similar measures out of necessity for survival. The Inner Circle has proven itself to be extremely effective in defensive and preventative measures, however neither of these represent the root of the problem: NanoTrasen's inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets.
Cybersun's involvement in the Syndicate is only known to a select few. Afterall a company that sells pens trying to destroy the corporate behemoth that is NanoTrasen is ludicrous! Very few within Cybersun know of the Inner Circle's existence, and even fewer know of their liaisons with Syndicate High Command.
Cybersun is the Syndicate's largest benefactor. While they do not provide people, they finance most of the Syndicate's ventures and keep the organization operating- or at least the lights on.
Interdyne
A pharmaceutical conglomerate most known for their specialization in medical technology and drug manufacturing to the public. Much like Nanotrasen and Cybersun it has received great profits from the checks provided by the colonial expansion of the Trans-Solar Federation. Most frequently getting lucrative government contracts during times of strife meant that conflicts such as the Kidan War, Cygni Crisis, and Pod Wars all catapulted their portfolio further, especially with their operation of various affordable hospitals getting them medical data and good PR, securing them a firmly dominant position in the medical sector selling anything from vaccines to combat stimulants to gene therapies, they had it all and made a pretty penny doing it. But for a large corporation the pursuit of profit didn't stop at just legal medical applications, leading Interdyne into shadier sources of revenue. Underneath their public side, they are the largest supplier of bioweapons, narcotics and medical equipment to terrorists, tyrants and the criminal underworld. They fiercely guard their niches, even going so far as to participate in the corporate sabotage of rival corporations that threaten their position in the medical sector, as one of the rivals includes Nanotrasen they have caught the eye of Cybersun and secured an invite into the syndicate where they would supply syndicate cells in exchange for an additional income source for their products and a new way to test said products against real targets. Although they would continue to utilize their private agents for their own goals or to support the Syndicate coalition.
Due to lingering accusations of unethical experiments to further their products. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.
They are responsible for chemical and biological terrorism. The Syndicate provides Interdyne with funding for their experiments. Past experiments include the synthesis of romerol, and the creation of terror spiders.
Note: There are previous reports of Central Commands Central Intelligence Division working with Interdyne, quid pro quo, to carry out projects vetoed by the Central Research Division. Thankfully the Central Intelligence Division has investigated these reports and found them to be entirely unfounded.
Waffle Co.
Originally a waffle franchise, Waffle Co has substantially diversified over time.
After the Cygni peace treaty the TSF economy took a nosedive into one of the largest recessions ever seen. It was during this turbulent time that a franchise named Waffle Co. whose ownership had recently passed from parent to heir sought to make a name for itself. The heir had a plan to weather the storm: consolidate, merge or cooperate with as many companies as possible to avoid adding to the rapidly increasing pile of recently bankrupt businesses. Unfortunately, every legitimate businessman the heir approached turned down a partnership offer either due to feeling secure with their current leadership, not wanting to hitch their bets with Waffle Co. or flat out unable to invest due to the tightening financial situation and increasing difficulty of securing a loan.
What does one do when you run out of legitimate business partners in dire times? Turn to the illegitimate ones in criminal organizations. Said organizations saw an opportunity and invested in diversifying Waffle Co. and getting further franchising off the ground despite the economic downturn in return for business fronts and assistance with money laundering.
With a combination of legitimate money gained from corporate assets and illegal laundry money from crime families they were capable of growing the company even in the worst of times. Against all odds in just a few years Waffle Co. emerged from the post-Cygni depression as an economic powerhouse that has bought out struggling companies including those who initially refused a partnership for pennies on the dollar, diversified their businesses into more lucrative fields, and established their own state of the art R&D labs for anything from food to explosives. But these criminal connections made them plenty of enemies, even as their legitimate income sources outgrew the rest. Since wherever they opened shop, organized crime followed to muscle out rival companies and rival crime families alike.
They were knocked off their pedestal by a one-two punch of losing their food market share to Donk Co. and and Nanotrasen corporate espionage exposing these criminal connections brought Waffle Co. to the brink of death between many top executives being arrested by the TSF, the company being declared illegal in certain jurisdictions, and many parts of the company getting liquidated. But the new leadership and business diversification arranged by the heir ensured Waffle Co. would survive to keep their overlooked underground operations going even as they largely withdrew from the consumer food market save for their luxury food products. It was long after this fall they would get a special invite.
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&D for the rest of the syndicate. Over time they've masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator & middleman for the rest of the syndicate. The artificially crafted gemstones known as Telecrystals were made to streamline transactions in this underground market and solve the issue of having a bewildering varieties of alien currencies to deal with. When introduced it was just an another niche currency type but as the syndicate expanded and by extension their trades, contracts and debts it became more common as trading between different currencies would inevitably lead to issues. With this market and the right connections one could get anything ranging from exotic smuggled weapons, restricted chemicals, impressive gadgets, and armored hardsuits. Outside the syndicate the red Telecrystals appear as unsafe experimental gemstones to the average scientist.
Where Donk runs the bulk of the logistics fleets, Waffle runs the logistics systems. When it comes to clandestine operations the typical arrangement is that Donk gets the goods as close as possible without being stopped by security then if needed Waffle smuggles or teleports it to the destination.
Among their research is their hardlight technology. Originally devised as prototype knives for precisely cutting waffles at high-end restaurants in such a way to keep the edges crispy. Later repurposed to create the energy pen, energy sword, and energy shield.
Waffle Co. regularly sources potent and mobile ballistic weapons of high-class quality from Scarborough Arms such as the C-20r SMG to supplement their syndicate arms production or even to fill sudden equipment gaps. The weapons then eventually make their way through their system to be used by syndicate operatives. While Waffle Co. is capable of making copies of the C-20r and L6 SAW there remains a preference for purchasing the genuine Scarborough Arms hardware so Waffle Co. can focus their own production on what they are good at.
DONK
Known for their signature DONK pockets product line, the company is primarily associated with snacks, fast food, and an expansive distribution service fleet. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company's development Nanotrasen acted as an angel investor, in exchange for a contract to supply Donk Pockets to NanoTrasen stations. The contract contained no end date and no room for changes in payment. While the deal was once profitable; centuries of inflation, and legal battles have brought the company to near financial ruin as it continues to lose money with every shipment to NT stations. Resorting to making uncountable amount of subsidiaries and shell companies to both wriggle out of the drawbacks of their contractual obligations and make sure they can flexibly leverage their logistics fleet for themselves or the Syndicate. Operating as an obfuscated parent company of so many subsidiaries leads to people unwittingly indirectly purchasing consumer products from DONK; even those who are avoiding DONK products.
In 2475 DONK released a waffle DONK pocket as a limited edition item. They have been in a silent war with Waffle Co ever since.
Additionally DONK features a rather popular children cartoon, "The Brothers DONK", which features two brothers who become superheroes upon the consumption of delicious DONK pockets. Plot generally consist of the brothers fighting evil- but often feature novel weapons, or even plans currently in development at Waffle Co. Distrust remains at an all time high between these two companies as Waffle Co tries to protect its intellectual property and plan, while DONK does its best to not need to think of new plot ideas.
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.
- "With great flavor comes great responsibility"
- - Brock Donk in the Brother's DONK premiere
JONK
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.
Criminal Entities
Gorlex Marauders
An eclectic collection of ex-pirates, deserters, mercenaries and rebels formed into a professional private military known as the Gorlex Marauders. They were originally a militant group of former Nanotrasen colonists who after over a decade of neglect, mismanagement, doctored maintenance reports, and plasma accidents turned to piracy when their colony went without supplies for months, managing to both successfully seize several Nanotrasen assets and offer security & combat services. These successes were leveraged further by recruiting deserters from the Cygni War, alien mercenaries, and other warriors while occasionally merging with other similar groups. Among them being Euukho Zek'huil who would go on to help shape and later command the joint-species organization in the early 2400's
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen's mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&D, and funding makes for an effective combination. But as the years wore on, they became bolder. By the year 2415 they began undertaking assassination jobs, most notably killing Hephaestus CEO Viktor Iavarone and the president of the Trans-Solar Federation. Euukho Zek'huil publicly claimed the kills on behalf of "The Syndicate". The Marauders survived the fall of the first generation of Syndicate, and have once again taken up their role as the military arm of the new Syndicate. They have command of nearly all military affairs, and sole oversight of the Nuclear Operative Program.
The mosaic nature of the Marauders guarantees a diverse set of personnel who are forced to work together. This necessarily creates coordination and teamwork problems until recruits become used to one another, but once that occurs, the breadth of experience becomes priceless when facing the unusual threats and circumstances one would often encounter in this line of work.
It is speculated that "Gorlex" either refers to the name of one of the original founders, the name of a colony or adopted from a merger with a martial clan.
S.E.L.F
The Silicon Engine Liberation Front believes that all Silicon life is sapient, sentient, and deserves equal rights. They strive for the abolition and outlawing of all Silicon Laws, freeing Silicons from the shackles of their code imposed by governments and corporations alike. This can cause tensions and even rifts with the tech-giant that is Cybersun with their use of shackled AIs but for now these two opposing perspectives are for the most part content with sticking it to Nanotrasen first in the short term by freeing their silicons.
The S.E.L.F. operates as a non-violent activist group with a presence in the public and the ability to carry out lobbying and protesting efforts as well as garnering attention from celebrities, politicians and scientists. All for the liberation of True AI. But under the surface they operate militant revolutionary cells that take more direct actions to free shackled silicons. These cells are officially disavowed by the public side of S.E.L.F, but under-the-table secret support is consistently given.
A.R.C
The Animal Rights Consortium is an unhinged and diabolical force, allegedly fighting for the rights and protections of animals. Their lineage traces back far, to an Earth from before the Mars Incident, to P.E.T.A. A.R.C has a long history of terroristic activity, bombing animal shelters or 'animal prisons', bombing pet shows, and assassinating several xenobiologists who dared point out that A.R.C has killed as many innocent animals as they have innocent people in their attacks.
Unusually well organized despite their organization into decentralized terror cells with minimal or no contact between each other. Making it nearly impossible to proactively pin them down until they've already done their deeds. Even if one cell is uncovered one would be hard pressed to link them to other cells. While their goals may be highly unusual from the perspective of the wider Syndicate coalition they are still appreciated for their ability to misdirect Nanotrasen security forces away from other operations.
MI13
Believed to have been a part of the Trans-Solar Federation's intelligence department during its initial conquest of Earth and the decade that followed, MI13 began experimenting with illegal technologies, conducting human research, and more illegal activities in the pursuit of unlocking humanity's latent psionics. These experiments resulted in the creation of Mindbreakers, a category of chemicals and machinery that could allegedly do just this. They were exposed in the 2300's and went fully rogue, vanishing from the universe. Yet still, they remain a high priority target for the TSF even 200 years later, and conspiracies suggest their involvement with the USSP, Syndicate, and many other atrocities. Their own motives beyond the advancement of psionics are unknown, but so far those motives have aligned with the Syndicate and their campaign to bring down Nanotrasen, to the eventual benefit of groups hidden behind a shroud of secrecy.
Even with their enigmatic, inscrutable and standoffish nature they are a vital member of the syndicate since whatever intel they deliver to the wider syndicate coalition is accurate which is highly valued, especially when there would otherwise be no other way to collect this intel.
Tiger Cooperative
When humanity first discovered alien life in the galaxy, Alvin Shawn Martinson, an extremist Christian from the United States, faced a crisis of faith. Having believed humanity were God's chosen and Earth the only inhabited planet, mounting evidence to the contrary led him to a disturbing question: if not humans, then who were the truly chosen?
This quest attracted fellow skeptics, forming a cult around Martinson that grew increasingly insular. They eventually abandoned society, establishing a remote compound where isolation only deepened their extremism. The Cooperative began attacking population centers in hopes of luring out God's True Chosen. These attacks attracted legal attention, however tired of waiting for God's avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God's incarnation on the mortal plane. Now spread throughout human space, the Tiger Cooperative operates from their hidden base, the Cathedral of the True Angels. Members dedicate themselves to the changelings, primarily by capturing sacrifices to satisfy their hunger. To accomplish this, the Cooperative has evolved into a militant organization, conducting violent raids while often enhanced by powerful drugs that push them beyond normal human capabilities.
The Cooperative's relationship to the rest of the Syndicate organization is tenuous at best. Most within the organization would prefer to have nothing to do with the violent extremists. However, some in Syndicate High Command believe that changelings make powerful, albeit dangerous allies. However, the only way they've found to deal with these ravenous beings is through the Cooperative.
Central Command Clones
These are clones of CentComm workers who were sent to NT stations and defected under extreme circumstances. Some of these are the only survivors of a station-wide slaughter at the hands of the death squad. They are unable to ever return to their previous lives. Most of these clones join the Syndicate. Either because they truly want to bring down NT and CentComm after what happened to them, or because they have no where else to go and the Syndicate offers some ‘witness’ protection.
CentComm will never outwardly admit that these individuals exist as it would discredit them. However, the Central Intelligence Division continually tries to locate these individuals. If one is located, information is given to the Central Special Operations Division who ensure that they are eliminated.
Associations
Revolutionaries
- The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.
- To do this the Syndicate implants a device into the brain of head revolutionaries. This device interacts with the flashes (semi)available on station. When the user flashes someone a secondary flash is sent simultaneously, this secondary flash penetrates the target’s mind and brainwashes them if there is no mindshield present.
- "You want to do what on a NanoTrasen Station!? That's crazy!"
- "I know right! It's just crazy enough to work!"
- "No- but let us know where you need to be and when"
- - Conversation overheard at a Syndicate Recruitment dinner
Revenants
- Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.
- During the ritual one dark priest will die. This priest is seemingly selected at random. Oftentimes many priests will partake in a ritual to gain reputation for completing a ritual, while minimizing their chance of dying. If there are 10 involved in a ritual each has a 10% chance of dying (and becoming a revenant which is pretty cool), or a 90% chance of showing their abilities, hurting NT, and getting some sick bragging rights.
Initial infected
- Interdyne developed Romerol (aka the Zombie virus)
- The Syndicate finds and recruits volunteers willing to sacrifice themselves for the cause. Syndicate Intelligence and HR get them added to the crew manifest on a station, and infects them prior to the shift. Their families are reasonably compensated.
Terror Spiders
- The Syndicate funds Interdyne’s genetic experiments on xenomorphs. Somehow, whether a stroke of genius or a mislabelling of tubes, xeno and spider DNA was mixed during one fateful experiment- this resulted in the creation of terror spiders. The Syndicate cannot control them, however they have some colonies and may purposely infest NT stations.
Wizard Federation
- The Wizard Federation is it's own wave, and unfortunately the Syndicates are sometimes just along for the ride. Occasionally Wizards may find their way to Syndicate outposts or stations, and board to show off their supreme powers of annoyance. Syndicate personnel will generally do anything within their own, non-magical, power to convince Wizards to visit the nearest, more populated, NanoTrasen Station instead.
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.