N.A.A.T International Intelligence International Syndicate.
Pre Rifts Earth
N.A.A.T was North American Armored Transport origins. It stared in the fall of mankind’s civilization Chaos Earth . When it hit North America, there was base that contain a vast underground hidden from the rest of the world a massive storage base able to survive even a direct nuclear strike. This base contain a massive amount of old U.S.A military vehicles been retrofit or been use for recycling. This was via the help of
ArmTech , USA and CANADA and NATO government refitting or making a stopping gap for S.D.C to become M.D.C for various reasons . Here there were
Marine, Army, Navy, Air Force and N.E.M.A personal and equipment . As well as test bed for other military vehicles been tested to replace many of the old M.D.C stopping gap tech and sell to allies as well .Many of the vehicles of old Pre-rifts were an example Abrams Battle Tank, Hummer, Special Ops Dune Buggy, A-10 Improved Thunderbolt II Fighter, Hercules Airplane, Apache Helicopter, Chinook, M48A3 Main Battle Tank, and Bradley’s are a few examples that we transformed to M.DC combat vehicles .They contain from M.D.C convectional weapons to rail guns and energy weapons too. The replacement form using fossil fuels to other forms was critical during Chaos earth as well. Many will be later found in depots across north America and other allied countries and
G.A.W will find these (Sierra Army Depot or SIAD or renames of war machines as US Military Depots
USMD) for the old USA 300 plus years into the future. On top other combat vehicles power armored and giant robots too were instrumental at the time.
This base is located and you call on this on location , but massive underground contain a ridicules amount of engineers and other personal as mention above. Other military vehicles in the pipeline that are been added to the US military and later recovered in rifts earth 300 years later are Iron Hammer Main Battle Tank, Iron Fist Medium Tank, Iron Bolt Missile Vehicle, Iron Maiden APC-10, Grey Falcon Attack Jet,, AC-29 Air Castle Bomber, lion Eagle Attack Helicopter, Iron Heart Torpedoes, Black Eel Torpedo Boat, Triton Patrol Boat and Sea King Missile Cruiser just mentioning a few.
Chaos Earth when all went South way south!!!
The base was ready for this at all times the base was well established and grounded what to do. The Doomsday scenario became real. The only thing it had to hunker down first and get base line f what was going on to North America first from a Nuclear war, Yellow stone national park to alien invasion for other world was the final conclusion and then got ready to prep. This cause a massive delay as to hunker down they could in theory hold for 300 plus years but if they to action that change everything and be able to hold for 300 years. But hearing the calls for help and massive armed forces it was the base commander asking the base on a vote either go out an do help and rescue operations or hold till the Chaos stop on earth. So the result came 63 percent to go and help or die trying and 43 percent to stay and hold. The base commander broke in two parts one that would go and set a base in the west or mid-west away from the coasts and leave behind the rest 43 percent behind in case they were lost in the Chaos. This would stay behind and will be found by N.A.AT 300 PLUS YEARS !!!!it was sad reunion but lived.
Departure
This time the combine force of the U
S Armies Marine, Army, Navy , Air Force ,N.E.MA personal and
Armtech were set a carve a space to save and hold at all cost we are talking over 44,000 combat troops and over 88,000 support personal and equipment for at least 5 years’ worth of supplies .They had also set vast medium size depots across the US and Canada . As they left their handy work cut from Canada/us border down the middle of the USA and Getting thousands of civilians under their. Everybody did their part and the Song WE ARE SOLDIERS became their second anthem in combat. But just as they were to hold the line in a major battle disaster struck an unknown been this is just a guess at best were all rifted to future earth or RIFTS EARTH. This army that travel would have enough to rival any forces in the second dark ages of man. This one-star general didn’t just rely on it army but any one that could help even if magic users from N.E.M.A Para-Arcane, N.E.M.A Volunteer Militia Fighter, and Magic & Psychic and limited as support personal Chaos Wizard O.C.C and any civilian O.C.C all are vetted. Later in Rifts earth this lost army will become a major Myth and legend even the coalition but not realizing this legendary army was here on rifts earth in the shadows.
Rifts earths
N.A.A.T was North American Armored Transport
At first ten of thousand rifted about 85 % of transported into the future. At first hold ground ,look find or make base operations they found a small town that was once a medium size military base and hidden military depot that no one knew as well. Stats for town look below
Orientation & Disposition2. Tight Bonds and/or Strong Family Ties
Type & Size of Community2. Small Shanty Town
A. Weapons and Armor3. Good
B. Medicine2. The Basics
c. Agriculture and Natural Resources2. Fair
D. Real Estate/Land3. Fine
E. Vehicles & Fuel3. Very Basic
F. Administration & Social Structure2. Slight.
H. Magic4. Vast Knowledge
I. Racial Tolerance4. Tolerant
J. Trade3. Limited.
K. Threats4. Relatively Safe
L. Skill Levels & Professionalism Defense : Guns slinger and Bounty Hunter
Defense : Grunt/Soldier
Defense : Head hunter
Defense : Robot Pilot & Robot
Healer: Sham
Healer: Psych
Law & Defense: Cyber-Knight
Law & Defense: Sheriff
Law & Defense: Sheriff & Deputy
Ley Line Walker
Mechanic/Operator
Merchant/Vagabond O.c.c.
Mystic Psychic : Mind MeIter
Rogue Scholar and Scientist Smuggler and Forger
Techno-Wizard.
Trader/Merchant/Vagabond O.C.C.
Teacher/Rogue Scholar Vampire (and demon) Hunter Warlock
Wilderness Scout/Ranger/Psi-Stalker
Woodsman/Trapper
M. The Community Overall4. Educated
N. Shelter6. Fortified
O. Security & Fighting Force3.Sheriff & Militia
P. Power/Energy3. Good, Solar & Fuel Burning Power
Q. Special FeaturesUnknown to town6. Science Lab
7. Communications Suite
24. Pre-Rifts large cache
23. Pre-Rifts large weapon cache
large Pre-Rifts underground complex.
21. Old M.D.C. ruins
20. four large pre-Rifts M.D.C. depots bunkers with 4000 M.D.C.
Known to town 15. Robotics Workshop
11. Processing Plant and Manufacturing Plant
8. Country Maps up to date
2. A large, advanced garage
3. A large aircraft hangar
25. Alliance with local D-Bees, creatures of magic, supernatural beings,
After weeks of negotiation with the town it became apparent the benefits for both sides. they made up transport company to make extra money. this base away from the coalition, and black market was a benefit as well .A major agreement was keep the town hidden as well .
North American Armored Transport
When N.A.A.T ( later A.M.C and N.A.M.E.S and others ) can in they stared with tank ,APC ,hummer and trucks .they looked like a documentary and were know as well trained ,established merc outfit for many years .They appeared 10 ten years before the formation of the coalition .Well educated ,formal and professional merc outfits they always were looking to hired scouts ,wilderness scouts and robot pilot man size and giant size Robots always looking and well paid. They main took large hull to transport and when in the wilderness they had special operation units Magic teams ready to join them when need and were known to cover extremely large area of land. They were around for the foundation of the coalition, Black-Market operations and weapon manufacturers like GAW as example. This allowed to plant seeds for the future they knew they could not challenge the beginning of the coalition in North America that were forming to were sadly a necessary evil better to deal with a human then with a demon. But there was hop for NGR but will take time many ,many years till the right moment to make the right play as A A.M.C , N.A.M.E.S. peacekeeper , the guard, old guard and the Vanguard.
In the beginning N.A.A.T IN RIFTS EARTH Mercenary Companies Size and Orientation6. Large Mercenary Army US Armies Marine, Army, Navy infantry, Air Force5. Mercenary Army. N.E.M.A personal
4. Large Company. Armtech personal
3. Free Company town protection
2. Minor Company magic /techno-wizard and psi company
Sponsorship2. Secret
4. Organized Crime.
5. Government. smaller kingdoms
A. Outfits4. Specialty Clothing
B. Equipment2. Cheap Gear.
3. Electronic Supplies and Good Gear
4. Medical Equipment
6. Magic Technologies
7. High-Tech Augmentation (Bionics, Juicers, Crazies).
c. Vehicles6. Unlimited Vehicles
5. Specialty Vehicles
4. Combat Cars
D. Weapons, Power Armor & Bots6. Maxim um Firepower.
E. Communications5. Deluxe Communications Network
F. Internal Security4 . Iron-Clad
G Permanent Bases5. Company Town
4. Fortified Headquarters
H. Intelligence Resources2. Scout Detachment
3. Special Military Operatives
4. Psionic and Magic Operatives
5. D-Bee Specialists
Special Budget5. Big Bucks
J. General Alignment of Personnel
5. Unprincipled and Scrupulous.
K. Criminal Activity1.Con Man
3. Cyber-Doc
5. Smugglers and Sellers of Contraband
7. Psychic Enforcer
8. Special Forces
9. Safecracker and Locksmith
10. Forger
L. Reputation/Credentials3. Unknown
M. Salary4. Good Salary
N.A.A.T,s became North American Agency Transport Syndicate
N.A.A.T became North American Agency Transport which later N.A.M.E. S take over when this happen it already had N.A.M.E.S ,A.M.C, The guard ,Peacekeepers ,The old guard ,frontier militia and recently added the Chrome Guard .However N.A.A.T or North American Armored Transport still was a mercenary outfit but now added a second hidden later called N.A.A.T was North American Agency Transport add intelligence , logistics and transportation of many items all but no slavery .This allowed to become a at first it seems as an international syndicate however after the coalition was no one will know it became interdimensional syndicate connected to Phase world !!! The working with all four black market dealing and later all weapon manufacturer in North America and others black market as well as deep undercover of coalition from two years before it became the coalition has many undercover operatives in the coalition free Quebec and Texas Triax industries ,NGR , Japan and help from the new navy . the total of 8 mercenary armies which are keep a secret and considered mid end using old America empire equipment from pre-rifts earth but up to level ,the following N.A.M.E.S ,A.M.C, The guard ,Peacekeepers ,The old guard , and The guard will be seen in the coalition ( as well as NGR /Japanese government ) PMC after coalition this will allowed to set camp for Minion wars that is coming to earth .This interdimensional syndicate realized on technology ,techno wizard , magic and psionics cover all these areas allows it to be extremely strong for any faction on rifts earth but interdimensional syndicate know it can’t hold for long any control instead work with lesser evil is the best option .They will help from an individual to a whole town especially if there are gain called manpower but quietly secretly never to be seen .
The Permanent Communities are base on three level Cities, Towns & Settlements and later even more the core ring, inner ring ,outer ring and rural ring .These are layers located in Canada and north America west area and the base of power for N.A.A.T base and Main training for the other Mercenary Companies add able to train and manufacture all weapons from RIFTS Earth and many from phase world
Any recognized international group (numbering 4000 people or more) that has its tentacles, networks and clans on two or more continents. This is a power to behold. Their laws and doctrines cross boundaries. If they have a demand, it will be met, or kingdoms could fall. Note: No such organization is known on Rifts Earth. The Black Market active on each continent is a separate Regional/National organization. This includes support from (NGR , New Navy ,Columbia , Triax industries ,Italo Industries, Nuevo Peru (New Peru), The Shining Path, The Southern Federation, New Babylon, The Silver River Republics, The Megaverse Legion ) foreign support
Type & Size of Syndicate
6. International /Dimensional Syndicate core ring
5. Regional to National Syndicate inner ring
4. Large Guild outer ring
3. Syndicate
2. House or Brotherhood
Sponsorship6. Government various in rifts earth and phase world
5. Merchants
4. Underground
A. Dress5. Opulent
6. Unlimited
3. Good. The syndicate provides decent clothes that may range from hooded robes or cloaks, to military style fatigues or uniforms, to good quality business attire, all with a snappy logo, insignia or emblem . Travel clothes and disguises may be available upon request. Enforcers and combat troops are provided with light to medium M.D.C. armor (half are environmental, half are not). Their most experienced, powerful and best agents
get light to medium environmental M.D.C . armor. The syndicate also has a repair and maintenance service at the owner's expense.
4. Excellent.
Garments appropriate for that organization, similar to #3, above, but of high quality. Travel clothes and disguises may be available upon request. Enforcers and combat troops are provided with medium to heavy M.D.C. armor (95%are environmental, 5% are not) . Any operative can get light M.D.C. armor (probably environmental) on an as needed basis or as a reward for outstanding service. The most experienced,
powerful and best agents get whatever they need short of military power armor. The syndicate also has a repair and maintenance service for a minimal charge to the owner. Has a snappy logo, insignia or emblem that is evident on all outerwear and armor.
5. Opulent. Garments appropriate for that organization, similar to #3 & #4, above, but of highest quality and expense . Travel clothes and disguises are be available upon request, as are cyber-disguises. Enforcers and combat troops are provided with heavy, environmental M.D.C. armor (medium or light if they request it). All operatives get a suit of light, environmental M.D.C. armor, medium or heavy for outstanding service or reward. The most experienced, powerful and best agents get whatever they need, possibly even a common suit of power armor or magic clothes or protection. The syndicate also has a repair and maintenance service free to all its agents, and will replace damaged and lost armor for its best agents without thinking twice. Has a snappy logo, insignia or emblem that is evident on all outerwear and armor. Cost: 30 points.
6. Unlimited.
Same as #5, above, except this syndicate provides the best of the best. 1 0% of the top agents have Naruni
force fields or armor, 90% have top Triax/Phase world /Columbia /new navy or Japanese armor, and the rest have the best of Northern Gun and Black Market armor. Elite enforcers, combat troops and agents may have enhanced, enchanted or powered armor. Meanwhile, uniforms and business attire are outrageously expensive, beautifully designed, and very impressive. And in addition to a classy logo, emblem or insignia,
all members have an expensive gold ring with gemstones onit. Forgeries and special demands of almost any type are supplied.
B. Equipment2. Basic Gear
3. Electronic Supplies and Good Gear.
4. Medical Equipment
5. Medical Clinic
7. High-Tech Augmentation (Bionics are most common , Juicers second and put in stasis to extend life span , Crazies
8. Unlimited High-Tech Augmentation
2. Basic Gear. Each character has commonly available gear,a survival knife, language translator, backpack, duffle bag, utility belt and up to 5 ,000 credits worth of basic equipment (flashlight, cigarette lighter, silver cross, carrying case, special clothes for undercover, etc.) like those from an D.C.C. is available at the start of an operation. Damaged or lost items may not be easily replaced, especially expensive things like cybernetic implants or heavy weapons.
3. Electronic Supplies and Good Gear. One cybernetic implant (if desired) and good quality gear is provided. Available equipment includes a language translator, basic sensors, surveillance and communications gear, and as needed computers, software, recorders, video, cameras, basic cybernetic implants and miscellaneous equipment; up to 1,500,000 credits worth of items per agent. This will always include communications gear.
4. Medical Equipment.
First-aid and paramedic type equipment and pharmaceuticals are available. Includes antibiotics, painkillers, anesthetic, protein healing salve, sodium pentothal (truth serum), dosimeter, E.K.G. and E.E.G. machines, portable lab, bio-scan, oxygen, all commonly available robot medical kits (RKM, IRMSS, Compu-drug dispenser, etc.) and other basic medical gear.
5. Medical Clinic.
The syndicate is equipped with full medical facilities equal to a small medical clinic. A full-time doctor
(M.D. or Holistic) and one psychic healer are on staff and assisted by four nurses and two paramedics . In addition, the syndicate has an emergency medical budget of 100 million credits for cybernetics and hospitalization. There is also a small veterinary facility for any combat, riding or work animals. Replacement of lost or damaged equipment is automatic, but the total amount of medical equipment can never exceed 100 million credits.
6. Magic Technologies.
Most common to Brotherhoods, Houses, Guilds and organizations involving practitioners of magic, but may also be deployed by organizations whose focus is not magic, but who like to have magic items in their arsenal . This syndicate typically offers Techno-Wizard equivalents of weapons, armor and common devices. May include other types of magic weapons, charms and enchanted items, healing
magic/herbs, and possibly even Bio-Wizard items and symbiotes for augmentation. All high ranking officers and elite troops will have a rune weapon or other powerful magic items .
7. High-Tech Augmentation
(Bionics, Juicers, Crazies). This syndicate' S emphasis is on high-tech augmentation and its
members are expected to comply. 15% will be full conversion 'Borgs or Headhunters, 25% partial reconstruction cyborgs , 1 2% City Rats with 4-6 implants (conventional and/or Black Market), 10% power armor troops, 12% Juicers, 10% Crazies , 6% Wired Gunslingers, and 1 0% other high-tech creations, including
genetic mutants, superhumans and alien or foreign technology.
8. Unlimited High-Tech Augmentation.
The syndicate is a high-tech operation equipped with high quality advanced electronics, computers, communication systems, sensors, optics, cybernetics, and bionics. 30% will be full conversion 'Borgs or
Headhunters, 10% partial reconstruction cyborgs, 5% City Rats with 5 - 1 0 implants (conventional and/or Black Market), 20% power armor troops, 15% Juicers, 1 0% Crazies, 5% Wired Gunslingers, and 5% other high-tech creations, including genetic mutants, superhumans and alien or foreign technology.
C. Vehicles7. Unlimited Vehicles
6. Specialty Fleet
5. Com bat Cars
4. Air Fleet.
3. Ground Vehicle Fleet.
3. Ground Vehicle Fleet. The syndicate maintains a fleet of conventional M.D.C. ground vehicles including cars, trucks , trailers, motorcycles, and a dozen limousines, as well as a fleet of hover cars, hover trucks, and hovercycles (boats too if theyneed ' em). A quarter are equipped for light combat, otherwise they are non-combat vehicles. They are fairly new and well-maintained. If this is a magic-based syndicate, one third will be Techno-Wizard vehicles. In addition, individual leaders and elite agents will be assigned their own personal hover car or hovercycle (the top leaders, limo) .
4. Air Fleet. The organization maintains a fleet of M .D.C. aircraft. 20% are commercial twin engine airplanes, 20% are commercial prop jets, 20% are commercial helicopters, 10% combat vehicles such as the Sky King and combat helicopters ,15% are rocket bikes and 15% jet packs. It also has magic based syndicate, one third to half will be Techno-Wizard or other magic vehicles .
D. Weapons
6. Superior Tech & Magic Weapons. Same as #5, plus Triax, Japanese ,new navy ,Columbia , and north American weapon manufacturers (Naruni enterprise custom design in phase world ) weapons, and magic weapons and devices (Techno-Wizard and other types) are readily available to elite members, those sent on special assignment, and as rewards for outstanding service. The group also has a smattering of Naruni enterprise weapons (5%) and other alien and foreign weapons (Kittani, Splugorth, Russian, etc.).
E. Power Armor & Bots5. Extensive Robots, but no Power Armor. Any type of commercially sold, regional giant robots and robot vehicles including the Behemoth Explorer, Bandito Arms' Tarantula ATV, and giant robots and A.I.s produced by Northern Gun, Manistique, Bandito Arms, Titan Industries, and the Black Market, plus Triax, Naruni, and from some other foreign manufacturer. As many Techno-Wizard creations (33-50% if this is a magic based syndicate if need be ). No 'bots from the CS, Free Quebec or other nations ' military but all glitter boy designs .
6. Maxim um Firepower. #3 and #5 combined!
F. Communications 6. Superior Communications core ring
5. Deluxe Communications Network inner ring
3. Secured Service outer ring
3. Secured Service.
Two long-range radios, all personnel
have a walkie-talkie or other short-range type radio/communicator,
all long-range radios have scramblers . Plus, the organization
has many language translators, two mini-radar systems, 2D6
computers, I D6 PC-3000 pocket computers, and a portable
video camera and player. Cost: 10 points.
4. Full Range System.
Short-range radios, communicators and language translators are abundant, plus the syndicate "network"
is reasonably well "connected" with long-range radios and radio and microwave transmitters and receivers for radio and computer transmissions. All personnel have short-range walkie-talkie/communicators available to them as well as those in vehicles and environmental armor. All long-range and main radios have scrambler capabilities and one of the long-range radios has a laser booster system that doubles its range ( 1 ,000
miles/ l ,600 km). All senior officials have a full size computer as well as the PC-3 000 and a language translator, other officials have only the PC-3000. Members have reasonable access to a
variety of commercial audio and video disk recorders and players, surveillance systems, basic scanners and radar equipment. A public announcement system is wired throughout the headquarters/
camp/compound, and a full sound and video recording studio trailer monitors and controls the music and announcements piped through the PA system. Two full-time communications specialists, two electrical engineers and 100 assistants are on
staff. All equipment is good to excellent quality and well maintained.
.
5. Deluxe Communications Network.
Identical to number four, except that all the equipment is of the highest quality, the
communication staff is twice as big, and available equipment is doubled.
6. Superior Communications.
Not only does the syndicate have everything provided in #5, but it has a communications command center (quadruple the number of communication staff), film studio, private (pirate) television and independent radio
station both capable of breaking into local networks and transmitting coded and uncoded messages and video or radio up to four thousand miles . All principals have full-size and pocket-size computers and language translators.
G Security7. Impregnable core ring
6. Paranoid ! inner ring
5. Iron Clad outer ring
4. Secure
4. Secure. Security guards are posted at every main entrance and guards patrol the corridors every four hours . Video cameras also monitor the main halls, main doors, side doors and exterior perimeter. A Diabolist or other man of magic provides full-time magical protection with alarms, traps, protection against supernatural
spying, and the scanning of visitors, customers and suspect syndicate members.
5. Iron Clad.
The syndicate grounds, main building and surrounding areas are patrolled regularly ; corridors every two
hours. Video cameras, infrared and ultraviolet sensors, motion detectors, and heat sensors are in place at strategic locations and set off silent alarms when disturbed. Throughout the syndicate, hidden compartments, secret doors, magic alarms, and protection circles are at work to keep the syndicate' S secrets safe. Every
entrance is guarded constantly. Secondary doors are locked and monitored via security cameras and sensors. All doors are M.D.C. and constantly locked. Many require retinal scans and a password to open. Visitors are scanned by men of magic or psychics and scrutinized constantly, possibly escorted. A few magic
items have been provided to aid the security forces against mundane foes and the supernatural. The syndicate operations are all like this, and key operatives have an J.D. implant under their skin. A Security Force Response Team that includes a Mind Meltesr, Nega-Psychics, Psi-Ghosts, mage (typically a Line Walker or Mystic), Gunslinger , Commando, Headhunters and Psi-Stalkers, full conversion 'Borg and power armor,
one Military Specialist, and five burly grunts respond to trouble. There are 10 such teams on duty around the clock.
6. Paranoid !
All of #5 and then some . Snipers on the roof, a 'Borg and a pair of Juicers, or Crazies, or Psi-Slayers added to
the Security Force Response Team, and monitors, cameras and sensors everywhere. May also use Elementals, entities and invisible guardians/watchdogs. Codes and passwords are changed every 48 hours, and everybody has to pass a retinal or DNA scan. No one is trusted compo If magic based, key areas and leaders of the syndicate are protected by powerful and permanent magicks and supernatural guardians.
7. Impregnable!
Impregnable protection has all the elements of Paranoid security (#5 & #6), with the added advantage of concealed identities even within the syndicate (i.e. nobody knows who the top leaders are), J.D. codes and passwords that change every 24 hours, state of the art detection and identification systems, reinforced outer doors that are more like air locks than a door, and a special squad of assassins/enforcers and another special squad of elite spies (Professional Spy O.C . C . , Psi-Ghosts and other top agents skilled i n espionage).
H. Headquarters2. Designated Meeting Place.
3. Hovel or Ruin
6. Fortified House
8. Bunker
9. Stronghold inner ring
10. Fortress inner ring
11 . Sprawling Estatecore ring
2. Designated Meeting Place. While it doesn 't own the land, there is a particular location or place that is known as a favorite "hangout" and meeting place where the syndicate regularly congregates; a favorite bar, restaurant, nightclub, pool hall, church, even a street comer or a particular spot in the forest.
3. Hovel or Ruin.
The syndicate has an old hunting lodge, hut or dilapidated house from which they conduct business, or a
spot in an old, pre-Rifts ruin. It is a secluded place that the average person avoids for obvious reasons. Cost: 5 points.
4. Vehicle.
The syndicate has no permanent housing or special meeting place or hangout, but gather in one or more vehicles and meet on the street or the outskirts of town.
5. House.
The syndicate has a town house. Within this house there are a couple of small offices, and additional space for storage, work rooms, or accommodations.
6. Fortified House.
The syndicate has fortified its town house, thickening doors, adding shutters to windows and barring
all possible entrances. Arrow slits and murder holes are available on request.
7. Fortified Mansion or Manor House. A large estate house with a large dinning hall, sitting room, library, game room, ballroom,a half dozen meeting rooms, and a dozen guest rooms with private bathroom, as well as the usual fare for a manor house. It has been strongly fortified and sits on 16 acres of
land that is fenced in and patrolled by dogs; the gatehouse by 8 armed guards. Cost: 20 points.
8. Bunker.
The syndicate has its own military-style HQ. This can be an extremely heavily fortified house, or a surface or underground military fortification. Walls, doors, and roof are all thick M.D.C. structures ( 2000 M.D.C. per 15 feet/4.6 m)
9. Stronghold.
The syndicate' s keep or tower has been fortified further, adding a wet or dry moat, drawbridge and a
gatehouse over the main entrance. Cost: 3 5 points.
10. Fortress.
The syndicate has acquired a fully armed and stocked fortress from which to do business. The castle-like
dwelling can either be "open," allowing the surrounding people the advantages of the fortification, or closed and inhospitable, a reminder of the syndicate' S power; sits on 40 acres of land.
11 .
Sprawling Estate.
A Manor House, Stronghold or Fortress surrounded by a sprawling estate, complete with a tall
stone or iron fence around the house if not the entire estate, a gatehouse that is more like a bunker ( 10000 M.D.C. and a hundreds guards), stables, garage, a servants' house, 4 guest houses, gardens, tennis or basketball court (or both), swimming pool, and expansive grounds (120 acres of land; part of
which is probably unkept woods). also have a secret, underground military bunkers under the house or at a hidden location on the grounds
I. Intelligence 3. Stoolies & Informants
4. Military Scouts
5. Wilderness Scouts
6. Underworld Contact
7. Spies.
8. Psychics and Sorcerers
9. Supernatural.
1 0. Intelligence Network
11 . Spy Network
3. Stoolies & Informants.
Busybodies, Saloon Bums, Vagabonds, two-bit hoods, street punks, City Rats, junkies, angry spouses, j ilted lovers and others who decide to " share" information out of spite or for their own advantage, to sympathizers and supporters always glad to help the syndicate, to those who routinely keep their eyes and ears open and "sell" information to support themselves or their habit (gambling, drugs, booze, women, etc.). Cost: 6 points .
4. Military Scouts.
The syndicate has a number of scouts able to enter an area and return with information valuable for
military planning, such as troop movements, natural resources and ambush points. They can produce maps and report documents if given sufficient time. Cost: 5 points.
5. Wilderness Scouts.
include Trapper-Woodsmen, Native Americans, Psi-Stalkers, Simvan, professional Wilderness
Scouts, adventurers and others who live, work or wander the wilderness. These agents provide information about people, places and events transpiring around the organization 's operations and possibly rivals and enemies operating nearby .
6. Underworld Contact.
The syndicate has several contacts within criminal organizations that are able to in and d out "the word
on the street," and will approach the syndicate to sell information of interest.
7. Spies.
The syndicate has several masters of espionage , infiltration and disguise, able to enter the communities, homes, businesses and organizations of those the syndicate wishes to watch. The speed of their reporting depends on the syndicate' s Communications network and the security around those they
spy upon. Spies can be syndicate members or hired agents
8. Psychics and Sorcerers.
The syndicate employs a number of practitioners of magic and psychics that specialize in gathering
information. This may be done through scrying spells and abilities such as Astral Projection, Invisibility, Clairvoyance , Telepathy, consulting spirits, and a host of others or the use of enchanted items and natural talents.
9. Supernatural.
The syndicate has either a deal with, or the friendship or control over, supernatural beings that are able to
gather information, and possibly divine the future.
10. Intelligence Network.
The syndicate has established an information gathering network. The network will not provide specific information but will constantly report on the state of the world around them. The information is normally collated by a specialist, and a report given to the syndicate leaders . For example, the report may list troop movements, the state of harvests, syndicate conflicts, changes of government and noted births and deaths.
11 . Spy Network.
A spy network has the resources of an information network, but is also able to send professional specialists
into an area to find specific information. Normally, the spies are controlled and the information is collated by a central spy master, who has a position of complete trust within the syndicate. Only the spy master knows all the details of the spies, their movements and missions .
J. Monthly Budget4. Deep Pockets. 15,000 credits per month. Contracts
5. Big Spenders. 40,000 credits per month . Contracts
6. Rolling in Dough. 100,000 credits per month . outer ring
7. King' s Ransom. inner ring
250,000 credits per month.
The syndicate has massive reserves of money to fall back on. If throwing money at it can solve a problem, the problem will be solved.
8. Unlimited. core ring
The syndicate can get its hands on whatever monetary resources they require. Money will probably be virtually irrelevant to them - they are in business for power, not profit.
L. Criminal Activity2. Adventurer Group
3. Assassin
4. Computer Hacker.
5. Con Men
6. Cyborg Enforcer
7. Drug Master
8. Explosives Specialist or Safecracker
9. Expert Forger
10. Hired Gun
11. Poisoner
12. Professional Thief
13. Prostitutes. The syndicate has a number of attractive prostitutes who not only generate money, but are used to gather information, and corrupt, control and frame clients.
14. Psychic or Wizard Enforcer
1 5. Psychic Spy.
1 6. Shapechangers
1 7. Smuggler Team
1 8. Soldiers of Fortune
1 9. Surveillance Expert
20. Techno-Wizard
21 . Thug Enforcers
M. Reputation4. Unknown. The syndicate is just "one of the crowd" and has yet to
N. Monthly Salary5. Good. outer ring
The syndicate pays a guaranteed 2D4x 1 00 credits a
week, plus bonuses and rewards for exceptional work or other
services to the syndicate. Cost: 20 points.
6. Excellent. inner ring
The syndicate pays 2D4x 1 00+650 credits per
week, plus bonuses, hazardous duty pay, and even a pension, in
addition to other perks and rewards. Cost: 30 points.
7. Outrageous. core ring
The syndicate pays 4D4x l 00+ 1 200 credits per week. Cost: 40 points
O. Special 1. Sub-Syndicates. Fall back Syndicates
The syndicate may spend points to create a secondary organization under itself. For every two points spent, the new syndicate will receive three. Rather than following the "Syndicate Size" table to determine points based on membership, use the table to determine the membership from
the syndicate points spent. For example, a shadowy merchant syndicate spends 80 points setting up a smuggling sub-syndicate. This gives the new syndicate 1 0 points – this makes the new syndicate a House-sized syndicate, with 300 members.
.
3. Rumored Existence. The syndicate is a famous name, but only in rumor or legend. They do not operate openly, and go to great lengths to protect their identity.
4. Friendship: Merchants. The syndicate has a friendship and several contracts with a large merchant syndicate, giving it a guaranteed market for its products or services .
5. Friends hip: Men of Magic and Psychics. The syndicate has friendly relations with a group of magic practitioners and psychics.
6. Friendship: Government Th e syndicate has friendly relations with the power and law of the land. They share information and do each other little favors, as well as associate regularly.
7. Friendship:
Local People. The organization has won the hearts and minds of ( 90% of) the people, who sympathize
and support them in little ways, like warning members and operatives of trouble, the authorities and rivals, looking the other way, forgetting what they have seen, hiding or helping operatives, and providing the latest gossip, rumors and word on the street as quick as they can.
8. Government Backing.
The syndicate has friends in truly high places who often arrange to have the law look the other way, lose evidence, let criminal operatives out on a low bail, give light sentences at trials, and share information for certain favors.
9. Monopoly.
The syndicate has a monopoly on its particular trade or area of expertise within a specific area or region. For
example, a normal Syndicate will monopolize a town, a Large Syndicate a city, and a National Syndicate a nation or several city-states or kingdoms in a given region
P. Disadvantages for Building Points6. Vengeful enemy.
mainly El Oculta
Not a rival syndicate but a family, business, adventurer group, mercs, D-Bee group, or any individual
or group who might have some reason to hate the syndicate and want to hurt or destroy them. Likely to target key operations and important agents and leaders.