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		<title>Syndicate</title>
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		<updated>2026-01-01T04:42:00Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Revolutionaries */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Modern Developments ==&lt;br /&gt;
&lt;br /&gt;
In late 2525 Euukho Zek&#039;huil was found alive, piloting his 25th century GM01-Warhawk, in the Starlight Sector. Following a brief altercation with TSF authorities his ancient craft Red Space FTled into a Starboard Model NanoTrasen Station. The crash resulted in the destruction of the station&#039;s Science Department, large scale damage to the GM01-Hawk and a broken leg for Euukho. While on station Euukho injected crew members with a compound which unlocked PSO suppressed memories. By the time NanoTrasen Special Forces and their CSOD handler arrived multiple command members had regained memories of highly confidential information, including past deaths from [REDACTED]. While Special Forces were eventually able to neutralize impacted employees, the threat PSO unlocking technology poses was made abundantly clear.&lt;br /&gt;
&lt;br /&gt;
Euukho was taken into custody while trying to commandeer the Special Forces unit&#039;s own vessel. However, the Central Command Outpost he was transferred to was set upon by an onslaught of Nuclear Operatives shortly after he arrived. While all operatives were killed in the ensuing firefight, their suicide mission was successful and Euukho was last seen fleeing in a vessel with another member of Syndicate High Command. They are believed to have returned for the GM01-WarHawk as the wreck disappeared shortly afterwards. &lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Euukho Zek&#039;huil (Founder of the Gorlex Marauders)&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
* Fionn&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* &amp;lt;s&amp;gt; Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;/s&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
After their relations thawed since the pod wars ended decades ago it is not unheard of for USSP agents and elements of the Syndicate to work together against their mutual enemies in the Starlight sector corporate zone which poses a security risk to the outer borders of the USSP. With veterans trained under USSP hit-and-run tactics being highly sought after by multiple organizations including those among the syndicate.&lt;br /&gt;
&lt;br /&gt;
Occasional smaller trade deals occur between the USSP and the Syndicate. Sharing intel, technical expertise, and other resources towards mutual goals. Some suspect this goes as far as arming the Syndicate with a few models of USSP weapons, technology, and combat drones.&lt;br /&gt;
* The USSP and Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission. These candidates then take the typical infiltration routes onboard a station similar to other syndicate agents.&lt;br /&gt;
&lt;br /&gt;
* To do this suicide mission the candidates get implanted with a mindhack bio-chip into their brains which lets them serve the role of &amp;quot;head revolutionaries&amp;quot;. This device interacts with the flashes (semi)available on station making the flashes capable of sending temporary mental bursts of information into a target’s mind and galvanizes or brainwashes them into action if there is no mindshield present.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Conversation overheard at a Syndicate Recruitment dinner&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Syndicate lore written by KarmaKitsuna, Conflee, Snowhawk, and Grapegirfter.&lt;br /&gt;
&lt;br /&gt;
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.}}&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=1844</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=1844"/>
		<updated>2025-12-30T02:15:08Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Revolutionaries */ half-way making this less outdated.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Modern Developments ==&lt;br /&gt;
&lt;br /&gt;
In late 2525 Euukho Zek&#039;huil was found alive, piloting his 25th century GM01-Warhawk, in the Starlight Sector. Following a brief altercation with TSF authorities his ancient craft Red Space FTled into a Starboard Model NanoTrasen Station. The crash resulted in the destruction of the station&#039;s Science Department, large scale damage to the GM01-Hawk and a broken leg for Euukho. While on station Euukho injected crew members with a compound which unlocked PSO suppressed memories. By the time NanoTrasen Special Forces and their CSOD handler arrived multiple command members had regained memories of highly confidential information, including past deaths from [REDACTED]. While Special Forces were eventually able to neutralize impacted employees, the threat PSO unlocking technology poses was made abundantly clear.&lt;br /&gt;
&lt;br /&gt;
Euukho was taken into custody while trying to commandeer the Special Forces unit&#039;s own vessel. However, the Central Command Outpost he was transferred to was set upon by an onslaught of Nuclear Operatives shortly after he arrived. While all operatives were killed in the ensuing firefight, their suicide mission was successful and Euukho was last seen fleeing in a vessel with another member of Syndicate High Command. They are believed to have returned for the GM01-WarHawk as the wreck disappeared shortly afterwards. &lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Euukho Zek&#039;huil (Founder of the Gorlex Marauders)&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
* Fionn&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* &amp;lt;s&amp;gt; Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt; &amp;lt;/s&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
It is not unheard of for USSP agents and elements of the Syndicate to work together against their mutual enemies in the Starlight sector corporate zone. With veterans trained under USSP hit-and-run tactics being highly sought after by multiple organizations including those among the syndicate.&lt;br /&gt;
* Occasional smaller trade deals occur between the USSP and the Syndicate. Sharing intel, technical expertise, and other resources towards mutual goals. Going as far as arming the Syndicate with a few models of USSP weapons and combat drones.&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Conversation overheard at a Syndicate Recruitment dinner&#039;&#039;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{{Attribution|attributions=Syndicate lore written by KarmaKitsuna, Conflee, Snowhawk, and Grapegirfter.&lt;br /&gt;
&lt;br /&gt;
Adapted from common Space Station 13 lore such as TG Station and Paradise Station. Original source is untraceable.}}&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1007</id>
		<title>WIP Slimes</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1007"/>
		<updated>2025-07-06T18:37:22Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader&lt;br /&gt;
|speciesName      = Slime People&lt;br /&gt;
|img              = Slime.png&lt;br /&gt;
|playability      = Round Start&lt;br /&gt;
|generalFeatures  = &amp;lt;nowiki&amp;gt; Breathes nitrogen. Breathes slower. Can process 6 reagents at once. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|positiveFeatures = &amp;lt;nowiki&amp;gt; Double natural regen. Have a 2x3 internal storage in their body. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|negativeFeatures = &amp;lt;nowiki&amp;gt; Damaged by water. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|weaknesses       = &amp;lt;nowiki&amp;gt; Take 20% more slash and piercing damage. Take 50% more cold damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|resistances      = &amp;lt;nowiki&amp;gt; Take 40% less blunt damage. Take 80% less asphyxiation damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Slime People ==&lt;br /&gt;
The Slime People, lacking a better name, are a fairly new Species in the grander scheme of the Universe. Their history is short by every other Species&#039; standards, and their culture is fragmented. Despite this their rise onto the galactic scene has been expedient and dramatic, as they rapidly adjusted to the various societies they found themselves integrating within. Their versatility is perhaps their greatest strength, and it has allowed them to flourish.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Slime People are an artificial Species, though they were not developed with intentionality. Their existence is accidental, and that shows through in their biology. Slime People possess most of the basic organs that commonly develop. Lungs, stomachs, eyes and ears and mouths. However, they lack many of the tertiary parts generally found in more traditional organics. Their hearts pump to move fluids around the inside of their membranes without the need for any veins or arteries, similar to an insect. Their membranes are highly absorbent and are especially reactive with water, which is caustic to them. Interestingly, despite this, their internal organs are capable of processing water and several require it to function.&lt;br /&gt;
&lt;br /&gt;
Slimes maintain their semi-solid forms through surface tension and internal pressure, lacking any bones. Slimes breathe nitrogen, processing it in their lungs and binding it to their internal fluids, where it is then used by various chemical processes in their body. They are capable of filtering out oxygen and other gases and exhaling them, so they do not require special equipment to function on a space station.&lt;br /&gt;
&lt;br /&gt;
Most interestingly, they lack a traditional brain, instead having a &#039;core&#039; that fulfills the same role. Slime cores are ill understood - while all Slime People have a core, some non-intelligent slime creatures also do. There is practically no evidence of any difference between slime creatures with a core, and those without, though some test subjects have been seen developing and forming cores in laboratory conditions.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Slime People, and Slimes in general, have developed independently across dozens of worlds spanning the galaxy. They are so widespread that it is believed there may still be upwards of a hundred uncontacted groups of them on various planets across the galaxy. Despite their far-spanning origins, which may imply dozens of unique Species, the Slime People all share a common element in their creation that makes them all biologically related.&lt;br /&gt;
&lt;br /&gt;
Hundreds of thousands of years ago, ancient civilizations spanned the galaxy. While almost nothing is known of these people, what they left behind holds great significance for scientists across the galaxy, and for the Slime People. When the ancient aliens vanished, they left behind monolithic structures filled with machinery and devices that we can scarce comprehend. Xenoarcheology has spent decades studying these artifacts, yielding very little in return for their effort.&lt;br /&gt;
&lt;br /&gt;
The megastructures left behind by these ancient aliens, left rotting and decaying on worlds across the galaxy, gave birth to the first Slimes and Slime People. Despite being born independently on planets spread so far apart, this shared origin from the industrial runoff and decay of these ancient structures gives all Slime People a sense of community, and a very similar biology and physical form.&lt;br /&gt;
&lt;br /&gt;
Slime people have only existed for roughly 1000 years according to estimates, but in this time many of their societies achieved what took others tens of thousands of years. Their close relationship with, and worship of, the ancient xeno technology gave them an edge in technological development, with most becoming space faring societies independently. They travelled the stars, finding other aliens and soon one another. As they linked together and refound themselves, their purpose grew in intensity. They strived to discover their Gods, the aliens who&#039;s ruined structures gave birth to their Species and their purpose in this world.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Slime People were birthed from the ruins of ancient xenos megastructures, which hold religious significance to them. They see these structures and the technology and artifacts found within as holy relics, birthing grounds created by the gods that gave them life. As they ventured out into the wider galaxy, their journey became not an exploration, but a pilgrimage. A journey to find their gods, or at the very least to discover what happened to them. This drive and goal has brought them into conflict with many of the other civilizations in the galaxy, who often pillage these ancient structures for research, desecrating what the Slime People consider to be holy sites.&lt;br /&gt;
&lt;br /&gt;
There are many sects of the Slime People&#039;s religion with different beliefs, often derived from the environment they were birthed from. Those from factories tend to believe their creation was deliberate, the will of the gods. Those from bunkers and cities believe the gods created them as a last ditch effort to survive whatever calamity destroyed them, that they are the inheritors of their gods&#039; legacy. Others still believe their creation to be an accident, happenstance. The largest schism in their faith stands between those who believe their gods are dead and seek to discover what happened to them, and those who believe their gods are still alive somewhere in the galaxy. This schism is one of the few things that has ever driven the Slime People to war amongst themselves, disturbing the typical unity they find in their shared faith.&lt;br /&gt;
&lt;br /&gt;
=== Family and Community ===&lt;br /&gt;
Slime People lack a strong sense of community, in part due to their own individual struggles with identity. They tend to conform to whatever communities they find themselves within, molding themselves to those expectations and norms rather than imposing or preserving their own. Because of this, depending on where a Slime is from, their views on many things can vary wildly. If a culture is more monogamous and has a strong image of a &#039;nuclear family&#039;, they will adapt it. If the culture is polymerous and trends towards communal raising of their offspring, they will adapt that instead. This much variety in their culture has also caused conflicts in-between the Slime People. &lt;br /&gt;
&lt;br /&gt;
=== Fashion and Aesthetics ===&lt;br /&gt;
Like everything else about the Slime People, they tend to adapt to whatever culture they find themselves living within. Some elements of their original culture do shine through here, however. These influences are often a consequence of the megastructure that birthed them. Much of their architecture and design aesthetic tends to match these alien ruins, with geometric brutalist shapes for important buildings, usually adopted by Slime People birthed from factories and cities. Other ruins have a more smooth, almost bubbly organic style which is reflected in their culture, with flowy clothing and curved buildings.&lt;br /&gt;
&lt;br /&gt;
Something that doesn&#039;t often change is that important government buildings, factories, and other places that are meant to reflect authority heavily draw from the design of the ruins that birthed them in shape and coloration, dark and depressing. Though, due to their social habit of conforming to their environment, Slime People&#039;s clothes and other social spaces also tend to vary immensely. From highly colorful and uniquely designed clothes to dark, strictly boring designed clothes, they have an immense variety from world to world, which also applies to their architectures. During the period of time where the Slime People first encountered each other in the grand vastness of space, this specific part of their culture seemed to have flourished and was mixed into a &#039;melting pot&#039;, where several architectural movements have occurred in their past that tried to blend the two aesthetics, with brutalist and harsh architecture colored in bright pinks and blues. Nowadays, Slime People share this immense variety and contrast for both clothes and architecture that their ancestors developed, being one of the exoticized features of their culture that other Species tend to focus on when trying to &#039;replicate&#039; the &#039;authentic&#039; Slime People style. One notable thing is the prevalence of impermeable clothes to protect slimes from weather, as their biological weakness to water makes them susceptible to them getting burned as the pH of their proteins get unbalanced, so it&#039;s very common to see Slime People wearing full-body covering clothes that protect them.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Slime People governments follow standard trends in the galaxy, monarchies that evolved into democracies of various flavors. The acceleration that occurred due to their access to xeno technology made the transitionary periods incredibly rapid, and very violent. On the galactic scale, all planets occupied by Slime People have integrated fully into the various other galactic powers. Seven worlds are members of the Trans-Solar Federation, nine world are members of the Skrellian Central Authority, and two worlds are members of the Union of Soviet Socialist Planets. Another dozen are members of smaller coalitions and federations. Almost none have bothered to keep much of their autonomy.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
While strictly against the foreign use of their relics, the Slime People have often found a place in the market to sell their own technological inventions derived from those relics With some of this technology in turn bolstering their pharmaceutical industries to the point of making competitive medical exports. They also often export their textiles, with Slime clothes finding a popular foothold amongst the younger generations closer to Earth especially. Due to their rapid expansion and disjointed points of origin, they lack a strong economic base and a notable number of their worlds are less than ideal for habitation and heavily rely on imports of food from the governments they have integrated into, making these handfuls of sub-habitable worlds susceptible to food insecurity and material shortages. This is of little concern to them, despite the anxiety it induces in their allies- a famine now and then means little when their population can bounce back so easily.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Some Slime People smell and taste vaguely fruity.&lt;br /&gt;
* While Slime People, generally, dislike what they consider to be theft of their holy relics, which usually puts them at odds with Xenoarcheologists, their adaptable nature means that quite a few have found themselves working in these exact same scientific institutes themselves. No culture is a monolith after all, not all Slimes are religious anymore.&lt;br /&gt;
* Slime People can procreate naturally amongst themselves, and this is how the majority of them are born today. They do also still form naturally on their home worlds, in the holy sites they hold so dear. There is a small amount of assumed specialness and elevated expectation placed on these &#039;natural&#039; Slimes by their kin, but it varies from world to world.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1006</id>
		<title>WIP Slimes</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1006"/>
		<updated>2025-07-06T18:33:19Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader&lt;br /&gt;
|speciesName      = Slime People&lt;br /&gt;
|img              = Slime.png&lt;br /&gt;
|playability      = Round Start&lt;br /&gt;
|generalFeatures  = &amp;lt;nowiki&amp;gt; Breathes nitrogen. Breathes slower. Can process 6 reagents at once. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|positiveFeatures = &amp;lt;nowiki&amp;gt; Double natural regen. Have a 2x3 internal storage in their body. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|negativeFeatures = &amp;lt;nowiki&amp;gt; Damaged by water. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|weaknesses       = &amp;lt;nowiki&amp;gt; Take 20% more slash and piercing damage. Take 50% more cold damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|resistances      = &amp;lt;nowiki&amp;gt; Take 40% less blunt damage. Take 80% less asphyxiation damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Slime People ==&lt;br /&gt;
The Slime People, lacking a better name, are a fairly new Species in the grander scheme of the Universe. Their history is short by every other Species&#039; standards, and their culture is fragmented. Despite this their rise onto the galactic scene has been expedient and dramatic, as they rapidly adjusted to the various societies they found themselves integrating within. Their versatility is perhaps their greatest strength, and it has allowed them to flourish.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Slime People are an artificial Species, though they were not developed with intentionality. Their existence is accidental, and that shows through in their biology. Slime People possess most of the basic organs that commonly develop. Lungs, stomachs, eyes and ears and mouths. However, they lack many of the tertiary parts generally found in more traditional organics. Their hearts pump to move fluids around the inside of their membranes without the need for any veins or arteries, similar to an insect. Their membranes are highly absorbent and are especially reactive with water, which is caustic to them. Interestingly, despite this, their internal organs are capable of processing water and several require it to function.&lt;br /&gt;
&lt;br /&gt;
Slimes maintain their semi-solid forms through surface tension and internal pressure, lacking any bones. Slimes breathe nitrogen, processing it in their lungs and binding it to their internal fluids, where it is then used by various chemical processes in their body. They are capable of filtering out oxygen and other gases and exhaling them, so they do not require special equipment to function on a space station.&lt;br /&gt;
&lt;br /&gt;
Most interestingly, they lack a traditional brain, instead having a &#039;core&#039; that fulfills the same role. Slime cores are ill understood - while all Slime People have a core, some non-intelligent slime creatures also do. There is practically no evidence of any difference between slime creatures with a core, and those without, though some test subjects have been seen developing and forming cores in laboratory conditions.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Slime People, and Slimes in general, have developed independently across dozens of worlds spanning the galaxy. They are so widespread that it is believed there may still be upwards of a hundred uncontacted groups of them on various planets across the galaxy. Despite their far-spanning origins, which may imply dozens of unique Species, the Slime People all share a common element in their creation that makes them all biologically related.&lt;br /&gt;
&lt;br /&gt;
Hundreds of thousands of years ago, ancient civilizations spanned the galaxy. While almost nothing is known of these people, what they left behind holds great significance for scientists across the galaxy, and for the Slime People. When the ancient aliens vanished, they left behind monolithic structures filled with machinery and devices that we can scarce comprehend. Xenoarcheology has spent decades studying these artifacts, yielding very little in return for their effort.&lt;br /&gt;
&lt;br /&gt;
The megastructures left behind by these ancient aliens, left rotting and decaying on worlds across the galaxy, gave birth to the first Slimes and Slime People. Despite being born independently on planets spread so far apart, this shared origin from the industrial runoff and decay of these ancient structures gives all Slime People a sense of community, and a very similar biology and physical form.&lt;br /&gt;
&lt;br /&gt;
Slime people have only existed for roughly 1000 years according to estimates, but in this time many of their societies achieved what took others tens of thousands of years. Their close relationship with, and worship of, the ancient xeno technology gave them an edge in technological development, with most becoming space faring societies independently. They travelled the stars, finding other aliens and soon one another. As they linked together and refound themselves, their purpose grew in intensity. They strived to discover their Gods, the aliens who&#039;s ruined structures gave birth to their Species and their purpose in this world.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Slime People were birthed from the ruins of ancient xenos megastructures, which hold religious significance to them. They see these structures and the technology and artifacts found within as holy relics, birthing grounds created by the gods that gave them life. As they ventured out into the wider galaxy, their journey became not an exploration, but a pilgrimage. A journey to find their gods, or at the very least to discover what happened to them. This drive and goal has brought them into conflict with many of the other civilizations in the galaxy, who often pillage these ancient structures for research, desecrating what the Slime People consider to be holy sites.&lt;br /&gt;
&lt;br /&gt;
There are many sects of the Slime People&#039;s religion with different beliefs, often derived from the environment they were birthed from. Those from factories tend to believe their creation was deliberate, the will of the gods. Those from bunkers and cities believe the gods created them as a last ditch effort to survive whatever calamity destroyed them, that they are the inheritors of their gods&#039; legacy. Others still believe their creation to be an accident, happenstance. The largest schism in their faith stands between those who believe their gods are dead and seek to discover what happened to them, and those who believe their gods are still alive somewhere in the galaxy. This schism is one of the few things that has ever driven the Slime People to war amongst themselves, disturbing the typical unity they find in their shared faith.&lt;br /&gt;
&lt;br /&gt;
=== Family and Community ===&lt;br /&gt;
Slime People lack a strong sense of community, in part due to their own individual struggles with identity. They tend to conform to whatever communities they find themselves within, molding themselves to those expectations and norms rather than imposing or preserving their own. Because of this, depending on where a Slime is from, their views on many things can vary wildly. If a culture is more monogamous and has a strong image of a &#039;nuclear family&#039;, they will adapt it. If the culture is polymerous and trends towards communal raising of their offspring, they will adapt that instead. This much variety in their culture has also caused conflicts in-between the Slime People. &lt;br /&gt;
&lt;br /&gt;
=== Fashion and Aesthetics ===&lt;br /&gt;
Like everything else about the Slime People, they tend to adapt to whatever culture they find themselves living within. Some elements of their original culture do shine through here, however. These influences are often a consequence of the megastructure that birthed them. Much of their architecture and design aesthetic tends to match these alien ruins, with geometric brutalist shapes for important buildings, usually adopted by Slime People birthed from factories and cities. Other ruins have a more smooth, almost bubbly organic style which is reflected in their culture, with flowy clothing and curved buildings.&lt;br /&gt;
&lt;br /&gt;
Something that doesn&#039;t often change is that important government buildings, factories, and other places that are meant to reflect authority heavily draw from the design of the ruins that birthed them in shape and coloration, dark and depressing. Though, due to their social habit of conforming to their environment, Slime People&#039;s clothes and other social spaces also tend to vary immensely. From highly colorful and uniquely designed clothes to dark, strictly boring designed clothes, they have an immense variety from world to world, which also applies to their architectures. During the period of time where the Slime People first encountered each other in the grand vastness of space, this specific part of their culture seemed to have flourished and was mixed into a &#039;melting pot&#039;, where several architectural movements have occurred in their past that tried to blend the two aesthetics, with brutalist and harsh architecture colored in bright pinks and blues. Nowadays, Slime People share this immense variety and contrast for both clothes and architecture that their ancestors developed, being one of the exoticized features of their culture that other Species tend to focus on when trying to &#039;replicate&#039; the &#039;authentic&#039; Slime People style. One notable thing is the prevalence of impermeable clothes to protect slimes from weather, as their biological weakness to water makes them susceptible to them getting burned as the pH of their proteins get unbalanced, so it&#039;s very common to see Slime People wearing full-body covering clothes that protect them.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Slime People governments follow standard trends in the galaxy, monarchies that evolved into democracies of various flavors. The acceleration that occurred due to their access to xeno technology made the transitionary periods incredibly rapid, and very violent. On the galactic scale, all planets occupied by Slime People have integrated fully into the various other galactic powers. Seven worlds are members of the Trans-Solar Federation, nine world are members of the Skrellian Central Authority, and two worlds are members of the Union of Soviet Socialist Planets. Another dozen are members of smaller coalitions and federations. Almost none have bothered to keep much of their autonomy.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
While strictly against the foreign use of their relics, the Slime People have often found a place in the market to sell their own technological inventions derived from those relics With some of this technology in turn bolstering their pharmaceutical industries to the point of making competitive medical exports. They also often export their textiles, with Slime clothes finding a popular foothold amongst the younger generations closer to Earth especially. Due to their rapid expansion and disjointed points of origin, they lack a strong economic base and a notable number of their worlds are less than ideal for habitation and heavily rely on imports of food from the governments they have integrated into, making these sub-habitable worlds susceptible to food insecurity and material shortages. This is of little concern to them, despite the anxiety it induces in their allies- a famine now and then means little when their population can bounce back so easily.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Some Slime People smell and taste vaguely fruity.&lt;br /&gt;
* While Slime People, generally, dislike what they consider to be theft of their holy relics, which usually puts them at odds with Xenoarcheologists, their adaptable nature means that quite a few have found themselves working in these exact same scientific institutes themselves. No culture is a monolith after all, not all Slimes are religious anymore.&lt;br /&gt;
* Slime People can procreate naturally amongst themselves, and this is how the majority of them are born today. They do also still form naturally on their home worlds, in the holy sites they hold so dear. There is a small amount of assumed specialness and elevated expectation placed on these &#039;natural&#039; Slimes by their kin, but it varies from world to world.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1004</id>
		<title>WIP Slimes</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=WIP_Slimes&amp;diff=1004"/>
		<updated>2025-07-06T00:41:28Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Economy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:SpeciesPageHeader&lt;br /&gt;
|speciesName      = Slime People&lt;br /&gt;
|img              = Slime.png&lt;br /&gt;
|playability      = Round Start&lt;br /&gt;
|generalFeatures  = &amp;lt;nowiki&amp;gt; Breathes nitrogen. Breathes slower. Can process 6 reagents at once. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|positiveFeatures = &amp;lt;nowiki&amp;gt; Double natural regen. Have a 2x3 internal storage in their body. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|negativeFeatures = &amp;lt;nowiki&amp;gt; Damaged by water. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|weaknesses       = &amp;lt;nowiki&amp;gt; Take 20% more slash and piercing damage. Take 50% more cold damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|resistances      = &amp;lt;nowiki&amp;gt; Take 40% less blunt damage. Take 80% less asphyxiation damage. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Slime People ==&lt;br /&gt;
The Slime People, lacking a better name, are a fairly new Species in the grander scheme of the Universe. Their history is short by every other Species&#039; standards, and their culture is fragmented. Despite this their rise onto the galactic scene has been expedient and dramatic, as they rapidly adjusted to the various societies they found themselves integrating within. Their versatility is perhaps their greatest strength, and it has allowed them to flourish.&lt;br /&gt;
&lt;br /&gt;
== Biology ==&lt;br /&gt;
Slime People are an artificial Species, though they were not developed with intentionality. Their existence is accidental, and that shows through in their biology. Slime People possess most of the basic organs that commonly develop. Lungs, stomachs, eyes and ears and mouths. However, they lack many of the tertiary parts generally found in more traditional organics. Their hearts pump to move fluids around the inside of their membranes without the need for any veins or arteries, similar to an insect. Their membranes are highly absorbent and are especially reactive with water, which is caustic to them. Interestingly, despite this, their internal organs are capable of processing water and several require it to function.&lt;br /&gt;
&lt;br /&gt;
Slimes maintain their semi-solid forms through surface tension and internal pressure, lacking any bones. Slimes breathe nitrogen, processing it in their lungs and binding it to their internal fluids, where it is then used by various chemical processes in their body. They are capable of filtering out oxygen and other gases and exhaling them, so they do not require special equipment to function on a space station.&lt;br /&gt;
&lt;br /&gt;
Most interestingly, they lack a traditional brain, instead having a &#039;core&#039; that fulfills the same role. Slime cores are ill understood - while all Slime People have a core, some non-intelligent slime creatures also do. There is practically no evidence of any difference between slime creatures with a core, and those without, though some test subjects have been seen developing and forming cores in laboratory conditions.&lt;br /&gt;
&lt;br /&gt;
== Culture ==&lt;br /&gt;
&lt;br /&gt;
=== History ===&lt;br /&gt;
Slime People, and Slimes in general, have developed independently across dozens of worlds spanning the galaxy. They are so widespread that it is believed there may still be upwards of a hundred uncontacted groups of them on various planets across the galaxy. Despite their far-spanning origins, which may imply dozens of unique Species, the Slime People all share a common element in their creation that makes them all biologically related.&lt;br /&gt;
&lt;br /&gt;
Hundreds of thousands of years ago, ancient civilizations spanned the galaxy. While almost nothing is known of these people, what they left behind holds great significance for scientists across the galaxy, and for the Slime People. When the ancient aliens vanished, they left behind monolithic structures filled with machinery and devices that we can scarce comprehend. Xenoarcheology has spent decades studying these artifacts, yielding very little in return for their effort.&lt;br /&gt;
&lt;br /&gt;
The megastructures left behind by these ancient aliens, left rotting and decaying on worlds across the galaxy, gave birth to the first Slimes and Slime People. Despite being born independently on planets spread so far apart, this shared origin from the industrial runoff and decay of these ancient structures gives all Slime People a sense of community, and a very similar biology and physical form.&lt;br /&gt;
&lt;br /&gt;
Slime people have only existed for roughly 1000 years according to estimates, but in this time many of their societies achieved what took others tens of thousands of years. Their close relationship with, and worship of, the ancient xeno technology gave them an edge in technological development, with most becoming space faring societies independently. They travelled the stars, finding other aliens and soon one another. As they linked together and refound themselves, their purpose grew in intensity. They strived to discover their Gods, the aliens who&#039;s ruined structures gave birth to their Species and their purpose in this world.&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
The Slime People were birthed from the ruins of ancient xenos megastructures, which hold religious significance to them. They see these structures and the technology and artifacts found within as holy relics, birthing grounds created by the gods that gave them life. As they ventured out into the wider galaxy, their journey became not an exploration, but a pilgrimage. A journey to find their gods, or at the very least to discover what happened to them. This drive and goal has brought them into conflict with many of the other civilizations in the galaxy, who often pillage these ancient structures for research, desecrating what the Slime People consider to be holy sites.&lt;br /&gt;
&lt;br /&gt;
There are many sects of the Slime People&#039;s religion with different beliefs, often derived from the environment they were birthed from. Those from factories tend to believe their creation was deliberate, the will of the gods. Those from bunkers and cities believe the gods created them as a last ditch effort to survive whatever calamity destroyed them, that they are the inheritors of their gods&#039; legacy. Others still believe their creation to be an accident, happenstance. The largest schism in their faith stands between those who believe their gods are dead and seek to discover what happened to them, and those who believe their gods are still alive somewhere in the galaxy. This schism is one of the few things that has ever driven the Slime People to war amongst themselves, disturbing the typical unity they find in their shared faith.&lt;br /&gt;
&lt;br /&gt;
=== Family and Community ===&lt;br /&gt;
Slime People lack a strong sense of community, in part due to their own individual struggles with identity. They tend to conform to whatever communities they find themselves within, molding themselves to those expectations and norms rather than imposing or preserving their own. Because of this, depending on where a Slime is from, their views on many things can vary wildly. If a culture is more monogamous and has a strong image of a &#039;nuclear family&#039;, they will adapt it. If the culture is polymerous and trends towards communal raising of their offspring, they will adapt that instead. This much variety in their culture has also caused conflicts in-between the Slime People. &lt;br /&gt;
&lt;br /&gt;
=== Fashion and Aesthetics ===&lt;br /&gt;
Like everything else about the Slime People, they tend to adapt to whatever culture they find themselves living within. Some elements of their original culture do shine through here, however. These influences are often a consequence of the megastructure that birthed them. Much of their architecture and design aesthetic tends to match these alien ruins, with geometric brutalist shapes for important buildings, usually adopted by Slime People birthed from factories and cities. Other ruins have a more smooth, almost bubbly organic style which is reflected in their culture, with flowy clothing and curved buildings.&lt;br /&gt;
&lt;br /&gt;
There is a strong unifying trend between all groups, however. While important government buildings, factories, and other places that are meant to reflect authority heavily draw from the design of the ruins that birthed them in shape and coloration- drap dark and almost depressing, Slime People&#039;s clothes and social spaces tend to be exceedingly colorful, ranging from Cyberpop to Decora in design and coloration. It is far from uncommon to see brightly colored suits and uniforms worn by officials, even those working in the dreariest government buildings, and several architectural movements have occurred in their past that tried to blend the two aesthetics, with brutalist and harsh architecture colored in bright pinks and blues. This extreme contrast became one of the exoticized features of their culture that other Species tend to focus on when trying to &#039;replicate&#039; the &#039;authentic&#039; Slime People style.&lt;br /&gt;
&lt;br /&gt;
== Society ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
The Slime People governments follow standard trends in the galaxy, monarchies that evolved into democracies of various flavors. The acceleration that occurred due to their access to xeno technology made the transitionary periods incredibly rapid, and very violent. On the galactic scale, all planets occupied by Slime People have integrated fully into the various other galactic powers. Seven worlds are members of the Trans-Solar Federation, nine world are members of the Skrellian Central Authority, and two worlds are members of the Union of Soviet Socialist Planets. Another dozen are members of smaller coalitions and federations. Almost none have bothered to keep much of their autonomy.&lt;br /&gt;
&lt;br /&gt;
=== Economy ===&lt;br /&gt;
While strictly against the foreign use of their relics, the Slime People have often found a place in the market to sell their own technological inventions derived from those relics. They also often export their textiles, with Slime clothes finding a popular foothold amongst the younger generations closer to Earth especially. Due to their rapid expansion and disjointed points of origin, they lack a strong economic base and a notable number of their worlds are less than ideal for habitation and heavily rely on imports of food from the governments they have integrated into, making these worlds susceptible to famine and material shortages. This is of little concern to them, despite the anxiety it induces in their allies- a famine now and then means little when their population can bounce back so easily.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Some Slime People smell and taste vaguely fruity.&lt;br /&gt;
* While Slime People, generally, dislike what they consider to be theft of their holy relics, which usually puts them at odds with Xenoarcheologists, their adaptable nature means that quite a few have found themselves working in these exact same scientific institutes themselves. No culture is a monolith after all, not all Slimes are religious anymore.&lt;br /&gt;
* Slime People can procreate naturally amongst themselves, and this is how the majority of them are born today. They do also still form naturally on their home worlds, in the holy sites they hold so dear. There is a small amount of assumed specialness and elevated expectation placed on these &#039;natural&#039; Slimes by their kin, but it varies from world to world.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=950</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=950"/>
		<updated>2025-06-25T22:55:10Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* DONK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Cybersun Industries is a megacorp, defense contractor and military supplier. Nowadays known for their specialization in the fields of robotics, cybernetics, digital security, artificial intelligence research and personal armor systems including hardsuits. Also a notable holder of a collection of fringe mining colonies and supplier of high quality pens for spacer use. Primarily working with the Trans-Solar Federation and a multitude of prominent PMC groups. &lt;br /&gt;
&lt;br /&gt;
As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form what&#039;s possibly the single most effective private army in the sector to act as their right hand, named the &amp;quot;Inner Circle&amp;quot;. Officially the &amp;quot;Vega Protective Services&amp;quot;, responsible for providing anti-piracy services to prominent merchants, in actuality it is a front for the Inner Circle black operations under the command of Cybersun upper management using 60% of Vega Protective Service&#039;s official budget to outfit them with the finest equipment, cybernetics, and technology Cybersun can provide. The careful guidance of Cybersun ensuring that the Inner Circle&#039;s activities are kept secret from the rest of the sector at large. &lt;br /&gt;
&lt;br /&gt;
The Inner Circle was tasked with focusing on counter-offensive operations unless an opportunity for clandestine strikes presents itself. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;s involvement in the Syndicate is only known to a select few. After all 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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they are far from providing the most personnel, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
Notably the Syndicate&#039;s most ambitious member. Where most of the others just want to get rid of competition, pursue specific agendas, or are in it to be conflict profiteers. Cybersun is the center of corporate conspiracies decades or perhaps even centuries in the making and has &#039;&#039;plans&#039;&#039; for ushering in a new age for not just the Federation but all of Orion.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
While they are the original developers of designs such as the C-20r SMG and the L6 SAW their liquidation period had the license for the designs pass to Scarborough Arms, a manufacturer known for potent and mobile ballistic weapons of high-class quality for those that can afford it. While Waffle Co. is still capable of making the C-20r and L6 SAW inhouse they still regularly purchase Scarborough Arms hardware to supplement their syndicate arms production, fill sudden equipment gaps or just to get weapons made with higher standards. These weapons then eventually make their way through their system to be used by syndicate operatives.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks, fast food, toys, quirky clothing lines, 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&#039;s development Nanotrasen acted as an angel investor, in exchange for a contract to supply Donk Pockets and cargo haulers to NanoTrasen stations. It later turned out the contract framed the investment as a loan instead of a grant, contained no end date, and no room for changes in payment. While the deal was once profitable; generations of inflation, and legal battles over the terms of the contract have brought the company to near financial ruin as it continues to lose money with every shipment to NT stations. This no-win situation eventually brought them into the fold of the Syndicate. 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 more flexibly leverage their now vast 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. Nanotrasen continues to underpay or even find reasons to withhold pay to DONK to try to starve them while keeping the flow of cargo to NT stations running and potentially buy out DONK&#039;s entire fleet. Analysts are puzzled at why DONK hasn&#039;t gone under yet not knowing that a combination of obfuscation and Syndicate funding is keeping DONK afloat. Among the syndicate they&#039;re a wildcard happy to handle almost any job for the right price. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=949</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=949"/>
		<updated>2025-06-25T22:53:53Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Cybersun Industries is a megacorp, defense contractor and military supplier. Nowadays known for their specialization in the fields of robotics, cybernetics, digital security, artificial intelligence research and personal armor systems including hardsuits. Also a notable holder of a collection of fringe mining colonies and supplier of high quality pens for spacer use. Primarily working with the Trans-Solar Federation and a multitude of prominent PMC groups. &lt;br /&gt;
&lt;br /&gt;
As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form what&#039;s possibly the single most effective private army in the sector to act as their right hand, named the &amp;quot;Inner Circle&amp;quot;. Officially the &amp;quot;Vega Protective Services&amp;quot;, responsible for providing anti-piracy services to prominent merchants, in actuality it is a front for the Inner Circle black operations under the command of Cybersun upper management using 60% of Vega Protective Service&#039;s official budget to outfit them with the finest equipment, cybernetics, and technology Cybersun can provide. The careful guidance of Cybersun ensuring that the Inner Circle&#039;s activities are kept secret from the rest of the sector at large. &lt;br /&gt;
&lt;br /&gt;
The Inner Circle was tasked with focusing on counter-offensive operations unless an opportunity for clandestine strikes presents itself. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;s involvement in the Syndicate is only known to a select few. After all 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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they are far from providing the most personnel, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
Notably the Syndicate&#039;s most ambitious member. Where most of the others just want to get rid of competition, pursue specific agendas, or are in it to be conflict profiteers. Cybersun is the center of corporate conspiracies decades or perhaps even centuries in the making and has &#039;&#039;plans&#039;&#039; for ushering in a new age for not just the Federation but all of Orion.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
While they are the original developers of designs such as the C-20r SMG and the L6 SAW their liquidation period had the license for the designs pass to Scarborough Arms, a manufacturer known for potent and mobile ballistic weapons of high-class quality for those that can afford it. While Waffle Co. is still capable of making the C-20r and L6 SAW inhouse they still regularly purchase Scarborough Arms hardware to supplement their syndicate arms production, fill sudden equipment gaps or just to get weapons made with higher standards. These weapons then eventually make their way through their system to be used by syndicate operatives.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks, fast food, toys, quirky clothing lines, 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&#039;s development Nanotrasen acted as an angel investor, in exchange for a contract to supply Donk Pockets and cargo haulers to NanoTrasen stations. It later turned out the contract framed the investment as a loan instead of a grant, contained no end date, and no room for changes in payment. While the deal was once profitable; generations of inflation, and legal battles over the terms of the contract have brought the company to near financial ruin as it continues to lose money with every shipment to NT stations. This no-win situation eventually brought them into the fold of the Syndicate. 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 more flexibly leverage their now vast 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. Nanotrasen continues to underpay or even find reasons to withhold pay to DONK to try to starve them while keeping the flow of cargo to NT stations running and potentially buy out DONK&#039;s entire fleet. Analysts are puzzled at why DONK hasn&#039;t gone under yet not knowing that a combination of obfuscation and Syndicate funding is keeping DONK afloat. Among the syndicate they&#039;re a wildcard happy to handle any job for the right price. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=901</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=901"/>
		<updated>2025-06-22T17:08:52Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Cybersun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Cybersun Industries is a megacorp, defense contractor and military supplier. Nowadays known for their specialization in the fields of robotics, cybernetics, digital security, artificial intelligence research and personal armor systems including hardsuits. Also a notable holder of a collection of fringe mining colonies and supplier of high quality pens for spacer use. Primarily working with the Trans-Solar Federation and a multitude of prominent PMC groups. &lt;br /&gt;
&lt;br /&gt;
As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form what&#039;s possibly the single most effective private army in the sector to act as their right hand, named the &amp;quot;Inner Circle&amp;quot;. Officially the &amp;quot;Vega Protective Services&amp;quot;, responsible for providing anti-piracy services to prominent merchants, in actuality it is a front for the Inner Circle black operations under the command of Cybersun upper management using 60% of Vega Protective Service&#039;s official budget to outfit them with the finest equipment, cybernetics, and technology Cybersun can provide. The careful guidance of Cybersun ensuring that the Inner Circle&#039;s activities are kept secret from the rest of the sector at large. &lt;br /&gt;
&lt;br /&gt;
The Inner Circle was tasked with focusing on counter-offensive operations unless an opportunity for clandestine strikes presents itself. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;s involvement in the Syndicate is only known to a select few. After all 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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they are far from providing the most personnel, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
Notably the Syndicate&#039;s most ambitious member. Where most of the others just want to get rid of competition, pursue specific agendas, or are in it to be conflict profiteers. Cybersun is the center of corporate conspiracies decades or perhaps even centuries in the making and has &#039;&#039;plans&#039;&#039; for ushering in a new age for not just the Federation but all of Orion.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
While they are the original developers of designs such as the C-20r SMG and the L6 SAW their liquidation period had the license for the designs pass to Scarborough Arms, a manufacturer known for potent and mobile ballistic weapons of high-class quality for those that can afford it. While Waffle Co. is still capable of making the C-20r and L6 SAW inhouse they still regularly purchase Scarborough Arms hardware to supplement their syndicate arms production, fill sudden equipment gaps or just to get weapons made with higher standards. These weapons then eventually make their way through their system to be used by syndicate operatives.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=900</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=900"/>
		<updated>2025-06-22T17:06:23Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Cybersun */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
Cybersun Industries is a megacorp, defense contractor and military supplier. Nowadays known for their specialization in the fields of robotics, cybernetics, digital security, artificial intelligence research and personal armor systems including hardsuits. Also a notable supplier of high quality pens for spacer use. Primarily working with the Trans-Solar Federation and a multitude of prominent PMC groups. &lt;br /&gt;
&lt;br /&gt;
As a rival of NanoTrasen, they found themselves a target of repeat sabotage attempts. Their response was to form what&#039;s possibly the single most effective private army in the sector to act as their right hand, named the &amp;quot;Inner Circle&amp;quot;. Officially the &amp;quot;Vega Protective Services&amp;quot;, responsible for providing anti-piracy services to prominent merchants, in actuality it is a front for the Inner Circle black operations under the command of Cybersun upper management using 60% of Vega Protective Service&#039;s official budget to outfit them with the finest equipment, cybernetics, and technology Cybersun can provide. The careful guidance of Cybersun ensuring that the Inner Circle&#039;s activities are kept secret from the rest of the sector at large. &lt;br /&gt;
&lt;br /&gt;
The Inner Circle was tasked with focusing on counter-offensive operations unless an opportunity for clandestine strikes presents itself. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;s involvement in the Syndicate is only known to a select few. After all 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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they are far from providing the most personnel, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
Notably the Syndicate&#039;s most ambitious member. Where most of the others just want to get rid of competition, pursue specific agendas, or are in it to be conflict profiteers. Cybersun is the center of corporate conspiracies decades or perhaps even centuries in the making and has &#039;&#039;plans&#039;&#039; for ushering in a new age for not just the Federation but all of Orion.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
While they are the original developers of designs such as the C-20r SMG and the L6 SAW their liquidation period had the license for the designs pass to Scarborough Arms, a manufacturer known for potent and mobile ballistic weapons of high-class quality for those that can afford it. While Waffle Co. is still capable of making the C-20r and L6 SAW inhouse they still regularly purchase Scarborough Arms hardware to supplement their syndicate arms production, fill sudden equipment gaps or just to get weapons made with higher standards. These weapons then eventually make their way through their system to be used by syndicate operatives.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=899</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=899"/>
		<updated>2025-06-22T15:38:45Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Waffle Co. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
While they are the original developers of designs such as the C-20r SMG and the L6 SAW their liquidation period had the license for the designs pass to Scarborough Arms, a manufacturer known for potent and mobile ballistic weapons of high-class quality for those that can afford it. While Waffle Co. is still capable of making the C-20r and L6 SAW inhouse they still regularly purchase Scarborough Arms hardware to supplement their syndicate arms production, fill sudden equipment gaps or just to get weapons made with higher standards. These weapons then eventually make their way through their system to be used by syndicate operatives.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Species&amp;diff=866</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Species&amp;diff=866"/>
		<updated>2025-06-17T00:16:32Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lore]]&lt;br /&gt;
Nanotrasen employs a variety of sapient species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Arachnids=&lt;br /&gt;
&lt;br /&gt;
[[File:Arachnid.png|96x96px|center|MobArachnid&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They have two additional Pocket slots in their inventory. They can eat raw meat without any ill effects, but some foods like chocolate and onion poisons them.&lt;br /&gt;
They suffocate 50% faster, and their Blue Blood can&#039;t be metabolised from Iron, being based on Copper instead.&lt;br /&gt;
&lt;br /&gt;
Their unarmed attacks deal Piercing damage instead of Blunt.&lt;br /&gt;
&lt;br /&gt;
==Sericulture==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FILENAME|thumb|center|MaterialWebSilk&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|ClothingUniformJumpskirtWeb&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|WebShield&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|WallWeb&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arachnids can create Websilk at the cost of getting more hungry. They (and only they) can craft bundles of websilk into various items from clothing and shields to entire walls.&lt;br /&gt;
&lt;br /&gt;
=Diona=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Diona.png|96x96px|center|MobDiona&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can&#039;t wear shoes, but are not slowed by Kudzu.&lt;br /&gt;
They get hungry and thirsty slower.&lt;br /&gt;
Their &amp;quot;blood&amp;quot; is tree sap and can&#039;t be metabolised from Iron.&lt;br /&gt;
Being plants, Weed Killer poisons them, while Robust Harvest heals them (but not without risk when overused!)&lt;br /&gt;
&lt;br /&gt;
They take &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;30% less Blunt damage and 20% less Slash damage&amp;lt;/span&amp;gt;;&lt;br /&gt;
but &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;50% more Heat damage, 20% more Shock damage, and they can easily&lt;br /&gt;
catch on fire when receiving enough Heat damage from *any* source.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Make Like A Tree And Leave==&lt;br /&gt;
&lt;br /&gt;
[[File:FILENAME|thumb|center|FloraTree&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Being exposed to too much Robust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment).&lt;br /&gt;
Cutting down the tree will &amp;quot;restore&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
==Diona Nymphs==&lt;br /&gt;
&lt;br /&gt;
[[File:FILENAME|thumb|center|MobDionaNymph&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|MobDionaNymph&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|MobDionaNymph&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
After death, a Diona can voluntarily destroy their own body, releasing their &amp;quot;internal organs&amp;quot; as three Nymphs,&lt;br /&gt;
with the player taking control of the Brain Nymph.&lt;br /&gt;
It can talk but has no hands or inventory, and can&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
After 10 minutes, a Nymph can reform into a whole Diona. This will be a new randomised body with a random name,&lt;br /&gt;
and there will be little to no evidence beyond their word about who they were before.&lt;br /&gt;
&lt;br /&gt;
=Dwarves=&lt;br /&gt;
&lt;br /&gt;
[[File:Dwarf.png|96x96px|center|MobDwarf&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Dwarves are similar to humans in most respect, but tolerate alcohol better and are healed by it.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
[[File:Human.png|96x96px|center|MobHumanDummy&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Depending on who you ask, humans are either unremarkable or the universal standard to which everything else is compared.&lt;br /&gt;
They have no special mechanics or notable attributes.&lt;br /&gt;
&lt;br /&gt;
=Moth People=&lt;br /&gt;
&lt;br /&gt;
[[File:Moth.png|96x96px|center|MobMoth&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
They can eat cotton, fabrics and clothing, but virtually none of the food that others would consider &amp;quot;edible&amp;quot;. They prefer a somewhat lower temperature range than humans.&lt;br /&gt;
Their Insect Blood can&#039;t be metabolised from Iron like normal blood.&lt;br /&gt;
&lt;br /&gt;
Their wings give them better acceleration if there is no gravity on the station, but they still can&#039;t move without equipment when floating out in space.&lt;br /&gt;
&lt;br /&gt;
They take &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;30% less Cold damage&amp;lt;/span&amp;gt; but &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;30% more Heat damage, and catch on fire more easily&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Reptilians=&lt;br /&gt;
&lt;br /&gt;
[[File:Reptilian.png|96x96px|center|MobReptilian&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
They can ONLY eat fruits and meat, but can eat raw meat and drink blood without any ill effects.&lt;br /&gt;
They prefer a somewhat higher temperature range than humans.&lt;br /&gt;
They can drag objects with their tail, keeping both their hands free.&lt;br /&gt;
&lt;br /&gt;
Their unarmed claw attacks deal Slash damage instead of Blunt.&lt;br /&gt;
&lt;br /&gt;
They take &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;30% more Cold damage.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Slime People=&lt;br /&gt;
&lt;br /&gt;
[[File:Slime.png|96x96px|center|MobSlimePerson&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
They breathe nitrogen instead of oxygen, which is abundant in the station air, but harder to find compressed into gas tanks. They take significant damage if they are sprayed or splashed with water, but can&lt;br /&gt;
(and like other species, need to) drink it safely to stay hydrated.&lt;br /&gt;
They exhale nitrous oxide and are unaffected by it.&lt;br /&gt;
Their body can process 6 reagents at the same time instead of just 2.&lt;br /&gt;
&lt;br /&gt;
Slimepeople have an &#039;&#039;&#039;internal 2x3 storage inventory&#039;&#039;&#039; inside of their slime membrane. Anyone can see what&#039;s inside and take it out of you without asking,&lt;br /&gt;
so be careful.&lt;br /&gt;
&lt;br /&gt;
Slimepeople have slight accelerated regeneration compared to other humanoids. They&#039;re also capable of hardening their fists, and as such have stronger punches,&lt;br /&gt;
although they punch a little slower.&lt;br /&gt;
&lt;br /&gt;
Their slime &amp;quot;blood&amp;quot; can not be regenerated from Iron. Slime Blood is technically a source of&lt;br /&gt;
moderately filling food for other species, although drinking the blood of your coworkers is usually frowned upon.&lt;br /&gt;
They suffocate 80% slower, but take pressure damage 9% faster. This makes them by far the species most capable to survive in hard vacuum. For a while.&lt;br /&gt;
&lt;br /&gt;
They take &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;80% less Cellular damage, 40% less Blunt damage and 20% less Poison damage&amp;lt;/span&amp;gt;, but &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;50% more Cold damage, 20% more Slash damage and 20% more Piercing damage&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Vox=&lt;br /&gt;
&lt;br /&gt;
[[File:Vox.png|96x96px|center|MobVox&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;Warning! This species is not recommended for new players due to their fatal allergy to oxygen!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vox breathe nitrogen, and &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt; oxygen is toxic to them.&amp;lt;/span&amp;gt;&lt;br /&gt;
Unfortunately, space stations tend to be full of oxygen,&lt;br /&gt;
so Vox must use an internal nitrogen supply at almost all times to avoid fatal exposure.&lt;br /&gt;
&lt;br /&gt;
Vox always spawn wearing working nitrogen internals equipment.&lt;br /&gt;
A spare breathing mask and an emergency nitrogen canister is provided in their survival box.&lt;br /&gt;
&lt;br /&gt;
Vox &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;slowly recover from low levels of poison damage&amp;lt;/span&amp;gt; on their own,&lt;br /&gt;
so long as they are careful not to exceed 20 poison damage.&lt;br /&gt;
This allows them to endure breathing station air for up to thirty seconds at a time without lasting damage,&lt;br /&gt;
letting them quickly eat, drink, take oral medication, and so on.&lt;br /&gt;
A thirty second oxygen exposure takes them two minutes to recover from.&lt;br /&gt;
If their health does not seem to improve within a minute of oxygen exposure, they should seek medical attention.&lt;br /&gt;
&lt;br /&gt;
Vox deal Slash damage with their unarmed attack.&lt;br /&gt;
&lt;br /&gt;
=Felionoid=&lt;br /&gt;
&lt;br /&gt;
[[File:Felinoid.png|96x96px|center|MobFelionoid&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;Caution! This species has a severely limiting game mechanic and is not recommended for new players. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their unarmed claw attacks deal 3 points of Slash damage with a hit rate that is 2 times faster than humans.&lt;br /&gt;
&lt;br /&gt;
Additionally, Felionoids can run 1.3 times faster than humans but are more vulnerable:&lt;br /&gt;
* They fall into a critical state at 75 points of damage.&lt;br /&gt;
* They die at 150 points of damage.&lt;br /&gt;
&lt;br /&gt;
=Vulpkanin=&lt;br /&gt;
&lt;br /&gt;
[[File:Vulpkanin.png|96x96px|center|MobVulpkanin&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin (Vulp-ka-nin) — a species of anthropomorphic intelligent beings vaguely resembling Earth foxes from the canine family. They have a unique leg structure and sharper vision.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&lt;br /&gt;
* Receive &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;50% more fire damage&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;50% less cold damage&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Need to eat and drink 1.5 times more.&lt;br /&gt;
* Easily intoxicated.&lt;br /&gt;
* Animal stomach, takes poison damage from chocolate and allows consuming other creatures&#039; organs.&lt;br /&gt;
* Deal &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt; slashing damage with claws.&lt;br /&gt;
* Have their own accent, sometimes rolling the &amp;quot;R&amp;quot;.&lt;br /&gt;
* Have a vision range one tile further.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Species&amp;diff=865</id>
		<title>Species</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Species&amp;diff=865"/>
		<updated>2025-06-17T00:08:05Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Lore]]&lt;br /&gt;
Nanotrasen employs a variety of sapient species.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Arachnids=&lt;br /&gt;
&lt;br /&gt;
[[File:Arachnid.png|thumb|center|MobArachnid&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They have two additional Pocket slots in their inventory. They can eat raw meat without any ill effects, but some foods like chocolate and onion poisons them.&lt;br /&gt;
They suffocate 50% faster, and their Blue Blood can&#039;t be metabolised from Iron, being based on Copper instead.&lt;br /&gt;
&lt;br /&gt;
Their unarmed attacks deal Piercing damage instead of Blunt.&lt;br /&gt;
&lt;br /&gt;
==Sericulture==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:FILENAME|thumb|center|MaterialWebSilk&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|ClothingUniformJumpskirtWeb&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|WebShield&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|WallWeb&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Arachnids can create Websilk at the cost of getting more hungry. They (and only they) can craft bundles of websilk into various items from clothing and shields to entire walls.&lt;br /&gt;
&lt;br /&gt;
=Diona=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Diona.png|thumb|center|MobDiona&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can&#039;t wear shoes, but are not slowed by Kudzu.&lt;br /&gt;
They get hungry and thirsty slower.&lt;br /&gt;
Their &amp;quot;blood&amp;quot; is tree sap and can&#039;t be metabolised from Iron.&lt;br /&gt;
Being plants, Weed Killer poisons them, while Robust Harvest heals them (but not without risk when overused!)&lt;br /&gt;
&lt;br /&gt;
They take &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;30% less Blunt damage and 20% less Slash damage&amp;lt;/span&amp;gt;;&lt;br /&gt;
but &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;50% more Heat damage, 20% more Shock damage, and they can easily&lt;br /&gt;
catch on fire when receiving enough Heat damage from *any* source.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Make Like A Tree And Leave==&lt;br /&gt;
&lt;br /&gt;
[[File:FILENAME|thumb|center|FloraTree&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Being exposed to too much Robust Harvest will cause a Diona to grow out of control, turning into an immobile tree (dropping all their equipment).&lt;br /&gt;
Cutting down the tree will &amp;quot;restore&amp;quot; the Diona to their mobile state.&lt;br /&gt;
&lt;br /&gt;
==Diona Nymphs==&lt;br /&gt;
&lt;br /&gt;
[[File:FILENAME|thumb|center|MobDionaNymph&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|MobDionaNymph&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
[[File:FILENAME|thumb|center|MobDionaNymph&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
After death, a Diona can voluntarily destroy their own body, releasing their &amp;quot;internal organs&amp;quot; as three Nymphs,&lt;br /&gt;
with the player taking control of the Brain Nymph.&lt;br /&gt;
It can talk but has no hands or inventory, and can&#039;t do much.&lt;br /&gt;
&lt;br /&gt;
After 10 minutes, a Nymph can reform into a whole Diona. This will be a new randomised body with a random name,&lt;br /&gt;
and there will be little to no evidence beyond their word about who they were before.&lt;br /&gt;
&lt;br /&gt;
=Dwarves=&lt;br /&gt;
&lt;br /&gt;
[[File:FILENAME|thumb|center|MobDwarf&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Dwarves are similar to humans in most respect, but tolerate alcohol better and are healed by it.&lt;br /&gt;
&lt;br /&gt;
=Humans=&lt;br /&gt;
&lt;br /&gt;
[[File:Human.png|thumb|center|MobHumanDummy&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Depending on who you ask, humans are either unremarkable or the universal standard to which everything else is compared.&lt;br /&gt;
They have no special mechanics or notable attributes.&lt;br /&gt;
&lt;br /&gt;
=Moth People=&lt;br /&gt;
&lt;br /&gt;
[[File:Moth.png|thumb|center|MobMoth&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
They can eat cotton, fabrics and clothing, but virtually none of the food that others would consider &amp;quot;edible&amp;quot;. They prefer a somewhat lower temperature range than humans.&lt;br /&gt;
Their Insect Blood can&#039;t be metabolised from Iron like normal blood.&lt;br /&gt;
&lt;br /&gt;
Their wings give them better acceleration if there is no gravity on the station, but they still can&#039;t move without equipment when floating out in space.&lt;br /&gt;
&lt;br /&gt;
They take &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;30% less Cold damage&amp;lt;/span&amp;gt; but &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;30% more Heat damage, and catch on fire more easily&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Reptilians=&lt;br /&gt;
&lt;br /&gt;
[[File:Reptilian.png|thumb|center|MobReptilian&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
They can ONLY eat fruits and meat, but can eat raw meat and drink blood without any ill effects.&lt;br /&gt;
They prefer a somewhat higher temperature range than humans.&lt;br /&gt;
They can drag objects with their tail, keeping both their hands free.&lt;br /&gt;
&lt;br /&gt;
Their unarmed claw attacks deal Slash damage instead of Blunt.&lt;br /&gt;
&lt;br /&gt;
They take &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;30% more Cold damage.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Slime People=&lt;br /&gt;
&lt;br /&gt;
[[File:Slime.png|thumb|center|MobSlimePerson&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
They breathe nitrogen instead of oxygen, which is abundant in the station air, but harder to find compressed into gas tanks. They take significant damage if they are sprayed or splashed with water, but can&lt;br /&gt;
(and like other species, need to) drink it safely to stay hydrated.&lt;br /&gt;
They exhale nitrous oxide and are unaffected by it.&lt;br /&gt;
Their body can process 6 reagents at the same time instead of just 2.&lt;br /&gt;
&lt;br /&gt;
Slimepeople have an &#039;&#039;&#039;internal 2x3 storage inventory&#039;&#039;&#039; inside of their slime membrane. Anyone can see what&#039;s inside and take it out of you without asking,&lt;br /&gt;
so be careful.&lt;br /&gt;
&lt;br /&gt;
Slimepeople have slight accelerated regeneration compared to other humanoids. They&#039;re also capable of hardening their fists, and as such have stronger punches,&lt;br /&gt;
although they punch a little slower.&lt;br /&gt;
&lt;br /&gt;
Their slime &amp;quot;blood&amp;quot; can not be regenerated from Iron. Slime Blood is technically a source of&lt;br /&gt;
moderately filling food for other species, although drinking the blood of your coworkers is usually frowned upon.&lt;br /&gt;
They suffocate 80% slower, but take pressure damage 9% faster. This makes them by far the species most capable to survive in hard vacuum. For a while.&lt;br /&gt;
&lt;br /&gt;
They take &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;80% less Cellular damage, 40% less Blunt damage and 20% less Poison damage&amp;lt;/span&amp;gt;, but &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;50% more Cold damage, 20% more Slash damage and 20% more Piercing damage&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=Vox=&lt;br /&gt;
&lt;br /&gt;
[[File:Vox.png|thumb|center|MobVox&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;Warning! This species is not recommended for new players due to their fatal allergy to oxygen!&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Vox breathe nitrogen, and &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt; oxygen is toxic to them.&amp;lt;/span&amp;gt;&lt;br /&gt;
Unfortunately, space stations tend to be full of oxygen,&lt;br /&gt;
so Vox must use an internal nitrogen supply at almost all times to avoid fatal exposure.&lt;br /&gt;
&lt;br /&gt;
Vox always spawn wearing working nitrogen internals equipment.&lt;br /&gt;
A spare breathing mask and an emergency nitrogen canister is provided in their survival box.&lt;br /&gt;
&lt;br /&gt;
Vox &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;slowly recover from low levels of poison damage&amp;lt;/span&amp;gt; on their own,&lt;br /&gt;
so long as they are careful not to exceed 20 poison damage.&lt;br /&gt;
This allows them to endure breathing station air for up to thirty seconds at a time without lasting damage,&lt;br /&gt;
letting them quickly eat, drink, take oral medication, and so on.&lt;br /&gt;
A thirty second oxygen exposure takes them two minutes to recover from.&lt;br /&gt;
If their health does not seem to improve within a minute of oxygen exposure, they should seek medical attention.&lt;br /&gt;
&lt;br /&gt;
Vox deal Slash damage with their unarmed attack.&lt;br /&gt;
&lt;br /&gt;
=Felionoid=&lt;br /&gt;
&lt;br /&gt;
[[File:Felinoid.png|thumb|center|MobFelionoid&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;Caution! This species has a severely limiting game mechanic and is not recommended for new players. &amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Their unarmed claw attacks deal 3 points of Slash damage with a hit rate that is 2 times faster than humans.&lt;br /&gt;
&lt;br /&gt;
Additionally, Felionoids can run 1.3 times faster than humans but are more vulnerable:&lt;br /&gt;
* They fall into a critical state at 75 points of damage.&lt;br /&gt;
* They die at 150 points of damage.&lt;br /&gt;
&lt;br /&gt;
=Vulpkanin=&lt;br /&gt;
&lt;br /&gt;
[[File:Vulpkanin.png|thumb|center|MobVulpkanin&amp;quot; Caption=&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
Vulpkanin (Vulp-ka-nin) — a species of anthropomorphic intelligent beings vaguely resembling Earth foxes from the canine family. They have a unique leg structure and sharper vision.&lt;br /&gt;
&lt;br /&gt;
==Racial Features==&lt;br /&gt;
&lt;br /&gt;
* Receive &amp;lt;span style=&amp;quot;color:#ffa500&amp;quot;&amp;gt;50% more fire damage&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:#1e90ff&amp;quot;&amp;gt;50% less cold damage&amp;lt;/span&amp;gt;.&lt;br /&gt;
* Need to eat and drink 1.5 times more.&lt;br /&gt;
* Easily intoxicated.&lt;br /&gt;
* Animal stomach, takes poison damage from chocolate and allows consuming other creatures&#039; organs.&lt;br /&gt;
* Deal &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;5&amp;lt;/span&amp;gt; slashing damage with claws.&lt;br /&gt;
* Have their own accent, sometimes rolling the &amp;quot;R&amp;quot;.&lt;br /&gt;
* Have a vision range one tile further.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=855</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=855"/>
		<updated>2025-06-10T23:54:13Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Waffle Co. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
While the TSF economy after the Cygni peace treaty took a nosedive into one of the largest recessions ever seen a franchise named Waffle Co. whose ownership recently passed from parent to heir. This heir has 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=854</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=854"/>
		<updated>2025-06-10T23:52:04Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Waffle Co. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
While the TSF economy after the Cygni peace treaty took a nosedive into one of the largest recessions ever seen a franchise named Waffle Co. whose ownership recently passed from parent to heir. This heir has 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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, deadly toxins, combat stimulants and armored hardsuits. Outside the syndicate the red Telecrystals appear as unsafe experimental gemstones to the average scientist.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=853</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=853"/>
		<updated>2025-06-10T23:34:12Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Waffle Co. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. &lt;br /&gt;
&lt;br /&gt;
While the TSF economy after the Cygni peace treaty took a nosedive into one of the largest recessions ever seen a franchise named Waffle Co. whose ownership recently passed from parent to heir. This heir has 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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&amp;amp;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
With a new source of funding from Cybersun through Syndicate membership. They were able to house weapons R&amp;amp;D for Cybersun and other syndicate members away from prying eyes while also running their own inhouse weapons R&amp;amp;D for the rest of the syndicate. Over time they&#039;ve masterminded one of the most well designed systems of the syndicate coalition: their open but regulated black market. Making them the primary regulator &amp;amp; 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. Outside the syndicate the red Telecrystals appear as unsafe experimental gemstones to the average scientist.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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 the genuine Scarborough Arms hardware so Waffle Co. can focus their own production on what they are good at.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=850</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=850"/>
		<updated>2025-06-10T02:33:22Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* DONK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
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&#039;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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;With great flavor comes great responsibility&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt; Brock Donk in the Brother&#039;s DONK premiere &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=844</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=844"/>
		<updated>2025-06-01T00:04:50Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Interdyne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Syndicate_emblem.png|thumb|Emblem of the Syndicate]]&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks and fast food. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;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 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. 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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=834</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=834"/>
		<updated>2025-05-25T23:37:48Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Gorlex Marauders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt; &amp;lt;b&amp;gt; Note: This page is not yet approved. Any information contained within may not be official lore and is subject to change. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Does chemical and biological experiments. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks and fast food. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;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 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. 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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 &amp;amp; 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&#039;huil who would go on to help shape and later command the joint-species organization in the early 2400&#039;s&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=833</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=833"/>
		<updated>2025-05-25T21:50:10Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* S.E.L.F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt; &amp;lt;b&amp;gt; Note: This page is not yet approved. Any information contained within may not be official lore and is subject to change. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Does chemical and biological experiments. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks and fast food. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;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 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. 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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 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 &amp;amp; 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&#039;huil who would go on to help birth and later command the joint-species organization in the early 2400&#039;s under the title of &amp;quot;Gorlex Marauders&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; either refers to the name of one of the original founders or the name of a colony.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=832</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=832"/>
		<updated>2025-05-25T21:37:56Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* A.R.C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt; &amp;lt;b&amp;gt; Note: This page is not yet approved. Any information contained within may not be official lore and is subject to change. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Does chemical and biological experiments. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks and fast food. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;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 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. 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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 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 &amp;amp; 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&#039;huil who would go on to help birth and later command the joint-species organization in the early 2400&#039;s under the title of &amp;quot;Gorlex Marauders&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; either refers to the name of one of the original founders or the name of a colony.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=831</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=831"/>
		<updated>2025-05-25T21:26:40Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* S.E.L.F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt; &amp;lt;b&amp;gt; Note: This page is not yet approved. Any information contained within may not be official lore and is subject to change. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Does chemical and biological experiments. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks and fast food. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;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 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. 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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 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 &amp;amp; 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&#039;huil who would go on to help birth and later command the joint-species organization in the early 2400&#039;s under the title of &amp;quot;Gorlex Marauders&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; either refers to the name of one of the original founders or the name of a colony.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=830</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=830"/>
		<updated>2025-05-25T21:21:03Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt; &amp;lt;b&amp;gt; Note: This page is not yet approved. Any information contained within may not be official lore and is subject to change. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Does chemical and biological experiments. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks and fast food. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;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 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. 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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 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 &amp;amp; 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&#039;huil who would go on to help birth and later command the joint-species organization in the early 2400&#039;s under the title of &amp;quot;Gorlex Marauders&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; either refers to the name of one of the original founders or the name of a colony.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=829</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=829"/>
		<updated>2025-05-25T21:08:05Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* Gorlex Marauders */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt; &amp;lt;b&amp;gt; Note: This page is not yet approved. Any information contained within may not be official lore and is subject to change. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Does chemical and biological experiments. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks and fast food. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;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 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. 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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
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 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 &amp;amp; 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&#039;huil who would go on to help birth and later command the joint-species organization in the early 2400&#039;s under the title of &amp;quot;Gorlex Marauders&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Catching the attention of Cybersun, they were hired to pick away at edges of NanoTrasen&#039;s mining colonies with raids under the guise of regular piracy. Displaying that great expertise, and improvisational skills backed by Cybersun hardware, R&amp;amp;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&#039;huil publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
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 happens, the breadth of shared experience often becomes an invaluable asset when facing unusual circumstances and threats.&lt;br /&gt;
&lt;br /&gt;
It is speculated that &amp;quot;Gorlex&amp;quot; either refers to the name of one of the original founders or the name of a colony.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
	<entry>
		<id>https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=828</id>
		<title>Syndicate</title>
		<link rel="alternate" type="text/html" href="https://wiki.starlight.network/index.php?title=Syndicate&amp;diff=828"/>
		<updated>2025-05-25T20:03:21Z</updated>

		<summary type="html">&lt;p&gt;Snowhawk: /* MI13 */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;color:#CC0000&amp;quot;&amp;gt; &amp;lt;b&amp;gt; Note: This page is not yet approved. Any information contained within may not be official lore and is subject to change. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= History =&lt;br /&gt;
&lt;br /&gt;
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&#039;huil who ultimately took credit on behalf of the newly formed &#039;Syndicate&#039;. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
After the Pod Wars ended in 2438 traces of the Syndicate vanished. Although no body was ever recovered, Euukho Zek&#039;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&#039;, hands remained clean and their business continued as usual.&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &#039;Syndicate&#039; to capitalize on the deceased organization&#039;s notoriety and branding. However, it wasn&#039;t until families from the Original Syndicate contacted them that the organization truly began to reform.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
= Organization =&lt;br /&gt;
&lt;br /&gt;
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 &#039;workers&#039; which consist of volunteers and various groups from professional military organizations to Cluwnes. &lt;br /&gt;
&lt;br /&gt;
== Structure ==&lt;br /&gt;
The Syndicate organization itself is held together by a loose structure of branches. These branches are not unlike CentComm&#039;s divisions, however they are called branches so they are clearly different and not a copy. &lt;br /&gt;
&lt;br /&gt;
=== Syndicate High Command ===&lt;br /&gt;
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&#039; shoelaces. Their egos and distrust often end with them tripping over one another, while vying for the bragging rights of a successful mission. &lt;br /&gt;
&lt;br /&gt;
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&#039;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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::&amp;quot;The day that High Command graduates from Kindergarten may be the day that NanoTrasen falls&amp;quot; &lt;br /&gt;
:::: - &amp;lt;i&amp;gt;Previous SVS Member and Current CentComm Officer &amp;lt;/i&amp;gt; &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Known members include:&lt;br /&gt;
* Carter Avrom &amp;lt;i&amp;gt; (former SVS) &amp;lt;/i&amp;gt;&lt;br /&gt;
* Shalott&lt;br /&gt;
* Tristan&lt;br /&gt;
&lt;br /&gt;
Status Unknown&lt;br /&gt;
* Euukho Zek&#039;huil &amp;lt;i&amp;gt; (former- deceased) &amp;lt;/i&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Branches ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Intelligence&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Intelligence &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Responsibility || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| General Oversight || Oversight of the Intelligence Division, responsible for executing defectors and spies.&lt;br /&gt;
|-&lt;br /&gt;
| Communications || Code breakers, Syndicate encryption, espionage of enemy comms, etc.&lt;br /&gt;
|-&lt;br /&gt;
| Research and Development|| Works in tandem with outside corporate entities to employ purchased or stolen tech, and develop their own.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Military&amp;quot;;&lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Military &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Focus || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| Gorlex Marauders|| Oversight of the Military Division, sole command of Nuclear Operatives. The &#039;public&#039; face of the Syndicate.&lt;br /&gt;
|-&lt;br /&gt;
| Nuclear Operatives || Nukies and LoneOps, sent to trigger nuclear devices on enemy positions&lt;br /&gt;
|-&lt;br /&gt;
| Army || Syndicate ground forces, a fairly small force used to guard planetary outposts and bases.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Logistics&amp;quot;; &lt;br /&gt;
|+ &amp;lt;span style=&amp;quot;font-size: large&amp;quot;;&amp;gt; Logistics &amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
!| Subgroup|| Responsibilities || Duties and Powers &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | People &lt;br /&gt;
| Coordination || Managing money, resources, and manpower. Handles PR, recruitment efforts, and fundraising.&lt;br /&gt;
|-&lt;br /&gt;
| Relocation|| Moves supplies between locations, smuggles goods through enemy space, etc.&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Materials &lt;br /&gt;
| Manufacturing || A small group. Manufactures bulk supplies such as uniforms, plating, tools, etc. Anything not advanced enough to be R&amp;amp;D&#039;s job.&lt;br /&gt;
|-&lt;br /&gt;
|Engineering Branch || 	Construction and maintenance of shuttles and outposts.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is an old table, I don&#039;t want to delete it until we have the structure finalized&lt;br /&gt;
&lt;br /&gt;
Branches are headed by a Syndicate High Command member, though not every Syndicate High Command member lead their own branch.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; id=&amp;quot;Structure&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Branch&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Operational Intelligence&amp;quot; | Operational Intelligence&lt;br /&gt;
| Intelligence gathering in general. Responsible for finding and executing defectors and spies. &lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;War Operations&amp;quot; | War Operations &lt;br /&gt;
| Gorlex Emissaries, mostly attempt to get different associated factions to cooperate.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Recruitment&amp;quot; | Recruitment &lt;br /&gt;
| 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.&lt;br /&gt;
|-&lt;br /&gt;
| id=&amp;quot;Cyber Warfare&amp;quot; | Cyber Warfare&lt;br /&gt;
| Infiltrate CentComm and NT systems. Manipulate crew manifests to get operatives where they need to be. &lt;br /&gt;
|} --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Corporate Backers ==&lt;br /&gt;
Many Mega Corporations have a stake in the Syndicate, however their involvement with the terrorist group is virtually unknown outside of the organization&#039;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.&lt;br /&gt;
&lt;br /&gt;
=== Cybersun ===&lt;br /&gt;
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 &amp;quot;Inner Circle&amp;quot;. Unlike most mercenary groups the Inner Circle was tasked with focusing on counter-offensive operations. As Cybersun&#039;s technologies advanced leading them to become the Mega Corporation they are today, they&#039;ve faced increased attempts to infiltrate or even destroy their research facilities. NanoTrasen&#039;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&#039;s inability to coexist with other corporations and its thirst for the total domination of all intergalactic markets. &lt;br /&gt;
&lt;br /&gt;
Cybersun&#039;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&#039;s existence, and even fewer know of their liaisons with Syndicate High Command.&lt;br /&gt;
&lt;br /&gt;
Cybersun is the Syndicate&#039;s largest benefactor. While they do not provide people, they finance most of the Syndicate&#039;s ventures and keep the organization operating- or at least the lights on.&lt;br /&gt;
&lt;br /&gt;
=== Interdyne ===&lt;br /&gt;
Does chemical and biological experiments. NT refuses to be associated with them due to the ‘disgusting’ experiments they partake in.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Waffle Co. ===&lt;br /&gt;
Originally a waffle franchise, Waffle Co has substantially diversified over time. With funding through CyberSun they also make guns now. They serve as the Syndicate&#039;s primary non-biological weapons R&amp;amp;D group.&lt;br /&gt;
&lt;br /&gt;
=== DONK ===&lt;br /&gt;
Known for their signature DONK pockets product line, the company is primarily associated with snacks and fast food. Under the surface however they are struggling financially as NanoTrasen continues to push them out of the market. Early in their company&#039;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 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. 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. &lt;br /&gt;
&lt;br /&gt;
Additionally DONK features a rather popular children cartoon, &amp;quot;The Brothers DONK&amp;quot;, 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. &lt;br /&gt;
&lt;br /&gt;
Reviews on the Brothers DONK are mixed, particularly among Central Intelligence Division Operatives who are required to watch all new episodes.&lt;br /&gt;
&lt;br /&gt;
=== JONK ===&lt;br /&gt;
A knockoff of HONK Co. that gifted cluwnes to the universe. This section is often left out of Syndicate networking events and parties.&lt;br /&gt;
&lt;br /&gt;
== Criminal Entities ==&lt;br /&gt;
&lt;br /&gt;
=== Gorlex Marauders ===&lt;br /&gt;
&lt;br /&gt;
In the early 2400&#039;s, the Gorlex Marauders formed. Lead by Euukho Zek&#039;huil, the Marauders were originally pirates who picked away at the edges of NanoTrasen&#039;s mining colonies. 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. They publicly claimed the kills on behalf of &amp;quot;The Syndicate&amp;quot;. 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.&lt;br /&gt;
&lt;br /&gt;
=== S.E.L.F ===&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== A.R.C ===&lt;br /&gt;
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 &#039;animal prisons&#039;, 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.&lt;br /&gt;
&lt;br /&gt;
=== MI13 ===&lt;br /&gt;
Believed to have been a part of the Trans-Solar Federation&#039;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&#039;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&#039;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. Beyond the advancement of human psionics their own motives 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.&lt;br /&gt;
&lt;br /&gt;
=== Tiger Cooperative ===&lt;br /&gt;
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&#039;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?&lt;br /&gt;
&lt;br /&gt;
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&#039;s True Chosen. These attacks attracted legal attention, however tired of waiting for God&#039;s avatars to come to them, the Cooperative abandoned Earth and took to the stars before any government actions could be taken.&lt;br /&gt;
&lt;br /&gt;
Eventually, the cult attracted the attention of a changeling, it was then they they knew they had found God&#039;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.&lt;br /&gt;
&lt;br /&gt;
The Cooperative&#039;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&#039;ve found to deal with these ravenous beings is through the Cooperative.&lt;br /&gt;
&lt;br /&gt;
== Central Command Clones ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Associations =&lt;br /&gt;
== Revolutionaries ==&lt;br /&gt;
* The Syndicate recruits extremists and revolutionaries willing to take on what many would consider to be a suicide mission.&lt;br /&gt;
&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; &lt;br /&gt;
::: &amp;quot;You want to do what on a NanoTrasen Station!? That&#039;s crazy!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;I know right! It&#039;s just crazy enough to work!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
::: &amp;quot;No- but let us know where you need to be and when&amp;quot;&lt;br /&gt;
::::::: - &amp;lt;i&amp;gt; Conversation overheard at a Syndicate Recruitment dinner &amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Revenants ==&lt;br /&gt;
* Revenants are summoned by dark priests following a ritual. The Syndicate will coordinate to get dark priests onto a station.&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Initial infected ==&lt;br /&gt;
* Interdyne developed Romerol (aka the Zombie virus)&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Terror Spiders ==&lt;br /&gt;
* 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.&lt;br /&gt;
&lt;br /&gt;
== Wizard Federation ==&lt;br /&gt;
* The Wizard Federation is it&#039;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.&lt;/div&gt;</summary>
		<author><name>Snowhawk</name></author>
	</entry>
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