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Syndicates

Syndicates offer an overarching storyline to your Pilots in the Overword. They are used to add more meaning to the more episodic nature of Æther Jacks. Syndicates can tell any story but this section is going to go through some general story and progression of a corporate syndicate and a anarchist syndicate. 

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Corporate Syndicates

Corporation generally want more wealth, but their syndicates have more specific goals, like hunting down those who are trading secrets, or perhaps those stealing money from the company, you could even finding the pilots looking into a murder or two. 

Step 1

Example

Corporation

Pick a Mega Corporation and the connected Syndicate. This gives a lot of role play flavour to your syndicate and the kind of people that will be found within it. 

Step 2

Let's pick the huge Tech Corporation Takamori Institute (T.I.). And let's pick their secret protections syndicate in charge of protecting high profile persons. 

Example

Motive

Pick a motivation for the syndicate that is going to span over multiple sessions, this could be short term intending to be completed in 3 sessions or long term intended for many many play session. 

Step 3

The Vice president of the Chemical technology branch of T.I. has gone missing under suspicious circumstances and it is your job to figure out where they are and get them back if they are still alive.

Example

Breakdown

Breakdown the motive into goals that he Jacks can achieve to solve the problem. Make sure that there are ways to move forward even if the players do not succeed in every session.

Step 4

1. Let's have someone see them get taken. One of the takers is known. 2. The taker gives the first step of the transport. The main taker is now known. 3. The main taker needs to be convinced to return the VP.

Example

Marks

Come up with the Marks that are going to be along for the ride and the general outline of each dream.

1. Cooperative Janitor that is terrified of getting on the wrong side of the company, but their dreams are cloudy and need help clarifying. High Empathy with Aura. 

2. Standard goon but you have to follow sneakily or chase occupants as they replay the kidnapping.

3. Big bads hostile dream where you need to find leverage to use against them or scare them into letting the VP go.

Step 5

Example

Rewards

Come up with something cool for the players to get if they succeed in the sessions and if they achieve side goals.

1. An experimental chemical that can give the players Focussed in exchange for increasing the Chaos scale by 2.

2. Your need to scare the big bad, here's a weapon augment option of "apply Panicked on 3,5 and 7".

Anarchist Syndicates

Anarchists want to take down the Corporations that run the world, their syndicates may have more achievable goals. These could be finding access codes to bank accounts, information to blackmail people or to find the holding cell of someone taken from the streets. 

Step 1

Example

Anarchists

Pick an anarchist group and the connected syndicate, you may also want to pick the corporation they are targeting to add more depth to the story.

Step 2

Let's pick the Robins. And let's pick a lesser known Robbin with the intention to steal money from a branch of G.I.A. (Global Insurance Agency). 

Example

Motive

Once again we need a motive but this may be a broader motive that lends itself to continuous sessions that just tie in back-to-back.

Step 3

Let's say this is a continuous motive so the suburb where the Pilots grew up is being destroyed by the company and every mission helps to improve the suburb more. every failure takes something away.

Example

Breakdown

Break down the motive into goals that he Jacks can achieve. In a more continuous setting you may come up with many 1 session goals that the players could do in any order.

There may be a general side goal of getting passwords or the location of assets to all sessions.

Step 4

1. A key investor wants to come in and convert a block of housing into server filled buildings. You need to dissuade them.

OR

2. A local pizza shop burned down and the G.I.A. will not pay up, you need to make them

Example

Marks

Come up with the Marks that are going to be along for the ride and the general outline of each dream. For more continuous sessions, think of interesting one-off marks that can be allies or enemies.

1. Rich businessman with many investments, his dreams have him off holidaying on an island somewhere. has an Aura you can convince or con.

2. The head of the group that manages this suburb wants to put it through but is too afraid of their superiors. Break down their walls and give them confidence.

Step 5

Example

Rewards

Come up with something cool for the players to get if they succeed in the sessions and if they achieve side goals.

Here each success can improve the suburb and give the Jacks a buff.

1. Give your players +1 Empathy for defending a block of housing.

2. Give the Jacks an extra packed lunch trinket for entering dreams well fed on pizza.

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