Years ago, one of the pioneers of our field became notorious for his skill in evading the law; yet in the wake of success and prosperity stalks jealousy and contempt. Our founder was betrayed, and while on his noble business was ambushed by the dogs that plague us all. Our fathers fought gallantly to defend the founder, but he was taken, imprisoned, and tortured to death by our enemies as they interrogated him for information pertaining to our organization.
Without the great leader, our once proud guild fell into disarray.
Today, we stand together, reunited under the wing of a new leader. We, the sons of the syndicate, now united as our fathers where before us, motivated by ambition and contempt; inspired by the promise of riches and revenge.
1) Faction name and tag.
We have a name, for those who are worthy to know it. You may refer to us as "The Syndicate".
Our ships will be found in no registry, our pilots will be found on no database. As such, your computers will not identify us. We are among you; that is all you need to know.
(//to protect anonymity of members, no clan tag is present on any member's ships. Through this, if one member is caught, the rest will remain safe unless that member discloses the identity of his comrades. The members know who they are.))
The exception to this rule is " Syndicate|-Duplicitous", a diplomatic "Gunboat" class vessel intended to be used as a liner to ferry "Syndicate" representatives to diplomatic talks with criminal organizations across Sirius.
2) Brief faction description.
"The Syndicate" (not the true name) is a small, mysterious coalition of smugglers heavily involved in the trafficking of almost all illegal wares throughout the Sirius sector. Their true allegiances unknown, the Syndicate enjoy the hospitality and support of organizations who benefit from their business, allowing them to operate in a vast many systems. Fanatically loyal to their leader and their legacy, the highest crime within the syndicate is to divulge the identities of fellow members, and those guilty of such crimes are actively hunted down with the assistance of "the Syndicate"'s associates.
Within the Syndicate exist skilled smuggler pilots, and fighter pilots who's business it is to escort smuggler convoys to and from their destinations. Fighter pilots in "The Syndicate" are highly trained and skilled at protecting their associates.
(//"The Syndicate" is a small group of players who enjoy smuggling and escorting smugglers. "The Syndicate" is intended to be a "group" rather than a clan, and as of yet, "The Syndicate" has no intention to become an Official Clan of Discovery RP Server. As a "group" we can exist without a clan tag. ))
3) Complete list of faction members with ranks (if the faction has ranks).
It is a high crime to disclose the identities of one's associates within the syndicates. Outsiders may be made aware of our employees by the roles they fill.
The Grand-Master
The Advisor
The Captain
The Messenger
The Elder
3a) (Optional) For whom is the faction joinable, if it is joinable. What are requirements for members (ID required, etc).
To be a member of "The Syndicate" requires extreme dedication and loyalty to your associates. Furthermore, those wishing to become members of "The Syndicate" must be ambitious and acquisitive.
To become a member, individuals must leave sealed applications with the barman at the space-port bar on Planet Denver. ((//RP posts)) These applications should contain as much detail as possible, and include contact details. These applications will be forwarded to a "Syndicate" representative, who will then send applications the location of a "Syndicate" safe-house on Planet Manhattan. Upon receiving these details, applicants should proceed to the location and await further instructions. Shortly after, applicants will be given a choice of aliases and be given assignments to prove their loyalty.
((//Membership is open to all that use the Disco forums and are good at RP. Application must be done in-character and in-RP, in the RP Hub area of the forums. RP Names should be omitted to protect anonymity.
After probationary period, new members will by provided with appropriate smuggling vessels and/or combat vessels for use as escorts.
"Syndicate" smuggler ships will carry Smuggler IDs.
"Syndicate" escort vessels are likely to carry Pirate IDs.))
4) Diplomatic status - list of allies and foes, optionally list of neutrals.
(will shift and be updated as operations progress)
(ALLIED)
Members of "The Syndicate"
Associates on criminal bases across Sirius.
Mercenaries that choose to do our bidding.
(FRIENDLY)
Criminals that support our operations.
[color=salmon](UNFRIENDLY)
House Corporations (RepEx, GalEx, etc.)
Liberty Police (LPI)
Liberty Navy (LN)
Liberty Security (LSF)
Kusari Police
Kusari Military (KNF)
House Militaries (RM, LN, QCRF)
Bretonian Police
Bretonian Military (QCRF)
Rheinland Police
Rheinland Military (RM)
Other Military or Police organizations
Criminals that oppose our operations
(ENEMIES)
Traitors to "The Syndicate"
Those with unpaid debts to "The Syndicate"
The Wilde.
The Nomads.
5) NPC faction alignment and ID - essential if you have a home system.
Making enemies is bad for business. In Sirius, it pays to keep your associates sweet, but at a distance for fear of repercussions. ((//It is unlikely that any kind of IFF will be displayed on our vessels))
((// "Syndicate" vessels will display Smuggler or Pirate IDs))