Living in Syn
Living in Syn
An expansion for
Special thanks to our playtesters, notably Paul Hawkins, Laurent "Maedh" Fèvre, Joe Thater,
and Shebo’s group, for their feedback and suggestions.
The new Agents in this booklet are based on concepts created by some of our Kickstarter
backers: Jessica Gao, Marion Carpenter Jr., Cassie, Bill Roper, Roi Gaash, Epistolary Rich-
ard, Desmone Wooten, Brad Young, and Lewis Varner.
This game references the Savage Worlds game system, available from Pinnacle Entertain-
ment Group at www.peginc.com. Savage Worlds and all associated logos and trademarks
are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle makes
no representation or warranty as to the quality, viability, or suitability for purpose of this
product.
2
Welcome, Agents! How to Play
This document is meant to be used with
Living in Syn is a companion to Crystal Crystal Heart and Savage Worlds Adventure
Heart. It includes several new systems and Edition (SWADE). For more details, see
suggestions for both players and GMs. uptofourplayers.com/crystalheart.
Further Training presents new possibili-
ties for character creation, including power- Table of Contents
ful roles, and a set of training montage tables
to help create crazy-awesome backstories. Living in Syn 2
Exploring Crystals suggests new Setting An expansion for 2
Rules for handling Crystals, including a vari- Welcome, Agents! 3
ant rule that requires an Agent to sync-up Training Montage 4
with their Crystal before they can use it fully.
Further Training 4
Synfull is a big chapter, with lots of al-
ternative systems for Requisition, such as Character Building Exercise 8
switching to more abstract Supplies levels Team Building Exercise 9
which can become anything you need. It also Team Role 11
suggests new things to buy, such as special Exploring Crystals 13
services and consumable power-ups. Dangerous Tricks 13
Game Mastering Syn provides a thorough Lingering Disposition 14
list of suggestions and concepts for groups Unlocked Potential 14
who want to put more emphasis on playing Utility Crystals 16
a part of a bigger organization in general,
and Syn in particular. Synfull 17
More Tales has some more Savage Tales Debriefings 17
we didn’t have room for in the core book. Requisition as Currency 18
Significant Supervisor 19
The Appendices present eight ready-to- Supplies Instead of Requisition 19
use Novice Agents, created by some of the More Things to Buy 21
backers of the Crystal Heart Kickstarter, as Tank Modifications 22
well as five new trainers to be used as su-
pervisors or mentors. Game Mastering Syn 24
Rivalry 24
What We Didn’t Add Facing an Antagonist Organization 25
We originally planned on having the follow- Escaping Syn 26
ing in this book, but later decided against it. Life without Syn 27
No New Edges: The existing Edges al- Ominous Signs 27
ready cover most of everything we wanted. Training Session 28
Instead, we added roles (page 11), which give More Tales 29
your character a unique ability, and tricks
(page 13), which are available for everyone. Bogovia Tales 29
Fjordstad Tales 30
No New Gear: We planned on providing Maseia Tales 31
stats for some modernized equipment, the Zingama Tales 32
sort of things you might find in the hands of Adventure Seeds 33
a special ops team. But after Savage Worlds
Adventure Edition came out, we realized it Appendix A: New Recruits 34
had basically everything we wanted. Instead
we gave some love to the Tank by presenting Appendix B: Supervisors and
modifications (page 22), and added cool con- Mentors 40
sumables that can help in many situations
(page 21).
3
Further Training
To become an Agent, one must train for The notation “+skill” means you increase
a period of six months. A lot of this time the skill by one dice step, like investing a
is spent learning how to work along with skill point.
the other trainees from your group, so that
together you’ll form a team. Step 1: Growing Up
Use the following new Setting Rules to Decide on your home Land, and spend 5
put more emphasis on this training period, attribute points.
and on the team’s structure. You start with 12 skill points, as normal,
and the cards you draw in the following
Training Montage steps “eat” some of them up, but not all.
Keep track of the number of skill points you
This system creates an Agent character by spend so you’ll know how much you have
using a random table. You establish some left in the end.
basics, and then push the character through
training and see what happens! Step 2: Early Life and
The resulting Agent is almost guaranteed Recruitment
not to be balanced against Novice Agents Draw a card on the table (next page). You can
that were created through the regular draw one more if you’d like, but then you’ll
method. The randomized Agent will have a draw one less for the next step.
few more, or less, skill points overall. If this If you draw a black card, it costs 2 skill
bothers you, just add or remove a few points, points.
or have the GM compensate by giving you
If you draw a red, it’s your free Edge (but
gear or Requisition.
see Step 4).
4
Training Montage - Step 2: Early Life and Recruitment
You received professional training even before joining Syn. Choose one: academic or
sage (+Academics), journalist, diplomat or trader (+Common Knowledge), guardian or
hunter (+Fighting), administrator (+Research).
Spades
You also had to learn to handle some less professional, yet just as important, aspects
of the job. Choose one: Fixing broken equipment (+Engineer), recovering from injuries
(+Healing), moving quietly (+Stealth), taking what should not be yours (+Thievery).
You showed remarkable talent. Everyone knew to look up to you when it came to...
(choose or roll)
1. running, because you’re Fleet-Footed.
Hearts
2. strength exercises, because you’re Brawny or a Brute.
3. reaction speeds, thanks to being Quick.
4. perception tests, because of your Alertness.
Everyone in Syn’s training camp has heard of you, even some support personnel
occasionally came to take a peek, because...(choose or roll)
1. you’re an Aristocrat from your Land.
Diamonds
2. you’re simply an Attractive person.
3. where you come from, you’re a somebody; you’ve got Fame.
4. you’re the most Charismatic person in the room.
Your family traditions taught you much. Choose one: fishing (+Boating), presence
(+Intimidation), handling animals (+Riding), taming the wilderness (+Survival).
Clubs You were also forced to develop some other skills, because of your familial relations.
Choose one: fighting with your siblings (+Athletics), patching scraped knees (+Healing),
smoothing over things with the parents (+Persuasion), winning at shouting contests
(+Taunt).
Choose one skill and increase it by two dice steps. You had to develop this skill because
Joker of some tragedy that struck you or your relatives. What happened? Did the skill help
overcome it?
An Ace gives you an Edge, which is your • They can have a unique positive racial ability,
free Edge (but see Step 4). but they should also have a negative one of
equal value.
Step 4: Finish Up • They can take the Arcane Background (Gifted)
You can take Hindrances to get points as Edge, with Spirit as its arcane skill. The power
usual, but if you gained one or more already, should be of Novice Rank, and like a shard's
it's recommended that you increase them power, it should have a narrow scope and
to Major, and avoid having more than two perhaps an annoying side effect. You can
Hindrances all-in-all. decide that the Agent will be later able to take
additional Power Edges, perhaps after under-
You get a free Edge as normal, but if you
taking a scientific experiment or a spirit quest,
already gained one or more, and they fit your
or after further exposure to feral Crystals.
character’s build, the GM can rule you don’t
get the free one.
5
Training Montage - Step 3: Training
# Spades Hearts Diamonds Clubs
While out in the field a You got lost in
You were having
During physical local became infatuated the citadel during
trouble with your
training against a rival with you. You had to orientation, and saw
weapon training,
team, you helped your learn how to use your something intriguing.
and had to have
2 your supervisor
group win thanks to authority responsibly You decided to
your sharp senses (+Persuasion) or you investigate, either
give you private
(+Notice) or superb suspected they’re trying officially (+Research)
lessons (+Fighting or
physique (+Athletics). to use you and figured it or in a clandestine
+Shooting).
out (+Notice). manner (+Stealth).
You were assigned to
You and your
Your team got a fun the wrong team for
supervisor share a You volunteered (or were
vacation in a resort in the first few weeks.
love for a hobby, such ordered) to participate
the Islands, and you You didn’t get along
as driving (+Driving), in the testing of a new
3 piloting (+Piloting), or
spent the time riding
vehicle, and got some
with those trainees,
dolphins (+Riding), and learned how to
camping (+Survival), specialized training
boating (+Boating), or smooth things over
and you spent several (+Driving or +Piloting).
getting lost (+Survival). (+Persuasion) or not
weekends together.
(+Taunt).
Mock fights within a You’ve spent long
You had difficulties
“Safety first,” your team are encouraged, hours in Syn’s libraries,
syncing with your first
supervisor always says but you tend to take learning about a science
Crystal, and had to
4 (+Notice), or doesn’t them a little too that interests you
take extra biofeedback
say nearly enough seriously (+Taunt), or (+Academics) or the world
exercises (+Crystal
(+Healing). just seriously enough in general (+Common
Channeling).
(+Fighting). Knowledge).
After encountering You got stuck in a way
Your team’s
Your supervisor people from many station because of bad
performance for the
instilled in you Lands, you came to weather, and were,
yearly Syn Talent
the importance realize there are ways technically, the highest
Contest won first place.
of understanding to talk to people which ranking person there.
5 (+Academics), or the
Either your artistic
you’ve never considered You learned some
talent is considerable
understanding that it’s before. Now you know leadership lessons
(+Performance) or your
useful to look important how to be commanding (+Battle) or how to
mocking skills are
(+Intimidation). (+Intimidation) or teasing appear professional
(+Taunt).
(+Taunt). (+Intimidation).
You got to see
Your team lost a Tank Something in your
your supervisor An injury during a
deep in a swamp, a training room or dorms
in a vulnerable physical exercise left
jungle, or a storm. You kept leaking or breaking.
position. You showed you bedridden for two
were heavily penalized The maintenance
professionalism in weeks. This gave you
and forced to take people kept postponing
dealing with them time to focus on your
6 (+Battle), had a good
extra chores (+Athletics their appointment, so
interests (+Academics),
or +Engineering) or eventually you fixed it
conversation with them learn Syn procedures
managed to cover the yourself (+Engineering)
(+Persuasion), or had (+Battle), or get
loss through misfiles or got the needed part
to fake ignorance for cozy with the staff
and technicalities without permission
the rest of the training (+Persuasion).
(+Research). (+Stealth or +Thievery)
(+Performance).
Your personal
You had to take your You were selected as You volunteered in the
equipment was faulty,
supervisor’s place when a prime candidate to kitchens on a regular
and no one would
they were indisposed. be your team’s leader, basis, gaining a good
fix it for you. You
It probably wasn’t easy and received leadership grasp of smells and tastes
7 ordering your friends training, which you from all over the world
had to learn to fix
it on a regular basis
around, but you had to took to heart (+Battle) (+Common Knowledge or
(+Engineering) or fight
do it anyway (+Battle or or learned how to fake +Notice) and becoming
despite the handicap
+Intimidation). (+Performance). well-liked (2 Requisition).
(+Fighting).
6
Training Montage - Step 3: Training
# Spades Hearts Diamonds Clubs
During many sleepless
Your supervisor is very While trying out your You got kidnapped by
nights you talked a lot
bad with paperwork, first Crystal after your an anti-Syn group or a
with your bunkmates
and you had to cover for harness surgery, you crazy Syn Agent, and
about your lives
8 them so that your team
before Syn (+Common
managed to evoke new had to endure until
wouldn’t have to take powers out of it that no help arrived (+Healing
Knowledge) or looked
the fall (+Research or one thought possible or +Survival) or escape
into their stuff
+Thievery). (+Crystal Channeling). on your own (+Stealth).
(+Thievery).
During a Crystal-
You switched places for During a physical
changing exercise you
Your supervisor needed a while with a member performance review
had a flash of memories
your help before they of a rival team of you failed and fell,
that were not your own.
went on a mission in trainees. You charmed becoming bedridden
You later sat down to
a place you know well them with some cheer for a month. Afterward
9 (+Common Knowledge) (+Performance), or
try an understand what
you worked harder
happened (+Healing) or to
or using equipment they turned a cold (+Athletics) or tried to
uncover who the Crystal’s
you’re proficient with shoulder and you had figure out if someone
previous owners were and
(+Engineering). to take care of yourself sabotaged you
what happened to them
(+Survival). (+Stealth).
(+Research).
During early training
You were given a exercises you were You’re still not sure who Before you joined
punishment by a always too slow to come was the Agent who left Syn you had terrible
different team’s to your teammates their requisitioned sniper hygiene or were
supervisor, ordered to help. To compensate, rifle/medical training overweight. During
categorize hundreds of you worked hard to dummy in the toilets of training you gained
10 old files. Interestingly, make sure you can the logistics department, the knowledge and
the files had dozens jump through hoops to but you got to test it structured schedule
of anonymous get where needed, or out for several weeks, that helped you
handwritten notes on shoot an approaching until you decided to maintain a healthy
the use of Crystals threat before it harms return them (+Healing or routine. (+Athletics or
(+Crystal Channeling). a friend (+Athletics or +Shooting). +Healing)
+Shooting).
You’re still not sure
Your supervisor A Crystal went feral
Working with a team what was the cause of
revealed to you a Secret during one of your
is great, since you’re the explosion, which
(Minor) about Syn, but training sessions, and
Hesitant, so they can left you with broken
they no longer seem you almost got killed.
take the initiative while legs that healed badly.
to remember it. You You learned your lesson
J tried your best to quiz
you’re still considering
(+Crystal Channeling)
You’re Slow (Minor),
your actions and take but you’ve had a lot
them about it without but developed a Phobia
in your surroundings of practice in manual
arousing suspicion (Minor) to something
(+Notice). Draw another dexterity (+Shooting
(+Persuasion). Draw relevant to its theme.
card. or +Thievery). Draw
another card. Draw another card.
another card.
You angered your
You’re Cautious. You hoped that several
supervisor by
Being cautious is not months in Syn would
repeatedly ignoring After having trouble
a bad thing for a Syn help you learn how
their instructions, or reading small print,
Agent—when it’s in to put on a serious
going directly against you were diagnosed
moderation. You’ve demeanor and talk
their will. This means with Bad Eyes (Minor).
decided to try some with an “official tone,”
Q you practiced what
extreme sports in
Syn provided you with
but it didn’t happen.
comes naturally to you glasses. Your sight is
order to overcome You are still Mild
(+any skill). The enmity so much better now!
your survival instincts Mannered, but at least
has grown to dangerous (+Notice). Draw another
(+Athletics, +Driving, your conversation has
levels, and they’re an card
+Piloting, or +Riding). improved (+Persuasion).
Enemy (Minor). Draw
Draw another card. Draw another card.
another card.
7
Training Montage - Step 3: Training
# Spades Hearts Diamonds Clubs
Everyone in the group While fraternizing with
Your supervisor kept
knows you’re not other Agents and Syn
emphasising a skill that You tried to hide it, but
exactly the team’s personnel and learning
didn’t come naturally eventually it was revealed:
engineer. You’re All juicy curses from
to you (+any skill). You Can’t Swim. That’s
Thumbs. You always all across the Lands
K You worked hard to
prefer focusing
why you invested the
(+Taunt), you caught on
prove yourself, and are time to become great
on direct combat, to some annoying slang
now Jealous (Minor) with boats (+Boating).
anyway (+Fighting words or an obnoxious
regarding it. Draw Draw another card
or +Shooting). Draw song. It’s a Quirk. Draw
another card.
another card. another card.
Each person on your Rigorous training
team learned to Nothing makes you think among strangers
Your supervisor is not
specialize in a specific of home more than being who became friends
just your superior,
A they’re also your
weapon. You took this away from it. You gain taught you much about
a step beyond, and your Land’s appropriate yourself—and how
Mentor
gained a Trademark Cultural Edge. awesome you are. You
Weapon. gain a Signature Move.
Due to an accident, or because you had it implanted instead of a harness, you can never change your
starting Crystal. It can be Seasoned if you want. You gain the Crystal Specialization Edge. You don’t
desync as normal; instead, you become Distracted and must make a Vigor roll or take a Wound.
Jo
If you draw a second Joker, your Crystal Channeling die increases by one, but you also desync (in the
way mentioned above) on a natural 1 on the skill die. This is not a Critical Failure, so you can spend
Bennies to reroll it.
8
enemy long before you two joined. be room for you; fabricated your test
2. Your relationship with your supervisor results; or bribed the examiner.
is very personal. They picked you 2. Syn almost discovered something
personally, or hate you personally. undesirable about you, but you managed
3. A well-established Agent has great to keep it hidden.
importance to you. They are a close 3. Syn was unsure if you fit, but someone
family member, and you’re walking in in power intervened on your behalf.
their steps (either with their approval or 4. You did fail—and had to wait a year, or
against it), or you are unrelated and they more, to try again.
are either dismissive of you or unaware
of your existence. They could be a famed Joker: Crystal
entertainer, a subject of affection, a You got entangled with a Crystal, and this
savior, or maybe a sworn nemesis. brought you into contact with Syn.
4. You were always part of Syn, since 1. You found a Crystal, and it changed your
childhood, perhaps as the child of a life. For the better, or the worse? Why
Syn employee. Almost everyone in the did this then bring you to Syn?
citadel or your local facility knows you. 2. You were born into an environment
already influenced by a Crystal, and
Diamonds: Desire Agents came and took it, thus changing
You desire something unusual, perhaps your life. For the better, or the worse?
unnerving, and it seems that Syn is the Why did this then bring you to Syn?
only answer. Did you try other methods of 3. You had an encounter with a Crystal-
achieving your goal? Or is there a trail you’re touched creature, who did something…
following, and it leads directly to Syn? strange to you, such as eating your
1. You claimed to have joined for one fear, infusing itself into your mind as
reason, but actually you joined for a second personality, or turning your
another. You’ve told one other PC about lower body gel-like.
your true desires. How did they take it? 4. You are a Crystal-touched creature who
2. You believe in one of the ideals that Syn was encountered by a team of Agents,
promotes, or that you think it promotes, who’ve brought you back. Eventually
or will start promoting once you have you won independence and got to
your say. become an Agent. Were you considered
3. You saw your social environment to be a danger, or a cute mascot?
changing gradually around you
throughout the years, and realized
it’s changing too quickly, or not quick
Team Building
enough. Syn leads the road for progress,
for better or worse.
Exercise
4. You know of Syn’s true purpose (or The following is a suggestion for enhancing
of one of its main schemes) since it’s the Team Building step of character creation
directly tied to you or your bloodline. (Crystal Heart page 20), recommended for
You want to hasten the Endgame—the groups that want to start the game with a
final stage of Syn’s plan—or prevent it stronger feeling of team cohesiveness and
completely. some defined relationships between the
Agents in the team.
Clubs: Failure Draw a card to get a team relationship
You almost failed to enter the program. backstory, then choose one of the listed op-
What was the problem, and how did you tions or invent your own. It is recommended
overcome it? Did one of the other PCs help that you read your result out loud, so other
you in this? players can volunteer their characters to be
1. Your scores were low. You either forced the teammate, if they think it makes sense.
a higher-scoring recruit out, so there’ll
9
Spades: Secrets Diamonds: Assistance
You and a teammate faced a dark aspect of You helped a teammate immensely, perhaps
Syn, together. Did you come out of it with even saved their life. Were they grateful?
the same outlook, or different conclusions? Were they even aware of it?
1. You stumbled into one of the hidden 1. It was during a dangerous training
cellars of the citadel, either by mistake, exercise. What happened? Whose fault
because of curiosity, or on a dare. You was it?
saw something you didn’t expect. What 2. You helped them fight a personal demon.
was it? Were they addicted to something?
2. You both were part of a secret mission Facing an assassination attempt from an
to take down a rogue Agent, who has enemy? Doing something very illegal?
gone insane or became Crystal-touched. 3. They were on the verge of quitting the
One of you was brought only because training, but thanks to you, they didn’t
of their familiarity with the mission’s leave. Did you find the right words to
location; the other was close by and say? Handle some mess they made? Pay
heard too much to be left behind. You their family debts?
were both ordered not to speak about
this. What happened? Clubs: Difficulties
3. While on a field exercise, you came You faced difficulties during your training,
upon a place that’s poor, damaged, or and one of your teammates came to your aid.
otherwise in a bad situation, because of How did they help? Was it out of solidarity,
Syn (or maybe they just blame Syn). You “for the good of the team,” or did they expect
both experienced something that left an to be repaid?
impression on you—but you came out of 1. You stumbled into a bureaucratic
it with opposing opinions. Where was nightmare. It could be something small
it, and what happened. that turned big, like the records showing
you hadn’t returned a helmet (that you
Hearts: Emotional never requisitioned), which technically
You went through an emotional rollercoaster forbade you from taking any new
with one of the other teammates. How did it equipment until returned. Or it can be
start? What made things change? And where something big that turned dangerous,
will things develop? like the forms proving your identity
1. You and the teammate hit it off very well, getting lost.
becoming great friends or establishing a 2. The relationship between you and your
romantic relationship. Things escalated supervisor got very unprofessional,
too fast, and a misunderstanding one way or another. You couldn’t bring
resulted in a feeling of betrayal. You’re yourself to change your behavior, and
okay now, but it’s not yet resolved. needed help.
2. You and a teammate share too many 3. Something about the training regime
similar characteristics, and find each wasn’t jiving with you: being surrounded
other annoying. This has developed by strangers, being away from home and
into respect and professional rivalry, family, having to learn how to fight, etc.
but some pettiness is still there. You didn’t know how to overcome this
3. You and a teammate can’t understand stress by yourself.
each other’s worldview. You find
it hard to overcome your prejudice
Joker
regarding their people or habits, or Draw again, but it affects two other
you find that your values don’t match teammates at the same time.
with theirs.
10
Team Role If you decide to use team roles in your
group, everyone gets a role (as do all other Syn
If you went through the Crystal Hunter Agents). The GM should be able to present
Team archetypes on pages 27-28 of the greater challenges, since Agents with roles
Crystal Heart book and said to yourself, “I are better equipped to deal with them.
want to be a Zingamaian Entertainer... but
also an infiltrator,” then team roles are for
How to Assign Roles
you. After Step 3 of character creation, when
you're done choosing skills, Hindrances,
A team role is a collection of skills and
and Edges, pick one of the following roles
Edges that is taken as a bundle, representing
and add its benefits to your character. You
specialized training taken before heading
must meet the role’s requirements (but not
into the field for the first time. Team roles
the requirements of the Edges it grants
are inspired by the Vocation Frameworks
you). Each Agent in the team should have
from Freedom Squadron by Evil Beagle Games
a different role.
(which are, in turn, based on the Iconic
Frameworks from Savage Rifts). Increased skills have their die type raised
by one, even above their linked attribute.
Team roles are effectively three free
Advances, almost enough to push the If you’re being granted an Edge you already
character from Novice to Seasoned, if the have, replace it with its greater version or a
Advances were given during play. Because closely-related one.
they are given before play, however, the See page 21 for details on gaining new
Agent is still considered to have zero roles after character creation.
Advances for the purposes of determining
Rank. Archaeologist
You know the past. Hopefully, it’ll help you
not to repeat it.
Requirements: Smarts d6+, Academics d4+,
Engineering d4+, Thievery d4+
Increased skills: Academics, Common
Knowledge
Edges: Bygone Age Expert, Tomb Raider
Special ability: Choose a melee weapon that
also has a mundane utility. We recommend
a Zingamaian Whip, but the following
work as well: Bogovian Fourstaff or Syn
Knife (Crystal Heart page 40), Pike, Staff, or
Survival Knife (Savage Worlds). You gain +1
on all rolls you make with this weapon that
are not normal, straightforward attacks.
Crystal Expert
You know Crystals, their manifestations, and
how to use them well.
Requirements: Smarts d6+, Spirit d8+,
Academics d4+, Healing d4+
Increased skills: Academics, Healing
Edges: Crystal Expert, Focus
Special ability: Once per session you can
use a Power Stunt without it costing a
Benny, but in order for it to “click” (and
become permanent) you need three raises
instead of the normal two.
11
Engineer Special ability: At the start of every scene,
You can build it, fix it, and drive it. you always have a Zingamain Smoke Bomb
Requirements: Smarts d8+, Engineering on you (Crystal Heart, page 44), even when
d6+, Driving d4+ you’re out of supplies, or completely
Increased skills: Driving, Engineering naked. Better not ask where you keep it.
Edges: Ace, Mr. Fix It Leader
Special ability: You begin play with a skill You guide your teammates and help them
kit of your choice (Crystal Heart, page 44- work like a well-oiled machine.
45). Upgrading your Tank costs 2 less
Requisition per upgrade (see page 22). As Requirements: Spirit d8+, Battle d6+, Notice
a Specialist or Free Agent, you can always d6+
have your Tank with you on missions, Increased skills: Battle, Notice
unless it’s completely inappropriate; in Edges: Command, Command Presence,
which case you get a different vehicle Fierce Forward
instead. Special ability: If your group uses the Crystal
Heart Adventure Deck, you can draw and
Face play one additional card each session. You
You can calm down the angry commoner must play at least one card on another
and manipulate the arrogant elite. team member before you can play cards
Requirements: Spirit d8+, Persuasion d6+, on yourself.
Intimidation d4+ Scout
Increased skills: Intimidation, Persuasion You’re a ranged fighter who is also an
Edges: Charismatic, Work the Room excellent survivalist. You know where to go,
Special ability: Whenever you arrive at a how to get there, and what to watch out for.
new settlement you can make a Persuasion
(Networking) roll to find someone whose Requirements: Agility d8+, Notice d6+,
opinion toward Syn differs greatly than Shooting d6+, Survival d4+
the norm (Everyone has an Opinion About Increased skills: Notice, Shooting
Syn, Crystal Heart page 82-83). You get +2 Edges: Steady Hands, Woodsman
on your first social interaction with them. Special ability: You’re quick to use your
surroundings to your advantage. You can
Fighter Test or Support with Shooting or Survival
You’ll subdue, destroy, or kill whatever is by using the environment in a clever way.
needed, while protecting your teammates. This grants you +1 or +2 on the roll (make
Requirements: Strength d8+, Vigor d6+, it cool), and can add a special effect to
Athletics d6+, Fighting d6+ the result. This should be a simple state,
Increased skills: Fighting, Taunt lasting for about a round. For example,
Edges: Hard to Kill, Provoke if you’re shooting the string holding a
Special ability: Once per session you can thicket of cobwebs to make them fall on
gain the one-time use of any Combat Edge an enemy, the GM can have them make an
(like with the High Adventure Setting Agility roll to avoid becoming Entangled
Rule, but without spending a Benny). until the end of their turn.
Infiltrator
You’ll rob—erm, liberate your enemies of
their possessions, as well as acquire secret
information, disable security, and stalk from
afar.
Requirements: Agility d8+, Stealth d6+,
Thievery d6+
Increased skills: Stealth, Thievery
Edges: Extraction, Thief
12
Exploring Crystals
The following new Setting Rules add new Riding the Pain
options regarding the use of Crystals, and
When you take a Wound (one or more), you
new ways to handle them in your game.
can try to ride the combination of adrenaline,
sudden shock, and pain to give a whoomp
Dangerous Tricks to your next power activation. However,
unless you manage to ride it to the peak,
These are tricks that Agents have developed
you’ll crash. You can choose to ignore any
over the years. They don’t appear in the
Wound and Fatigue penalties on the next
Agent’s Code and aren’t officially recognized
Crystal Channeling roll you make before the
by Syn, instead being passed down through
end of your next turn, but if you don’t get a
generations of Agents as part of their shared
raise on the roll, you become Stunned.
culture.
13
to activate a power. This must be a Power
Stunt, but it doesn’t cost a Benny, and it can Lingering
be based on the themes of both Crystals,
combined in whatever imaginative way
Disposition
you can come up with. This new power can This Setting Rule makes Lingering
combine the effects of two powers, which Disposition, a Minor Hindrance introduced
happens in some Crystals (see Jingle’s A in Crystal Heart, into an integral part of the
Little Dance Number, Crystal Heart page world. If you use this rule, don’t use the
65), but is usually not allowed with a Power Hindrance.
Stunt. With this Setting Rule, the mental
You must then make a Strength check, as influence of Veteran and Heroic Crystals
the Crystals immediately try to push each is so intense, that one’s ego can’t simply
other away. On a success, you take a level of recover from them after a Crystal switch.
Fatigue which can only be cured by a restful After using a Veteran or Heroic Crystal for
sleep; on a raise, you’re Vulnerable (yes, several days, its powerful disposition rubs
you’re not going to escape this unharmed). off on you. Even after switching out, you
On a failure, one of the Crystals ejects and retain one of its Hindrances, either Minor
falls 2d6” away; if the Wild Die is even, it’s or Major, that you felt most influenced by
the Crystal you’re holding, and if it’s odd, while you were slotting it. You keep this
it’s the Crystal in your harness. On a Critical Hindrance for the same amount of time you
Failure, both Crystals eject and go feral. had the Crystal slotted, or a quarter of that
if your current Crystal is a different Veteran
or Heroic, since its own disposition takes
precedence.
You can make a Smarts roll to try and
overcome this Hindrance when it comes
into play.
Unlocked Potential
This variant of the Crystal rules is meant for
groups who want to require their Agents to
explore their Crystals in order to access their
full potentials. With it, each Crystal that
the Agents find is a mysterious, untapped
source of power, that needs to be discovered
through use.
With this Setting Rule, Crystals don’t give
full access to all of their powers. Instead,
an Agent only has access to a single power
(in most Novice and Seasoned Crystals) or
two (most Veteran or Heroic), and all other
powers need to be unlocked. The benefit and
disposition work as usual.
This “basic” power should be chosen by
the GM, based on common sense. It should
be the least complicated power, or the one’s
that most obviously invokes the theme. In
cases where the Crystal's benefit grants
a unique ability, such as with Slanted or
Bubble, this counts as the Crystal's basic
power.
14
This limitation does not apply to the Achieving synchronization: Once the
Agent’s starter Crystal, since it can be Agent identifies a power, it is unlocked and
assumed that they’ve had enough time to becomes available to them. Now it must be
train with it, so they know all of its powers. mastered. The Agent rolls to activate this
Gaining access to a Crystal’s powers power with a -1 penalty, and they must
is known as “unlocking” and it requires always roll, even if it’s an Ongoing power
practice. Syn keeps a record of the known (so there’s always a chance of a desync).
powers of all the collected Crystals, but as Mastering a power takes a number of weeks
with the record of the Crystals’ themes, they equal to 10 minus half the Agent’s Spirit die
might be inaccurate or missing in parts. (for example, seven weeks for an Agent with
This means an Agent might still be able to a d6 Spirit). An Agent who’s not on active
discover new powers for known Crystals. duty can spend time in a proper facility to
cut that training time in half.
Identifying Crystals Crystals in the Syn database come with a
The normal rules for identifying Crystals list of instructions that allow an Agent to
apply, from Crystal Heart pages 61-62, except master all of their known powers within a
that the only power they reveal is the basic few days of having a Crystal slotted. Agents
one. who master the powers of new Crystals
The “Hands-on Approach” is replaced are expected to write such instructions
with the following, which becomes the only themselves, to help future owners.
way to discover a Crystal’s powers.
15
Utility Crystals Aren’t These Shards?
Technically, no. Even though Utility Crystals
Not all Crystals are cool and useful for have low-key effects, they still have a theme,
an Agent in the field. Some Crystals have and one can create Power Stunts with them
obscure, non-combat abilities, that might (although usually these stunts won’t be all
not interest player characters much, but are that…stunty). They also behave like Crystals
still of use for Syn. These are classified as in all other manners: They can go feral, they
Utility Crystals, a level below Novice. don’t like being touched, they can replace a
Utility Crystals have a vague, barely heart, etc., unlike shards, which do none of
noticeable theme. They grant no benefit these things.
and have no disposition. A Utility Crystal
has only one or two powers, which have very Using Utility Crystals in
simple game effects, if they have any at all. Adventures
These Crystals are commonly used by Syn A Utility Crystal is not a great prize for
in its facilities, for utility purposes. They are players, since it doesn’t grant their Agents
also placed in Agents that are incarcerated awesome new powers. When brought to
in the citadel’s Cells. a facility, it rewards each Agent with 1
Here are several such Crystals. Requisition point.
Costume Party: Grants you the skill Utility Crystals can still be useful when
to sew great costumes. If a costume is creating adventures. They can be a source of
made to appear as a generic archetype—a weird and specific effects, just like regular
pirate, a shark, a nurse—that costume Crystals, but unlike regular Crystals, they
gains a semblance of a theme based on the don’t add to the power level of the characters
archetype, so the wearer can gain +1 on when recovered. Feral Utility Crystals can
relevant checks (just like with casual use). create a small, focused manifestation, such
The theme evaporates on the first Critical as a strange cat that speaks in riddles and
Failure. Agents don’t gain anything, as their can change your haircut. In any case, they
Crystal’s theme overpowers the costume’s. never have frames.
Cosy Warmth: Keeps your body
temperature at around room temperature.
It’s not as powerful as an environmental
protection power, and fails at extreme
temperatures. Think of it as an excellent
coat.
Ichor: A black Crystal that allows its
bearer to very slowly change the elasticity
of semi-solids such as tar. It’s used to create
cyclipede, the substance which Syn uses in
the tires of its Tanks.
Workload: Allows you to carry immense
weight. You can’t lift this weight—you don’t
become any stronger—but you can carry it
around. For example, someone can use a
crane to put a Tank on your back, at which
point you can carry it. You can ignore the
Strength Minimum for weapons and armor,
but are always Slow (Minor).
16
Synfull
The following rules can be used to increase Requisition Withholding
Syn’s presence in your game, or to provide
The main way Syn keeps Agents disciplined
new ways to handle your relationship with
is by withholding Requisition. Generally
Syn.
speaking, not fulfilling a responsibility
(Crystal Heart pages 29-31) might reduce the
Debriefings amount of Requisition the team gains by 1 or
2 points. Especially egregious events might
Reports received from local authorities, Syn
lead to Syn taking some Requisition back.
personnel, news sources, and the Agents
Agents who require even further discipline
themselves all contribute to paint a picture
will find themselves incarcerated (Forms of
of how well Syn thinks you did during a
Punishment, Crystal Heart page 111).
mission, and should a problem arise, it also
helps them determine what caused it and The GM should explain the source of
what could have been done otherwise. any Requisition reduction, or at least allow
the Agents to roll a skill check in order to
Debriefing can be waived quickly, or
uncover the reason for the penalty. After all,
played as a short conversation with a
it’s not always their fault—perhaps some
superior Agent or staff member. GMs, use
higher-ups are trying to sabotage their
this opportunity to reveal interesting details
efforts, or the reports given were misleading
from the reports gathered by Syn about the
or unclear. Even if it was their fault, they
Agents and their adventures, and show the
should familiarize themselves with the
consequences of the players’ decisions.
problem so they can learn for next time.
Debriefings can also be used to emphasize
Contesting claims can be a fun part of
Requisition points—by potentially
a debriefing. The Syn person in charge
withholding them from the Agents.
presents each point, and allows the Agents
17
to bring up counter arguments or provide research around town, to make sure they
additional details. give as full of a report as they can.
The following are examples of lines that Losing Crystals: An Agent might lose a
might appear in a debrief. Crystal they already own, or allow a Crystal
Complaints from local authorities: The they discovered to remain where it is
authorities might be unhappy with how a (possibly even in the ownership of others).
situation was resolved by the Agents. Not all Syn sees little distinction between these two
governors are well-informed or fair, though, cases, since it considers all Crystals to be its
and some may file complaints because they property by default.
are unaware of some important details, or
because they have a personal grudge against Requisition as
Currency
the characters.
Disloyalty: Besmirching Syn's name,
revealing Syn secrets, helping enemies of The following system is provided as an
Syn, or endangering Syn’s greater goals are alternative to the Requisition system from
all considered a show of disloyalty. This Crystal Heart. It removes the roll, and treats
is a serious accusation, since while Syn is Requisition as “Syn money.”
willing to forgive many things, it will not
With this variant, Requisition is a type
allow one of their own to actively hurt the
of currency, representing the amount of
organization.
resources Syn is willing to invest in an Agent.
Engaging in unnecessary violence: Agents accumulate and spend it, like money,
Syn avoids giving an exact definition for on Syn items and services. The highest it can
“unnecessary,” instead judging each case go is 10, and it can be reduced to zero, but
by the details of the specific situation. Syn can never become negative. Requisition can
would like to know what happened before be transferred between Agents.
the violent act, what was the violent act, and
Buying Things: Items that list a positive
who was involved. The main question that
Requisition Modifier, or a +0 modifier, cost
needs answering is, was there a clear way of
1. For items with a negative Requisition
avoiding this situation?
Modifier, use the absolute value as their cost
Improper documentation: It’s okay in Requisition (-3 equals 3).
not to follow every lead—there are always
Additional Costs: Syn expects Agents
other priorities, after all—but it’s seen
to ask for something once every few weeks
as negligence of duty not to report on a
(once per adventure, more or less), usually
promising lead. If an Agent hears a rumor,
a single item or kit. You can ask for how
they better note every detail and do some
many things you’d like, but every item
requested beyond the first costs 1 additional
Requisition (2 more for the third item, etc.).
Rolling for a Discount: There’s no need
for a Requisition roll (Rolling for Gear,
Crystal Heart, page36), but it’s still allowed, as
a form of discount. A cost can’t be reduced
below zero.
• Success: The cost is reduced by 1.
• Raise: The cost is reduced by 2.
• Failure: No discount.
• Critical Failure: No discount, and draw a
card on the You Got it, But... table (Crystal
Heart page 37).
18
Significant If you’re worried a single player might
abuse this team resource, you can put as a
Supervisor requirement that at least one other player
must agree with the decision to use this
These options give the supervisor a presence Benny.
in every session, even when they’re not Remote Assistance: This requires the
around. They help establish the supervisor’s use of the Crystal Heart Action and Adventure
personality even if the team only gets to see Decks, available on uptofourplayers.com/
them once every blue moon. You can use any crystalheart. At the start of each session
or all of these options. the GM draws a card from the Adventure
Weekly Question: After every session, the Deck and keeps it a secret. The GM can
GM (or one of the players) sends everyone a play this card any time they see fit, on any
question by email. The question is written of the players, but it must be in a way that
in the style of the supervisor, and asks represents the supervisor's assistance. If the
about something relating to the events GM can’t think of a good justification then
of the last session, or thoughts about the they can ask the players for their thoughts,
next one. It can be phrased as part of an but they can also decide that the card is
official evaluation, or perhaps reflecting on irrelevant, in which case the supervisor
something that happened during the team’s doesn’t provide assistance this session.
training. Examples: When playing Defensive Positions,
Great Tip: The players begin each session it represents a maneuver taught to the team by
with one extra Benny, which belongs to the their supervisor (what’s the maneuver’s name?
team. Any player can use this Benny as What does it look like?). With I’ve Got That
normal, but they must explain this use by in the Tank, you can say that the item was
referring to a piece of advice or a method put there because the supervisor insisted the
they adopted from their supervisor. The team shouldn’t leave the facility without it. A
team recovers a Benny when a player draws Proud [X]-ian is very personal, and it might be
a Joker, but can never have more than one impossible to find a way to connect its effect to
team Benny. the supervisor.
Supplies Instead of
Requisition
This mechanic replaces Requisition with an
abstract supply system that allows Agents
to have what they need when they need
it, while keeping track of only a single
resource. It’s meant for groups that want
to focus on the action, and push the resource
management to the sidelines, without
ignoring it completely.
Carrying Supplies
Each Agent carries three levels of Supplies,
representing equipment of all sorts. When
a specific item is needed, a player can
announce their Agent is carrying it, at the
cost of one or more levels of Supplies. When
the Supplies run out the Agent can no longer
pull something new out of their bag, until
they resupply.
19
The Tank carries a number of Supply levels much. It helps if you assume all Agents
equal to the number of Agents times ten. walk around with big, uneven bags, with
Agents can use these to resupply themselves, lots of things strapped to them.
or to directly “purchase” things. The Tank 2. Allow large items to only be brought
resupplies at Syn facilities: Back to full at into the game from the Tank’s Supply
main facilities, and an amount equal to half levels, not from an Agent’s.
of its maximum limit at way stations. If a
Very Specific Items: Suddenly having
facility is lacking (Crystal Heart page 32) it
a couple of useful grenades is one thing;
resupplies only ten levels.
suddenly having the right code-cracking
Using Supplies gear-powered analytical engine needed to
open an old Bygone Age lock is another.
You can turn Supply levels into any item
that appears in the Gear and Equipment When a player wants to use Supplies to
subchapter of Crystal Heart; all setting- create an item that’s very specific, unusual,
appropriate equipment from Savage Worlds; or unlikely to even exist, they must justify
or anything else that the GM agrees could it and pull a card: Spades, it belongs to
have been reasonably provided by Syn. As a a powerful Agent who wants it back
guideline, a level of Supplies equals around immediately after the mission (and in one
$100 on the Savage Worlds equipment lists. piece!); Hearts, it’s not exactly what you
wanted, but does something quite similar;
Items that list a positive Requisition
Diamonds, you only have one chance to use
Modifier, or a +0 modifier, have a cost of
it, after which it’s expanded/breaks; Clubs,
1. For items with a negative Requisition
it has unintended side effects; Joker, your
Modifier, use the absolute value as their cost
bag is all messed up and you lose something
in Supplies (-3 equals 3). Each purchase of
else you had.
grenades equals three items.
In any case, it costs between one and three
Inconsequential items don’t cost Supplies,
Supply levels, and no Agent in the team can
meaning you can pull one out even when you
spend Supplies on creating another one of
have no levels of Supplies left. Be reasonable,
these, ever again. The GM has final say on
though—while it’s likely that you have a
whether such an item can be created with
pen, it’s unlikely you have seven on you at
Supplies.
all times, and even less likely you have a
thousand. Dossiers and Maps: An Agent can pay
a level of Supplies to have an informative
When you spend a Benny to Influence the
Syn-issued summary of a topic relevant to
Story and create something for yourself, it’s
their route or mission, gaining +4 on a single
about the equivalent of one or two levels of
Academics or Research roll, along with an
Supplies.
ongoing +1 bonus on further inquiries about
Once you turn Supplies into an item, you the relevant subject, until the end of the
are considered to have always had this item, adventure.
and will continue having it. In other words,
Paying Locals: You can use Supplies to
you can’t change it back into Supplies. Your
directly pay for purchases from outside of
entire team is considered responsible for all
Syn, by turning them into local money. Each
of your group’s items (see Responsibility,
level equals $100 in Savage Worlds terms.
Crystal Heart page 37).
Getting Crystals from Syn: Unlike
Very Large Items: Pulling a rocket
Requisition, Supplies have nothing to
launcher out of nowhere in the middle of an
do with asking for new Crystals (Known
adventure might be grating for some groups.
Crystals, Crystal Heart page 38). For that, an
This can be solved in one of two ways:
Agent needs to write an explanation of why
1. Accept that the rocket launcher was they want a specific Crystal, perhaps making
always carried by the Agent, but it was a skill roll to justify themselves, then wait
folded or strapped tightly to the side of several days until they receive an answer and
the bag, in a way that didn’t stand out probably the Crystal as well.
20
More Things to Buy more than one a day is dangerous, forcing
a Vigor roll at -1 per grape eaten (including
Some players might find that they have more the first) to avoid taking a Wound level.
Requisition than they know what to do with. This Wound can be healed with appropriate
Here are several solutions to that problem. Crystal powers, but only after 24 hours.
Consumables Services
The following new items provide Agents These services provide new ways to spend
with unique resources that can be used to Requisition, whether you’re using the regular
enhance some rolls at the player’s will. Each system or the new Requisition variants.
consumable comes in a pack of three, which Autoplane Carry (8 Requisition): You
has a Requisition Modifier of -1. ask to be carried by an autoplane from one
Data Points: This is an information packet location to another, chosen from all across
that includes tidbits of news from all over the Five Lands. This service can include the
the Five Lands, updates to Syn procedures, whole team and even your Tank. Note that
and useful reminders. After reading it for if you’re in no rush, you can usually move
a few hours you gain three “data points” between Syn facilities for free, as they’re
which represent useful information. You can being visited by autoplanes once every few
spend a data point (a free action) to grant days (remote way stations get visited less
+1 to a check to recall information, or to a frequently, maybe even only once every two
Support roll you make to help someone else weeks).
recall information. The flight usually takes 3 to 12 hours, but
A new information packet only becomes because of the need to get the requisition
available once every few weeks, so it can only order to the citadel and approve it, and
be bought once per adventure (GM’s call). then wait for a window during which an
autoplane is available, actually getting to
Infusion: This is a small packet of
your destination might take several days or
energetic matter, created through the use
even a week.
of a utility Crystal similar to Infuse or Bam-
Bam. When the packet is opened and the gel The autoplane needs a leveled air strip or
inside is spread over a weapon (requiring an calm water to land. Or you can requisition
action), the next attack that hits with the some parachutes (-2 Requisition Modifier
weapon adds 1d4 to the damage. The gel can per person), and jump!
even be spread on the end of the barrel of This service should rarely be used in games
a gun, to empower the bullet as it is being that use the Structured Campaign Setting
fired. If not used by the end of your next Rule, since most of the time its assumed
turn, the gel loses its potency. Each infusion that Syn wants you to go somewhere, and
pack contains three packets. therefore, you don’t need to pay for it.
Shardonnay: These small, strange Backup (8 Requisition): You gain a
baubles, which look and taste like grapes, group of four Soldiers (See Bestiary in
are said to be created from ground-up shards Savage Worlds), Syn guards who are armed
(Syn doesn’t reveal how they’re really made). with simple Syn guns and swords, and the
Swallowing a grape gives a sudden boost equivalent of a leather armor. They’re under
to the synchronization between an Agent’s your command for three days, and you can
mind and their Crystal. buy more time at the cost of 2 Requisition
After eating one (free action), the Agent for each day.
gains +3 to all Crystal Channeling rolls. The Gain an Edge (5 Requisition): You spend
bonus is reduced to +2 on the next round, and four weeks in training and gain one Combat,
+1 on the round after that. Each shardonnay Leadership or Power Edge, or the Signature
pack contains three grapes. Move Edge. The main issue with choosing
Shardonnay grapes are very potent, but this service is getting the free time required.
they’re basically a form of poison. Taking Most commonly, groups of Agents take this
21
service in tandem, after the end of a route Expandable Room: The Tank’s rear can
or between Specialist missions, when they now be opened to spread out a tent-like
all have some free weeks in their schedule structure, about ten square feet in size. The
at the same time. tent is sturdy enough to withstand strong
You can take this service only once every winds.
Rank, starting with Seasoned. Glider: Two foldable wings are attached
Gain a Role (8 Requisition): You spend to the sides and top of the Tank, allowing
four weeks training alongside professionals it to glide like a semi-majestic, somewhat
and gain the special ability of one of the awkward cormorant. The Tank can now be
team roles (page 11), as well as one of the deployed from an autoplane (specifically, the
role’s Edges of the your. You must be at least Mammoth; Crystal Heart page 46). Landing it
Seasoned, and you must match the role’s safely requires an empty field and a Piloting
attribute and skill requirements. roll.
You can take this service only once. Increased Toughness: Increase the Tank’s
Toughness by one, and give it one additional
Vehicular Weapons
Requisition
Weapon Range Damage RoF Notes
Modifier
30/60/120,
Machine Gun 2d8+1, AP 2 3 -4 Heavy Weapon
turret
Cone, pintle
Flamethrower 3d8 1 -4 Heavy Weapon
mount
50/100/200, Heavy Weapon,
Cannon 2d12, AP 4 3 -4
fixed Roof Mounted
75/150/300, Heavy Weapon,
Massive Cannon 4d8, AP 5 3 -6
fixed Roof Mounted
150/300/600, Heavy Weapon,
Omega Beam 4d10, AP 15 1 -8
fixed Roof Mounted
22
Modification Points Tank Modifications
In games which are heavy with vehicular Savage Worlds Requisition
combat or giant monsters, the GM might Modifications Modifier
want to make the purchase of modifications Amphibious -3
into an integral part of the experience,
Anti-Missile Counter
something that the players don’t need to -5
Measures
“waste” Requisition on. In such games, use
the following rule. Heavy Armor -2
23
Game Mastering Syn
This chapter is meant for the GM, so players, ups against the PC. “Sleazy” is the word
turn away. It has some secrets, as well as you’re looking for. The Enemy could also be
advice for techniques or concepts that are sabotaging the PC’s missions more directly,
in the purview of the GM. by paying criminals to stand in the group’s
way, or arriving with their own team to steal
Rivalry the credit.
Rival Team: This is a story element
The following are narrative concepts that that can become a part of the campaign’s
fit a Syn campaign, adding to what’s already bigger picture. Make the rival team appear
discussed in Crystal Heart (Game Mastering infrequently, but always with an impact. The
Syn, pages 108-112) and focusing on things PCs might hear about their exploits or arrive
you probably won’t find in “regular” role- at a place after the rival team already did
playing campaigns. “their thing,” making the players feel their
Personal Rival: Crystal Heart suggests rivals are quicker and better than them. They
using the Enemy Hindrance to indicate could also meet the rivals while on the route,
the Agent has a rivalry with another Agent, perhaps because Syn wants both groups to
someone from outside of the team. To make act together against a dangerous situation.
sure that the Enemy’s presence is felt in the The rivals will be petty, probably sabotaging
game, make sure to have them influence the the PCs’ efforts and undermining them in
Agent’s life (probably for the worst). every possible way.
They might try to hinder their Requisition Non-violent attacks: Violence between
attempts from afar or give false information Agents is technically forbidden, but that
to the PC’s Mentor. Make them use Syn’s doesn’t prevent Agents from going after
procedures as a weapon, and turn higher- one another. Using favors, pulling strings,
24
playing the system, and even using forgery,
are all used by Agents to force other Agents Facing a (Different)
into doing things they don’t want to do, or
to prevent them from doing things they
Antagonist
definitely need to do. An Agent who knows
what they’re doing and has some access
Organization
can configure routes so they steer the PCs The next level above intra-organizational
away from good loot, in order to steal an rivalry requires having a whole clandestine
opportunity from under the PCs’ noses. organization devoted to foiling the PCs’
plans. This group can be outside of Syn or
High ranking Agents can even fabricate
a hidden cabal inside Syn (for a discussion
missions to send the PCs to do their dirty
of Syn itself being the antagonist, see Crystal
work for them, later deleting their own name
Heart, page 110).
from the files to put the blame solely on the
team. These Agents use Syn’s highly-strict So who are the group’s members, and what
classification and compartmentalization of do they want? Here are a few suggestions.
information as a wall to hide behind, and to It’s quite possible, and lots of fun, to have
wage wars against each other, using lesser- two types in the same campaign, with one
ranking Agents as pawns. A pawn who of them becoming an ally of the PCs against
doesn’t wise up and start investigating and the other.
understand the system they’re a part of, will Ideological Agents: These are Agents
remain a pawn until it’s sacrificed. who have left Syn (or created a cabal within
Violent attacks: Agents sometimes attack it), and are now acting independently,
each other. Usually, neither side wants to kill probably pushing an agenda that is in
the other; Agents aren’t trained assassins, conflict with Syn’s. They might think Syn is
and most disagreements that lead to violence too extreme, or maybe not extreme enough.
are about a local problem that isn’t, in the They might want to use Syn’s resources,
grander scheme of things, worth killing Crystals included, to achieve a very different
over. If two groups of Agents have different goal than what Syn has in mind, perhaps
plans for how to reach a specific Crystal, toppling a government or bringing about a
for example, they might hinder each other’s new Bygone Age. They are probably led by
attempts, possibly even injure someone, but a charismatic ex-Agent who has a vision, a
actual death is a step too far—to say nothing plan, and an awesome Crystal.
of what the higher-ups in Syn will have to Outsiders: These are groups of people
say about this. who have the resources and power to
Agents in the field, on both sides of provide a real challenge, not only to a team
an argument, are well aware that what of Agents but to Syn’s plans and maybe
eventually matters is what the report says. even the organization itself. Some examples
Unsurprisingly, it’s pretty common for could be the Bogovian bog-dwellers,
groups who get into a fight to settle things whose secretive lifestyle could be covering
between themselves, and avoid reporting on surprisingly powerful weapons and servants,
the incident all together, so that no one gets or a Fjordstadian city, which has secretly
punished. This is only possible, of course, amassed much more power than it lets be
if not too much damage has been done, known.
which is why fights are usually short, don’t A prime example is the Forward Thinkers
involve outsiders, and only last until one side (Re-Recruit, Crystal Heart page 120), who
decides to concede. have been doing their own research into
Crystals and suspect there’s no need for a
harness and that it’s the mental techniques
Syn developed for Crystal Channeling that
are the key to controlling Crystals. The fact
they’re having some success proves there’s
something to their claims, and the fact they
25
manage to elude Syn proves they’re backed
by someone powerful and probably have Escaping Syn
spies in Syn. This should be the case with Your campaign might deliberately
most organizations of this type, because they revolve around the concept of the Agents
know that in order to do whatever it is they discovering Syn’s true intention and then
plan to do, they’ll have to deal with Syn first. turning to fight the organization that trained
Savages: These groups are united because them, or it could be that your players decide
some other force is pushing them together, that they would like to detach themselves
usually leading them to act irrationally. The from Syn, without prompts from you. In
organization might have a greater plan, both cases, Syn will not give up easily.
but the individuals in it are probably not How Syn chases you: Methodically. First,
all there. Syn gathers information from its resources
Examples include a gathering of and allies in the area where you disappeared,
half-crazed Agents, overtaken by their to look for any signs of you. They assume
dispositions, who only work together you’re lost, not escaping. If nothing comes
because of their common enemy (Syn, up, they’ll reroute a group of Crystal Hunters
probably) who they try to topple. Or mind- that is supposed to pass through the area,
controlled people who are mutated and or send Free Agents or Specialists that are
used by some powerful entity, such as “the already on a mission somewhere close.
Ur-Crystal,” The Last Bygoner, or a being If the Agents report on anything
from beyond space-time that resides at the suspicious, including nothing at all (since a
bottom of the ocean. group of well-equipped, well-trained Agents
disappearing without any trace is quite
suspicious), Syn mobilizes “the Retrieval
Unit,” which is mostly unknown outside of
Heroic circles. These three Specialists are
experienced in searching for, subduing, and
if necessary killing, rogue Agents. They’re
silent, efficient, and cold; they’ll kill rogue
Agents if there’s no other choice, but their
superiors would much prefer they catch
them alive and bring them to the Asylum.
The Asylum: Those who fail to escape, or
get caught while planning an escape, and
even those who have escaped, then regretted
their decision and came back, are usually
sent to the Asylum. This highly secret
facility is Syn’s true prison, hidden away in
a secluded valley. That’s where they keep all
the Agents who they deem unrecoverable,
mostly betrayers, but also Agents who
have lost contact with reality due to some
horrific experience or too-powerful
dispositions.
Part of the Asylum is a research
lab, in which the least-ethical of Syn’s
scientists experiment on Agents, who,
thanks to their ability to be affected by a
variety of bodily and mental effects through
their Crystals, are immensely useful test
subjects.
26
Life without Syn Ominous Signs
Two main issues keep troubling even those Here are some weird Syn things to put into
who are without Syn: Access to resources, your descriptions.
and freedom of movement. After Chasing Leads, while driving
Access to Resources: Requisition loses between assignments, the Agents see...
all meaning once the group is disconnected • A huge silo on the side of the road. It’s
from the organization. Instead of turning well-maintained but there’s no one’s
to use regular currency, though, it is around, and the place has obviously been
recommended that you implement the built by Syn. If they try to poke around, a
Supplies Instead of Requisition system (page Syn representative appears and demands
19). Getting levels of supplies, and opening they move on. The silo is empty.
new safehouses in which the group can
• A device that looks like an oil pump,
restock on supplies, becomes an important
situated in the middle of a field,
part of the campaign, at least until things
surrounded by a fence.
become stable and the group manages to
create a network of allies. • The remains of a Tank, a logo of Syn
on the side of a ruined building, or
The care and maintenance of harnesses,
some other sign that shows some Syn
which is usually handwaved, becomes an
presence. This is despite the group’s
acute problem that demands a solution—
order insisting this is the first time Syn
without the right tools and the required
has visited the area.
expertise, a harness gradually deteriorates,
resulting in a higher chance for desyncs While in the citadel or a main facility, the
(Critical Failure now happens on 1 and 2 Agents walk past a strange room. An officer
results), and eventually, permanent desync. immediately closes the door—”Nothing to
see here, move along,” but not before the
Freedom of Movement: Initially, the
Agents get a glimpse of...
ex-Agents will be chased by Syn and all of
its allies. If the campaign’s focus is about • A room which holds dozens of naked
escaping Syn, it's best if the players get a bodies hung from the ceiling! No, wait,
chance to gather several allies before they they’re mannequins. So that makes it...
leave. This will allow them to escape to fine?
places where they are welcome, and where • A room where Crystal-like things are
they’ll be able to lay low for a while, until being grown out of plant matter, with
they figure out disguises and get their hand people in radiation suits.
on a vehicle. Syn is unable to be everywhere • A room with huge generators that hum
and do everything, so at first, the Agents in a sing-along tone, and lots of cables
will mostly be facing local authorities who leading to the ground, to a wide hole,
work with Syn. surrounded by a railing and warning
As they create a plan of attack for symbols.
whatever it is your campaign leads to, they When talking to a member of Syn’s staff
will have to reach out to more people and or another Agent...
act in more places. Eventually Syn will learn
• The NPC suddenly perks up, as if
of at least some of their plans, and Agents
remembering something, and goes silent
will be waiting for them—probably people
for a moment. They then smile, and ask
they know and love, who’ll try to bring them
the Agents to repeat what they just said.
back into Syn.
Have this happen to various people, at
Syn will assume the rogue Agents are various times.
using the same Crystals they had when they
• Another NPC approaches mid-
'escaped', and will devise plans to counteract
conversation, and whispers something
the abilities of these Crystals.
into the first NPC’s ear. The first NPC
then looks at the PCs, worried or
27
contemplative, nods to the other, and back. All efforts to investigate the place
continues the conversation. further are met with increasingly violent
• The NPC giggles at something the PCs resistance. If the team checked, inside the
say, for no good reason. If asked about box there’s a small piece of fruit; however,
it, they claim that what the PCs just said after they return, they get reprimanded for
is a myth, and they can’t be convinced opening the box.
otherwise. If the players later check, Nothing Happened: The trainees are
they can reassure themselves that the given an accolade for having finished an
claim it is indeed real—but they discover excellent training session. The problem
that some important details are different is, they weren’t given any task. Still, all
than what they remembered. documentation points at them having gone
through some training session (pick any of
Training Sessions the regular ones), and if that’s not enough,
everyone, including their supervisor,
There are already quite a few training session remembers them having done so. Were their
ideas in the Crystal Heart book (pages 112- memories erased? Or is this some sort of a
113), but the following three offer ways to test?
start a campaign that focuses on Syn secrets. Note: For this session to achieve the goals
Death of an Agent: The team is tasked of a regular training session, you should
by a Heroic Agent to do a simple task have the trainees face challenges together.
somewhere. The Agent escorts them, despite Keep them close.
the mission being absurdly easy—and after
they arrive at the location, explains that
this is, in fact, a secret operation. The team
then helps assault a strange facility, wherein
the Agent dies fighting (against horrific
creatures, or someone who looks like a Syn
Agent themselves!).
Escaping back to the citadel, the team is
given an order by their supervisor—who
seems to know some surprising details—to
never speak of this with anyone, because
danger is closer than they realize. The
supervisor finds a way to cover up the
Heroic’s death, and the team is put on a
route as if nothing happened.
Express Delivery: The trainees are given
the task of delivering a small but important
box from a facility to a way station. Said
station has no road leading to it: it’s deep
within wild territory and the weather is
harsh. The hazards along the way are not
deadly, but they’re definitely tiring. The
way station, however, is discovered to be
something else entirely. It’s unclear what,
because the team is met by a person from the
station before they even arrive there, with
the structure only somewhat seen through
the foliage.
The person seems suspicious and weird,
but he takes the package and provides a map
with a quick and effective way of getting
28
More Tales
The following are a few dark Syn stories memory in the buyer’s mind by showing
for you to tell with your players. We’ve also them an item, leading them to believe they
added several “general” Savage Tales from miss it. Even Vachrogy doesn’t realize this,
all across the Five Lands; these were meant believing he really does find lost items and
for the Crystal Heart book, but had to be simply “knows to sell them to the right
taken out because we ran out of room. people.”
The players might think Vachrogy has a
Bogovia Tales Crystal for creating lost items, so it may take
them some time to realize their memories are
Lost but Found being rewritten. There’s a shard of imbuing
nostalgic meaning hanging as a decoration
The Agents come across a traveling
inside the cabin. It disguises itself as a
salesman in a colorfully decorated wagon.
nostalgic item, looking unimportant unless
This trader, Vachrogy, offers a strange deal:
someone knows what they are looking for
he sells nostalgic items people have lost. He
(a shard).
is kind hearted and jovial, and happy to show
the Agents his wares—a collection of knick- Have all the Agents make a Spirit roll.
knacks of all shapes and sizes. Each of them On a success, a few hours after visiting
notices something important to them which Vachrogy, they realize what happened. If
they had lost. they chase Vachrogy down they can easily
find the shard, but discover that taking it
In reality, none of these items have any
away dissipates a nostalgic feeling affecting
meaning to anyone; they are all just things
Vachrogy himself. It turns out that he is not
he’s found. Vachrogy can create a fake
a salesman, but an entertainer who lost his
29
whole family to a wolf attack. He was going the early Bogovians only knew how to use
to take his theatre cart and throw it and electricity in brutish, violent bursts.
himself off a cliff, but came upon the shard The city is also overrun by bandits, who
and gladly succumbed to its comfortable are restoring it. They discovered a cache of
delusion. weapons and managed to recharge them, as
well as activating some of the alarm systems
City of Crackling Gold and electrical fences. One-Toe Tessa and her
The Tank is rolling on a dirt road deep in a partner One-Ear Andy are conflicted about
forest when it comes to a tree blocking the how to use the city. Tessa’s people want to
road—the classic sign of a bandit ambush. pillage the city for tech and raid other towns,
Bandits do appear, but not to demand while Andy’s people want to settle down and
money. Instead, two erupt from the foliage turn the city into a pirate paradise. There are
carrying what can best be described as still secrets to be uncovered in the valley,
“lightning cannons,” unleashing lightning including electric-powered airships—and
at the Tank. These guns deal 3d6 damage in Tessa would love to become a sky pirate.
a Small Blast Template, have two shots, and
break on a Critical Failure.
The rest of the bandits rush the Tank while
Fjordstad Tales
their leader, the notorious One-Toe Tessa,
pushes from behind to “Raid the heretics’
Conflicting Orders
machine! Take everything they've got, but While visiting a hidden way station in a
don’t destroy the engine!” The bandits fight Fjordstadian city, the Agents meet in secret
until only a few remain, at which point they with an important local noble: a gray-haired,
disappear into the forest (Tessa is the first well-moustached fellow named Fjorajder. He
to run). points them to the entrance of the sewer’s
water filtration station and asks that the
Once the bandits are defeated or driven
Agents plant a listening device under the
away, any captive or an examination of
cellars of a rival noble house.
their gear can reveal that they are equipped
with old Bygone Age devices. All of their After he leaves, the way station’s manager
equipment is damp (from passing through (a Fjordstadian woman by the name of Ote,
a waterfall) and smells of ozone (from the who lost an ear to a chemical accident)
electric charge in the city). approaches the Agents. She hands them a
box containing a bomb and gives them her
Following the bandits’ tracks requires a
own important mission: plant the bomb next
Survival roll; on a failure, the tracks lead to
to the wall of that same cellar, so that Ote
an ambush set by the bandits’ forward post.
can activate it next time there’s a flood and
Eventually, all tracks lead to a clear lake at
destroy the underground archives. Ote used
the bottom of a waterfall, and behind the
to belong to that noble house and they still
waterfall is a cave leading to a hidden valley.
have some incriminating evidence against
Large stone buildings cover much of her.
the ground with small fruit trees placed
The Agents are technically required to
in patterns. Several tall towers of bronze,
assist both of them. They are under orders
occasionally sparking with electricity,
to fulfill Fjorajder’s mission, but a direct
dominate the valley. The rumbling sound
order from the station’s manager is just as
of a generator can be heard from several
binding. To add a complication, the listening
buildings, the roofs of which have huge glass
device is in fact a bomb (Fjorajder wants to
globes filled with crackling blue energy.
destroy the archive) and Ote’s bomb is in fact
This is the ancient City of Crackling Gold, a listening device (she wants to blackmail
built by early Bogovians soon after the end her former employees). Whatever the Agents
of the Bygone Age. It’s mostly stone, brass, try to do, they actually achieve the opposite
and copper, and is overrun by lichen and unless they carefully check the boxes and
bugs. There’s a lot of crude power here, as their employer’s motivations.
30
Heartfelt Plea are Agents, plus two. They’re using hunting
rifles, half the group shooting while the
Just before or after visiting a city, two
other half reloads.
Fjordstadian barbarians approach the
Agents with tear-stained faces and sore To be extra dangerous, they even planted
throats. They live in the ruins of the ancient an anti-personnel mine near the entrance to
quarter as a group of outcasts who are not the building. The Agents can roll Notice vs
allowed inside the city’s borders. Their the barbarians’ Stealth as the two imposters
daughter suffers from an unknown disease, walk around it.
and they beg the Agents for help. Using
their description of their child’s ailment, a
Healing roll seems to show that she suffers
Maseia Tales
from a deformity in her heart; since the city Rescue Mission
won’t accept her, her only salvation can
Play this when the Agents have no extra
come from Syn.
Crystals on them.
The two barbarians are lying. They chose
While in a far away location where the
their story carefully to try and bring the
land is suffering from a drought, the Agents
Agents as close as possible to a building
are surprised to hear from locals that they’ve
where an ambush is waiting for them. Their
seen another Agent recently. As far as the
goal is not to kill the Agents (although they
team knows, there aren’t supposed to be any
make no effort to avoid hurting them) but
others around. A Common Knowledge roll
to steal the Tank, which they intend to use
allows them to recognize this Free Agent
to rob traders.
based on her description. A raise reveals that
Use the statistics for the archetype she recently requisitioned a utility Crystal,
Mountain Barbarian (Crystal Heart page which is very unusual: these Crystals are so
23). There are as many barbarians as there weak, they're never used by Agents.
The locals praise this Agent who has
been helping them in many ways, though
she remains secluded in an old cabin in the
town’s graveyard.
However the team approaches her, she
tries to run away once she sees them.
She avoids the team as much as possible,
retreating to her cabin. The Agent demands
they go away and leave her alone, clearly
distraught, saying that they “can’t make her
change her mind.” She is acting without
authority, and is convinced the team is here
because Syn discovered her plans.
This Agent’s sister recently died of a
disease and is buried in a fresh grave outside
the cabin. The Agent was too late to help
her, so she swore to help the village her
sister loved instead. She requisitioned a
cloud Crystal, planning on releasing it to
allow it to turn feral and create rain. This
will result in her death, of course, as she has
no means of acquiring another Crystal. She
claims that she tried to acquire one, but in
fact she has a Death Wish. She has always
felt too weak to help others, and her sister’s
31
death was the last straw, convincing her she Things start turning into imitations of
is useless and that the only good she can do local fauna, the mole grows huge and wild,
is by sacrificing herself. and the hunter turns into a tree with the
The Agent was delaying this suicide, too shard embedded in her bark.
afraid to follow through, but as she speaks
with the team she becomes worried they’ll
try to stop her. She opens her harness,
Zingama Tales
throwing the Crystal out. It immediately Deja Vu
begins to float up into a cloud, disappearing
Sumu Voll, also known as the Toxic King,
in the sky.
is the rich owner of a company in charge of
The team can still save the dying Agent transporting and dumping the byproducts
by digging out her sister’s heart, which of several chemical plants. He recently
hasn’t sublimed yet. A harness has several managed to convince Syn to implant a
delicate electrical mechanisms and wirings, Crystal in him—a Crystal previously used
and while these are not intended for use by one of the Agents on the team, in fact. Its
with a normal heart, they can be rigged to powers, and maybe its disposition as well,
do so. This requires an Engineering check help him to maintain his company and push
by someone who also has at least Healing back against his competitors.
d6 (or Support from someone who does),
The Agents arrive at Bastard's Bin, a big
with a -2 penalty if no appropriate tools are
gaping hole in the fiery south of Zingama.
available. The heart can be used this way,
It’s so deep that no one has seen its bottom.
despite horrible headaches and muscle pain,
Myth has it that high-class bastards were
for a week or so. This should be enough time
thrown in after birth to avoid awkward
to bring her to a way station and from there
explanations, but that's all for the tourists.
to the citadel, at which point the mechanism
These days Zingama’s heavy industries use
starts to degrade.
it to dump toxic waste.
The Agent refuses to be socketed with the
Sumu meets with the Agents to send them
cloud Crystal, even if the Agents retrieve
on some minor errand. He treats them like
it (seeing her efforts foiled makes her very
workers (his workers hate him) and demands
angry and desperate). If implanted with her
nothing less than perfect results. After
sister’s heart, she begins to see memories of
seeing the Agents in action, he start to covet
her sister’s life and finds solace in her rich
one of their Crystals and arranges another
experiences, eventually overcoming her own
errand for them—but this time it’s a trap.
existential crisis.
Sumu sends them to investigate a property
Better Check That Mole on the edge of the Bin, which actually
belongs to him. He hires some mercenaries
There’s an unnamed valley to the north of
to ambush them and joins the fight himself,
Maseia where one can find an unusual type
using his Crystal’s powers.
of lake mole (Crystal Heart, page 177). These
tainted lake moles have thick, purple veins During the fight, a toxic vat spills over
all over their bodies, and their nose organs the fighting area—Sumu included. A strange
can imitate almost any type of plant. reaction causes his Crystal to go feral while
still inside his body, turning him into a
The team encounters a Maseian hunter
monstrous creature that combines the
who has tamed a tainted lake mole. She joins
Crystal’s theme with toxic goo.
them, perhaps as a guide. When something
big endangers the group, she uses a shard
Where are the Island Tales?
of enlargement on her mole. Every Agent
Most of the one-shot adventures available for
can tell you that combining the effects of
Crystal Heart already focus on the Islands,
two Crystals is potentially dangerous—
so we felt this Land is served well enough.
and indeed, the purple influence begins to
You can find these adventures and others on
spread.
uptofourplayers.com/crystalheart.
32
Adventure Seeds Out with the old: A group of teens
belonging to an ex-nomad clan of Maseians
The following are proto-ideas, which you has recently settled nearby and is trying to
can develop into anything from character develop a new rite of passage for themselves.
backgrounds to full adventures. In the latter The nomads’ previous ways are now
case, there needs to be a reason for the considered anathema, so new ways must
Agents to find themselves in the middle of be decided upon—but the clan’s cultural
the escalating situation described. leaders take too long in developing a worthy
rite, and the teens become anxious. They
Gotta catch: In Lebeny (Crystal Heart, page
have begun climbing a cliff on a floating
94) there’s a zoo. Someone started mutating
mountain with the goal of fetching a rock
the zoo’s animals and releasing them into
from the top, a very dangerous endeavor.
the streets. The Agents are asked to chase
and subdue—but not kill—the mutated Violent break: The team finds themselves
creatures, and are given small pheromone attacked in the middle of a territory that’s
balls which can be thrown at the beasts, supposed to be safe, in Bogovia or Maseia.
releasing a cloud that should calm them A river dried up, and a town that was resting
down. These monsters are precious—they on its bank has fallen into ruin; many left,
must all be caught! but the rest have turned the town into a
fortress and become brigands. This place
Hidden society: A secret cave complex
is away from the main roads, and this all
in Maseia or Zingama is the home for a
happened during the past season, so the
group of people who have survived since the
maps haven’t yet been updated.
Bygone Age with lots of resources, in their
own, small society. The Agents stumble upon
them, and they use their superior technology
to keep them restrained, refusing to let them
go so they won't reveal their location.
In charge but unliked: After a peasant
rebellion in a Bogovian village, a new Baron
is chosen by the council of villages and
Barons of neighboring counties. He is the
rich son of the land’s previous noble family
who moved into a city two generations
ago, and he knows nothing of the area or
its inhabitants. He bribed his way to his
position, because he likes the feeling of
owning land and having people do what
he says—proving he is clueless about the
worldview of the rural Bogivian, who’ll be
happy to revolt again if they believe their
Baron is unfair.
Mutual kidnapping: The covert war
between two Fjordstadian cities escalates
greatly, after notable nobles are kidnapped,
then assassinated, on both sides. In
truth, both sides are being played by a
third city, who is using double agents,
perhaps even without their knowledge
(by deceiving them, extorting them, or
using mind-control).
33
Appendix A:
New Recruits
The following Agents are all Novice Rank,
fresh off training. They can be used in many
places, such as members of a rival Crystal
Hunter team, new recruits that needs some
mentoring, or, after some more advances, as
Seasoned and Veteran Agents.
Flinka
A pregnant Fjordstadian fixer-of-anything who
is ready for the worst yet hopes for the best.
Flinka is from the cold reaches of Fjord-
stad, where a working generator is all that
prevents an entire city from freezing to
death during a winter's night. She grew up
in her mother's workshop, developing an in-
stinctive grasp of how to build and maintain
the machinery that kept them all alive—but
she lived for the evenings, when the people
of her neighborhood clustered together to
share warmth, play games, and tell stories.
Flinka's favorite was her grandmother,
who told tales of daring set across the Five
Lands that, more often than not, featured a
heroic Agent of Syn. Her dreams of adven-
ture and honest demeanor drove her away
from the noble houses, which she has found
to be secretive and double-dealing, and so
she traveled to the citadel, determined to
become one of the legendary Crystal Hunt-
ers she'd idolized as a child. Flinka keeps Transparency Mode active
Her training progressed well and she was at all times. In combat she only attacks foes
on the cusp of active duty when she an- who have already attacked, and that aren’t
nounced she was pregnant. She petitioned to targeting her; if someone is waiting for her
continue nevertheless, and thanks to metic- to attack, she will not do so, and will instead
ulous research, found a Crystal in the Repos- support her friends.
itory with a misunderstood theme, testing Now, both as a new Agent and a new
it and proving its usefulness. This Crystal, mother, she has discovered a new determi-
Translucent, suited her new needs, and its nation not just to see the world but also to
disposition, that of unerring openness and make it the best it can be.
honesty, proved to be of no disadvantage
Note: Flinka's Crystal, Translucent, is de-
to her as she had no intention of living the
signed to give her player control over their
closed and scheming life so associated with
level of risk; however, the possibility of the
Fjordstad.
child being actually harmed should never
be on the table. We have intentionally not
34
defined the duration or other aspects of She might even consider letting them in
the pregnancy so a player may continue to on the real reason she joined Syn, the thing
play Flinka as they wish for as long as they that haunts her dreams every night: find-
wish. Equally, if the player wishes Flinka to ing Inja, the only woman she’s ever loved,
give birth at some point and continue on, who ran away under the influence of a feral
the GM and player should work out how Crystal.
to best integrate it into the campaign, how Attributes: Agility d8, Smarts d8, Spirit d10,
and when she will return, and how she will Strength d4, Vigor d4
have changed. Skills: Athletics d4, Common Knowledge
Attributes: Agility d8, Smarts d8, Spirit d6, d6, Crystal Channeling d8, Fighting d4,
Strength d6, Vigor d6 Notice d6, Persuasion d8, Performance d8,
Skills: Academics d4, Athletics d6, Common Stealth d4, Taunt d8
Knowledge d4, Crystal Channeling d6, Pace: 6; Parry: 4; Toughness: 5 (1)
Engineering d8, Fighting d4, Notice d8, Hindrances: Anemic, Secret (Minor; my love
Persuasion d4, Research d4, Shooting d8, fled with a Crystal), Shamed (Minor; I’m
Stealth d4 weak and sickly)
Pace: 6; Parry: 4; Toughness: 6 (1) Edges: Aristocrat, Attractive
Hindrances: Code of Honor, Habit (Minor; Gear: Syn suit (+1 Armor), palmspring
blatantly corrects people’s factual (3/6/12, 2d4, RoF 1, Revolver), Syn knife
mistakes), Mild Mannered (Str+d4).
Edges: Brave, McGyver Suggested Starter Crystal: Rascal (Crystal
Gear: Syn suit (+1 Armor), Fjordstadian Heart, page 67)
buzzer (10/20/40, 1-3d6 non-lethal, Shot-
gun), Syn pistol (10/20/40, 2d6+1, AP 1, RoF
1, Shots 6)
Suggested Starter Crystal: Translucent
(Crystal Heart, page 74)
Framsyn
A manipulative Fjordstadian socialite who
twists others' desires to suit her will.
Fram was once a respected member of a
noble Fjordstadian house, but for this ambi-
tious beauty, it wasn’t enough. Excelling at
reading and manipulating others, she joined
Syn in search of a Crystal that’ll make her
even more powerful.
While Fram likes to flaunt her seductive
manipulator persona, the truth is she devel-
oped these skills not (only) because it’s fun,
but also out of fear. She's weak and some-
what sickly, hardly able to fend for herself
in a physical conflict, a fact she works hard
to prevent others from discovering.
During the months of training with her
teammates, Framsyn had no choice but to
let them in on her secret. She discovered
they were not only accepting but even sup-
portive—and contrary to her own cold and
detached demeanor, she found herself feel-
ing sympathetic toward them.
35
Jazmon Josiah
A curious Zingamaian engineer who solves A cynical Fjordstadian historian who stands
problems with either her fists or her tools. against political adversity.
Beautiful and clever, Jazmon Williams has Many years ago, Claus Sinclair—a veteran
always been able to get what she wants. She of several Fjordstadian inter-city wars—dis-
finds it unbearable that others don’t enjoy covered a Crystal. With it, he was able to
the same privilege. analyze a bird’s flight and get a better un-
Jazmon sees the Agents of Syn as being derstanding of aerodynamics, building the
in a similar position to hers: They have world’s first and only airship. In his travels
incredible powers, but they’re completely around the world, he found love in Raya,
inaccessible to the masses. She would like and the Maseian woman joined him on his
to change that, and she believes the answer journeys. The couple brought up young Jo-
lies in Crystal-based technology. Syn keep siah as a curious, loving kid.
a close eye on her theories, and is ready to Twelve years ago, on a strange night, the
keep an even closer eye on any application airship crashed and Josiah’s parents died in
she might be able to develop in the future. the fire. Josiah settled down in Fjordstad,
All of this will have to wait, though, be- where his open-minded point of view, de-
cause Jazmon is now tackling a different veloped over years of touring many different
issue: helping her best friend. She only met cultures, clashed with the locals’ jingoistic,
Sara during training, but the two hit it off occasionally xenophobic, tendencies.
very well. Sara is a bookworm who never Josiah decided to join Syn to find out
got to travel much, joining Syn in the hope more about the Crystal, going where his
of finding a Crystal that will make her more father could not and experiencing it first
adventurous. hand. This initial desire quickly developed
Unfortunately, an issue with her first Crys- into a wider-scope ambition, as he realized
tal bonding after her harness surgery made Scrutinizer can be an instrumental tool for
her bedridden. Jazmon now goes out and exploring facets of the Bygone Age. He now
travels to bring back books from far away wishes to know everything there is to know
lands for Sara to read, while at the same time about the forgotten age. The world is like a
researching ways to help her friend’s med- child reveling in wonder at rediscovering
ical condition. a fraction of what used to be known; it is
imperative that people be informed, lest
Attributes: Agility d6, Smarts d8, Spirit d6,
mankind retrace its steps into oblivion.
Strength d8, Vigor d6
Skills: Academics d6, Athletics d6, Common Josiah wants to explore all aspects of Scru-
Knowledge d4, Crystal Channeling d6, tinizer, and master it fully, even though its
Engineering d8, Fighting d6, Healing d4, disposition pushes him to find efficient solu-
Notice d6, Persuasion d4, Research d6, tions, clashing with his selfless nature. He is
Stealth d4 also unable to stop noticing many flaws in
Pace: 6; Parry: 5; Toughness: 6 (1) everything and everyone around him, mak-
Hindrances: Driven (Minor; devise a way ing him nitpicky in a way which comes off
to implement Crystals using technology), as extremely patronizing to others.
Heroic, Loyal Attributes: Agility d6, Smarts d8, Spirit d8,
Edges: Attractive, Martial Artist Strength d4, Vigor d6
Gear: Syn suit (+1 Armor), fists (Str+d4), Skills: Academics d6, Athletics d4, Common
mechanic’s kit (+1 to Engineering rolls) Knowledge d4, Crystal Channeling d6,
Suggested Starter Crystal: Patchwork Engineering d6, Fighting d4, Intimidation
(Crystal Heart, page 66) d6, Notice d6, Persuasion d4, Research d6,
Shooting d6, Stealth d4
Pace: 6; Parry: 5; Toughness: 6 (1)
Hindrances: Code of Honor, Driven (Minor;
Uncover all of Scrutinizer’s secrets),
36
Enemy (Minor; Chadley, a Fjordstadian There’s more behind her decision to
noble elitist who courted Raven, Josiah’s join, though. Her life partner, who is also
childhood crush, who refused his her lab partner, was caught in the same
advances) explosion and was also terribly injured. He
Edges: Bygone Age Expert, Investigator is now unable to walk on his own and uses a
Gear: Syn suit (+1 Armor), Syn pistol wheelchair, with his health still deteriorating
(10/20/40, 2d6+1, RoF 1, Shots 6), rapier by the day. He requires medical treatment
(Str+d4, Parry +1) the sort of which only Syn can provide—
Suggested Starter Crystal: Scrutinizer giving her an extra incentive to do well in
(Crystal Heart, page 200) the organization.
Lanuola Attributes: Agility d6, Smarts d8, Spirit d6,
Strength d6, Vigor d8
A curious Island inventor who goes too far with
Skills: Academics d4, Athletics d6, Common
her experiments.
Knowledge d4, Crystal Channeling d6,
An excited-yet-careless inventor, Lan- Engineering d8, Fighting d6, Notice d8,
uola was gravely injured in an explosion Persuasion d6, Stealth d4, Taunt d6
during one of her experiments. Her heart Pace: 6; Parry: 5; Toughness: 7 (1)
was cracked beyond repair, but she was Hindrances: Dependant, Impulsive
approached by Syn, who asked her to join. Edges: McGyver, Nerves of Steel
They saw much potential in her, and the Gear: Syn suit (+1 Armor), Syn knife
young inventor is grateful for their (Str+d4), 3 Maseian glass spikers (5/10/20,
help and recognition, wishing to re- 2d6, MBT).
pay the organization with hard work. Suggested Starter Crystal: Zap (Crystal
Heart, page 71)
37
Shang life of adventure was calling him, and having
powerful friends wouldn’t hurt.
A thrill-seeking Zingamaian swordsman who
keeps looking for love in all the wrong places. Shang has burgeoning trust issues. He
has been betrayed by people in whom he's
Before seeking out Syn, Shang used to
placed his trust, admiration, and heart,
work in gambling houses, running games
and that betrayal is eating at his faith in
and bringing in takes for his employers.
humanity.
Often getting into trouble with women, he
eventually found himself in a trouble that Attributes: Agility d8, Smarts d6, Spirit d8,
nearly killed him. Strength d6, Vigor d6
Skills: Athletics d8, Common Knowledge
One day he arranged to help his boss's
d4, Crystal Channeling d6, Fighting d8,
wife escape her abusive husband by playing
Intimidate d6, Notice d6, Persuasion d8,
against his casino, using the profits to
Stealth d4, Thievery d6
sneak her out on board a ship bound for the
Pace: 6; Parry: 6; Toughness: 6 (1)
Islands. The plan failed as a planted player
Hindrances: Enemy (Major; Zingamaian
at his table caught him cheating, and he was
crime boss), Suspicious (Minor)
forced to flee, running to his boss’s wife for
Edges: Charismatic, First Strike
support. She denied any involvement and
Gear: Syn suit (+1 Armor), scimitar (Str+d8),
even betrayed him to her husband.
trap disarmament kit (+1 on Thievery
Barely escaping his boss’s enforcers, and rolls).
now bearing a scar from an attempt on his Suggested Starter Crystal: Rally (Crystal
life, Shang fled to another Land and soon Heart, page 66)
found himself in the company of Syn Agents.
After meeting them, he decided to join—the
Viszonzatlan (“Viszo”)
A trustworthy Bogovian friend who talks his way
into and out of trouble.
Viszo is good natured and sentimental,
two qualities which have had him exploited
by many—the jovial man is probably more
trusting than he should be. In fact, he is
quite possibly too soft for the role of a Syn
Agent.
It all started as a bit of a lark. Viszo sat at
a table with some unusual characters while
out carousing one night, and after a few
drinks they started talking about all sorts
of odd things—Crystals, far away lands, un-
imaginable power. They seemed like good
enough folks, so later on he went with them
to what he thought was a meeting (maybe it
would all be a grand jest!), then did so again
the next evening. After a few more days he
realized he was being indoctrinated into
some sort of organization.
Despite coming as a surprise, Viszo sees
he enrollment as a gift. He feels he was giv-
en something special, and so far, he's been
making a grand time of it. There’s just one
thing he hopes for, one dream of the future:
meeting again the woman whose picture he
keeps in a locket.
38
Yul
A socially awkward and lonely Zingamaian teen,
looking to make friends.
Shy, good-natured, and somewhat plain.
That’s how most people would describe Yul.
Struggling with a speech impairment—
which made their life in the judgy, compet-
itive society of Zingama very hard—Yul grew
up to be lonely and socially awkward.
One day, they saw a group of Syn Agents.
It was a revelation. Not only were the Agents
brave and wondrous, they also seemed to be
friends with each other. It wasn’t the Agents’
fame which drew Yul to join Syn—it was
their fellowship. All Yul ever wanted was
to be a part of a group where everyone is
treated as a valued member.
Now that they’re starting to see themselves
as worthy of company, Yul enjoys meeting
and befriending anyone they meet during
their missions. Their speech impairment is
still an issue—they tend to raise their voice
inappropriately on occasion—but maybe
there’s a Crystal that can help with that...
Viszo’s first love was unrequited. They
were both young, and while she had beau- Attributes: Agility d8, Smarts d6, Spirit d6,
ty, grace, and charm, he had nothing. The Strength d6, Vigor d6
one thing he could do was make her laugh, Skills: Athletics d8, Common
but that was enough for the two to become Knowledge d6, Crystal
friends. They’ve lost touch over the years, Channeling d6,
but he still thinks about her fondly, daring Fighting d6, Notice
to hope in his heart of hearts that perhaps d6, Persuasion d4,
one day they may meet again, and perhaps S h o o t i ng d 6 ,
this time things will be different. Stealth d8
Pace: 6; Parry: 5;
Attributes: Agility d6, Smarts d6, Spirit d8,
Toughness: 6 (1)
Strength d6, Vigor d8
Hindrances: Habit
Skills: Athletics d6, Common Knowledge
(Minor; yells
d6, Crystal Channeling d6, Fighting d4,
inappropriately),
Healing d6, Notice d6, Performance d4,
Mild Mannered,
Persuasion d8, Stealth d4, Survival d4,
Young (Minor)
Taunt d6
Edges: Acrobat, Quick
Pace: 6; Parry: 5; Toughness: 7 (1)
Gear: Syn suit (+1 Armor),
Hindrances: Curious, Habit (Minor;
several Zingamaian darts
throwing puns to lighten the mood), Loyal
(3/6/12, 1d4, Vigor -2 or
Edges: Luck, Reliable
take a level of Fatigue),
Gear: Syn suit (+1 Armor), 3 Bogovian
several Syn knives (3/6/12,
papricrash (4/8/16, SBT, special), 3
Str+d4)
Zingamaian smoke bombs (5/10/20, MBT,
Suggested Starter Crystal:
special)
Spotlight (Crystal
Suggested Starter Crystal: Heart of Gold
Heart, page 69)
(Full of Heart)
39
Appendix B:
Supervisors and Mentors
Some more weird people to pull rank on you, Bish only speaks to people he believes are
beyond those given in Crystal Heart. mistaken, and only to correct them. This cre-
ates bizarre situations in which, in order to
Baker Thom, the Methodical get his opinion, someone must state what
Technician they think his opinion is, at which point he
Baker Thom—he insists on the “baker” allows himself to correct them (or remain
title—is indeed an accomplished baker, silent, if they’re right).
but he’s a better mechanic, and heads one Bish teaches his trainees
of Syn’s engineering teams. that words are tools,
This Islander just loves talking about bak- and should be chosen
ing, and equates most everything to a recipe, carefully. He doesn’t
a kitchen, a stove, or whatever similar met- ask them to take a
aphor he can come up with. He does this so similar vow to his own,
much that his trainees start to think in bak- and instead demands they
ing terms, which is sort of the point. Baker think carefully before
Thom wants his trainees to think carefully they speak, whether
before they act, because the result—much to friends,
like with a cake—depends on how well colleagues,
you’re prepared. Once it’s in the oven, you superiors,
can’t make any changes. strangers, or
Thom sees both baking and engineering as even themselves.
disciplines deserving an artistic expression.
A true master hones their skills until
they’re very good with a very specific thing:
Despina “Despy”, the Star
For this Bogovian, it’s all about attention.
handling a Tank’s engine, creating a batch
She joined the Faith’s service because she
of chocolate cookies, designing hanging
loved the village’s admiring gazes while she
bridges, making a three-
stood before them to preach. When that
layer marzipan rainbow
wasn’t enough, she left all that behind (you
cake, it doesn’t matter.
can still hear her exclaim a verse here and
Find your passion,
there, but that’s it), in search of further glory
focus, train, stick to
and bigger crowds.
the plan, and
you’ll get She believed Syn would help her reach new
magnificent crowds, but discovered that it’s not just the
results. size of the audience, but its quality as well,
that satisfies her craving. She is known by
junior Agents thanks to being one of the
primary instructors, and to everyone else
thanks to her attention-getting cat ears and
Bish-Karish, the Silent Corrector tail, the result of always keeping her Crys-
Originating from an isolated community tal’s power on.
to the west of Maseia, Bish lives under an Despy is a pretty good instructor, but it’s
unusual vow of silence, which he claims is obvious to her trainees that she cares little for
a combination of his clan’s mannerisms and them personally. She’s talented and capable,
values he developed on his own.
40
but wants to be praised and Yara, the Faceless Hunter
seeks approval, through It’s unclear where Yara is from. This
whatever means. The lanky Fjordstadian talks and behaves like
kind of trainees she a Fjordstdian city dweller, but always
tends to draw are with a different accent, making it hard to
either people who pinpoint which city she’s from—If she’s
resemble her (and from a city at all, since she also displays
seek to imitate fantastic survival skills, as if she was born
her success), or and raised a barbarian. Most perplexing is
those who see her insistence on keeping her face and hair
right through hidden, wearing a variety of masks, wigs,
her (and seek and coats. Never show them who you really
to exploit it). are, she teaches, and so they’ll never know
what to expect.
Leighmya, the Curious Intel Yara spends most of her time outside of
Analyzer the citadel, usually accompanying groups
Originally just “Leigh,” this Zingamaian of Agents who are on missions in the wild.
historian-turned-mathematician is She is a demanding teacher,
fascinated with the unexplained. She served and her trainees must
as an intelligence officer for her military learn a lot, and quickly.
service in Zingama, during which time she Those who fail to meet
learned of the fragility of true intel—it’s so her standards get the
hard to understand what is true, even when silent treatment, and she
you have mountains of data and the best ignores them until they
analytic techniques. prove themselves worthy
of her time.
For her academic degree she dove deep
into her nation’s history, finding, as few have
before her, that there are several and not
entirely matching narratives regarding the
foundation of the Emperor’s dynasty. She
pushed some wrong buttons and pissed off
the wrong people, eventually finding herself
shamed out of the academy and finding a
home in Syn.
Leighmya believes that she can devise an
analytical method to identify and categorize
all that is unknown; by circling the empty
places on the map, it’s easier
to know where to look for
answers. The practical
method is still under
development, and she
asks her trainees—whom
she picks specifically
for their inquisitive
minds (and having no
“earthly ties” like a
family or ambition)—to
help by acquiring data
and testing her weird
techniques.
41