Cold and Dark / The Big Empty
The everyday world and the working man concept never really appealed to you with its boring obligations and trite rules. You wanted to set your own rules in order to get ahead, and so you did. At age twelve you managed to strike a deal with the school genius, renting out his skills as a homework “surrogate” and the kids with money paid handsomely for the service. When you became older you had a guy hack into the learning center test records and you started to sell the answers all the while you were supplying the jocks with military grade stims. But you were caught and expelled. It didn’t really matter, you had made a lot of money and with it you left the core systems and set up shop at a space station. But now you dealt in high end counterfeit clearances, arms, protection rackets and whatever lucrative business you could get your hands on. You were a quick study and soon there wasn’t a dirty deal you didn’t have a part in. Bribing corporate delegates, GIC officials and cutting crime lords in on the action all became a part of your everyday life and you loved every minute of it. You became the go-to guy of the illegal and unsavory, amassing wealth in the process. Of course, with this came the competition and the odd turf war but hey, no job is perfect…But most jobs are far less interesting.
The world of Cold & Dark offers a lot of opportunities for those who know how to seize them. A syndicator lives and breathes the criminal underworld and is an integral part of it. It doesn’t matter if he’s on a space station, a ship, or in the core systems; he will always keep tabs on and interact with the criminal element. Some are part of a larger syndicate but most are freelancers, running small, effective and mobile operations. Above all else the syndicator is a businessman
with a knack for surviving the most dangerous circumstances in the underworld.
Criminal Mastermind: They gain +1 and can’t botch on any rolls involving Fringewise.
Syndicate Sense: If they are allowed to spend twenty-four hours in a city, space station or similar society, carousing the criminal scene, they will know the names and faces of the most prominent criminals in the area as well as they will gain a sense of the power dynamics between different
Perfect Forgery: They gain a +1 to Administration and can’t botch these rolls when the Ability is used to identify or create forgeries (shipping manifests, fake IDs, etc.).
Important Aptitudes: Attention, Cool, Clout
Abilities: Administration , Computers, Fast Talk, Forensics, Fringewise**, Interrogation, Politics , Search, Shooting , Stealth, Security.
Arms Dealer: Everyone need weapons out on the fringe and when they want a bit more bang for their buck you’re willing to provide. Through your contacts you get your hands on stolen weapons cheap and sell them off for a profit. You really don’t care what people need them
for as long as you stay in business.
Broker: Most people are clueless when it comes to the criminal underworld and that’s when you come in. For a slice off the top you set up meets and buys and act as the middleman. At times you even negotiate deals and treaties between rival gangs. Both sides trust you to be fair since you don’t have a dog in the fight and just want to get paid. Your code of conduct and respect
for the unwritten laws of the criminal underworld is your badge of honor.
Counterfeiter: Some people need a new identity; others want a weapons license while some need to get their hands on the right paperwork in order to get an artifact into the core systems.
Through flawless forged documents and bribes you provide perfect forgeries of credentials and solid back stories and alibis for those with pockets that are deep enough.
Spending Credits: 3,000
Start-Up Credits: 700 + 3D x 100 credits