# The Syndicate
*A Tabletop Role-Playing Game*
**The Syndicate** is a tabletop role-playing game (TTRPG) built on the Tiny d10 system and set in Nova City—a gritty, 1960s-inspired metropolis where organized crime families vie for power, wealth, and control of the city’s underworld. Players take on the roles of ambitious members of these organizations, navigating a dangerous web of alliances and rivalries that lucratively reward loyalty and brutally punish betrayal. Whether pulling off daring heists or staying one step ahead of the competition, players must rely on their cunning and resourcefulness—and a heavy dose of luck—to rise to the top.
_Welcome to the family._
## Introduction
It is likely, by now, that the reader is well-acquainted with the idea of tabletop role-playing games. For the few that are not, this brief explanation should suffice.
In a very basic sense, a tabletop role-playing game is a set of rules that provide structure to adventures that are largely the product of a group’s collective imagination. The rules exist to ensure that the outcome of this play is logical, consistent, and fair, thus enabling players to engage in fast-paced, immersive action. In **The Syndicate**, each player creates a character, known as a Player Criminal (PC). Through their characters, they interact with a fantasy world in which they will attempt to do many things: slay enemies, win allies, overcome odds, and more. The game master (GM), also known as the Crime Master (CM), will analyze the results of these attempts in accordance with the game rules & die rolls and inform the players of their success or failure. To succeed in this game, one requires only an imagination and a spirit ever in search of fun and adventure.
**The Syndicate** is divided into three sections: In Section I—Character Creation—players will create a player criminal (PC) following the simple, step-by-step character creation process. In Section II—Game Rules—players will learn the handful of rules necessary to usher their PCs to the heights of infamy in the vast criminal underworld of Nova City. In Section III—For Crime Masters—referees are provided essential guidance on running jobs, managing notoriety, and crafting a dynamic world.
## Section I: Character Creation
When creating your PC, consider things like his or her appearance, background, and general attitude. You are encouraged to take inspiration from your favorite action & crime movies and television shows, and to borrow heavily from beloved tropes.
### Families
**Step 1:** _Select a family._ Each family reflects a cultural and national background representing real-life organized crime groups operating in the United States during the 1960s.
>Note: While it is possible for each player to choose a different family, it is recommended that new players first choose the same family—this will ensure cooperative gameplay and simplify the experience.
The **Chinese (Triad)** are swift and resourceful, excelling in both mental and physical agility. They dominate smuggling operations in the underground economy and specialize in moving contraband, illegal goods, and people through clandestine routes and networks. Their influence over the criminal underworld is often unseen but wholly pervasive, making them powerful allies and dangerous enemies. They gain: the _sneak_ skill; -1 roll penalty to ranged attacks against the Chinese; and +1 Intellect.
The **Irish (Mob)** are strong and unyielding, widely known for their fighting spirit and raw physical power. They are quick-witted and street-smart, often exercising their influence through labor unions and illicit imports. Regarded as brash but honest, they are fierce friends and unpredictable foes. They gain: the _streetwise_ skill; -1 roll penalty to melee attacks against the Irish; and +1 Hit Point per level.
The **Italians (Mafia)** are clever and charismatic, combining sharp intellect with a natural flair for persuasion and leadership. A disciplined and meticulous group, they control a wide array of illegal enterprises, including racketeering, gambling, extortion, and more. Their imposing presence ensures they often achieve their goals without the need for violence—but they are more than capable when the situation demands it. They gain: the _persuade_ skill; +1 attack bonus with firearms; and +1 aspect.
The **Russians (Bratva)** are strong and calculating, widely known for their brutality and efficiency. Their operations are highly organized and involve smuggling, contract killings, illegal gambling, and more. Their tight-knit and secretive nature, combined with their dominance of the arms trade, makes them a formidable force in the criminal underworld. They gain: the _intimidate_ skill; +1 damage bonus with firearms; and +1 Power Point per level.
### Roles
**Step 2:** _Select a role._ Each role represents a criminal archetype and possesses unique abilities that reflect its key function within the syndicate.
**Enforcers** are the muscle of the family and excel in combat and intimidation. They have a Toughness of 5 (T5); use heavyweight weapons and below; gain one weapon proficiency (granting either a +1 attack or +1 damage bonus); and gain +2 Hit Points and +1 Power Point. Enforcers begin with **two** abilities:
_Kneecapper_ – inflicts +2 damage and prevents the target from moving for 1d10 rounds. Cost: 2 Power Points.
_Free Choice_ – player may choose an additional ability from the List of Abilities in Section II.
---
**Fixers** are diplomats and negotiators, resolving conflicts and maintaining the Crew’s network of allies and resources. They have a Toughness of 4 (T4); use lightweight weapons and below; and gain +2 Reputation Points and +1 Power Point. Fixers begin with **three** class abilities:
_Backup Plan_ – when you (or a nearby ally) are at or below half of your Hit Points, reinforcements arrive in the form of a **_hired thug_** (_T5; 1d5 + your level Hit Points_); additionally, you may instantly heal yourself (or a nearby ally) for 1d5 Hit Points. Cost: 3 Power Points.
_Precision Strike_ – if an attack fails, adjust your aim and roll again; if the attack succeeds, inflict +1 damage. Cost: 2 Power Points.
_Free Choice_ – player may choose an additional ability from the List of Abilities in Section II.
---
**Smugglers** are logistics experts, adept at moving contraband, evading authorities, and thriving in the shadows. They have a Toughness of 5 (T5); use mediumweight weapons and below; gain one weapon proficiency (granting either a +1 attack or +1 damage bonus); and gain +1 Hit Point and +2 Power Points. Smugglers begin with **two** class abilities:
_Hot Pursuit_ – the entire Crew automatically escapes a chase or ambush scenario. Cost: 3 Power Points.
_Quick Draw_ – make an attack with a ranged weapon as a free action at the start of combat; additionally, make this attack again at the start of every combat round at the cost of 2 Power Points.
---
**Schemers** are masterminds of tactics and strategy, playing the game 10 moves ahead of the competition and constantly manipulating events to the family's favor. They have a Toughness of 4 (T4); use lightweight weapons and below; and gain +2 Power Points and +1 Reputation Point. Schemers begin with **three** class abilities:
_Calculated strike_ – your attack automatically succeeds, inflicting +1 damage; additionally, at the cost of 2 Power Points, the attack causes one of the following effects:
- the target is disarmed;
- the target is knocked prone;
- the attack inflicts an additional +1 damage.
_Like Clockwork_ –declare a prepared contingency plan that negates a major obstacle. Cost: 3 Power Points.
_Mastermind_ – allies within the vicinity gain +1 to all non-combat rolls.
---
### Attributes
**Step 3:** _Assign attribute scores_. Divide 3 points between the following attributes.
**Aspect** is a measure of consciousness & charisma and is used as a bonus during things like detecting intentions, or persuading/intimidating someone.
**Intellect** is a measure of mental acuity and sharpness and is used as a bonus during things like detecting traps or gathering information.
**Power** is a measure of physical strength and is used as a bonus during things like breaking down doors or restraining a hostile creature. Additionally, Power is used as a bonus when making melee attacks.
**Reflex** is a measure of speed, dexterity, and reaction, and is used as a bonus during things like evading pursuit or jumping from one rooftop to another. Additionally, Reflex is used as a bonus when making ranged attacks (or melee attacks with small weapons, e.g., switchblades).
### Hit Points & Power Points
**Step 4:** _Assign Hit Points and Power Points._ Divide 10 points between Hit Points and Power Points.
**Hit Points (HP)** represent the amount of damage a person can suffer before dying.
**Power Points (PP)** represent a person’s physical stamina and can be added as a bonus to all forms of rolls (must be declared prior to rolling). Additionally, Power Points can be expended to use abilities.
### Reputation Points
**Step 5:** _Generate Reputation Points._ Roll 1d10: On a roll of 1-5, gain +1 Reputation Points; on a roll of 6-9, gain +2 Reputation Points; on a roll of 10, gain +3 Reputation Points.
**Reputation Points (RP)** represent a person’s influence and are expended when “calling in favors” from his or her criminal networks.
### Wealth
**Step 6:** _Generate wealth._ Roll 1d10 and multiply by 100. This represents your character's starting wealth in USD, and can be used to purchase weapons, equipment, and other gear.
## Section II: Game Rules
Once your player criminal (PC) is complete, it is time to play **The Syndicate**. Much of this time will be spent “role-playing” and will rely solely on your wit and quick thinking, along with that of your fellow players criminals (collectively known as the “Crew”). However, there will be times when rolls are unavoidable. Any attempt to do something that necessitates skill to succeed, or that could result in failure, requires a check.
### Check
When attempting to do something that could result in failure—like handling a vehicle in a highspeed chase, sneaking into rival territory, or hearing the soft footsteps of approaching enemies—a check should be made. To make a check, roll 1d10 and add the relevant attribute score (either Aspect, Intellect, Power, or Reflex) and any relevant skill bonuses. There are two types of checks:
**Action Checks** are attempts to perform actions like climbing a crumbling fire escape, dodging a speeding car, or hiding in the shadows of a nearby alley. Action Checks also include attack rolls, challenges, and saves.
>Note: The Syndicate places special emphasis on two kinds of action checks:
>
>**Intimidate** – this Action Check occurs whenever a PC attempts to strongarm someone into compliance, like silencing witnesses, interrogating rivals, or gaining a tactical advantage in a fight, and uses the Aspect attribute.
>
>**Sneak** – this Action Check occurs whenever a PC attempts to do something stealthy, like infiltrating a rival's safehouse, planting evidence, or sabotaging equipment, and uses the Reflex attribute.
**Perception Checks** are attempts to perceive something, like seeing hidden or obscured objects and people, or hearing hushed voices and furtive movements. Perception Checks are performed by rolling 1d10 and adding the Intellect attribute score. Bonuses from the _spot_ and/or _listen_ skills may also be added, as relevant.
#### Check Toughness
To determine a check’s **Toughness (T)**, consider the following:
| **Toughness** | **Difficulty Level** |
| ------------- | ------------------------------------------------------------------------------------------------------------------------ |
| T2-5 | _Simple toughness_ – surprising sleeping opponents or hearing the approach of careless enemies. |
| T6-9 | _Moderate toughness_ – kicking down a sturdy door or picking a lock. |
| T10-11 | _Difficult toughness_ – surprising watchful opponents or hanging on to a moving vehicle. |
| T12-13 | _Extreme toughness_ – leaping across a massive gap between rooftops or remaining conscious after a high-speed car crash. |
| T14-15 | _Impossible toughness_ – hijacking a moving vehicle or scaling a building. |
### Saves
When there is risk of immediate death or dismemberment—or similarly dire consequences—a save should be made. A standard save is performed by rolling 1d10 and adding relevant attribute scores and/or skill bonuses to the result. Succeeding a save cancels any deadly effects, but other effects (like serious injury) may still occur.
A standard save has a Toughness of 5 (T5), but certain conditions (e.g., favors, effects, environmental factors, etc.) can change that.
### Challenges
When two entities attempt the same thing at the same time, a challenge should be performed. The opposing parties each roll 1d10, adding the relevant attribute score and skill bonus(es) to the result. The results are then compared, and the higher of the two succeeds the challenge.
### Combat
Combat begins according to Reflex scores: highest first, lowest last. Ties should be settled with a roll.
Attack rolls work like Action or Perception Checks. Roll 1d10 and add the relevant attribute score: if the result is equal to or higher than the target’s Toughness, the attack is successful.
#### Movement in Combat
During combat, all classes are moderate in speed (unless otherwise specified) and may only move up to their maximum speed range per turn, though other factors—such as terrain—may affect this.
| **Slow** | **Moderate** | **Fast** |
| --------- | ------------ | ---------- |
| 40-60 ft. | 60-80 ft. | 80-100 ft. |
#### Combat Advantage
When in an advantageous position (e.g., catching opponents by surprise), a character may receive a bonus (e.g., +1 attack). However, if their attempt fails, a negative condition should be imposed (e.g., the character is knocked down, suffering -1 toughness while prone). The appropriate bonuses and penalties (and the situations in which they are awarded or imposed) are entirely at the discretion of the Crime Master.
#### Non-lethal Combat
During combat, non-lethal damage may be inflicted by making an unarmed attack, or by using the blunt edge or flat side of bladed weapons, or similar non-lethal means. Successful non-lethal attacks deal 1 damage; when an enemy has been reduced to 0 Hit Points by a non-lethal blow, they are knocked unconscious, instead of killed.
A non-lethal or unarmed attack requires a successful attack roll against to strike the target, in addition to a successful Power Challenge to damage it. If both rolls succeed, non-lethal damage is inflicted—otherwise, the target is simply struck, not injured.
#### Enemies in Combat
In order to inflict damage on an enemy, a player must make an attack roll that is equal to or higher than the enemy’s toughness.
An enemy’s toughness is based on a number of components: Hit Points, damage bonuses, attribute scores, and more. To determine an enemy’s toughness, consider the following table:
| **Toughness** | **Difficulty Level** |
| ------------- | ------------------------------------------------------------------------------------------------------------ |
| T2-5 | _Simple toughness_ – 1-5 HP; these enemies rarely have bonuses, abilities, or skills. |
| T6-9 | _Moderate toughness_ – 6-12 HP; these enemies sometimes have bonuses, abilities, or skills. |
| T10-11 | _Difficult toughness_ – 10-20 HP; these enemies often have bonuses, abilities, or skills, and rarely favors. |
| T12-13 | _Extreme toughness_ – 15-30 HP; these enemies always have bonuses, abilities, skills, and sometimes favors. |
| T14-15 | _Impossible toughness_ – 20-30+ HP; these enemies always have bonuses, abilities, skills, and often favors. |
#### Simplified Combat Rules
1) One combat round consists of all combatants' turns; each turn represents roughly 10 seconds.
2) Only one attack/ability per turn (unless otherwise noted).
3) Only one movement sequence per turn (if standing up after being knocked prone, movement range is reduced by half).
4) Less significant actions (also called free actions) may be done freely.
5) Damage inflicted is 1, unless otherwise specified.
6) Melee attacks use Power; ranged and small weapon (e.g., switchblade) attacks use Reflex.
>[!Attention]
>Much of the combat in this genre is centered around the use of guns. Supplementary rules adding more tactical firearms combat can be found [[Firearms|here]].
### Healing
At 0 Hit Points, characters are considered immobilized and dying, and will expire after 5 combat rounds.
Standard healing restores 1-2 Hit Points and Power Points per successful **T5 Intellect Check** (if the character possesses the _first aid_ skill, healing is an automatic success).
During combat, an entire turn must be forfeited to make a heal check. Out of combat, characters may make 1 heal check per every 4 in-game hours or spend an entire day resting to restore 1d5 + your level Hit Points & Power Points. Reputation Points are restored only at the beginning of each new play session (unless otherwise specified).
### Abilities
Abilities are special feats and tactics that enhance a character’s proficiencies, and sometimes require the use of Power Points to invoke. Unless otherwise specified, abilities that target opponents require an attack roll versus Toughness (as relevant).
#### List of Abilities
Additional abilities (that is, abilities that are not assigned by class) are not restricted to classes and can be chosen freely by any classes that possess the _Free Choice_ ability.
_Battle Lock_ – anytime an opponent attempts to flee or leave your immediate area during melee combat, you gain an attack against them.
_Deceptive_ – gain a +1 bonus when attempting to deceive or mislead a person.
_Distract_ – free action; conduct an Aspect Challenge against a target; if you win, the target is distracted (suffers a -2 penalty to all rolls) for one round.
_Driver_ – gain a +2 bonus to all navigation-related checks.
_Dual Wield_ – dual wield lightweight (LW) melee or ranged weapons and make two attack rolls during your combat turn when wielding those weapons (each attack suffers a -1 attack penalty).
_Evade_ – dodge a successful attack. Cost: 1 Power Point.
_Fast_ – become fast in speed and move up to 100 ft. per combat round.
_Feint_ – if an attack fails, roll again; gain a +1 attack bonus on this roll. Cost: 2 Power Points.
_Fists of Fury_ – during melee combat, forfeit your move action to attack twice during your combat turn. Cost: 1 Power Point.
_Hard to Kill_ – once per combat encounter, if reduced to 0 HP, gain 2 HP.
_Indomitable Spirit_ – permanently gain 2 Power Points.
_Lie Detector_ – gain a +2 bonus when attempting to detect lies or otherwise perceive a person’s true motives or intentions.
_Lucky_ – re-roll any result of 1. Cost: 1 Power Point.
_Marksman_ – gain a +1 attack or +1 damage bonus when attacking with a firearm.
_Martial Constitution_ – permanently gain 2 Hit Points.
_Petty Thief_ – gain a +2 bonus to attempts to steal, conceal, or pilfer.
_Power Player_ – permanent gain +1 Power.
_Power Strike_ – increase the damage of your attack. Cost: 1 Power Point per point of damage increased.
_Quick-footed_ – permanently gain +1 Reflex.
_Smooth Operator_ – permanently gain +1 Aspect.
_Street-runner_ – when in urban areas, you automatically succeed escaping pursuers in a foot chase. Cost: 1 Power Point.
_Sweet-talker_ – gain a +1 bonus when attempting to charm, flatter, or persuade a non-hostile person.
_Sworn Enemy_ – pick a family: members of this group must roll one higher than your standard Toughness to successfully strike you; additionally, you gain a +1 attack bonus again them.
_Two-fisted_ – always roll two dice and keep the higher result.
_Wise Guy_ – permanently gain +1 Intellect.
### Skills
Skills are specific competencies and can only be used in specific scenarios. For example: the _spot_ skill can be used in a Perception Check to see something; the _persuade_ skill can be used in an Aspect Check to convince someone of something. When used, skills add a +1 bonus to checks. Skills can be used during combat, but not for combat.
| **Aspect** | **Intellect** | **Reflex** |
| ---------- | ----------------- | --------------- |
| Charm | Counterfeit | Acrobatics |
| Detect Lie | First Aid | Disarm Device |
| Intimidate | Know (Underworld) | Hide |
| Persuade | Listen | Pick Lock |
| Read Room | Sabotage | Sleight-of-Hand |
| Streetwise | Spot | Stealth |
### Influence
Influence represents a PC's ability to manipulate or control people, organizations, and events using his or her resources and reputation. To exert his or her influence, PCs expend Reputation Points to “call in” favors with one of two connections: local law enforcement or union members.
>Note: The Crew can maintain only one connection type at a time. Cultivating new connections—and abandoning old ones—can require some effort, may be fraught with peril, and would be a good goal for a dedicated mission.
#### Favors
Favors enable PCs to leverage their connections with powerful institutions to their advantage, and often at a moment's notice. Favors may be “called in” by one or multiple members of the Crew, allowing PCs to share the cost of expending Reputation Points, in the event that this is necessary.
##### Law Enforcement Favors
These favors leverage law enforcement connections to the Crew's benefit.
_Blind Eye_ – law enforcement ignores one illegal action (e.g., theft, a break-in, or minor violence) for the duration of the scene. Cost: 2 Reputation Points.
_Delay the Heat_ – law enforcement response to the Crew’s activities is delayed for 1d10 rounds. Cost: 3 Reputation Point.
_Flash Raid_ – law enforcement suddenly raids an enemy location, forcing them to fight or flee. Cost: 5 Reputation Points.
_Shield the Crew_ – a high-ranking officer suppresses charges against the Crew, negating one major legal consequence. Cost: 4 Reputation Points.
_Tip-off_ – gain advance knowledge of a law enforcement operation, raid, or response, allowing the Crew to escape or prepare. Cost: 1 Reputation Point.
##### Union Favors
These favors leverage union loyalties to the Crew's benefit.
_Public Sentiment_ – union ties with community leaders and media contacts are used to reshape public perception of the Crew, allowing them to raise of lower their notoriety by one level. Cost: 4 Reputation Points.
_Reinforcements_ – union muscle bolster the Crew’s ranks, adding 1d5 hired thugs (T5; 1d5 + your level hit points) and granting them a +1 attack bonus for the duration of the scene. Cost: 3 Reputation Point.
_Safehouse_ – the Crew gains access to a secure location owned by the union. This safehouse provides a temporary hideout and removes law enforcement pursuit for the rest of the session. Cost: 3 Reputation Points.
_Tools of the Trade_ – the union discreetly provides tools, blueprints, or inside knowledge about a secured site, helping with break-ins or heists. Cost: 2 Reputation Points.
*Union Transport* – the union provides vehicles or equipment, ensuring the Crew has untraceable transport for the duration of the job. This guarantees safe delivery or escape without law enforcement or rival pursuit afterward. Cost: 2 Reputation Points.
### Experience Points
Experience points (XP) can be earned by defeating opponents (usually earning between 1-5 XP per opponent), either in combat or through other competitions or schemes; gaining wealth and riches (usually earning 1 XP per $500); or succeeding checks in spectacular and stylish ways (usually earning 1 XP).
### Notoriety
As the Crew goes about their business conducting reconnaissance, competing with rivals, or plotting schemes, their activities will not go unnoticed. Notoriety represents the real-time infamy of the Crew. There are five levels of notoriety, each one simultaneously conferring advantages and imposing penalties.
| **Levels** | **Reputation Point Pool** | **Bonuses** | **Penalties** | **Special Favors** |
| ------------------------- | ------------------------- | ------------------------------------- | ------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------------- |
| Level 1: Low Profile | +1 RP | +2 to all stealth-related checks | -2 to all intimidation-related checks | _Buy Some Time_ – avoid triggering a rival or law enforcement response for one action. Cost: 1 Reputation Point. |
| Level 2: On the Radar | +2 RP | +1 to all stealth-related checks | -1 to all intimidation-related checks | _Minor Favor_ – gain a +2 roll bonus to be used on any one action. Cost: 2 Reputation Points. |
| Level 3: Making Waves | +3 RP | +1 to all intimidation-related checks | -1 to all stealth-related checks | _Apply Pressure_ – force a neutral faction or party to perform a minor task (Crime Master's discretion). Cost: 3 Reputation Points. |
| Level 4: Feared & Loathed | +4 RP | +2 to all intimidation-related checks | -2 to all stealth-related checks | _Coercion_ – impose a -2 roll penalty on a faction for an entire scene. Cost: 4 Reputation Points. |
| Level 5: Notorious | +5 RP | +3 to all intimidation-related checks | -3 to all stealth-related checks | _Domination_ – declare a major advantage (Crime Master's discretion) for an entire scene. Cost: 5 Reputation Points. |
The Crew begins at Level 1 (Low Profile), with their notoriety increasing based on their activity. Activities that will affect their notoriety can include, but are not limited to:
- Gaining control of a portion of a rival's territory, increasing notoriety by one level.
- Assassinating a rival faction's leadership, increasing notoriety by two levels.
- Killing law enforcement or politicians, increasing notoriety by three levels.
- Betraying one's own faction, increasing notoriety by four levels.
Notoriety levels can also be purchased using XP, either increasing or decreasing the Crew's Notoriety level. It costs 100 XP to increase or decrease the Crew's level by one.
Additionally, any member of the Crew can use Reputation Points from the shared Reputation Points Pool to invoke favors, which is replenished at the beginning of every game session.
>Note: It is a good practice to require a “quorum” when members of the Crew are spending shared Reputation Points, as doing so both encourages cooperation and presents additional opportunities for role-playing and challenges.
### Weapons
Weapons are essential to any criminal enterprise worth its salt, and the Crew should never leave home without one—preferably two. Weapons can augment a PC's combat abilities, granting them attack bonuses, enabling them to inflict additional damage, or providing other unique bonuses. There are three classes of weapons: lightweight (LW), middleweight (MW), and heavyweight (HW).
#### Melee Weapons
| **Weapons** | **Class** | **Effect** | **Cost** |
| -------------- | --------- | ------------------------------------------------------------------------------------------------- | -------- |
| Brass Knuckles | LW | +1 damage on an attack roll of 8 or higher | $50 |
| Switchblade | LW | +1 attack; +1 damage | $75 |
| Baseball Bat | MW | +1 attack, +2 damage | $100 |
| Crowbar | MW | +2 damage; +2 to attempts to force entry | $120 |
| Lead Pipe | MW | +2 damage | $80 |
| Sledgehammer | HW | +3 damage; if your attack misses, roll 1d10: if you roll 6 or lower, lose your next attack action | $150 |
| Fire Axe | HW | +3 damage; +3 to attempts to force entry | $130 |
| Chainsaw | HW | +5 damage; -2 attack penalty | $300 |
#### Ranged Weapons
| **Weapons** | **Class** | **Effect** | **Cost** |
| --------------------- | --------- | ------------------------------------------------------------------------------------------------------- | -------- |
| Throwing Knife | LW | Range 20 ft. | $60 |
| Molotov Cocktail | LW | Range 20 ft.; inflicts +2 damage on all entities in a 10ft. radius | $50 |
| Revolver | LW | Range 100 ft., +3 damage; 6 round capacity, standard reload | $250 |
| Semi-automatic Pistol | LW | Range 150 ft.; +2 damage; 8-round magazine; fast reload | $300 |
| Sawed-off Shotgun | MW | Range 10 ft., +5 damage or range 30 ft., +2 damage; 2 round capacity, standard reload | $350 |
| Pump-action Shotgun | MW | Range 40 ft., +4 damage; 5-round capacity, standard reload | $400 |
| Tommy Gun | HW | Range 70 ft., +1 attack, +2-4 damage (roll to determine); 30-round drum magazine, standard reload | $500 |
| Sniper Rifle | HW | Range 200 yds., +3 attack; +5 damage; 5-round capacity; equipped with scope for long-distance targeting | $600 |
>Note: Standard reloading requires the PC's move action be forfeit. Fast reloading reduces the PC's movement range by half.
### Items & Equipment
There is a wide range of items and equipment that can provide a tactical advantage to the Crew, provided they are sharp enough to use them wisely.
| **Item/Equipment** | **Effect** | **Cost** |
| ------------------------------ | --------------------------------------------------------------------------------------------------------------------- | -------- |
| Lockpick Set | Grants a +2 bonus to lock picking attempts | $50 |
| Fake ID | Provides a false identity to bypass minor law enforcement checks | $150 |
| Wiretap Device | Used to secretly listen in on conversations; requires 5 minutes to set up | $200 |
| Briefcase (Hidden Compartment) | Used to smuggle small contraband items undetected | $75 |
| Police Scanner | Alerts the Crew to nearby law enforcement activity | $200 |
| Binoculars | Grants the ability to observe targets at long range | $75 |
| Two-way Radio | Allows communication between Crew members within a 1-mile range | $200 |
| Bolt Cutters | Automatically defeat chains or locks | $75 |
| Kevlar Vest | Reduces damage from firearms by 1 | $300 |
| Safecracker Kit | Provides the ability to break into safes; grants +2 bonus to safecracking attempts | $250 |
| First Aid Kit | Restores 1d10 Hit Points when used | $50 |
| Smoke Bomb | Creates a smokescreen, granting +2 to stealth actions for one scene | $40 |
| Signal Flare | Can attract attention or signal an ally | $15 |
| Briefcase Bomb | Inflicts 1d10+5 damage to all entities within a 25 ft. radius and 1d5+5 damage to all entities within a 50 ft. radius | $500 |
| Trench Coat | Allows for the concealed carry of larger weapons like shotguns or SMGs | $100 |
| Toolkit (Small) | Consists of small screwdrivers, pliers, and wire cutters; conveniently pocket-sized. | $20 |
## For Crime Masters
The Crime Master (CM)—known in other tabletop role-playing games as the **referee** or **game master**—operates the world in which missions unfold. He or she knows the setting, portrays non-player characters (NPCs), commands enemies, controls environmental events, and more. The players interact with and influence these elements through their Player Criminals (PCs). This brief section consists of guidance that will aid CMs in running games in which all manner of wild and unpredictable things can—and will—happen.
### Navigating the City
The natural habitat of organized crime is the Big City—Nova City, to be exact.
#### Home Turf
Every Crew knows their own territory inside and out, and so traveling within and across it, under normal circumstances, presents no challenge whatsoever. There is always a car, or a taxi, or a beat they can walk to get where they're going, and fast. Generally, the residents of the Crew's home turf are quick to help whenever they can, either out of reverence, fear, or a little of both.
#### Neutral Ground
Any territory not belonging directly to a crime family or faction is considered “neutral ground.” These are typically areas where there is a large government or law enforcement presence. While the Crew may know their way around these areas and so not be at risk of getting lost, they will not always find getting around so easy, nor the locals so friendly. Additionally, there will likely be increased scrutiny of their activities in these areas.
#### Enemy Territory
The second a Crew enters enemy territory, there is very serious risk of conflict—especially where the rivalries run deep. Travel through these areas is difficult and must be done cautiously and discreetly. Depending on the nature of the Crew's visit, the specific location they are navigating, and the quality of directions they are operating on (e.g., a map, word of mouth, etc.), there is between a 1-in-10 and 1-in-2 chance of the Crew losing their direction and becoming lost in enemy territory. When the Crew first enters enemy territory, and each time they enter a new area within that territory, the GM should roll 1d10 to determine if the Crew loses their direction. If any members of the Crew possess the _know (underworld)_ or _streetwise_ skill, their +1 bonus(es) may be used to improve the result.
### Wandering Mobsters
When in enemy territory, there is a high likelihood of encountering enemies actively “patrolling their beat.” Depending on several factors—including the time of day and specific location within the territory—there is between a 1-in-10 and a 1-in-2 chance of randomly encountering such an enemy. In these instances, CMs should roll 1d10 and use the following table to determine an enemy's reaction to encountering a trespassing Crew:
| **Roll** | **Reaction** |
| -------- | ----------------------------------- |
| 1-4 | Hostile and aggressive, will attack |
| 5-6 | Hostile, may attack |
| 7-8 | Unfriendly, hesitant |
| 9 | Willing to cut a deal (unfavorable) |
| 10 | Willing to cut a deal (favorable) |
#### Mobster Morale
During combat, an opponent’s morale may be affected by two events: the first time his ally is slain, and when more than half of his allies have been slain. Any time one of these two events occurs, the CM should roll 1d10: if the result is 2 or below, the opponents’ morale falters, and they may consider fleeing. It is up to the CM to determine how (and if) the opponents flee—whether they panic and run, retreat while fighting, or otherwise.
#### Common Mobsters
A sample of common mobsters is provided below to illustrate how statistics (or stats) are displayed, and to provide enemies that can quickly be dropped into any job to increase the stakes.
**_Hired Thug_** (_T4-5; 1-4 HP; Weapon: brass knuckles_) – rarely more than wannabe gangsters hired on the cheap, the hired thug's loyalties typically lie with whoever's paying the most, but that doesn't make him any less deadly.
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**_Syndicate Enforcer_** (_T6-7; 5-7 HP, 1-2 PP; +1 Power; Abilities: Hard to Kill; Weapon: Crowbar or Revolver_) – the muscle of the organization, enforcers handle collections, protections, and disputes. They're stronger, meaner, and more experienced than hired thugs, and they're loyal to the boss.
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**_Veteran Hitman_** (_T8-9; 6-9 HP, 3 PP; +3 Reflex; Abilities: Deadly Precision, Ghost; Weapons: Silenced Pistol_) – a cold-blooded killer, the veteran hitman is a precision instrument of death. Whether by silenced pistol or garrote wire, their targets rarely see them coming, and they have a way of disappearing the moment the job is done.
- _Deadly Precision_ – gain a +1 attack bonus when targeting unaware enemies.
- _Ghost_ – after successfully attacking a target, conduct a Reflex challenge versus them or their allies; if you succeed, you disappear into the scene, your escape untraceable.
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**_Capo (Crew Boss)_** (_T10-11; 8-12 HP, 3-4 PP; +2 Power, +1 Reflex; Abilities: Command, Made Man; Weapons: Sawed-off Shotgun, Switchblade_) – a mid-level crime boss, the capo oversees operations, managing muscle and enforcing loyalty with fear and favor. The capo is smart enough to avoid direct conflict whenever possible but is deadly when cornered.
- _Command_ – allies within earshot gain a +1 attack bonus for 1d5 rounds. Cost: 2 Power Points.
- _Made Man_ – if reduced to 0 Hit Points, gain 2 Hit Points; additionally, immediately summon reinforcements (**_hired thug_**) at the cost of 1 Power Point per ally.
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**_Kingpin_** (_T12-13; 10-15 HP, 7-9 PP; +1 Intellect, +2 Reflex, +1 Power; Abilities: Blood in the Water, Reinforcements, Untouchable; Weapons: Brass Knuckles, Custom Semi-auto Pistol_) – the head of a criminal empire, the Kingpin is feared and respected in equal measure. His hands are likely not as bloodstained as his subordinates, but when he fights, he fights to win—so if you swing at the king, you better not miss.
- _Blood in the Water_ – if an enemy is at or below half of their Hit Points, gain a +1 attack bonus against them.
- _Reinforcements_ – summon 1d5 **_enforcers_** (arrive at the beginning of the next combat round). Cost: 3 Power Points.
- _Untouchable_ – gain +1 Toughness against the first attack of the combat round. Cost: 1 Power Point.
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### Pulling Off Jobs
A large portion of action in The Syndicate consists of the Crew “pulling off jobs.” Jobs—also known as **missions** or **adventures**—are typically single-session games that take anywhere from 1-3 hours to complete and consists of 3-5 major scenes, mirroring the structure of such classic films as _The St. Valentine's Day Massacre_ (1967), _The Godfather_ (1972), and _Killing Them Softly_ (2012). Nearly all action in The Syndicate occurs “on the job.”
Note: Scenes are self-contained segments of gameplay that focus on a specific goal or conflict or occur in a specific location. Scenes end when the primary goal or conflict is resolved, or when the Crew leaves the location. A typical job usually includes between 3-5 scenes.
For the purpose of illustration, we will use the example of a Crew breaking into a rival's safehouse. This job consists of “casing the joint,” accessing the building, cracking the safe and stealing its contents, and finally, making their getaway into the night—a little bit richer, and perhaps, a little more notorious.
#### Planning
Careful planning is the key to success for almost any job. PCs should be encouraged to outline a plan and possibly even prepare a contingency that leverages their Favors, in the event things go pear-shaped.
##### Gathering Intelligence
Useful information may be gathered using a number of different methods: gained from contacts within the Crew's criminal network, learned through a stealthy stakeout of the building, or intimidated out of unallied individuals “in the know.” This intelligence could include:
- Floor plans of the building (even including possible locations of the safe and/or other valuables)
- Security measures like alarms, CCTV, or guards
- Schedules and locations of guards, or other building occupants
- Weaknesses in the building's defenses, like bribable guards, or a blind spot in CCTV coverage
Additionally, the Crew should divide planning responsibilities based on their particular skills. For example, the **_fixer_** might focus on identifying security features that need to be bypassed or disabled (the _disarm device_ skill grants a +1 bonus to these attempts), while the **_smuggler_** secures an escape route (and maybe several); the **_schemer_** might be working his connections to coordinate backup or distractions (as needed), while the **_enforcer_** procures effective melee weapons for any hairy situations (or something even more deadly).
#### Execution
Executing this job will test the Crew's mettle, demanding that they work quickly, quietly, and cleverly. Security measures like alarms and guards, hazards like traps and creaky floors, and unexpected challenges like bad intelligence and random encounters threaten the Crew at every turn. They will have to deftly navigate the building using their knowledge of its layout, searching carefully for valuables, and using their fast thinking—and faster acting—to get in, get the goods, and get out alive.
##### Physical Barriers
Barriers like doors, locks, and windows create a tactical challenge, and introduce the need for strategy, finesse, and when all else fails, bold action.
_Doors_ – are often reinforced or locked, which may require brute force (necessitating a Power Check against the door's Toughness) or finesse (picking the lock, necessitating a Reflex Check against the lock's Toughness) to open. Forcing a door can be loud, and any time this is attempted, a wander mobster check should be made.
_Windows_ – are alternate entry points, but windows risk triggering alarms, drawing attention, or creating noise, and must be used carefully.
##### Alarms, Surveillance, and Traps
Additional security measures further compound challenges, and typically require planning, foresight, or a deft mind and a heavy dose of luck to overcome.
_Alarms_ – may be activated if a lock is picked incorrectly, a door is forced open, or a pressure plate is triggered.
_Surveillance systems_ – can be avoided, disabled, or sabotaged; however, in the event that the Crew are spotted, guards may be alerted, or the tapes may be reviewed and the identities of the Crew revealed (resulting in an increase in the Crew's notoriety).
_Traps_ – like electrified handles and hidden tripwires can injure or incapacitate PCs who don’t proceed cautiously. To detect a trap, a character must be actively searching the immediate area using a perception check. To disarm a trap, a character must 1) possess a _toolkit_, and 2) succeed a Reflex Check against the trap’s Toughness.
##### Wandering Mobsters (and Other Opponents)
Valuable locations are rarely left unguarded, and a wide range of opponents may be lurking around every corner, ready to thwart the Crew. This can include:
_Guards & Thugs_ – ranging from bored “rent-a-cops” to upstart wannabes, guards & thugs may follow predictable routes or may be encountered at random (according to the wandering mobster rules).
_Rivals_ – it is not uncommon for more clever opponents like members of enemy factions to be protecting their own assets; these mobsters often present a more serious tactical challenge than the hired help.
_Watch Dogs_ – vicious, loud, and possessing a keen sense of hearing and smell, watch dogs will bite first and ask questions later.
>Note: Crime Masters should use these obstacles to build tension and reward creative problem-solving. It is therefore recommended that failures lead to complications to the job, rather than immediate defeat.
##### Stealth
The Crew's ability to use stealth to their advantage determines how smoothly the job proceeds and how cleanly they get away; it is also a key factor in whether their actions escalate their Notoriety.
Stealthy players may avoid detection entirely if their rolls are successful and their approach is careful. However, loud actions (e.g., breaking down doors or setting off alarms) increase the chances of being caught.
If the crew is caught red-handed, a number of things are likely to occur:
- They may be immediately pursued by law enforcement or attacked by rival members.
- Their Notoriety will increase by one level.
- If they are unable to escape, they may be incarcerated, killed, or worse, and the job will have been a failure.
Even if the Crew escapes unseen, there’s always a chance that evidence left behind (e.g., fingerprints, camera footage, or a reliable witness) will link them to the crime. Depending on how well-executed the job was, there is between a 1-in-5 and 1-in-2 chance that the Crew will be identified as responsible for the crime (the actual chance is dependent on a variety of factors up to the CM). In the event that the Crew is discovered, this knowledge should have a meaningful impact on the world, such as attracting heat from law enforcement or retaliation from rivals.
#### Completion
The final act of the job is the escape. Sometimes this occurs under duress, with enemies or law enforcement in hot pursuit; other times, it occurs quick, clean, and quiet. The outcome depends on how stealthily the Crew performed the job and how tightly they tied up any loose ends.
To facilitate their getaway, the Crew may use pre-arranged escape routes, getaway vehicles, or disguises to blend into the crowd; to prevent their getaway in the event of compromise, rivals may set ambushes on escape routes, sabotage getaway vehicles, or accost crowds of people in an attempt to find the disguised Crew members.
If the Crew can successfully escape and complete the mission, they should take stock of any loot acquired during the job—such as cash, stolen goods, or valuable information—while ensuring that the appropriate “tithe” is paid to their crime patron. Additionally, CMs should award XP as necessary, and consider any secondary benefits resulting from a “job well done,” like increased influence over a neighborhood or damage to their rival’s operations. The outcome of the job may also have effects on the broader city, and could produce subsequent hooks like retaliation, an increase in law enforcement presence, or emboldening other factions.
### Creating Jobs
Game masters can quickly create jobs similar to the one described above by building details around just three key components:
1) _What is the Crew's objective?_ Common goals include robbing a bank, smuggling contraband, or eliminating rivals.
2) _What are the potential complications?_ Regular pitfalls include dramatic betrayals, law enforcement interference, or rival operations.
3) _What are the rewards, if the crew can “pull it off?”_ Rewards for a job well done should come in the form of experience points, a cut of the loot, access to new connections and favors, or all of these—and more!
## The End
In this game, loyalty and ambition are your greatest weapons, and your greatest risks. Play smart, watch your back, and never forget: in Nova City, power isn’t given—it’s taken. Now... go make your mark.
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_The Syndicate was built using the_ [_Tiny d10_](https://td10.org) _system and is shared here under its original license. All terms and conditions of the original_ [_CC BY-SA 4.0_](https://creativecommons.org/licenses/by-sa/4.0/) _license apply to this work and all derivatives._