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Star Trek: Syndicate
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The Induction
The Playbook
The Dossier
The Briefing Room
Star Trek: Syndicate
star-trek-syndicate
Home
Home
Welcome
About
Quickstart
Legal
Contributing
The Induction
The Induction
Overview
Players
Players
Your First Syndicate Character
Gamemasters
Gamemasters
Your First Job
Writers
Writers
Creating Your First Mission Brief
The Playbook
The Playbook
Overview
Operations
Operations
Design a Heist Operation
Run an Infiltration
Run a Social Conflict
Run a Chase Sequence
Handle an Interrogation
Campaign Management
Campaign Management
Track Heat across a campaign
Manage Faction Reputation
Run the Favor Bank
Session Infrastructure
Session Infrastructure
Run Session Zero
Introduce New Players Mid-Campaign
Design a Recurring NPC
Build a Custom Faction
Contributing
Contributing
Write a Mission Brief
Design a Full Adventure
Craft a Dossier Entry
The Dossier
The Dossier
Overview
Mechanics
Mechanics
Heat
Reputation
The Favor Bank
Contacts
Extended Task Frameworks
Factions
Factions
Orion Syndicate
Section 31
Independent Rings
Corrupt Officials
Characters & Crew
Characters & Crew
Career Paths
Species Modifications
Character Attributes
Talents
Ships
Ships
Ship Classes
Illegal Modifications
Acquisition Methods
Equipment
Equipment
Restricted Weapons
Illegal Modifications
Forgery & Identity Kits
Information Warfare Tools
NPCs
NPCs
Overview
The Briefing Room
The Briefing Room
Overview
The Setting
The Setting
Star Trek Syndicate Setting
Crime in the Federation
Flairs
Moral Complexity in Syndicate Play
The Mechanics
The Mechanics
Heat System
Reputation System
Flair System
Favor Bank
Design & Supplement Notes
Design & Supplement Notes
This Supplement's Relationship to STA 2e
Adventure Flairs and Pop-Culture DNA
Session Zero for Dark Campaigns
Quickstart