Cults, Factions, and Syndicates

A Review of the Role Playing Game Supplement Cults, Factions, and Syndicates

Cults, Factions, and Syndicates by Bruce R. Cordell is a role playing game supplement published by Monte Cook Games for use with Cypher System, The Strange and Numenera.

The supplement is available as a 12-page PDF from DriveThruRPG for $2.99 but was purchased at a reduced price as part of a special bundle. One page is the front cover and one an ad.

The opening paragraphs explain that this supplement adds four new organisations, that they are designed to easily fit into almost any Cypher System setting and what details are included for each. This is followed by how to introduce a group into a campaign; none are presented as being wholly good or evil and each has a goal that they believe is worth pursuing. Which is where problems can start. Groups can be introduced as positive forces, negative ones or both. There are also details on how characters could become members.

Cults, Factions, and SyndicatesThe organisations follow. Each gives an overview, a major NPC, details on the group’s symbol, motto, badge and membership benefits and how to adjust them to other settings.

Cult of the Sleeper is the first organisation. This is a fantasy organisation linked to Ardeyn and The Strange. The organisation is waiting for a sleeping god to awake. Adjustments include altering the cult’s aim and how to adjust it for modern and science fiction settings.

Order of Redemption is a science fiction organisation that aims to eliminate Artificial Intelligence. Adjustment notes include adjusting it to modern and fantasy settings; in the latter case it probably focuses on such as golems.

House of Virtue is a modern organisation that aims to improve life for everyone. They also have an interest in eugenics, something that has gone very badly wrong before. Adjustments are for fantasy and science fiction settings.

Arete is a corporation, one that aims to make money. By any means necessary. The adjustment notes cover fantasy and horror settings.

Cults, Factions, and Syndicates in Review

The PDF is well bookmarked with major and minor sections linked. Navigation is very good. The text maintains a two columns with sidebar format and appeared to be free of errors. The sidebars are used for GM notes, references to other supplements and stats. There are a number of colour images though they are probably not custom to this supplement. Presentation is good.

This supplement does exactly what it says; details four new organisations to add to a campaign. The adjustment notes for each are useful, as they allow it to be altered for a different setting and also tilt an organisation more towards being a force of good or ill depending. Cults, Factions, and Syndicates is a decent little supplement and it can be found by clicking here.

 

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