Let’s talk about Syn facilities.

Syn maintains around 2-3 Syn facilities in each Land, mostly in the main cities, with some small way stations in remote areas. The main headquarters of Syn is its famed flying castle, which is always on the move. The facilities support Syn personnel, either Crystal Hunters (like our heroes here) or Specialist Agents “on loan” to local powers.

Main facilities offer two of the following services. Way stations offer only one. Choose or roll randomly:

Formal meeting rooms: Agents meeting with non-Syn personal in these rooms receive +2 on social interaction rolls. Local library: Several well-stocked shelves of books regarding the local Land, providing +2 to Investigation rolls. Crystal examination chamber: Grants +2 to Knowledge (Crystal) rolls to discover the abilities of Crystals. There are separate rules for that, which our players decided not to use, instead going for the “hands-on” approach. Workshop and garage: Grants +2 on Repair rolls to create or repair devices, as well as vehicles. Clinic: The medical centre adds +2 to all Healing rolls and Vigor rolls for Natural Healing. Training room: Agents using this room can spend an Advance to buy a new skill, starting at d6 instead of d4. This requires at least a week of training

All Syn facilities also have their own unique quirks. The first time the Agents visit a main facility or way station, roll on the following table: