Syndicate

Arthur Kell

By Anders Sandberg

Arthur Kell is a technomancer. However, unlike what most mages believe about the Technocracy, he is not a mage in the ordinary sense. He doesn't bend reality using his will. Instead, he relies on much more useful methods like bureaucracy, contacts, technology and media to bring about the changes he want. When a mage would use Mind to control a person, Kell finds out his price and bribes him. When a mage would use Forces to destroy a building, Kell would make the City condemn the house and send in a wrecking crew. Whether this is extremely subtle coincidental magick or completely mundane methods is anyone's guess.

Arthur Kell is a man in his apparent 40s, slightly balding with black hair. He is of average height and weight. He wears conservative suits and tends to disappear in crowds quite well. He is quite polite to everyone, and gives the general impression of an unassuming middle level bureaucrat in some large organization. Which is quite true. He works for the Syndicate as a trouble shooter. Whenever Technocracy reality is disturbed, or may become disturbed, the Syndicate sends him in if they feel he would be appropriate.

The specialty of Arthur is Tradition mages. He has long experience dealing with them, and knows a disturbing amount about their philosophies, methods and plans. More conservative technomancers prefer to enforce the Pogrom, and try to destroy any Tradition mages encountered whenever possible. Arthur regards this as a waste of energy, and prefers to make the mages change their minds or even help the Technocracy. Whether they know about it or not depends upon the situation, as does the methods Arthur uses.

He has had surprising success with diplomatic means. He has made contact with the mages and explained the situation to them. He points out the consequences of their actions, and why these consequences are bad for themselves. He carefully points out ways the mages can avoid conflicts with the Technocracy, and still perform their magick and fulfill some of their goals. His advice is always useful and correct, and most mages find it in their own interest to follow it. Arthur prefers not to trap the mages he talks to, and usually tries to show them that it is a fair deal.

Arthur is a master at finding out what people want, and finding ways to give it to them. He is also quite adept at making people change their minds using persuasion, guilt, bribes or subtle intrigue. Many mages have never realized that Arthur has manipulated them. A mage who wants to become rich and powerful in the mundane world will be approached by a representative from a medium sized corporation. The representative explains that they have been looking for someone with the right qualifications for an important position, and the mage just happens to have exactly the right qualifications. Subtle touches will make the mage believe that he subconsciously has used his magick to coincidentally gain power and wealth. The mage, who will be given a comfortable and rewarding job, never suspects that he is working for a sub-branch of the Syndicate.

Arthur sometimes has two bodyguards from the Men in Black, but he prefers to work from his office, calling mages and talking to them. He prefers to use quite ordinary equipment like fax, phone, an office computer and normal human interaction instead of the extreme high-tech of the Technocracy. Of course, he knows he is bugged, and quite possibly even cybernetically modified. To minimize the risk of the Traditions gaining important information about the Technocracy, he has deliberately avoided learning anything too secret or dangerous. He works alone most of the time, reporting back to his unseen superiors. If needed, they can send support.

Convention: Syndicate
Essence: Dynamic
Nature: Manipulator
Demeanor: Conformist
STR 2, DEX 2, STA 2
CHA 3, MAN 4 (persuasive), APP 2
PER 4 (insightful), INT 5 (pragmatic), WIT 3
Talents: Alertness 2, Awareness 1, Expression 3, Intuition 1, Intimidation 2, Streetwise 4, Subterfuge 4
Skills: Drive 1, Etiquette 3, Leadership 1, Research 3, Technology 3
Knowledges: Computer 3, Culture 4 (mages), investigation 3, Law 4, Linguistics 2, Occult 5, Science 2
Backgrounds: Allies 5, Arcane 2, Influence 5
Willpower 8
Arete, Spheres, Talismans, etc. up to Storyteller
Suggested Spheres: Corresponsdence, Mind

Gear: business suit, laptop computer, smart phone, black BMW (car)

Resources available on short notice:
10 Men in Black
Efficient, anonymous office downtown with several assistants (Syndicate Acolytes)
Large expense account (untraceable)
Access to several high quality Technocracy databases