By Corvus (corvus@eurekanet.com)
The name of Ferriscorp is a double pun, playing both on its creator's first name and on that name's similarity to the adjective "ferrous," meaning "made of iron." The irony -- yet another pun -- was not lost on Ferris Steele.
Ferriscorp has made slow inroads into multinational corporations in order to fund its true projects. The Agency of Winter now controls interests through front companies in North and South America, Europe, Australia and Africa; among these interests are weapons manufacturing, mining, financial and educational institutions and mental hospitals.
The Agency's success rate in destroying fae and freeholds would be alarming if anyone knew of the company's existence. Numerous freeholds have been crushed, their balefires extinguished by Ferriscorp's cold ruthlessness, and rumors of disappearing fae mount in the cities and the countryside.
Ferris Steele himself may be said to have been too successful; he was "Integrated" -- forcibly Undone by torture and application of Banality -- by one of his own employees. Steele's Dauntain advisors assumed control of the corporation, and the Board of Directors remains in command to this day.
Beneath the Board of Directors are the Superintendent-governed Bureaus, where both Ferriscorp's control over its front companies and its activities against the fae are exercised. Bureaus will contain from two to four semi-autonomous, Supervisor and Coordinator-led Branches, each with a more specialized role within the Bureau.
Branch leaders direct teams of "field operative agents" known as Prohibitors and Interdictors against Kithain, Gallain and Prodigal threats as well as Accountants who have first-hand contact with front-company representatives (usually under assumed corporate identities). Each Branch maintains up to five Prohibitor squads and nine Interdictor agents capable of operating in teams or singly. Branch Supervisors control the Accountants and manage Ferriscorp's mundane matters.
Field operatives are organized into squads of five "normal" Prohibitors and an Interdictor or high-ranking Prohibitor leader. Squads report to the Branch Coordinator.
Field operatives working alone are always Interdictors. Prohibitors are officially proscribed from taking individual action (though those that show enough talent to break this rule without becoming hard to manage are often promoted to Interdictor status).
Prohibitors can be recognized by the uniform they all wear. Each and every Prohibitor is dressed in a black suit from head to toe, including the shirt and tie underneath the suitcoat (the underwear, well, nobody's found out yet). Hairstyles are unimaginative and severe ("functional" according to them). Prohibitors all wear dark, black-framed sunglasses. The suit doesn't seem to hinder a Prohibitor on the fly; some have been seen to perform acrobatic maneuvers or run at high speed in pursuit of a fleeing changeling.
While most Prohibitors are nauseatingly mundane, some rare few show a twisted spark of creativity in their work, an ability to actually think for themselves; these extra-efficient Prohibitors move on to become squad leaders or Interdictors. Squad leaders can be marked by a slight departure from the all-black suit -- white socks.
Prohibitors are all Heavy Sleepers or Autumn Fae. Should one awaken to a fae nature, quick steps are taken to ensure this agent does not become a maverick or a traitor. Depending on the adaptability of the newly-transformed Prohibitor, he may become a higher agent of Ferriscorp or may be "cured."
Interdictors come from highly-talented Prohibitors, specially-skilled new recruits, or any Dauntain not involved in other Ferriscorp operations. Successful Interdictors may be promoted to Coordinator status, gaining control of a Branch.
Coordinators are frightening individuals, selected for their cunning and their ruthlessness. Heavy Sleepers and Autumn Fae rarely make it this far; the vast majority of Coordinators are Dauntain.
Accountants can be recognized from their glassy-eyed stares, their droning voices, and their fascination with numbers and business functions. These poor souls are almost worth pitying. The actual Autumn Person at this level is rare; most Accountants are simply unfortunate people being crushed beneath Ferriscorp's banal heel.
Integrators take pride in their work, but not all of them are cackling, gleeful surgeons of Winter wielding chill scalpels of mundanity. Most are professional, going about their interrogation, torture and brainwashing with detachment. Their methods are more harsh by far than any independent Dauntain or Autumn Person, such as Dr. Anton Stark, and their success rate is much higher.
Integrators share a secret that not even the rest of Ferriscorp knows about -- the "trick of the trade" that makes them so successful is actual a form of Banal Epiphany that makes Tedium seem like so much child's play, which is also known as Integration. This Epiphany is blended with an Integrator's other methods in a seamless efficiency.
Integration is an advanced version of Tedium -- almost a Banal version of Rhapsody. It involves the destruction of a changeling's hope and self-worth by the Integrator, with a steady injection of Banality that festers and then explodes inside the subject.
Over successive days an Integrator can whittle a subject's Glamour into nothingness. No changeling has ever survived this process, but if one should, it is certain the event would haunt her for the rest of her existence.
Integration can be used on a free target in the field, but obviously its effects are most efficient when the subject is captured and bound. Used alongside various torture methods, Integration can quickly break all but the very strongest-willed of changelings.
System: The Integrator begins to berate his target, assaulting the changeling's self-worth and ideals with a relentless onslaught of derision and denial. For every hour of this tirade, the Integrator spends a point of Banality. No more than five points can be spent in this way. When he is prepared the Integrator rolls Banality (difficulty 8 minus the number of Banality points spent by the Integrator), resisted by a Willpower roll (difficulty 5 plus the number of Banality points spent by the Integrator). For each net success, the changeling loses one point of temporary Glamour and gains one point of temporary Banality, and the Integrator gains two points of Banality.
If the changeling gains more successes than the Integrator, no further Integration attempts by that Integrator will ever succeed on the changeling. Because of this, Integrators are careful to break their subjects' wills before attempting to harvest the Banality generated in the process.
Social: Cha: 1, Man: 1, App: 2
Mental: Per: 3, Int: 2, Wits: 2
Talents: Alertness 2, Brawl 2, Dodge 1, Intimidation 1
Skills: Drive 1, Firearms 1, Security 1
Knowledges: Computer 2, Investgation 1, Law 1, Science 1
Backgrounds: Contacts 1, Resources 1
Glamour: 0
Willpower: 3
Banality: 6
Social: Cha: 3, Man: 2, App: 2
Mental: Per: 3, Int: 3, Wits: 3
Talents: Alertness 3, Athletics 1, Brawl 2, Dodge 2, Empathy 1, Intimidation 1
Skills: Drive 1, Firearms 2, Leadership 1, Security 1, Stealth 1
Knowledges: Computer 2, Investigation 2, Law 2, Science 2
Backgrounds: Contacts 2, Allies 1, Resources 2
Glamour: 0
Willpower: 5
Banality: 7
Social: Cha: 1, Man: 1, App: 2
Mental: Per: 3, Int: 2, Wits: 2
Talents: Alertness 2, Persuasion 2, Subterfuge 1
Skills: Drive 1, Etiquette 1, Security 1
Knowledges: Computer 2, Law 2, Science 1
Backgrounds: Contacts 1, Resources 1
Glamour: 0
Willpower: 2
Banality: 6
Social: Cha: 3, Man: 2, App: 2
Mental: Per: 3, Int: 3, Wits: 3
Talents: Alertness 3, Dodge 1, Empathy 1, Persuasion 2, Subterfuge 2
Skills: Drive 1, Firearms 1, Leadership 1, Security 2
Knowledges: Computer 3, Investigation 2, Law 2, Science 2
Backgrounds: Contacts 2, Allies 1, Resources 2
Glamour: 0
Willpower: 4
Banality: 7
Social: Cha: 3, Man: 3, App: 3
Mental: Per: 4, Int: 3, Wits: 3
Talents: Alertness 3, Athletics 2, Brawl 3, Dodge 2, Empathy 1, Intimidation 2, Kenning 1, Streetwise 1
Skills: Drive 2, Etiquette 1, Firearms 3, Leadership 2, Security 1, Stealth 2
Knowledges: Computer 2, Enigmas 1, Investigation 2, Law 2, Lore (Kithain) 1, Science 2
Backgrounds: Contacts 3, Allies 1, Resources 3
Agendas: Burnout 1, Stultify 1
Arts: None
Realms: None
Stigma: None
Glamour: 3
Willpower: 5
Banality: 7
Social: Cha: 3, Man: 4, App: 3
Mental: Per: 4, Int: 4, Wits: 3
Talents: Alertness 3, Athletics 2, Brawl 3, Dodge 3, Intimidation 3, Kenning 2, Streetwise 2, Subterfuge 2
Skills: Drive 3, Etiquette 1, Firearms 3, Leadership 2, Melee 2, Security 2, Stealth 2
Knowledges: Computer 3, Enigmas 2, Investigation 3, Law 2, Lore (Kithain) 3, Science 2
Backgrounds: Contacts 4, Allies 2, Resources 4
Agendas: Aversion 3, Webcraft 3
Arts: Legerdemain 3
Realms: Fae 3, Prop 2
Stigma: None
Glamour: 5
Willpower: 7
Banality: 8
Ferriscorp can be presented in a number of ways, ranging from a megalithic shadow engendering paranoia and dread to a "Keystone Cops" or "Three Stooges" style antagonist whose Prohibitor teams spend more time bumbling than anything else. For serious chronicles, Storytellers should make use of the threats of the Interdictors and Integrators, as well as the terrifying sword of Integration itself. More light-hearted chronicles might see the monochromatic Prohibitor teams and singleminded Accountants hitting the streets and giving characters the runaround.
While I would find it highly peculiar, Storytellers could conceivably run a Ferriscorp chronicle, from entry into the company and training to hunting the fae. Storytellers are strongly encouraged to make full use of The Autumn People, especially in this case.
I hope that everyone will get as much enjoyment out of terrifying players with Ferriscorp as I got by putting these gleefully wicked ideas to form. This idea is far from complete; I welcome new thoughts, ideas and twists.