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Trope was cut/disambiguated due to cleanup


* GutturalGrowler: Agent Merit.
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* LudicrousGibs: Some weapons will have this effect, especially on lower level enemies and civilians. For example, the Long Range Rifle tends to reduce a person to a red stain on the pavement.
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* NecessaryDrawback: The Persuadertron is fantastically powerful, able to turn anyone to your side permanently, to the point that even shooting them won't make them turn on you. But using it is difficult due to the need to "ramp up" to higher levels by affecting lower level [=NPCs=]. You can always use it on civilians, but police require that you have at least 8 people under your active control, and agents require that you have ''32'' people under your active control. Given the propensity of enemy agents to just start blasting, you may spend ten minutes building up a massive entourage only to see it get blown away by the agent before you can get in Persuadertron range. On top of all that, some maps just don't have enough civilians for you to be able to persuade an enemy agent at all.
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*** '''A''drenaline, when raised, massively increases the agent's movement speed, letting them get into and out of bad situations almost with impunity (especially when combined with leg augmentations), but when it's too high, the agent will become aggressive, and they'll slow down due to the drug having less of an effect. When lowered, the agent will move slower, but have increased health regeneration, but when too low, health regeneration will be slowed or even stopped, and the agent will slow to a crawl.

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*** '''A''drenaline, '''A'''drenaline, when raised, massively increases the agent's movement speed, letting them get into and out of bad situations almost with impunity (especially when combined with leg augmentations), but when it's too high, the agent will become aggressive, and they'll slow down due to the drug having less of an effect. When lowered, the agent will move slower, but have increased health regeneration, but when too low, health regeneration will be slowed or even stopped, and the agent will slow to a crawl.

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* ArtificialStupidity: Invoked or averted ''at the player's discretion''. Your agents' "chips" suppress their free will when you're giving them orders, but when left to their own devices (e.g. on guard while the rest of the team pushes forward, or while you micromanage another agent) their level of independence is determined by their [[FantasticDrug IPA injectors]].
** To elaborate, Intelligence governs whether your agent will make a TacticalWithdrawal or fight with SuicidalOverconfidence; Perception determines whether they have HyperAwareness or [[FailedASpotCheck fail a spot check]]; and Adrenaline skews them towards [[HealingFactor faster regeneration]]. The adjustment levels can be changed at any time, but take a while to actually reach the level you want, ''and'' become less effective as the agent builds a tolerance, so you need to carefully consider when to make changes.

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* ArtificialStupidity: Invoked or averted ''at the player's discretion''. Your agents' "chips" suppress their free will when you're giving them orders, but when left to their own devices (e.g. on guard while the rest of the team pushes forward, or while you micromanage another agent) their level of independence is determined by their [[FantasticDrug IPA injectors]].
** To elaborate, Intelligence governs whether your agent will make a TacticalWithdrawal or fight with SuicidalOverconfidence; Perception determines whether they have HyperAwareness or [[FailedASpotCheck fail a spot check]]; and Adrenaline skews them towards [[HealingFactor faster regeneration]]. The adjustment levels can be changed at any time, but take a while to actually reach the level you want, ''and'' become less effective
injectors]], as the agent builds a tolerance, so you need to carefully consider when to make changes.seen below.



** The Shotgun in the first game is, as described by ShortRangeShotgun, less effective than the pistol due to the range-restriction. If you ''do'' get in range to use it, it's extremely powerful, hitting ''much'' harder than the pistol, to the point of one-shotting anything that's not an enemy agent. The problem is that the Shotgun also kicks targets very far back, meaning that once you get in range of your target and send them flying, you'll likely not be able to get in range again!



* FantasticDrug: ''Wars'' allows the player to pump their cyborgs with two types of drug; Red Mist creates heightened awareness, making Agents shoot any armed personnel they encounter. Blue Funk, on the other hand, makes the user acutely paranoid, resulting in them shooting anything that moves.

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* FantasticDrug: FantasticDrug:
** The first game lets you mess with your agents' endocrine systems to change how they react to circumstances. Known as an '''IPA''' Injector, agents start at the midpoint, and you can adjust their dosages up or down, with benefits and drawbacks to both ends of the spectrum. The longer an agent is dosed at a particular level, the more ''resistant'' they become to further doses, and the less of the effect you'll be able to observe.
*** '''I'''ntelligence, when raised makes an agent recognize a bad situation and exercise self-preservation, but at too high a level, your agent will be too skittish to actually engage in combat without being controlled directly. At low levels, agents will fight on despite wounds, but when too low, they'll become suicidally overconfident, and may even blow themselves up.
*** '''P'''erception, when raised, makes an agent hyperaware, able to see farther and react faster to threats, but when raised too high, the agent will engage targets at extreme distances, possibly before you wanted them to do so. When lowered, agents will engage at shorter distances and remain under tighter control, but when too low, they won't see the enemy shooting at them with a long-ranged weapon and they'll be unable to respond.
*** '''A''drenaline, when raised, massively increases the agent's movement speed, letting them get into and out of bad situations almost with impunity (especially when combined with leg augmentations), but when it's too high, the agent will become aggressive, and they'll slow down due to the drug having less of an effect. When lowered, the agent will move slower, but have increased health regeneration, but when too low, health regeneration will be slowed or even stopped, and the agent will slow to a crawl.
**
''Wars'' allows the player to pump their cyborgs with two types of drug; Red Mist creates heightened awareness, making Agents shoot any armed personnel they encounter. Blue Funk, on the other hand, makes the user acutely paranoid, resulting in them shooting anything that moves.
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** MultiEthnicName
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now definition-only


* TheWikiRule: [[http://www.syndicatewiki.com/wiki/Syndicate_Wiki Here ya go]].

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Reaction cruft


* ManOnFire: Screaming and running, before expiring in a patch of dust is the standard death animation for anyone killed by fire. Charming.

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* ManOnFire: Screaming and running, before expiring in a patch of dust is the standard death animation for anyone killed by fire. Charming.

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* TheVitruvianPose: The original ''Syndicate'' featured a "Vitruvian Machine" which held a person in the Vitruvian pose while it ripped off limbs and various other parts to replace them with cybernetic replacements.



* SuperPrototype: Kilo's DART 6 implant is specifically stated to be a new and ''potentially' powerful version of the DART implant used by agents (every other agent uses a DART 5). It's explicitly stated that the DART 6 isn't as powerful as the previous DART implants, but has the ability to automatically upgrade itself over time, which forms the basis of the game's character progression. It's also mentioned that the DART 6 is experimental enough that it could've easily killed whoever it was implanted in, which is why Kilo was chosen to test it (since he is considered only an above-average agent and not as valuable as someone like Merit). [[spoiler: The experimental nature also lets Lily subvert Syndicate control of Kilo without anyone being any the wiser, which ultimately gives him the freedom to fight back against Eurocorp.]]

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* SuperPrototype: Kilo's DART 6 implant is specifically stated to be a new and ''potentially' powerful version of the DART implant used by agents (every other agent uses a DART 5). It's explicitly stated that the DART 6 isn't as powerful as the previous DART implants, but has the ability to automatically upgrade itself over time, which forms the basis of the game's character progression. It's also mentioned that the DART 6 is experimental enough that it could've easily killed whoever it was implanted in, which is why Kilo was chosen to test it (since he is considered only an above-average agent and not as valuable as someone like Merit). [[spoiler: The [[spoiler:The experimental nature also lets Lily subvert Syndicate control of Kilo without anyone being any the wiser, which ultimately gives him the freedom to fight back against Eurocorp.]]

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One Hit Kill fixed. On top of that, Game Breaker belongs to YMMV.


* DiskOneNuke: In one of the early missions in the original game, you can attack a police car, kill its driver and take his [[GatlingGood mini-gun]]. In ''Wars'', grabbing a Long Range Rifle early gives you a huge advantage, as it has a huge range and will OneShotKill any non-vehicle enemy in the early game.

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* DiskOneNuke: In one of the early missions in the original game, you can attack a police car, kill its driver and take his [[GatlingGood mini-gun]]. In ''Wars'', grabbing a Long Range Rifle early gives you a huge advantage, as it has a huge range and will OneShotKill OneHitKill any non-vehicle enemy in the early game.



* GameBreaker: The Persuadertron once you're able to control enemy agents with it if you're in an area with walls, since it actually works through walls, it's possibly to clear buildings by having an Agent walk along the outside of the building and control everyone inside or duck behind a wall so the enemy has to run up to them to fire, only to get mind-controlled before they can.
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* CopKiller: You can kill any cops you meet, either they are a threat to you or not. One specific mission is to elminate all police officers so your organisation can replace them with your own.

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* CopKiller: You can kill any cops you meet, either they are a threat to you or not. One specific mission is to elminate eliminate all police officers so your organisation can replace them with your own.
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Hot Scientist is no longer a trope


* HotScientist: Lily Drawl. Agent Merit will actually wonder aloud if Miles just agreed to test the prototype DART chip to have a chance to let her examine him.
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Per TRS, this is YMMV


* DifficultySpike: Happens in the last few levels in ''Syndicate Wars'', when your enemies start carrying Plasma Lances as their standard gun. These powerful energy weapons fire rapidly, have a good range, and can kill your agents ''very'' quickly. While there are plenty of other dangerous weapons such as (rocket) Launchers, High Explosives, Long Range Rifles or Nuclear Grenades, all of these other weapons either have long reload times or give you some time to react (rockets and grenades take time to hit you, explosives must be planted); Plasma Lances give you almost none.
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** To elaborate, Intelligence governs whether your agent will make a TacticalWithdrawal or fight with SuicidalOverconfidence; Perception determines whether they have HyperAwareness or [[FailedASpotCheck fail a spot check]]; and Adrenaline skews them towards either CaffeineBulletTime or [[HealingFactor faster regeneration]]. The adjustment levels can be changed at any time, but take a while to actually reach the level you want, ''and'' become less effective as the agent builds a tolerance, so you need to carefully consider when to make changes.

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** To elaborate, Intelligence governs whether your agent will make a TacticalWithdrawal or fight with SuicidalOverconfidence; Perception determines whether they have HyperAwareness or [[FailedASpotCheck fail a spot check]]; and Adrenaline skews them towards either CaffeineBulletTime or [[HealingFactor faster regeneration]]. The adjustment levels can be changed at any time, but take a while to actually reach the level you want, ''and'' become less effective as the agent builds a tolerance, so you need to carefully consider when to make changes.
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* NoOneCouldSurviveThat: ''Wars'' mentions that Vissick has led the Unguided into the wasteland beyond the cities, where they'll of course die pointlessly and are not a concern any longer.
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* GameBreaker: The Persuadertron once you're able to control enemy agents with it if you're in an area with walls, since it acutally works through walls, it's possibly to clear buildings by having an Agent walk along the outside of the building and control everyone inside or duck behind a wall so the enemy has to run up to them to fire, only to get mind-controlled before they can.

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* GameBreaker: The Persuadertron once you're able to control enemy agents with it if you're in an area with walls, since it acutally actually works through walls, it's possibly to clear buildings by having an Agent walk along the outside of the building and control everyone inside or duck behind a wall so the enemy has to run up to them to fire, only to get mind-controlled before they can.



* TheSyndicate: Obviously.

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* TheSyndicate: Obviously.This syndicate is a megacorporation that conquers each region, and which does their dirty businesses using agents. The player gets to control the tax rate of regions, upcoming research and those special ops that require deploying agents. Rival syndicates are only shown as one of the enemies in the missions.
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* BaldBlackLeaderGuy: Kris Delaney of the Subverters.

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* BaldBlackLeaderGuy: BaldOfAuthority: Kris Delaney of the Subverters.
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* InkSuitActor: An obvious case with Rosario Dawson, Creator/BrianCox and Creator/MichaelWincott.

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* InkSuitActor: An The game has obvious case instances with Rosario Dawson, Creator/Rosario/Dawson, Creator/BrianCox and Creator/MichaelWincott.
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cut trope


** Also, the agents you see in the game are either this, blonde or ''[[YouGottaHaveBlueHair blue]]''. Given that [[ColourCodedForYourConvenience all agents have their hair color fixed to their parent]] MegaCorp, this can be assumed to be a uniform dye job.

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** Also, the agents you see in the game are either this, blonde or ''[[YouGottaHaveBlueHair blue]]''.''blue''. Given that [[ColourCodedForYourConvenience all agents have their hair color fixed to their parent]] MegaCorp, this can be assumed to be a uniform dye job.



* TheQuincyPunk: The Unguided are a textbook example. They all sport [[YouGottaHaveBlueHair bright coloured]] mohawks and dress [[HellBentForLeather in leather]]. They're also a force to be reckoned with later in the game, since Ko-Paull Vissick organises them and arms them to the teeth with late game {{BFG}}s.

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* TheQuincyPunk: The Unguided are a textbook example. They all sport [[YouGottaHaveBlueHair bright coloured]] coloured mohawks and dress [[HellBentForLeather in leather]]. They're also a force to be reckoned with later in the game, since Ko-Paull Vissick organises them and arms them to the teeth with late game {{BFG}}s.
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Bigger Bad has been renamed to Greater Scope Villain, example was misuse.


* BiggerBad: Though the PlayerCharacter is responsible for spreading the corporation's influence all over the world, he's just middle management in the grand scheme of things and has to answer to at least one higher-up.

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* BadassLongcoat: With a ludicrous arsenal of weapons beneath it.

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* BadassLongcoat: With Syndicate agents wear one, with a ludicrous arsenal of weapons beneath it.



* BottomlessMagazines: ''Wars'' has these. Handwaved by each agent having a miniature fusion reactor strapped to them to power weapons.

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* BottomlessMagazines: ''Wars'' has these. Handwaved by each agent having a miniature fusion reactor strapped to them to power weapons.weapons -- while these can be exhausted, they will always replenish themselves over time.



* DeflectorShields: A researchable item in the original game. In Wars, they can be turned on by clicking the weapon energy bar - though as you'd expect, this will drain your weapon energy.

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* DeflectorShields: A researchable item in the original game. In Wars, they ''Wars'', each Agent has a built-in shield that can be turned on by clicking the weapon energy bar - -- though as you'd expect, this will drain your weapon energy.



* DiskOneNuke: In one of the early missions, you can attack a police car, kill its driver and take his [[GatlingGood mini-gun]].

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* DiskOneNuke: In one of the early missions, missions in the original game, you can attack a police car, kill its driver and take his [[GatlingGood mini-gun]].mini-gun]]. In ''Wars'', grabbing a Long Range Rifle early gives you a huge advantage, as it has a huge range and will OneShotKill any non-vehicle enemy in the early game.



* EmergencyWeapon: Every agent comes equipped with a single pistol, which is fine for flesh and blood targets -- enemy agents, not so much.

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* EmergencyWeapon: EmergencyWeapon:
**
Every agent in the original game comes equipped with a single pistol, which is fine for flesh and blood targets -- enemy agents, not so much.



* LimitedLoadout: The original game allows carrying eight items. Without mods, they're also subject to encumbrance that slows them down.

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* LimitedLoadout: LimitedLoadout:
**
The original game allows carrying eight items. Without mods, they're also subject to encumbrance that slows them down.down.
** ''Wars'' allows only six items, but no more than one of each item, though you can have up to four explosives in each slot. However, weapons (except explosives) are powered by your agents' power supply, so, unlike in the original game, there's no need to pick up more than one of each weapon.



* ShoutOut: Many of the agents are named after members of the design team (special agents Edgar, Jones, Donkin, and Mumford, among others.)

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* ShoutOut: ShoutOut:
**
Many of the agents are named after members of the design team (special agents Edgar, Jones, Donkin, and Mumford, among others.)
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* LimitedLoadout: The original game allows carrying eight items. Without mods, they're also subject to encumbrance that slows them down.
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* DeflectorShields: Enemy [=UAVs=], all 3 variants of Syndicate EliteMooks, and the final boss(es) all have these. You need to breach them before you can even harm the shielded enemy. A regenerating player version is available as a purchasable upgrade; it functions similar to the shield from ''Franchise/{{Halo}}'' and various other similar shooters.

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* DeflectorShields: Enemy [=UAVs=], all 3 variants of Syndicate EliteMooks, and the final boss(es) all have these. You need to breach them before you can even harm the shielded enemy. A regenerating player version is available as a purchasable upgrade; it functions similar to the shield from ''Franchise/{{Halo}}'' and various other similar shooters.shooters (however, as there is no visual indicator or change in game mechanics for it, functionally speaking it's just an additional chunk of health).
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* DevilInPlainSight: Application of "datascape camouflage" allows you to walk around secure places without anyone batting an eye at the sinister masked man in the black coat [[note]] This works because the many, many systems in place to prevent someone unauthorized from gaining access to secure locations work 99% of the time, and the places that you use the camouflage are Syndicate locations, where Agents would be fairly common[[/note]]. Naturally, it fails at the worst possible times. [[spoiler:When you infiltrate Cayman Global, it doesn't last even three minutes]].

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* DevilInPlainSight: Application of "datascape camouflage" allows you to walk around secure places without anyone batting an eye at the sinister masked man in the black coat [[note]] This coat.[[note]]This works because the many, many systems in place to prevent someone unauthorized from gaining access to secure locations work 99% of the time, and the places that you use the camouflage are Syndicate locations, where Agents would be fairly common[[/note]]. common.[[/note]] Naturally, it fails at the worst possible times. [[spoiler:When you infiltrate Cayman Global, it doesn't last even three minutes]].
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In the sequel, ''Syndicate Wars'', the Syndicate has been managing the world for some undisclosed time, until an experimental mind-expanding program [[GoneHorriblyWrong goes wrong]]. The scientists running it GoMadFromTheRevelation, becoming "The Nine," heading the [[VisionaryVillain Church of the New Epoch]]. They spread a "Harbinger" ComputerVirus that destroys the globe-running UTOPIA network and the chips in people's heads as the start of their EvilPlan, which you must either thwart or advance. [[http://www.gog.com/gamecard/syndicate_wars Also available at GOG]].

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In the sequel, ''Syndicate Wars'', the Syndicate has been managing the world for some undisclosed time, until an experimental mind-expanding program [[GoneHorriblyWrong goes wrong]]. The scientists running it GoMadFromTheRevelation, becoming "The Nine," heading the [[VisionaryVillain Church of the New Epoch]]. They spread a "Harbinger" ComputerVirus that destroys the globe-running UTOPIA network and the chips in people's heads as the start of their EvilPlan, which you must either thwart or advance. [[http://www.gog.com/gamecard/syndicate_wars Also available at GOG]].
GOG.]]
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* TooAwesomeToUse: The manual for ''Syndicate Wars'' notes that Agents are expensive to maintain and deploy and only number a few hundred worldwide, so they are only used for critical operations with the lower level Operatives used for more mundane missions. Between missions, Agents are kept in stasis.
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* CopKiller: You can kill any cops you meet, either they are a threat to you or not. One specific mission is to elminate all police officers so your organisation can replace them with your own.
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* WeWillSpendCreditsInTheFuture: Credits is the currency used in both games.
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* AlternativeCalendar: The timeline in the game is referred as the "New Calendar" (N.C.).
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* TimeSkip: 50 years pass between ''Syndicate'' and ''Syndicate Wars''.

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