Murder Incorporated (M.I.)
Murder Inc. (M.I.) is a wastes-wide network of ritualistic assassins working towards what they view as the “Greater Good”. They work in the shadows to eliminate threats to their communities and the wastes as a whole. More detailed information about Murder Inc. can be found in the network publication “A Killer’s Mind”, which can be downloaded here.
The organization is structured into three pillars:
The Adherents of Betrayal deal primarily with travel, econ, and trade related threats
The Silenced Knell deal primarily with political threats and dangerous social groups
The Watch of the Bone Chapel focus on threats to the Mortis Amaranthine
Those pillars are made up of a number of “families.” DR:CO has several M.I. families that are open for players to join:
Adherents of Betrayal: House Eigen — High-class high-explosives experts taking out high-value targets with an air of industrial mystery.
Adherents of Betrayal: The Union — Blue collar champions and cornerstones of communities who know where to bury the bodies.
Silenced Knell: The Locke-Moss Family — A tight-knit group of deep cover sleeper agents and masters of disguise that, when activated, send a loud and clear message.
Silenced Knell: The Pindrop Family — Poisoners, saboteurs, and subtle knives who leave no trace.
Watch of the Bone Chapel: The Collins Family — The enforcers of M.I., driven especially to take up the axe against Aberrant threats.
Watch of the Bone Chapel: The Saniar Family — Graveheads embodying a deathly mix of studiousness and peculiarity who anchor each other in their dangerous Mortis work.
Groups of three or more players are also able to form their own families, or introduce other canon families, with Director approval. Details of forming your own family and the full list of canon families can be found in “A Killer’s Mind,” and details regarding forming your own local society can be found in the network publication “Social Creatures.” Reach out to the Writing team for more information and assistance. Please note: Characters are limited to one single Murder Inc. family at a time, and are limited to four local societies at any given time.
murder inc.: A brief overview
Murder Inc. operates in cells. A region will generally have one or two cells structured using the “rule of three.” Leadership within Murder Inc. is tiered, but each agent within the different tiers of leadership only has up to three members that report to them directly. (For more details, read “A Killer’s Mind.”)
DR:CO has a single Murder Inc. cell with both PC and NPC members at various tiers. Because of this structure, players may find themselves with both PC and NPC subordinates that report to them, and will usually have a PC that they report to. “Climbing the ladder” of Murder Inc. leadership is done through role playing with other players by proving oneself to be a competent and loyal agent, and through recruiting agents for whom you take on the responsibility of training, briefing, and guiding. Leadership in M.I. is less about coming into a place of power so much as it is assuming a burden of responsibility.
Murder Inc., at its core and creed, is known for a near cult-like loyalty to their family, cell, organization, and cause—no member more important than another, leadership and compartmentalization used not for personal gain, but for metering out responsibility for protecting a region.
All Murder Inc. operatives take on deadly responsibilities, but who does the paperwork, who do you go to for direction, who takes the fall—these are the questions that determine cell structure. This is not to say nobody ever uses their position in or connections to Murder Inc. to further their own goals, but calling one’s loyalty into question and questioning the loyalty of another are serious offenses. Players are encouraged to discuss and steer scenes and role play with one another for challenging or advancing in Murder Inc. leadership if that is something they wish to pursue.
Murder Inc. narratives will deal mostly with working as a group to investigate, sabotage, and assassinate groups and individuals who somehow pose a threat to the community or the region. Murder Inc. plots take inspiration from the likes of John Wick, Assassin's Creed, Kingsmen, and other secret agent, assassin, spy, and vigilante narratives.
Maybe your character is a true believer in the cause, getting your hands dirty to protect the wasteland. Maybe they don’t trust the average Wastelander to stand up to tyranny and evil. Maybe they have violent urges or dangerous skills that M.I. has scouted in order to keep an eye on them. There are many ways to fit your character into Murder Inc., and if you have questions or desires to join a specific faction or family, or want help steering your character towards the role play you’re interested in, reach out to the Writing team.
If you are a Colorado local player and looking to have your character leave Murder Inc., please reach out to the Writers. Leaving Murder Inc. often narratively involves having your memories of the Organization wiped, and can have severe CVC consequences if you choose to not have this happen. We’re here to help with steering.