Difference between revisions of "Sandbox2:Lavillastrangiato"

From Aurora Information Uplink
Jump to navigation Jump to search
 
(125 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{JobPageHeader
{{Template:Navbox Corporations}}
|headerbgcolor = black
{{Infobox Corporation
|headerfontcolor = red
|headercolor = #336699 <!--Can be left blank for grey header-->
|stafftype = ENEMY
|textcolor = white <!--Can be left blank for black text-->
|imagebgcolor = Gray
|name = Stellar Corporate Conglomerate
|img_generic =Generic_cultist.gif
|logo = SCC_logo
|img =Generic_cultist.gif
|headquarters = Unknown
|jobtitle = Cultist
|slogan = The unbreakable chainlink, holding the Spur together.
|access = Anywhere you had before your conversion or can sneak into.
|languages = Tau Ceti Basic, Sol Common, Tradeband
|difficulty = <font style="color:red;">'''Medium'''</font>
|ceo = [[The Trasens#Miranda Trasen|Miranda Trasen]]
|superior = <font style="color:red;">'''NAR'SIE, GEOMETER OF BLOOD'''</font>
|colors = <span style="color:#336699">Navy blue (#336699),</span> <span style="color:#81d9ee">cyan
|duties = Pray to your Dark Lord and supply Them with converts, servants, artifacts, and sacrifices. If They will it, summon the Geometer of Blood to this mortal coil!
(#81d9ee),</span> <span style="color:#f1b61c">gold (#f1b61c)</span>
|guides = This is the guide
|founded = 2458 (unofficially), 2462 (officially)
}}
|founder =
<br>
* [[Nanotrasen Corporation]]
* [[Idris Incorporated]]
* [[Hephaestus Industries]]
* [[Zavodskoi Interstellar]]
* [[Zeng-Hu Pharmaceuticals]]
* [[Private Military Contracting Group|Eridani Private Military Contractors]]
|regions =
<br>
* [[Republic of Biesel]]
* [[Coalition of Colonies]]
* [[Sol Alliance]]
* [[Empire of Dominia]]
* [[Nralakk Federation]]
* [[People's Republic of Adhomai]]
* [[New Kingdom of Adhomai]]
* [[Izweski Hegemony]]
* [[Republic of Elyra]]
|}}
<!-- <center>''Each point of the chainlink represents the five megacorporations, with the sixth - protruding arrowhead point - being the Conglomerate, overseeing them all.''</center> -->
'''This is the page for the Stellar Corporate Conglomerate, the organization the players work for. This contains very important setting information.'''


You knew you were special, ever since the day you were shown the light. You kept it a secret in your heart; now, you can contain it no longer. Armed with Their gift, a precious book written in Their sacred tongue, you begin your dark work.
'''Formerly, the players worked for solely NanoTrasen - while this is technically true to an extent, still, this sentence is an open request to all wiki readers to report inconsistencies in this matter, to wiki/lore development for gameplay pages/lore pages respectively.'''


The cultists are a group of fanatical worshippers of Nar'sie, the Geometer of Blood. For whatever reason, they have chosen this shift as the moment when they will reveal their dark purpose.
Formed at the height of corporate power in the galaxy, the Stellar Corporate Conglomerate — unofficially known as the “Chainlink” due to its emblem —is a group exercising undisputed economic dominance over the Orion Spur. The Chainlink was founded to secure privately owned assets within Tau Ceti owned by the various megacorporations during the Solarian incursion by Grand Admiral Raymond Özdemir, who commanded the 35th Fleet of the Solarian Navy during its siege of the [[Republic of Biesel]].  


== Starting Out ==
The Chainlink has essentially forced the largest economic influences into a corporation, with which the [[The Trasens|Trasen family]] holds an unsteady authority over. Though cooperation has been deemed “essential” at this point in time, the shaky peace still finds itself littered with cut-throat, espionage-ridden affairs as each megacorporation attempts to place itself on top. Though, their unlikely alliance comes as a result of [[Einstein Engines]]’ threat to their economic prowess, where the first trans-stellar corporation has maintained dominance within some of more influential sovereign states such as the [[Nralakk Federation]] and the [[Sol Alliance|Solarian Alliance]].  
You spawn as usual in your workplace area; your chatbox will indicate you have spawned as a Cultist. To coordinate with your fellow cultists OOCly, you should talk in <code>AOOC</code> to decide on a gimmick, or ask questions about mechanics. And Cult has a ''lot'' of mechanics.
{{TOC_Hidden}}
==Noteworthy members==
* '''Titanius Aeson,''' Hephaestus CEO
* '''Alex Mason,''' Idris CEO
* '''Liqin Hsiao-Li,''' Zeng-Hu CEO
* '''Lyudmila Zavodskoi,''' Zavodskoi CEO
* '''Kubra Mobolaji,''' PMCG CEO
* '''Chin-hae Hong,''' Orion Express CEO


You can distinguish your allies by the tiny green skull over their head, and regular crewmembers have no inherent way of knowing you are a cultist. To speak over long distances with your fellow cultists, you can use a communication talisman. It's best to keep a few of the talismans on you whenever you can. You can also talk in Cult Common (the prefix is <code>,f</code>) locally, but it's obvious to anyone watching that this is a very strange language.
==Corporate Affairs==
=== History ===
Though once shrouded in secrecy, the Stellar Corporate Conglomerate has become a staple of the Orion Spur, essentially acting as the puppet masters of the interstellar economy. With the earliest dated supply shipments being traced to 2458 – it appears that the constituent megacorporations within the Stellar Corporate Conglomerate have sought to cooperate with one another to ensure their economic dominance since the First Solarian Invasion of the [[Republic of Biesel]]; though within the shadows. Almost every element of the Stellar Corporate Conglomerate had been hidden and concealed from the greater public, and more so from the scrutiny of those uncovering secrets that the most powerful individuals in the Orion Spur preferred to not yet be revealed.


If you feel the need to beseech Nar'sie, using the <code>Pray</code> verb for direction is never a bad option, though a reply is not always guaranteed.
However, following the Second Solarian Invasion of the Republic of Biesel in 2462, the Stellar Corporate Conglomerate revealed themselves to the interstellar community at large; proclaiming their goal was to protect the financial livelihood of all their corporate clients and assets, and to ensure their facilities across the Republic of Biesel would not be diminished as a result of “rogue actors” – similar in circumstances to their original founding, after Admiral Michael Frost’s incursion into their profits.  


You begin with a '''tome''', which allows you to scribe runes from your own blOoOoOOOOOoOoood. This tome is the key to most of your cult powers, and it also looks pretty evil, so don't lose it and keep it out of sight! Remember that when you scribe a rune or create a talisman, it's ''very obvious''. Create runes in the shadows of maintenance!
Since its reveal, the Chainlink has gone on to ensure its dominance through several masterful techniques – mostly centring around the [[Corporate Reconstruction Zone]]; or the annexed Solarian territories by the [[Republic of Biesel]]. Pouring countless resources into stabilizing the region so as to further exploit it, the Chainlink has all but managed to prop the annexation as a legal undertaking of colonies abandoned by the [[Sol Alliance|Solarian Alliance]] during the Collapse. Though, their efforts have not gone without resistance, in particular, the Republic of [[Mictlan]] has proven to be rather ungrateful for the Chainlink’s efforts to uplift them. Sponsoring the Peacekeeper Mandate - a Biesellite military operation that aims to enforce their annexation, regardless of what the local inhabitants think - the Chainlink has managed to quell the majority of the Republic of Mictlan’s more unsavoury elements, though there still exists significant unrest across the eastern hemisphere of the planet.


Your mechanical goal is to summon Nar'sie, a ship-destroying force of cosmic evil. When Nar'sie is summoned, the round is more or less ended, as They destroy any tile they touch. Therefore, your roleplay goal can be whatever you want; converting a high-value target, stealing a valuable artifact, setting up a base on a nearby asteroid, the like.
[[The Trasens|Miranda Trasen]] maintains her dominance of the Orion Spur through her manoeuvring into the Director of the Stellar Corporate Conglomerate; using her position to propel [[Nanotrasen|NanoTrasen]] interests to the dismay of the other constituent megacorporations. However, will this be the unravelling of the economic, and political entity that has so far been successful in their subjugation of the interstellar community, has not yet been revealed, but perhaps events in the future may change this.


'''A final note:''' If you want to check on whether a potential convert is antagonist-banned from Cult, has their preferences for Cult on, or are already another antagonist, use the <code>Appraise Offering</code> verb in the IC tab. It's also polite to ask in <code>LOOC</code> before converting someone!
=== Influence ===
The sheer size of the co-operating corporation’s influence, now tightly bound by their public front of allegiance to one another, is enough to sway many of the powers on the interstellar stage – while some of the larger political entities retain some measure of independence, they still ultimately rely on the constituent members of the Stellar Corporate Conglomerate for their respective niches within the interstellar economy. Despite attempts by the Solarian Alliance to keep megacorporations in check; they’ve merely facilitated a deal with the devil, exchanging their reliance on the Chainlink instead for Einstein Engines.


== Quick Start Guides ==
The Chainlink, through its member companies and their cooperation, has domination of several economies within the Orion Spur. From banks to manufacturers, only a sliver of economic productivity in the Spur is controlled by others, the main threat to the Stellar Corporate Conglomerate being Einstein Engines. Despite the power of the Chainlink, Einstein has managed to remain competitive against them through tight ties with the Solarian Alliance and Nrralakk Federation, both the largest economies to exploit. As one of the eldest megacorporations, Einstein Engines has maintained a constant throughout humanity's journey to the stars, the consequences it wrought.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
However, as the alliance grows older, it can be seen that the constituent megacorporations seek their own power; desiring to diminish [[Nanotrasen|NanoTrasen]]’s domination of influence over their affairs, so far. Conducting themselves in a manner to not directly oppose [[Nanotrasen|NanoTrasen]], the various other megacorporations have begun leveraging their economic influence on nations; in particular, as seen with [[Hephaestus Industries]]’ planned expansion across [[Moghes]]. Yet another example is [[Idris Incorporated]]’s leveraging credit provided to [[NanoTrasen]] during its attempt to recapture control of Phoenixport. 
=== Cultist Basics ===
<div class="mw-collapsible-content">


* As soon as you submit to conversion, your character's old goals are gone, and you are devoted to the service of Nar'Sie.  Pursue your goals with trickery, force, and most importantly, teamwork; but remember that it's okay to lose, so long as everyone got a thrilling and fun experience out of it. 
=== Agendas and Advertising ===  
* If you didn't spawn with one, ask your new friends to make you a tome of your own ASAP; you can't draw runes without it!
* Don't leave floor runes on the ground without reason; there can only be 25 at one time.  Use talismans; they're unlimited.
* Figure out how to ditch your job responsibilities ASAP without looking too suspicious so you can work on your goals before the shift ends.
* Use Teleport runes and talismans to establish a safe house.  Have an Artificer spookify the place, building and destroying walls and doors as needed.
* Use the Tome and click "Scribe a Rune" to draw runes.  Since what you're doing is plainly visible, audible, and freaky, only do so in a secluded area, away from cameras. The Tome is visible on your sprite when you hold it. You lose a very tiny amount of blood when drawing, but otherwise you don't take damage. To use a rune, click it with an empty active hand. To erase or configure runes, use the tome on the rune. The entries in "Read the Tome" may be inaccurate. 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">Useful Runes<div class="mw-collapsible-content">
* '''Conversion.''' Makes new cultists out of non-cultists on the rune.  Or if they resist, eventually burn them to death.
* '''Communication.''' Allows you to broadcast a message to all cultists.  Remember to state your name each time, as the spell won't identify you.  Do so in private, if you care about stealth; you speak a freaky chant when activating.  Extremely useful.
* '''Forging.''' Gives you tough armor and a deadly weapon, and lets constructs heal themselves and change what type they are.
* '''Summon Soul Stone.''' Capture a player's soul when they are in crit.
* '''Construct.''' Makes a shell you can put a filled soul stone in to turn it into a construct that will obey the cult.  Constructs have a variety of useful abilities, generally aren't affected by atmospherics or gravity, and can destroy walls and doors.
** The Artificer construct can make a forge for you to turn your robes and small oxy tank into a insulated voidsuit and big oxy tank, red pylons that act as turrets when an animal is sacrificed to them, and altars for you to heal.
** The Wraith construct can phase through walls all around the station and have decent damage; send them on spying, sabotage, and assassination missions.
** The Juggernaut construct is immune to small amounts of damage, can destroy walls and doors in half the hits, deals as much damage as a cult sword, can reflect bullets, and has very high health.
* '''Wall.''' Makes an impenetrable wall that can be turned on and off only by cultists.
* '''Tome summoning.''' Give this to new cultists ASAP!
* '''Teleportation.''' To teleport!  Examine a rune to see what network it's on; use a tome on a rune to configure its network.  It will teleport you to a random floor rune besides the one you used in the network.  Cooldown is 5 seconds.
* '''Incapacitation.''' Stuns non-cultists in a 5 tile radius.
* '''Talisman creation.''' With a clean piece of paper on the rune, makes portable versions of compatible runes drawn next to it, so you can do magic on the go.  Click a talisman with another talisman for compact storage; leave a few unbundled and renamed for quick access. Might want to make a folder out of a box (use the box when it's empty to unfold it) to store your talismans.
* '''Blindness.''' Blinds non-cultists in a 3 tile radius, and leaves them with blurry vision afterwards for a while.
* '''EMP.''' EMP's the surrounding area.  2 tile radius on floor, 1 tile radius on talisman.  Doesn't affect cultists or their belongings.
* '''Geometer:''' '''''Summon Nar'Sie.'''''  Needs 9 cultists around the rune; apparitions don't count, but constructs do.
* Runes not listed here:  Apparition, Revival, Cultist summoning, Deafening, Blood boil, Blood drain, Freedom, Ethereal, Sacrificial, Concealment, Revealing, Visibility. View


</div>
It is without a doubt that each and every constituent megacorporation has their own agendas with how the Stellar Corporate Conglomerate should operate, and most definitively to their own benefit. Though employees may find themselves “employed” by the Conglomerate, in reality they find themselves on long-term contracting agreements, still maintaining some ties to their original megacorporation, such as a Research Director from Zeng-Hu Pharmaceuticals would still remain employed by the megacorporation, even if technically they are contracted to the Conglomerate.
==== [[Zeng-Hu Pharmaceuticals]] ====


</div>
Zeng-Hu seeks to combine the innovation of the megacorporations to its own benefit, creating technology that many play off as being fantastical. Though with the inception of the Conglomerate, the megacorporation has certainly benefitted from the shared technological ties to certain industries, it still seeks to ensure its technological edge through careful manipulation of its patents and intellectual property: ensuring it stakes its claim before anyone else when it comes to discovery and innovation.


</div>
==== [[NanoTrasen]] ====


</div>
NanoTrasen seeks to maintain the status quo of them being the dominant megacorporation, subverting the influence held by the combined might of the megacorporations to its own benefit, and will go to great lengths to ensure they remain on top – even so far as to diminish the Conglomerate’s influence to ensure their own is maintained. The Trasen’s openly claim that NanoTrasen will remain the most influential megacorporation, with Miranda clinging to her position as Acting Director to maintain the illusion that the corporation shall forever remain in the spotlight. Though the phoronics industry seems to be dwindling, the corporation seeks to expand its foothold in other industries that it enjoys sizeable market domination within.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
==== [[Private Military Contracting Group]] ====


=== My soul's been trapped in a Construct, what do? ===
Conflict pays, and it pays well. The Private Military Contracting Group knows such very well. Ensuring a strong hand through amassing military-grade technology and fleets capable of assisting even the strongest actors on the interstellar stage is merely one element of their agenda, the other being reliance on the Conglomerate – indirectly the Private Military Contracting Group – to maintain stability within their borders, and even outside of them. Mercenary work is one of the oldest careers and simply one of the most profitable. The Group maintains the Conglomerate should broaden its capabilities to fight, routinely citing the need for such when referring to the Second Solarian Incursion of Biesel.


<div class="mw-collapsible-content">
==== [[Orion Express]] ====


* You serve the cult and Nar'Sie.  Do what they say.
Though not so obvious as the other megacorporations, the Orion Express sees the future of the economy relying on its ability to provide delivery, both with goods and with the services it would offer to nations – in particular, growing the reliance of these nations to the Stellar Corporate Conglomerate to ensure that their removal would be too costly, with far too many drawbacks to the interstellar economy, so that a similar body to the Solarian Corporate Authority could not deny their vitality. By any means necessary, Orion Express attempts to leverage influence within the Republic of Biesel, even where it means causing drifts with the other megacorporations who rely on it to supply them with much-needed resources and equipment, which it knows keenly.  
* You are immune to a vacuum and slipping.
* If you're the first construct made this round, choose '''Artificer'''.
* You can change what type of construct you are by activating a Forging rune drawn on the ground by a friendly cultist.  This also resets your spell cooldowns and heals you completely.
* You have spells in the upper right corner of your HUD and in your Spells tab.
* You can destroy walls, doors, and windows by attacking them.  Wraith and Artificer can destroy a reinforced plasteel wall in 9 hits, and a regular wall in 2; Juggernaut can do the same in 4 and 1 hits.  Certain walls don't have floors under them; when destroyed, they will vent the area to space.  Take advantage of this abilty, combined with the Artificer's constructions, to reshape and deny areas as you see fit. 
* You know two languages: Cult (<code>,f</code>) and Occult (<code>,y</code>). Only Cultists and other constructs understand Cult. Use Occult to broadcast to all constructs.  You can also use AOOC to talk to fellow antags OOCly.
* Your three options are:
# Artificer:  You have 50 health and do 5-15 damage.  Use your spells often!
#:* Create a Daemon Forge in a safe place as the first thing.  This lets cultists upgrade their armor into insulated voidsuits, letting them take advantage of vented areas and avoid electrocution.
#:* Pump out as many altars as you can; the cultists can heal themselves at them.
#:* Base-building tools: 
#::- Cultify Area, while converting doors, removes their ID locks.  Handy!
#::- Lesser Construction builds walls.
#::- Create floor... makes a culty floor.  Works on space tiles.
#::- Red Pylons shed dim light.  They can turn into turrets by click-dragging a small-ish animal onto them, then killing the animal. Mice, monkeys, slimes, and department pets are good candidates.
#:*You can ignore the rest of the spells.  Cultists can already make these things faster than you, but you can help if you like.
# Wraith:  You have 100 health, move decently fast, and do 25 damage.  Use Phase Shift (lets you move through walls for 5 seconds) to traverse the station.  Has a short cooldown.  If you land in a wall, you get pushed out.  With Phase Shift, you can go anywhere in the station and wreak havoc; spy on the enemy, assassinate crewmembers, set up passageways for infiltration, vent key areas, etc etc...
# Juggernaut:  You have 400 health, move slowly, and do 30 damage.  You can make a tile impenetrable by using your Shield spell; good for dealing with cowards using ranged weapons.  Phases out after 25 seconds; cooldown is 30 seconds.  Ranged brute damage attacks (i.e. bullets) against you have a 70-80% chance of being deflected off of you, reducing their damage by 70%.  You destroy walls, windows, and doors very quickly, which makes you good for breaching fortified areas.


</div>
==== [[Hephaestus Industries]] ====


</div>
Hephaestus Industries, the manufacturing giant of the Spur, wishes to merely expand its foothold within its existing industries – terraforming, spacecraft construction, integrated positronic chassis manufacturing, resource extraction and lastly engine development. Similarly to Zeng-Hu, it seeks to combine the brightest minds within the Conglomerate to get a technological advantage, but with particular application to help its existing monopolies as opposed to Zeng-Hu’s broader wishes. The future resides within the furnaces of Hephaestus Industries, and Titanius Aeson seeks to ensure the interstellar stage knows it. Even with the damage wrought by the Solarian Corporate Authority, Hephaestus Industries seeks to ensure they remain in steady competition with Einstein Engines, and that the Conglomerate can only truly reach its potential when its bankrupted.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
==== [[Zavodskoi Interstellar]] ====


=== I was a ghost, but then I stood on a rune, and now I'm an Apparition! ===
Though the Solarian Corporate Authority saw it fit to revoke some of the megacorporation’s presence within the Solarian Alliance, Zavodskoi Interstellar still seeks to maintain strong ties. Majority of their footholds, outside of Dominia, flourish within the now NanoTrasen-free Solarian Alliance and are likely to keep growing if the megacorporation can maintain an amiable relationship with the nation. Though Zavodskoi Interstellar agrees with the Private Military Contracting Group’s own agenda, and sometimes even contributes to its growth within the Conglomerate, it ultimately believes that the Conglomerate should remain “neutral” in the face of interstellar conflict, and profit from the lucrative opportunities that arise from playing both sides.


<div class="mw-collapsible-content">
==== [[Idris Incorporated]] ====


Fresh Apparition?  Here's a rundown:
Money ensures the cogs of the machines are well-oiled, and who better to oversee the economic affairs of the Spur than Idris Incorporated and its CEO, Alex Mason. Leveraging the corporation’s extensive ties and financial resources, Idris Incorporated seeks to in-debt the entirety of the Spur with its profitable foresight – extending loans, and ensuring a healthy supply of Idris Reclamation Units into the market to ensure liability is kept to a minimum. Though it enjoys a sizeable foothold within the service industry, Idris Incorporated’s true agenda lies wherever the money leads.


You have 300 health, can't be stunned, can't fall or slip, don't care about atmospherics other than being maybe moved by wind, and can't go into crit. 
== Corporate Oversight ==


You can only speak and understand Cultish.
Though the “cooperation” of the megacorporations has proven to be beneficial, it is still common practice to poach workers from one another, and leak more classified information during these employee transfers, an attempt to combat these methods, the Chainlink has formalised a third-party oversight agency that acts independently of the other megacorporations. Commonly referred to as the Chainlink’s enforcers, the '''Stellar Corporate Conglomerate Internal Affairs Agency''' has become notorious for its handling of those against the megacorporate agenda. Agents have widespread authority to disable any potential threats to the corporations through the soul-crushing bureaucracy, in particular through their knowledge of corporate regulations and laws that act as a powerful weapon against any that stand in their way.  


Ask your masters for a robe, sword, and tome to start you off, and ask them what they want you to do.
However, outside of the '''Stellar Corporate Conglomerate Internal Affairs Agency''', much of the existing corporate oversight from the various constituent megacorporations has remained untouched, remaining as it was prior to the Chainlink’s formation. Despite this some agencies have been incorporated into the greater Stellar Corporate Conglomerate, operating as Human Resources. The '''Stellar Corporate Conglomerate Internal Affairs Agency''' are the corporate oversight, however, '''Human Resources''' are their legitimate investigative force in dealing with civil and criminal problems that might erupt across the various facilities within the Conglomerate.


You can use runes and tools just like a crewmember cultist, too (see [https://wiki.aurorastation.org/index.php?title=Cult&action=submit#Cultist Cultist]), but you can't help summon Nar'Sie.  Make sure the person who summoned you has access to plenty of brute damage healing and stays conscious so they can sustain your existence (if nothing else, bother the resident Artificer to make altars so they can heal).  Without aid, your summoner will go from full health to crit in 5 minutes.  If you die, the cultist can summon you again, so long as another ghost doesn't get picked.
== Executives and Branches ==


</div>
The Chainlink is headed by the '''League of Chief Directors''', from which ultimate authority is delegated to respective corporations. This League of Chief Directors is responsible for oversight of the entire Chainlink. Though, most of the lesser positions find themselves comprising mostly of former NanoTrasen employees, retained for their display of excellence during Miranda Trasen’s reign as Chief Executive Officer of NanoTrasen – though they have slowly become replaced through corporate restructuring, supported by all except NanoTrasen.


</div>
The '''Corporate Committee of Affairs''' – having only been founded in 2465 during the new financial year, though rather dull-sounding in name, attempts to off-set this imbalance by comprising of representatives placed by the other megacorporations; even vested with the power to determine the funding of the Chainlink, and ultimately veto the League of Chief Directors in a simple majority vote. Matters pertaining to the Chainlink’s operations are often overseen by direct subordinates of the League itself, who operate above the corporate employees and consist of major shareholders or high-ranking internal affairs.


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
{{Navbox Lore}}
=== My soul was stolen, and now I'm a Shade. ===
[[Category:Corporations]]
<div class="mw-collapsible-content">
[[Category:Pages]]
Beg your master to just make a construct shell and let you be a construct. You're Ian with an attack and the ability to speak Cult. Sorry.
 
</div>
 
</div>
 
== Runes ==
Before you dive in, here are some important notes regarding runes: 
 
* There can only be twenty-five floor runes in existence at any one time. If you do not need a rune to stay somewhere, such as a wall or teleportation rune, it is highly advised to make a talisman of it instead or erase any other floor runes once you are done with them.  Talismans have no limit.
* You cannot draw a rune on another rune. You can, however, do things like have a rune under a grille, door, or bookcase, and then use it by viewing the turf with alt-click.
* Null rods are capable of protecting their holder from the effects of most runes, and allows the bearer to destroy cult artifacts with ease.
* The act of creating a rune is very obvious, with a large message, loud sound, and drip of blood made whenever you start making one. Make sure to do so only in privacy.
* To erase or configure a rune, use a tome on it. Use alt-click to view the turf if you're having trouble targeting the rune.
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
===Sentience Runes===
<small>These runes relate to the creation of workers and soldiers for your infernal army.  You can brainwash the Unenlightened to submit to the Dark Lord's will and aid your cause, use captured souls to spawn solid ghosts and power eldritch constructs, beckon restless spirits into terrifyingly durable bodies, and even bring back the dead... though not always with the soul they started with.</small>
<div class="mw-collapsible-content">
 
'''It is good practice to LOOC with your victim to confirm whether they are willing to participate as an antagonist.'''
 
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Conversion
|style="text-align:left"| Convert crew to your cause by putting them on the rune and hoping they submit before they die.
|style="text-align:left"| Via force or guile, get a convertee onto the rune.  Target will visibly writhe in and experience pain unless they can't feel pain; this usually means being berserk, having a mutation, or on oxycodone.  They also take 5-20 burn damage, start hallucinating, and get a dialog to submit or resist. <br /> <br />If they resist or hesitate for more than 10 seconds, the target takes increasing burn damage.  Burn gets worse the longer they resist or hesitate, accompanied by messages describing their blood boiling as corruption forces its way into their body and mind.  After anywhere from 40 seconds to 2 and a half minutes, they start to seriously hallucinate and take brain damage along with the burn, with descriptions of their mind turning to ash as they begin to see a dark and incomprehensible figure.  Damage and hallucination is taken every 10 seconds. <br /> <br />Can't be converted if they are dead.  If they submit, they will be healed of their hallucination and brain damage, but not burn.  If the target can't be culted due to account age, already being a different kind of antag, or due to jobban, they will be gibbed.  Can be used on most humanoid species, dionae, IPCs, golems, and monkeys.
|No
|No
|-
!Construct
|style="text-align:left"| Makes a demonic machine frame, ready to host a captured soul and serve Nar'Sie.
|style="text-align:left"| The rune makes a shell for making a construct.  Use a filled soul stone (see below) on it to make either a Juggernaut, Wraith, or Artificer.  They fly, so they don't care about atmospherics knocking them over, and they also don't breathe.  They can't see in the dark, and radiate darkness.  They all have the same attack speed.  Draw a Forging rune to let your constructs heal themselves and change what kind of construct they are.  All constructs can be healed by Artificers.<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
Expand for an overview of the constructs.
<div class="mw-collapsible-content">
*Juggernaut:  400 health.  30 damage per punch.  Slow.  Damage to it is reduced by 10 (maybe?  maybe not).  Smashes a reinforced plasteel wall in 4 hits, regular wall in 1, girder in 1.  Energy projectiles have a high chance of being deflected, reducing damage to the Juggernaut by 70% and redirecting the projectile somewhere within 3 tiles, possibly back at the one who fired it.  Can create an impenenetrable wall for 25 seconds via the Shield spell.
*Wraith:  100 health.  25 damage per punch.  Smashes a reinforced plasteel wall in 9 hits, regular wall in 2, girder in 1.  Fast.  Radiates less darkness than a juggernaut.  Can walk through walls for 5 seconds via the Phase Shift spell. 
*Artificer:  50 health.  10 damage per punch.  Smashes a reinforced plasteel wall in 9 hits, regular wall in 2, girder in 1.  Fast.  Radiates less darkness than a wraith.  Can repair other constructs by clicking on them.  Has several spells, useful for base-building and support.<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">Expand to view Artificer spells.<div class="mw-collapsible-content">
**Cultify area.  Turns walls, floors, tables, grilles and doors into cult versions.  Notably, doors become daemon stone doors- no ID needed.  Once per 40 seconds.<br />
**Create empty shell.  Same as the Construct rune.  Once per three minutes.<br />
**Lesser construction.  Makes a wall.  Same as a steel wall, except cult flavored wall and girders.  Once per ten seconds.<br />
**Create floor.  Turns any floor into a cult floor, including space.  Once every two seconds.<br />
**Summon soulstone.  Same as the soul stone creation rune.  Once every five minutes.<br />
**Red Pylon.  Makes Pylons, which cast dim, red light.  They can be upgraded with monkeys, slimes, rats, dogs, giant spider, small alien wildlife, walking tomatoes, walking mushrooms, lizards, foxes, chickens, goats, penguins, crabs, corgis, cats, carp, shades, parrots, bees, diona nymph, borers, and wizard familiars, by dragging and dropping the creature on the pylon, then killing it, to shoot lasor beams.  Pew pew!  Once turreted, it can't be moved.  They do 3.5 damage twice a second with some armor piercing, and do 10 damage twice a second with more armor piercing and repair themselves if you shoot them with an energy weapon.  They are immune to non-brute or explosion damage.  Can be repaired by artificers.  Once every twenty seconds.<br />
**Create daemon forge.  Spawn a forge that lets you reforge some things into other nifty things, such as cult robes and hoods into voidsuits, small oxy tanks into large ones, books into tomes, metal swords into cult swords, desk lamps into red pylons, and regular backpacks into cult backpacks.  Once every ten minutes. <br />
**Create altar.  Spawn an altar that lets cultists heal themselves of 20 damage, fixing broken tendons, bones, and arteries, every 2 minutes, per cultist, per altar.  Once every ten minutes.<br /></div></div>
|Yes
|Yes
|-
!Soul Stone Creation
|style="text-align:left"| Makes a soul stone, for capturing souls.
|style="text-align:left"| Soul Stone:  Used to trap souls to make Shades or constructs.  Use it on a dying or dead mob to capture their soul.  Can be used on most humanoid species, dionae, IPCs, golems, and monkeys.  Cannot be used on silicons, non-humanoids, animals, anyone infested by cortical borers, SSD people, or apparitions.  Can only hold one soul.  Use to release the trapped soul as a Shade; click the Shade to put it back in.  Use a soul stone on a construct shell to put the soul into it.  Disappears after use.<br /><br />Shade:  50 health.  Deals 5-15 damage.  Understands all languages.  Can't fall.  Can travel up and down if the way isn't blocked, no ladders required.  Has collision like a solid mob.  Doesn't get hungry.  Decent speed.  Other than that?  It's Ian.
|Yes
|Yes
|-
!Apparition
|style="text-align:left"| A ghost standing on the rune is turned into a robust ally, at the cost of slowly draining your life.
|style="text-align:left"| Any one ghost standing on this rune when activated, and isn't jobbaned from cult, will become an apparition.  The summoning cultist doesn't have to stay on the rune, but they take one brute damage every three seconds - 100 damage every 5 minutes - while the apparition exists (except dionae, they take two damage and lose nutrition).  Falling unconscious or being SSD will destroy the apparition and allow you to summon another one (so use the SLEEP verb if you wish to get rid of yours).  If you have a piece of paper on the rune when activated, and write >Name< on the paper (including the ><), the apparition will take on that name.  It seems a cultist can have multiple of these active at one time, but make sure you have the means to heal yourself of the damage.  Two or three altars are capable of keeping up with the damage from one rune.
*Apparitions:  300 health.  Can use armor, tools, and machinery like a human.  Doesn't feel pain, breathe, fall over, or have blood, and can't be stunned, poisoned, scanned in a body scanner, or go into crit or have an object embedded in them.  They have incredible stamina, letting them fight for much longer.  They can also sprint twice as long as a human, but only at 70% of the speed of a human.  Cannot help summon Nar'Sie. 
|No
|No
|-
!Revival
|style="text-align:left"| Sacrifice a corpse to bring back the dead... though not necessarily with the original soul.
|style="text-align:left"| The sacrifical corpse and the corpse to revive must both be on the rune, as well as a ghost.  The sacrifice cannot be one you have an objective to sacrifice.  If no ghost is on the rune, a message will be broadcast to deadchat alerting them of the revival attempt.  When the conditions are met, the sacrificial corpse will be gibbed, and the corpse to be revived will be possessed by the ghost and will be cultist.
|No
|Yes
|}
 
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
===Summoning Runes===
 
<small>These runes relate to creation of tools, weapons, armor, and obstacles, as well as making use of Redspace for transporting and even rescuing cultists.  Also included is the most important rune of them all, used to finally pierce the veil and bring Nar'Sie into this reality.</small>
<div class="mw-collapsible-content">
 
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Forging
|style="text-align:left"| Dresses you in armored cult robes and gives you a deadly sword.
|style="text-align:left"| So long as the body slots are free, dresses you in a cult hood, backpack, robes, and boots, and gives you a sword.  The armor can be turned into a voidsuit using a daemon forge provided by an artificer.  Allows constructs to change what type they are. 
*Armor details:  Melee 50, Bullet 30, Laser 50, Energy 20, Bomb 25, Bio 10, Rad 0; protects against stunning/electrocution from tasers and stun batons; doesn't protect the hands.  The boots silence your footsteps.
*Voidsuit details:  Melee 60, Bullet 50, Laser 30, Energy 15, Bomb 30, Bio 30, Rad 30, protects against stunning/electrocution including the hands, allowing it to act as insulated gloves.  Slows you down like a regular RIG suit. 
*Sword details:  30 damage, 10 when thrown, can slowly destroy steel walls, damages internal organs, protects against shock when breaking electrified windows, can be stored on your belt, or in the armor slot of robes/voidsuit.
|Yes
|Yes
|-
!Wall
|style="text-align:left"|  Makes an impenetrable wall, toggleable only by cultists.
|style="text-align:left"|  Using the rune causes an impassable red blur to appear on the tile, and causes two brute damage to the user.  Clicking the blur makes the blur go away and the rune visible again, causing another two brute damage.  The blur becomes invisble when a Concealmeant rune is used, and visible again when a Revealing rune is used.
|No
|No
|-
!Tome summoning
|style="text-align:left"| Summons an arcane tome, for backup or to give to new acolytes.
|style="text-align:left"| Summons a tome.  The tome does 5-20 silent burn damage when hitting the Unenlightened on any intent - good for executing and sacrificing without drawing too much attention.
|Yes
|Yes
|-
!Cultist summoning
|style="text-align:left"| Three cultists sacrifice their blood to summon a fellow acolyte from anywhere on the station to them.
|style="text-align:left"| Requires at least 3 cultists to activate.  Select your target from the list, and if they are not bound (in the ways that the Freedom rune neutralizes) they will appear on the rune laying down.  Unlimited range.  If only three cultists activated, the activators are stunned for 6-12 seconds and weakened for 2.  Additionally, the activators take brute damage equal to 25 divided by the number of activators divided by two, rounded down.
|No
|Yes
|-
!Teleportation
|style="text-align:left"| Teleport to another teleport rune in a messy fashion.
|style="text-align:left"| When you create the rune, it will assigned randomly to a network, visible when you examine it - the four networks are Vernuth, Koglan, Irgros, or Akon.  Use your tome on the rune to change which network it belongs to.  When you use the rune, it will randomly pick one of the other runes on the same network and take you to it, blood and gibs spattering out of both runes as you are sucked through Redspace.  You must wait five seconds before teleporting again.  The floor runes do not disappear on use, but the talismans are either one use only, or have a time window of usability after it's first used.  Make sure to configure which network the talisman's rune goes to before you create the talisman.  Only floor runes are valid destinations.  Teleportation runes only work on the station.
|Yes
|No, except for talismans
|-
!Geometer
|style="text-align:left"| Summons Nar'Sie.
|style="text-align:left"| Only needs one rune, but needs nine or more cultists surrounding it.  Apparitions don't count, though constructs and people revived via Revival do.  Must be activated on the station itself.
|No
|Yes, but won't work a second time
|}
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
===Offense Runes===
<small>These runes are the bread and butter of His army, allowing them to blind, deaf, and stun their enemies, destroy technology, boil their blood, and even transfer their life essence to you.  Important to note is that these runse only affect non-cultists.</small>
<div class="mw-collapsible-content">
 
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Blindness
|style="text-align:left"| Blinds non-cultists for a decent duration.
|style="text-align:left"| Within three tiles, blind non-cultists for 40 seconds, blur vision for 100 seconds.  Twice that time if talisman.  If floor rune, has 10% to permanently blind, 5% chance to permanently blur vision.  The rune won't expend itself unless there is a non-cultist nearby.
|Yes
|Yes
|-
!Deafening
|style="text-align:left"|  Deafens non-cultists for a considerable duration.
|style="text-align:left"|  As a floor rune, deafens non-cultists in a 1 tile radius for 100 seconds, and has a 1% chance to permanently deafen.  As a talisman, deafens non-cultists in a 5-tile radius for 200 seconds.
|Yes
|Yes
|-
!Incapacitation
|style="text-align:left"| Confuses, silences non-cultists for a short duration, and freezes them for a very short duration.
|style="text-align:left"| Confuses for 20 seconds, silences for 15 seconds, and makes them stand still and do nothing for 2 seconds.  Affects non-cultist carbon-based mobs (includes IPCs) in 3 tiles as a talisman.  As a floor rune, has a range of 5 tiles, and additionally knocks people down for 2 seconds.  Silicons are knocked down for 3 seconds and silenced for 30.
|Yes
|Yes
|-
!EMP
|style="text-align:left"| Send out an EMP blast in a short range.
|style="text-align:left"| Disables all technology and damages silicons.  Floor rune has a radius of 2 tile, talisman rune has a radius of 1 tile.  Doesn't affect anything held by cultists.
|Yes
|Yes
|-
!Blood Boil
|style="text-align:left"| Boil the blood of a non-cultist unlucky enough to be on the rune.
|style="text-align:left"| Requires at least 3 cultists standing next to it.  Deals 50 brute and 50 burn to the victim on the rune.  The cultists take 15 brute each.  May or may not activate all nearby blood boil runes when one rune is activated.  If so, then it makes a good trap to lure people into.  Otherwise, it's only good for weakening sacrifices or executions.  Remember that straight up killing someone should generbe a last result; ahelp before doing so.
|No
|Yes
|-
!Blood Drain
|style="text-align:left"| Drain the blood of your enemy, and put in into yourself.  Does not heal.
|style="text-align:left"| You and a non-cultist must stand on these runes.  Deals 10 brute and 10 burn damage to the victim, and transfers 10 units of their blood to you.  May or may not activate all nearby blood drain runes when one rune is activated.
|No
|Yes
|}
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
===Utility Runes===
<small>These runes do not fit into any other category.  With these, you can speak across distances with your brothers and sisters, free a cultist of their chains from a distance, briefly leave your body, and even spill the blood of your victims to gain your god's approval.</small>
<div class="mw-collapsible-content">
 
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Communication
|style="text-align:left"| Broadcast messages to your fellow acolytes.
|style="text-align:left"| Use it, type your message, and hit enter to broadcast a message to all cultists.  It's bugged so that the recipient hears the message as though it's coming from themselves, so make sure to announce your name each time you use this.  If you don't want to send a message, just type nothing and you will keep the rune.
|Yes
|Yes
|-
!Freedom
|style="text-align:left"|  Frees a fellow acolyte from restraints, remotely.
|style="text-align:left"|  Requires three cultists to activate.  Unlimited range.  Unbuckles, uncuffs, unmuzzles, and un-straitjackets the target, unwelds, unlocks and opens any lockers the target is in the same tile as, and unlocks and opens any locked doors the target is within 2 tiles of.
|No
|Yes
|-
!Ethereal
|style="text-align:left"| Be a ghost.
|style="text-align:left"| Your body is frozen on the rune, and takes 10 brute damage per 10 seconds.  A special message announces you to the ghosts, so they may have an idea you're not just an ordinary one.  Use this time to recruit for manifestations, pump ghosts for info, and scout.  Don't forget to toggle darkness in the Ghost tab, and ghost sight/ears in the Preferences tab.
|No
|No
|-
!Sacrificial
|style="text-align:left"| Sacrifice a body to appease your god.
|style="text-align:left"| Put a non-cultist body on the rune, have three or more cultists nearby, activate, and the body gibs.  Used to satisfy objectives, or as a hardcore form of Pray.  (Though make sure to Pray before and afterwards, this rune doesn't seem to generate an admin message.)  The sacrifice is deemed worthy if it is sufficient "rarity" (vaurca, diona, skeleton, apparition (!), zombie, shadow, golem, slime person, and terminator ), or just on a 80% success die roll, 40% if the sacrifice is dead.  Must be humanoid, or have/be a brain, braincase, robot, or intellicard. 
|No
|No
|-
|}
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
===Metarunes===
<small>These runes alter other runes.  These runes let you imprint runes on paper so you can take them with you, let you hide and unhide runes, and see hidden runes (and possibly other hidden things).</small>
<div class="mw-collapsible-content">
 
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Talisman creation
|style="text-align:left"| Create portable runes.
|style="text-align:left"| Creates a talisman by putting a piece of clean paper on the rune, then drawing the rune you want to talismanify next to the creation rune.  The talisman can be activated by using it.  You can clip talismans together for easier storage, and even write on them (once created) to label them, as they're still paper.  In fact, you can even disguise a talisman by making it the second in a stack of other normal papers.  You may rename your talismans (right click->rename paper) so you know which is which, perhaps using a code to obfuscate its purpose to anyone who captures one.  They can also be stored in folders (made by using an empty box, then using the resulting cardboard).
|No
|No
|-
!Concealment
|style="text-align:left"|  Hides runes from all but ghost sight.
|style="text-align:left"|  Makes runes in a four tile radius as invisible as ghosts.  Has the same radius when used as a talisman.
|Yes
|Yes
|-
!Revealing
|style="text-align:left"|  Reveals Concealed runes.
|style="text-align:left"|  Reveals any runes hidden with Concealment within 6 tiles if a floor rune, or 4 tiles if a talisman.
|Yes
|Yes
|-
!Visibility
|style="text-align:left"|  Gives you the sight of the ethereal undead.
|style="text-align:left"|  Lets you see invisible things almost as a ghost would.  Most practically, you can see runes hidden with Concealment anywhere you're able to see, and check if ghosts are standing on your Apparition or Revival runes.  You only get a second or so of this sight, so you have to spam the rune.
|No
|No
|-
|}
 
</div>
 
</div>
 
== Roleplay and Strategy ==
You begin the round with an arcane tome book. You are, otherwise, indistinguishable from any other member of the crew.
 
It is highly recommended that your first actions with are as follows:
 
# Use a communication rune in a secluded, camera-less area to introduce yourself to the cult ICly.  You can state as much or as little about yourself as you want.  Be warned that the Unenlightened, if they can see you, will hear you chant in your dark language when doing this.
# Use AOOC (like OOC, but with an A for Antag in front) to figure out what general plan you want to pursue with your allies, and ask questions about how the cult works.  Remember, no IC information!
 
=== Remaining Unseen ===
Your cult is unknown to outsiders, but before the night is over, all will feel the power of Nar’Sie.  Still, a little prudence goes a long way.  Cult implements are often visually sinister, consisting of black books and bloody motifs.  Should you wish to remain unseen, take care to conduct your magicks and conversions in secluded, camera-less areas.  Bathroom stalls, dorms, firefighting closets, maintenance, the adult section in the library, and the construction site are all publicly accessible, relatively secluded, and have no cameras.
 
Good, responsible roleplayers may find your runes and Tomes strange, suspicious, or even indicative of insanity, but will not jump immediately into action, opting instead to investigate.  But remember, the moment you emerge with battle-robes and dark energy swords, all bets are off!
 
=== Spilling Blood in His Name ===
Cultists are notoriously robust, with lots of powerful offensive options at their disposal. Your first instinct may be to use the Armor rune and start contributing prized specimens to Nar-sie's severed head collection.
 
Your Cult Blade might be obscenely powerful, but remember that it's a melee weapon! With teamwork and skill, Security can put you down before you can get a swing in (unless you're a manifested ghost, then you can likely take a nuclear warhead to the face and live).  Not only that, but stabbing people left and right is the exact opposite of a fun and interesting round.
 
=== Playing by Man's Rules ===
Playing nicely, otherwise known as ''Peacecult'', is an extremely challenging strategy, and requires top-notch roleplaying. Or very gullible characters. In Peacecult, you do not harm anyone at all - instead, you and your fellow Cultists preach the word of Nar-sie openly, inviting people to join your religion in a friendly and harmless fashion.
 
However, take note of the following risks:
 
# Attempting to convert a player sends them a message describing the agonizing pain they are going through, as they writhe on the ground visibly in pain. More often than not, this is a very quick way to get Security called on you.
# You may be outright ignored. See: playing the Chaplain. Nothing is more frustrating than trying to recruit followers to summon your all-powerful God of Blood, only to be snubbed by the Tajara as they flirt with one another in Hydroponics.
# Some Cult players go into the round expecting mayhem and murder; they may simply reject your idea.
 
If you manage to make Peacecult work, this can be quite a hilarious experience. Good luck! Bonus points if you talk the ERT into joining!
 
== Surviving the Cult ==
So, your date with Lucas Greyer was interrupted by a gibbering band of madmen in robes with glowing swords. Well darn. There are a few things you need to know if you want to get out of this situation alive.
 
=== Identifying the Occult ===
Identifying the Cult is difficult. They have been very secretive about their religion, and it is impossible for your character to recognize it. You have never heard of Nar-sie in your life. Those Tomes sure look sinister! But then again, so does your average Dungeons & Dragons sourcebook. 
 
''Remember that just as the Cult is obligated to make the round fun and challenging for you, you are also obligated to do the same.''
 
* You have no earthly idea what the runes are. They are not "obviously evil". Calling for Blue Alert or interrogating nearby crew at the first sight of a rune is poor play.
* Arcane Tomes are just that: weird books. Unless they were used to bash the Central Command Internal Affairs Agent's brains in, they are not suspicious.
* Cult robes might sling off bullets, but they don't look armored. They're pretty kooky, though. They could have been a missing costume shipment, or maybe the Chaplain got drunk and flung off his clothes.
* Cult Blades are as or more suspicious than fuel-tank bombs. They're vicious, incredibly sharp swords that glow and thrum like energy blades. Just touching them makes you feel horrendously ill, twisting your heart and filling your head with poisonous thoughts. If you're the Detective, consider these the holy grail of evidence.
 
Obviously, the onus is on the Cult to be discreet about their misdeeds.  It will be immediately obvious if one draws a rune, but this in and of itself is nothing more than unsanitary graffiti; the cultist barely pricks their finger.  Watching a Cultist disappear is obvious grounds for investigation.  When in doubt, play it safe, try to think rationally and realistically, and don't be afraid to adminhelp if you need a second opinion.
 
=== Striking Back ===
The Cult wears extremely high-quality armor, and their swords can send someone into crit with four hits. For Security (or in the event of a militarized civilian crew), it is vital that you wear riot armor, or any other gear which excels at absorbing melee brute damage.  Tasers and stun batons are nearly worthless against the armored Cult!
 
If the Cult is smart, their robes will have been upgraded to allow them to go into space, and will have built turrets in their strongholds.  The turrets do burn damage; ablative armor will still work against their beams.  Do not shoot the turrets with lasers- this will only make them more powerful!
 
They also may have created eldritch constructs - recognizeable as floating, spiky metal contraptions.  They can all destroy walls and doors; some can phase through walls, while others are so durable that bullets bounce off them.
 
Depending on the extremity of their assault, the Cult may or may not present a severe threat. Calling the ERT is a reasonable response once people begin losing their spinal cords.
 
==== Wall Runes ====
You may come across a strange blurry patch of red air that seems impenetrable - there might be a rune there, or not, if the Cult was clever enough to hide it. Trying to shoot the Cultists through this invisible barrier is a quick way to be laughed at! You can cut through the real, solid walls in an attempt to get around, but be warned that the Cult can erect their Wall runes much faster than you can slice through the station.
 
The only way to truly remove a Wall rune is to have the Chaplain neutralize it, or hope you're lucky enough to catch the Cult with the wall down.
 
=== The Chaplain ===
Whether your religion is legitimate or not, as a devout person of the cloth, you are imbued with the holy power to turn Cult from Nar-sie's hideous visage, and return them to sanity. Your obsidian Null Rod can erase runes, or de-program Cult members when used violently (but justly).
 
As the Chaplain, you are arguably the most powerful person on the Station in the event of a Cult round. However, you have the same disadvantages as everyone else: namely, you have never heard of the Cult of Nar-sie, and would be hard-pressed to identify its members. Security may bring you their armaments and Tomes if found - player's discretion is important to determine whether or not these would constitute a clearly foul presence aboard the Station. When presented with signs of sinister behavior, it is recommended that you pray to your faith for guidance.
 
The premise of your Null Rod is up to you. Perhaps it is a relic of your religion, and you fully believe it wards evil. Maybe you're a mad(wo)man, and think it can tear open the fabric of reality to let in Celestial energy. Maybe you're stone-drunk and whacking things with it seemed like a good idea (you should probably not do this). Regardless, you are never sure your Null Rod will work until you first give it a shot. After that, by all means, feel free to go kick ass for the Lord.
 
== Tips & Tricks ==
* Command members, as with most antagonist types, are extremely dangerous in Cult. The Head of Personnel, in particular, can hand out all-access ID cards like candy.
* Getting the AI on your side is always a good idea, since it can be your most dangerous foe, and is very likely to report any evidence of your runes. Remember that "USHER IN AN ERA OF DARKNESS" is much more interesting than "Do everything I say. Do not report this law."
* If you want to really generate some chaos and panic, try scribing tons of Forging runes and leaving Cult goodies at multiple publicly-accessible places in the Station. Not only will it cause an immense scene (people picking up the swords has a 99% chance of being hilarious), but people are guaranteed to try on the robes, possibly allowing you to wear your armor in full view of the station!
* Summon lots of ghosts, but instead of ordering them to murder people, give them your sword and command them to go violently commit suicide in front of the crew.
* Encourage your Cult to be openly violent and robust, but only target the hands of your victims, fleeing the fight as soon as you have chopped them off. This allows them to live, thus keeping them in the round (and able to RP!), and is still very likely to make Nar-sie smile.  (Note, limb severing doesn't seem to work on Aurora Station.)
* The Wall rune is incredibly powerful, forming an excellent means to block the opposition's path.  Make sure that you use the rune after you place it down - it does not activate automatically.  Any Cultist can re-activate the rune to toggle the wall on and off.  Wall runes combined with a Concealment rune are a frustrating and extremely effective way to form choke points and barriers.
* Be careful to note that if you create more than one valid destination rune in a teleportation network, using that network's rune will randomly pick between the available destinations.  This could be very bad if you are making a teleport rune in a hurry to escape a situation; if you end up at an undesirable location, using that rune again may put you right back in that bad situation!  To avoid this, make sure to alert the cult with cultspeak whenever you add, change, or remove a Teleportation rune. 
* If no one else is manufacturing talismans, it may be a good idea to make some yourself and pass them out to your fellow acolytes.
* Recommended talismans to keep on you:  teleport, communication, incapacitation, EMP, and tome summoning.
 
{{Antagonists}}
{{Jobs}}
[[Category: Jobs]] [[Category:Antagonists]] [[Category:Pages]]

Latest revision as of 21:31, 22 June 2024

Stellar Corporate Conglomerate
SCC logo.png
Slogan The unbreakable chainlink, holding the Spur together.
Headquarters Unknown
Chief Executive Officer Miranda Trasen
Official Languages Tau Ceti Basic, Sol Common, Tradeband
Official Colours Navy blue (#336699), cyan

(#81d9ee), gold (#f1b61c)

Founded 2458 (unofficially), 2462 (officially)
Founder
Operating Region

This is the page for the Stellar Corporate Conglomerate, the organization the players work for. This contains very important setting information.

Formerly, the players worked for solely NanoTrasen - while this is technically true to an extent, still, this sentence is an open request to all wiki readers to report inconsistencies in this matter, to wiki/lore development for gameplay pages/lore pages respectively.

Formed at the height of corporate power in the galaxy, the Stellar Corporate Conglomerate — unofficially known as the “Chainlink” due to its emblem —is a group exercising undisputed economic dominance over the Orion Spur. The Chainlink was founded to secure privately owned assets within Tau Ceti owned by the various megacorporations during the Solarian incursion by Grand Admiral Raymond Özdemir, who commanded the 35th Fleet of the Solarian Navy during its siege of the Republic of Biesel.

The Chainlink has essentially forced the largest economic influences into a corporation, with which the Trasen family holds an unsteady authority over. Though cooperation has been deemed “essential” at this point in time, the shaky peace still finds itself littered with cut-throat, espionage-ridden affairs as each megacorporation attempts to place itself on top. Though, their unlikely alliance comes as a result of Einstein Engines’ threat to their economic prowess, where the first trans-stellar corporation has maintained dominance within some of more influential sovereign states such as the Nralakk Federation and the Solarian Alliance.

Contents

Noteworthy members

  • Titanius Aeson, Hephaestus CEO
  • Alex Mason, Idris CEO
  • Liqin Hsiao-Li, Zeng-Hu CEO
  • Lyudmila Zavodskoi, Zavodskoi CEO
  • Kubra Mobolaji, PMCG CEO
  • Chin-hae Hong, Orion Express CEO

Corporate Affairs

History

Though once shrouded in secrecy, the Stellar Corporate Conglomerate has become a staple of the Orion Spur, essentially acting as the puppet masters of the interstellar economy. With the earliest dated supply shipments being traced to 2458 – it appears that the constituent megacorporations within the Stellar Corporate Conglomerate have sought to cooperate with one another to ensure their economic dominance since the First Solarian Invasion of the Republic of Biesel; though within the shadows. Almost every element of the Stellar Corporate Conglomerate had been hidden and concealed from the greater public, and more so from the scrutiny of those uncovering secrets that the most powerful individuals in the Orion Spur preferred to not yet be revealed.

However, following the Second Solarian Invasion of the Republic of Biesel in 2462, the Stellar Corporate Conglomerate revealed themselves to the interstellar community at large; proclaiming their goal was to protect the financial livelihood of all their corporate clients and assets, and to ensure their facilities across the Republic of Biesel would not be diminished as a result of “rogue actors” – similar in circumstances to their original founding, after Admiral Michael Frost’s incursion into their profits.

Since its reveal, the Chainlink has gone on to ensure its dominance through several masterful techniques – mostly centring around the Corporate Reconstruction Zone; or the annexed Solarian territories by the Republic of Biesel. Pouring countless resources into stabilizing the region so as to further exploit it, the Chainlink has all but managed to prop the annexation as a legal undertaking of colonies abandoned by the Solarian Alliance during the Collapse. Though, their efforts have not gone without resistance, in particular, the Republic of Mictlan has proven to be rather ungrateful for the Chainlink’s efforts to uplift them. Sponsoring the Peacekeeper Mandate - a Biesellite military operation that aims to enforce their annexation, regardless of what the local inhabitants think - the Chainlink has managed to quell the majority of the Republic of Mictlan’s more unsavoury elements, though there still exists significant unrest across the eastern hemisphere of the planet.

Miranda Trasen maintains her dominance of the Orion Spur through her manoeuvring into the Director of the Stellar Corporate Conglomerate; using her position to propel NanoTrasen interests to the dismay of the other constituent megacorporations. However, will this be the unravelling of the economic, and political entity that has so far been successful in their subjugation of the interstellar community, has not yet been revealed, but perhaps events in the future may change this.

Influence

The sheer size of the co-operating corporation’s influence, now tightly bound by their public front of allegiance to one another, is enough to sway many of the powers on the interstellar stage – while some of the larger political entities retain some measure of independence, they still ultimately rely on the constituent members of the Stellar Corporate Conglomerate for their respective niches within the interstellar economy. Despite attempts by the Solarian Alliance to keep megacorporations in check; they’ve merely facilitated a deal with the devil, exchanging their reliance on the Chainlink instead for Einstein Engines.

The Chainlink, through its member companies and their cooperation, has domination of several economies within the Orion Spur. From banks to manufacturers, only a sliver of economic productivity in the Spur is controlled by others, the main threat to the Stellar Corporate Conglomerate being Einstein Engines. Despite the power of the Chainlink, Einstein has managed to remain competitive against them through tight ties with the Solarian Alliance and Nrralakk Federation, both the largest economies to exploit. As one of the eldest megacorporations, Einstein Engines has maintained a constant throughout humanity's journey to the stars, the consequences it wrought.

However, as the alliance grows older, it can be seen that the constituent megacorporations seek their own power; desiring to diminish NanoTrasen’s domination of influence over their affairs, so far. Conducting themselves in a manner to not directly oppose NanoTrasen, the various other megacorporations have begun leveraging their economic influence on nations; in particular, as seen with Hephaestus Industries’ planned expansion across Moghes. Yet another example is Idris Incorporated’s leveraging credit provided to NanoTrasen during its attempt to recapture control of Phoenixport.

Agendas and Advertising

It is without a doubt that each and every constituent megacorporation has their own agendas with how the Stellar Corporate Conglomerate should operate, and most definitively to their own benefit. Though employees may find themselves “employed” by the Conglomerate, in reality they find themselves on long-term contracting agreements, still maintaining some ties to their original megacorporation, such as a Research Director from Zeng-Hu Pharmaceuticals would still remain employed by the megacorporation, even if technically they are contracted to the Conglomerate.

Zeng-Hu Pharmaceuticals

Zeng-Hu seeks to combine the innovation of the megacorporations to its own benefit, creating technology that many play off as being fantastical. Though with the inception of the Conglomerate, the megacorporation has certainly benefitted from the shared technological ties to certain industries, it still seeks to ensure its technological edge through careful manipulation of its patents and intellectual property: ensuring it stakes its claim before anyone else when it comes to discovery and innovation.

NanoTrasen

NanoTrasen seeks to maintain the status quo of them being the dominant megacorporation, subverting the influence held by the combined might of the megacorporations to its own benefit, and will go to great lengths to ensure they remain on top – even so far as to diminish the Conglomerate’s influence to ensure their own is maintained. The Trasen’s openly claim that NanoTrasen will remain the most influential megacorporation, with Miranda clinging to her position as Acting Director to maintain the illusion that the corporation shall forever remain in the spotlight. Though the phoronics industry seems to be dwindling, the corporation seeks to expand its foothold in other industries that it enjoys sizeable market domination within.

Private Military Contracting Group

Conflict pays, and it pays well. The Private Military Contracting Group knows such very well. Ensuring a strong hand through amassing military-grade technology and fleets capable of assisting even the strongest actors on the interstellar stage is merely one element of their agenda, the other being reliance on the Conglomerate – indirectly the Private Military Contracting Group – to maintain stability within their borders, and even outside of them. Mercenary work is one of the oldest careers and simply one of the most profitable. The Group maintains the Conglomerate should broaden its capabilities to fight, routinely citing the need for such when referring to the Second Solarian Incursion of Biesel.

Orion Express

Though not so obvious as the other megacorporations, the Orion Express sees the future of the economy relying on its ability to provide delivery, both with goods and with the services it would offer to nations – in particular, growing the reliance of these nations to the Stellar Corporate Conglomerate to ensure that their removal would be too costly, with far too many drawbacks to the interstellar economy, so that a similar body to the Solarian Corporate Authority could not deny their vitality. By any means necessary, Orion Express attempts to leverage influence within the Republic of Biesel, even where it means causing drifts with the other megacorporations who rely on it to supply them with much-needed resources and equipment, which it knows keenly.

Hephaestus Industries

Hephaestus Industries, the manufacturing giant of the Spur, wishes to merely expand its foothold within its existing industries – terraforming, spacecraft construction, integrated positronic chassis manufacturing, resource extraction and lastly engine development. Similarly to Zeng-Hu, it seeks to combine the brightest minds within the Conglomerate to get a technological advantage, but with particular application to help its existing monopolies as opposed to Zeng-Hu’s broader wishes. The future resides within the furnaces of Hephaestus Industries, and Titanius Aeson seeks to ensure the interstellar stage knows it. Even with the damage wrought by the Solarian Corporate Authority, Hephaestus Industries seeks to ensure they remain in steady competition with Einstein Engines, and that the Conglomerate can only truly reach its potential when its bankrupted.

Zavodskoi Interstellar

Though the Solarian Corporate Authority saw it fit to revoke some of the megacorporation’s presence within the Solarian Alliance, Zavodskoi Interstellar still seeks to maintain strong ties. Majority of their footholds, outside of Dominia, flourish within the now NanoTrasen-free Solarian Alliance and are likely to keep growing if the megacorporation can maintain an amiable relationship with the nation. Though Zavodskoi Interstellar agrees with the Private Military Contracting Group’s own agenda, and sometimes even contributes to its growth within the Conglomerate, it ultimately believes that the Conglomerate should remain “neutral” in the face of interstellar conflict, and profit from the lucrative opportunities that arise from playing both sides.

Idris Incorporated

Money ensures the cogs of the machines are well-oiled, and who better to oversee the economic affairs of the Spur than Idris Incorporated and its CEO, Alex Mason. Leveraging the corporation’s extensive ties and financial resources, Idris Incorporated seeks to in-debt the entirety of the Spur with its profitable foresight – extending loans, and ensuring a healthy supply of Idris Reclamation Units into the market to ensure liability is kept to a minimum. Though it enjoys a sizeable foothold within the service industry, Idris Incorporated’s true agenda lies wherever the money leads.

Corporate Oversight

Though the “cooperation” of the megacorporations has proven to be beneficial, it is still common practice to poach workers from one another, and leak more classified information during these employee transfers, an attempt to combat these methods, the Chainlink has formalised a third-party oversight agency that acts independently of the other megacorporations. Commonly referred to as the Chainlink’s enforcers, the Stellar Corporate Conglomerate Internal Affairs Agency has become notorious for its handling of those against the megacorporate agenda. Agents have widespread authority to disable any potential threats to the corporations through the soul-crushing bureaucracy, in particular through their knowledge of corporate regulations and laws that act as a powerful weapon against any that stand in their way.

However, outside of the Stellar Corporate Conglomerate Internal Affairs Agency, much of the existing corporate oversight from the various constituent megacorporations has remained untouched, remaining as it was prior to the Chainlink’s formation. Despite this some agencies have been incorporated into the greater Stellar Corporate Conglomerate, operating as Human Resources. The Stellar Corporate Conglomerate Internal Affairs Agency are the corporate oversight, however, Human Resources are their legitimate investigative force in dealing with civil and criminal problems that might erupt across the various facilities within the Conglomerate.

Executives and Branches

The Chainlink is headed by the League of Chief Directors, from which ultimate authority is delegated to respective corporations. This League of Chief Directors is responsible for oversight of the entire Chainlink. Though, most of the lesser positions find themselves comprising mostly of former NanoTrasen employees, retained for their display of excellence during Miranda Trasen’s reign as Chief Executive Officer of NanoTrasen – though they have slowly become replaced through corporate restructuring, supported by all except NanoTrasen.

The Corporate Committee of Affairs – having only been founded in 2465 during the new financial year, though rather dull-sounding in name, attempts to off-set this imbalance by comprising of representatives placed by the other megacorporations; even vested with the power to determine the funding of the Chainlink, and ultimately veto the League of Chief Directors in a simple majority vote. Matters pertaining to the Chainlink’s operations are often overseen by direct subordinates of the League itself, who operate above the corporate employees and consist of major shareholders or high-ranking internal affairs.