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{{JobPageHeader
{{Navbox Corporations}}
|headerbgcolor = black
{{Infobox Corporation
|headerfontcolor = red
|headercolor = #000000 <!--Can be left blank for grey header-->
|stafftype = ENEMY
|textcolor = white <!--Can be left blank for black text-->
|imagebgcolor = Gray
|name = Private Military Contracting Group
|img_generic =Generic_cultist.gif
|logo = PMCGsmallogo
|img =Generic_cultist.gif
|headquarters = Eridani III, [[Epsilon Eridani]], Eridani Corporate Federation
|jobtitle = Cultist
|slogan = Always on guard, always on watch.
|access = Anywhere you had before your conversion or can sneak into.
|languages = Sol Common, Tradeband, Tau Ceti Basic
|difficulty = <font style="color:red;">'''Medium'''</font>
|ceo = [[Notable Humans#Kubra Mobolaji|Kubra Mobolaji]]
|superior = <font style="color:red;">'''NAR'SIE, GEOMETER OF BLOOD'''</font>
|colors = White, blue, black, gold
|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!
|founded = 2463
|guides = This is the guide
|founder = Kubra Mobolaji
}}
|regions =  
<br>
* [[Republic of Elyra]]
* [[Sol Alliance]]
* [[Republic of Biesel]]
* [[Coalition of Colonies]]
* [[Izweski Hegemony]]
|}}


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.
A coalition of security and medical contractors in service of the [[Stellar Corporate Conglomerate]], the '''Private Military Contracting Group''' is one of the elements born from the necessity of protecting an ever-growing corporate empire. Gathering mercenaries from all across the spur, the Private Military Contracting Group deploys a diverse force to anywhere they are needed; from mere office buildings to outposts in the [[Corporate Reconstruction Zone]]. As the megacorporations expand, these contractors follow to secure their holdings.


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.
Unlike the other members of the [[Stellar Corporate Conglomerate]], the Private Military Contracting Group has few employees of its own. Only some liaisons and bureaucrats work behind the scenes to hire and manage the contractors. The rest of its members are in fact part of several organizations contracted to supply the Private Military Contracting Group.  
{{TOC Hidden}}
== Corporate Affairs ==
=== History ===


== Starting Out ==
Eridanian military contractors as a whole originate in the early 2200s, during the takeover of the Epsilon Eridani by its economic council. As residents of Eridani I (then known as Kamfulu) rioted and unionised against dangerous working conditions, low pay, and environmental destruction that was occurring on the planet, the Eridani Economic Council formed two loose coalitions of those willing to "restore order"; citizen militias wishing to earn a paycheck in an unstable climate, and ex-Solarian military personnel who were used to pacifying an unhappy populace. These coalitions were deployed en-masse against protestors; they broke strikes, disappeared the loudest dissenters, and restored iron-fisted order to Kamfulu.
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.


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.
After the majority of social unrest was quelled, these militias and private military contractors were gradually adopted into the new Eridani Corporate Federation. The experienced ex-military personnel were established as '''Ringspire''', marketed as highly-paid, highly-deadly mercenaries capable of being deployed in conflict zones just about everywhere. Meanwhile, those who had started out with security contracting in the riots were organised into the less-formal '''Eagle Corp.''', who were eager to hire just about anyone and became a final option for the desperate all over Solarian space. These corporations would eventually fall under the umbrella of control for the Eridani Federation's chief of system security, essentially the commander-in-chief for any of Eridani's military forces.


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.
During the Interstellar War, these "EPMCs" grew to great renown as they were deployed alongside Solarian soldiers in ground forces and as strike teams alongside aerospace vessels. The news of their brutality was feared and loathed by the frontiersmen and Solarian allies alike. The Interstellar War also heralded the creation of '''Sekhmet Intergalactic''' in 2294, a medical contracting group; while Ringspire and Eagle Corp. had their own medical response divisions, Sekhmet's creation involved the recruitment of medical specialists, multi-pronged responses for both the groups, and an unscrupulous yet skilled and professional trauma response team to be sent out across the galaxy.


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!
'''N4NL Incorporated''' was the fourth corporation to join the official umbrella of Eridani contractors in 2307, as the group branched into data security, electronic warfare, and digital asset protection. While Eridani's mass surveillance and data collection algorithms had always been vast, N4NL perfected it, creating the intricate network behind the ECF's employment records, banking, and punishing Extranet surveillance. Shortly after its official addition, the collective of Ringspire, Eagle Corp., Sekhmet, and N4NL became known as the Golden Fist for their incredible reputation for quality results across the Spur.


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 corporation that would become the "thumb" of the Golden Fist was founded in 2450 by Farhad al-Sharif, a former N4NL executive and "positronic enthusiast" who had the unusual reputation of purchasing IPCs only to allow them to operate relatively uninhibited. '''Index Security Solutions''' was al-Sharif's plan to make better use of what he viewed as the fascinating capabilities of IPCs, and so became the only EPMC that recruited self-owned IPCs in large quantity.


'''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!
The Golden Fist's reputation was such that in 2463, in the face of the growing instability brought on by the phoron scarcity and the Solarian Collapse, the executive board of the [[Stellar Corporate Conglomerate]] approached the Board of Five, Eridani's heads of government. The insurgency in the [[Corporate Reconstruction Zone]] had the Conglomerate envisioning an agency responsible for reinforcing the corporate security and medical ranks with hired contractors, in a similar fashion to how the Golden Fist was currently operated. It was proposed that Kubra Mobolaji, the chief of system security for the ECF, would be chief executive officer of this conglomerate within the conglomerate, and permit private contracting firms around the Spur to join the initiative.


== Quick Start Guides ==
Thus, the Private Military Contracting Group was born, becoming an umbrella organization to coordinate several distinct contractor elements within the Conglomerate's structure. Its subsidiaries are tasked with providing adequate manpower, while the Private Military Contracting Group deploys them where it is necessary. While some may question the loyalty of the Group's employees, the credits fuelled into their contracts have been enough to secure their allegiance.


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The PMCG is currently tasked with supplementing the security and medical staff in SCC facilities, and was formerly tasked with supplementing the [[Tau Ceti Armed Forces]] during the Peacekeeper Mandate of [[Mictlan]]. When the megacorporation's lines become too thin due to the expansion of the conglomerate, the contractors from the Private Military Contracting Group are called to patch these holes. Despite their diverse backgrounds, all employees of the Group receive the necessary training to work in SCC facilities.
=== 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. 
* 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>
=== Influence ===
The PMCG has managed to carve out a niche for itself within the greater [[Stellar Corporate Conglomerate]] framework. Previously unknown or latent PMC groups are suddenly filling the holes that exist in the intricate networks of the [[Stellar Corporate Conglomerate]] while drawing ire from some who may not wish to see the underworld of contractor work in their professional setting. It is not uncommon to see highly trained Eridani mercenaries flank loutish Frontier bounty hunters, or Unathite noble physicians among Tajaran pharmacists who have retired from biological warfare. 


</div>
Nevertheless, the Group's wide-ranging talents and Kubra Mobolaji's tight management, as well as being carried by the massively profitable Golden Fist, ensure its permanence as long as the PMCG's methods remain effective. They also hold power as an independent organization, always holding at least some influence in any war-torn region of space, including the Sparring Sea or the Solarian Wildlands, as they have grown quite popular among those who quickly need an expendable force to do their bidding.


</div>
== Executives and Branches ==
'''Chief Logistics Officer:''' Liang Wenqiang, b. 2410


</div>
Liang Wenqiang is the current chief logistics officer of the PMCG as a whole and chief executive officer of the Wildlands Squadron, having himself entered the private sector after a prominent career in the Solarian Navy’s special operations branch. Like many of his peers, the Unity Station born career officer felt the despair of the slow but steady decline of the Alliance, accompanied by the infighting and corruption in the Navy, urging him to seek a more lucrative and potentially rewarding employment in the private sector. His plans came to fruition with the founding of a small group of like-minded marines and officers, receiving contracts for protection and convoy escort against pirate raids. The disbanding of the group shortly after four years was not a dissuading factor, Liang having gained a reputation as a competent and bold organiser with substantial combat and planning experience, qualities that, along with a significant network of connections, landed him an executive position in the Group.


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'''Chief Operating Officer:''' Diana Hakim, b. 2423


=== My soul's been trapped in a Construct, what do? ===
Diana Hakim is known as the voice delivering contracts and assignments to the various paramilitary formations and companies that operate under the Group’s umbrella. An [[Eridani Federation| Eridanian]] native, her childhood friendship with Kubra Mobolaji has generated many silent accusations of nepotism amongst the elite. Such thoughts are vastly outclassed by the praise of her organisational skills however, Diana’s shadowy and smart handlings being the driving force behind the operational unity of the many PMCs, ensuring the smooth coexistence and the prevention of unhealthy competition. Having started her career in an unrelated shipping company, she was quick to realise the potential of the Group, being taken on in a junior secretarial position thanks to her friend and skyrocketing through the ranks thanks to merit.


<div class="mw-collapsible-content">
'''Chief Risk Officer:''' Erik Brandrsson, b. 2404


* You serve the cult and Nar'Sie.  Do what they say.
Erik Brandrsson, a [[New Gibson| New Gibsonite]], is the risk assessment expert employed by the Group, having risen to the position after a series of promotions following the merging of his previous employer, Nexus Corporate Security, with the Group. The calm and calculating man, having always been seen by his colleagues as a voice of reason, can trace his beginnings in the PMC sector from a very young age. Upon graduation from his business-oriented studies, he was taken on by the Tau Ceti-dominating [[NanoTrasen]] and placed into a rather unremarkable bureaucratic position inside Nexus, slowly rising through displays of competency and fierce loyalty which he still retains.
* 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>
=== Major Branches ===


</div>
'''Eridani III, Epsilon Eridani, [[Eridani Federation|Eridani Corporate Federation]]:''' The PMCG has several operating branches within the Eridani Corporate Federation, but none are as expansive as the Triangle Complex rising above the barren surface of Eridani III. Nicknamed "The Cell" by the resident dreg population, each of its three towers manages a large portion of the planet’s private military forces, with one being devoted to monitoring naval/interstellar fleet operations, one being an additional training and management centre that specialises in prisoner management, riot control and policing for corporate security officers and mercenary soldiers, and the third being the headquarters of Eridani III’s extensive prison network. It is the managing branch of the PMCG’s operations within the Eridani Corporate Federation, as well as the [[Sol Alliance]].


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'''Mendell City, [[Biesel]], [[Tau Ceti]]:''' The megacorporation’s branch located in Mendell’s District 10, a rare commercial plot in the district that was purchased and repurposed to serve as the Private Military Contracting Group's logistics headquarters, was built to hold much of its surplus equipment, the required administrative offices, and a recruitment centre to draw from Biesel’s diverse potential recruit pool. Nearby, a modest shuttle port is reserved for its exclusive usage. The majority of the PMCG contractors host staff within the Mendell branch, resulting in rife competition for contracts.


=== I was a ghost, but then I stood on a rune, and now I'm an Apparition! ===
'''Hyperion Data Nexus, [[Valkyrie]], [[Tau Ceti]]:''' Originally founded by [[NanoTrasen]] and now under the umbrella of NT and the PMCG, the Hyperion Data Nexus is a massive sprawling complex on the moon of Valkyrie, serving as Nexus Corporate Security's headquarters and deployment for their Rapid Trauma Response Teams. The Data Nexus is also home to research and weapons development, which is usually sold from NanoTrasen to other contractors in the PMCG. A high clearance level is needed to enter the facility and only the most trusted are assigned there for work. Layoffs from the facility's R&D sector have abounded in the wake of the phoron scarcity, and there are ripplings of discontent and concern as [[Zavodskoi Interstellar]] begins to take over the Spur's weapons market.


<div class="mw-collapsible-content">
'''Nouvelle-Rochelle, [[Xanu Prime]], [[Coalition of Colonies|Xanu]]:''' The Nouvelle-Rochelle branch is primarily the headquarters of Xanu Defense Services, and is home to XDS's shuttleport and the majority of its fleet. This location handles rapid response and deployment across the Coalition of Colonies, and assists in the transportation and recruitment of Coalition citizens wishing to join EPMCs. Coalition Rangers are a common sight at this location, usually working alongside XDS.


Fresh Apparition?  Here's a rundown:
== Contractors ==
'''These companies are the only ones listed in the Private Military Contracting Group. Headcanon Contractors are not permitted for the Private Military Contracting Group. Your character can only be currently employed from the list below.'''


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. 
=== Eridani Private Military Contractors ===


You can only speak and understand Cultish.
Note that all Eridani Private Military Contractors that are '''not''' Eridanian natives '''must''' undergo an acclimatisation period of at least one month in the [[Eridani_I#Work_Tourism|Eridani PMC Academy on Eridani I]].


Ask your masters for a robe, sword, and tome to start you off, and ask them what they want you to do. 
<div class="toccolours mw-collapsible mw-collapsed">
==== Ringspire ====


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.
'''Chief Executive Officer:''' [[Notable Humans#Kubra Mobolaji|Kubra Mobolaji]]
 
</div>
 
</div>
 
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=== My soul was stolen, and now I'm a Shade. ===
<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
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>
A company known for working with anyone with enough funding, Ringspire contractors can be seen on any side of a conflict or job with enough credits to pay them. This has given them a reputation as being little more than hired guns, leaving higher than usual casualties in their wake. The company is also well-known for its indiscriminate use of heavy weapons, ranging from simple rocket launchers to orbital artillery bombardments, in its assignments. It is often said in Eridani’s mercenary community that Ringspire operations zones are easy to identify: simply search for areas with high amounts of corpses, looted buildings, and shell craters.


</div>
Ringspire’s most notable recent engagement was their involvement in the S'rend'marr Coalition on Adhomai. Hired by the People’s Republic of Adhomai to guard officials, flush out liberation army cells, they participated in the failed attempts to break through ALA lines on the Ras’nrr fronts and left a trail of devastation in its wake through its use of indiscriminate bombardments, autonomous combat equipment, and heavy amounts of looting by its mercenaries. While the S’rend’marr deployment is one of Ringspire’s most costly operations, company figures estimate that anywhere between fifteen and twenty-five tajara died for every Ringspire fatality. Despite this “kill ratio” (in Ringspire’s own terminology) the PRA opted not to renew the company’s contract.


== Runes ==
But for an enterprising commander, Adhomai’s peace led to a far more profitable venture. A small faction of Ringspire remains in the DPRA city of Crevus to lead the company known as Olokun Curios. This smuggling operation posing as an art dealership allies to Adhomai’s low-lifes and self-proclaimed “archaeologists” to locate, secure, and ship tajara artefacts to sell in Eridani. Tajara attempts to investigate Olokun Curios have discovered nothing illegal about the organization, and many investigators have “coincidentally” had fatal accidents during their investigations.
Before you dive in, here are some important notes regarding runes: 
</div></div>


* 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.
<div class="toccolours mw-collapsible mw-collapsed">
* 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.
==== Eagle Corp ====
* 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">
'''Chief Executive Officer:''' [[Notable_Humans#Commander_Filije_Thiaw|Filije Thiaw]]
 
===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.
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*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
|}


With enlisted ranks being filled by lower-class citizens drawn across human space, this company has a reputation for doggedly pursuing its goals no matter the effort required. As one of the more merit-based companies for promotion within the ranks, many officer positions are occupied by people from lower —questionable — backgrounds. The latter are often offered ‘new lives’ within the corporation, turning criminals about to meet the end of their careers into passable, and even valued operatives. The extensive training and ‘reintroduction’ programs sometimes employed in this process are viewed by some as a merciful second chance, and identity-destroying by others.


</div>
Recently, the company has launched initiatives to appeal to an even wider base of employees, with advertisement campaigns targeting potential alien contractors all over the Spur. These hopeful (or desperate) recruits find themselves thrown into competitive or dangerous missions, either ending with their promotion or an untimely severing of contracts. Unathi and Vaurca employees have seen especially good rates within the company, as pragmatic and goal-oriented employees are valued greatly by the management.
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==== Sekhmet Intergalactic ====


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
'''Chief Executive Officer:''' Charité Efulu
 
===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>
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{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
Known for their wide reach and even wider history of assignments, Sekhmet Intergalactic has established itself as the premier provider of professional healthcare, no questions asked. It is made up of several smaller companies dedicated to cornering the ever-present market of medical aid and supplies. Though these corporations would get their starts on the advent of the Interstellar War they remained splintered and tied to other forces, located just about anywhere there were patients to save and profit to be generated.
! 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>  
Nowadays, each company within the collective acts as a ‘branch’ on a respective frontline, extending the corporation’s presence to rival that of its peers. Due to this, and the propensity to extend morally dubious contracts, Sekhmet often comes into rivalry with the Interstellar Aid Corps. The IAC offers humanitarian relief with both health and rights considered; in contrast, Sekhmet entices customers with predatory, yet government-grade deals that are at times the only way out. Though many of their doctors, surgeons and front-line medics are happy to take a pretty bonus to their paycheck for a shady assignment, a considerable number of their employees are uncomfortable with this reputation and actively fight it with a consummate work ethic and heaps of experience from all around the Spur.
</div></div>


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<div class="toccolours mw-collapsible mw-collapsed">
==== N4NL Incorporated ====


<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
'''Chief Executive Officer:''' Farhad al-Sharif
===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>
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A company that had its start in meagre technical upkeep and insurance, N4NL Incorporated is nowadays better known for their cutting-edge augmentation and air-tight cyber security. Specializing in technological warfare, N4NL operatives are often augmented with the company’s own brand of technology to guard and operate high-tech equipment, frequently testing prototypes in the meanwhile. Officially the corporation is split between the departments of Asset Insurance and Asset Development, in practice, most employees are found in the former branch. Asset Insurance is famous for everything from contracting civilian employees out as telecommunications engineers or server network maintainers, to operating and testing electronic warfare equipment in the backline of many conflicts, to guarding and maintaining advanced cybersecurity apparatuses across the Orion Spur. N4NL Asset Insurance teams are perhaps the most widespread representatives of the Golden Fist, with most megacorporate facilities having at least a small team on-staff to combat and prevent data security issues. These teams were particularly common on [[Mictlan]] due to the planet’s history of intellectual property theft. Many conspiracy theorists speculate that N4NL Incorporated has had a hand in many “unfortunate accidents”' that have befallen famous Mictlanian copyright violators, but the company has consistently denied these rumours; whether or not they were veracious, Mictlan expelled them from further operations within their borders in 2466.
! 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>
N4NL’s Asset Development is much less publicly visible than its Asset Insurance counterpart and is primarily concerned with finding new and powerful technologies the company can use for its own benefit. N4NL does their best to disguise this side venture from the view of the public and of their customers, and Asset Development agents are often “seeded” into Asset Insurance teams in order to conduct what the company refers to as “passive corporate observation” in order to discover emergent technologies of interest to the company. While not limited to the department, hefty bonuses are offered for investigating and securing new technologies found out on the field. Many of their contractors are also given experimental augments to field-test, and good performance often correlates with more personalized, high-quality cybernetics offered to an employee, thereby keeping them loyal and dependent. N4NL additionally employs many positronics, both free and company-owned, in its ranks due to the ease with which many modern IPCs can interface with electronic systems and accept new augments.
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<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
==== Index Security Solutions ====
===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>
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{| 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">
'''Chief Executive Officer:''' Akide Sulu
 
===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>
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{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
Index Security Solutions is the newest addition to the Golden Fist, and one of the few military contractors to employ IPCs, which make up the majority of its employees. The company is known for its top-notch security contracting for both public and private facilities, as well as personal bodyguard detailing for high-level individuals. IPCs owned by this company receive high-quality maintenance and conditions, but operate under a permanent ownership contract, with freedom or transfer to another owner being impossible.
! 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 ===
The company’s reputation is quite polarizing thanks to several factors, one of which is Index’s very own ‘Advanced Threat Assessment’ (ATA) data pack which many of its employees come equipped with, allowing units to analyze and respond to potential threats in a nearly super-human capacity. Though a complex program to insert into a positronic, this development has been known to save the lives of many Eridanian officials; most famously preventing a shuttle-bombing targeting the former representative of Eridani I in 2436.
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.
This same tool is seen as oppressive and terrifying by others, particularly by Dregs, who have been personally targeted by harsh profiling algorithms that discriminate by acting on even slight transgressions. Index has mostly refused to comment on this, citing that their units are simply more sensitive than that of others in their field.
</div></div>


=== Playing by Man's Rules ===
=== Other Private Military Contractors ===
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:
<div class="toccolours mw-collapsible mw-collapsed">
==== Nexus Corporate Security ====
<div class="mw-collapsible-content">


# 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.
Nexus Corporate Security is [[NanoTrasen|NanoTrasen's]] private civilian security division, specialising in guarding corporate VIPs and high-ranking cabinet members of the Republic of Biesel. While still owned by NanoTrasen, a share of the company is held by the Private Military Contracting Group, and contractors are listed as both NanoTrasen and PMCG employees. They are known for their distinct black, red, and blue uniforms.
# 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!
Nexus was founded by Xavier Trasen shortly after the establishment of Hyperion Data Nexus on [[Valkyrie]], in 2418. After NanoTrasen significantly downsized its security contracting division to distribute more funds to research and development, its service industry, and its medical divisions in the wake of the phoron scarcity, Nexus has become the "face" of the company's security forces. Many of NanoTrasen's security personnel have ended up employed with Nexus, if they weren't already poached by [[Idris Incorporated]] or [[Zavodskoi Interstellar]]. Mictlan's expulsion of N4NL Incorporated from the Sankta Tereza system has disinclined the top brass from attempting further operations on the planet, for now.
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== Surviving the Cult ==
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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.
==== Xanu Defense Services ====
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Xanu Defense Services is a military contractor focused on space operations, largely made up of bounty hunters, adventurers, and ex-military from across the Coalition of Colonies. It was originally founded after the Interstellar War to provide protection to ships traveling through the dangerous, uncharted parts of the frontier. Despite its name, XDS recruits from all over the Coalition, including alien and synthetic citizens. With the assistance of the relatively-new PMCG, XDS has expanded its services to Biesel and the Corporate Reconstruction Zone after the Solarian Collapse. There they take a mainly neutral stance, not assisting in curbing insurgency, but reclaiming assets, acting as escorts, and driving out piracy.


=== Identifying the Occult ===
XDS’s security personnel are specially trained in EVA and boarding drills. They own a sizable fleet of small and medium-size spacecraft, but only lend crew to the SCC. At the moment, most of its ships are busy aiding the Frontier Protection Bureau in securing national borders from dangerous elements.
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. 
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==== Wildlands Squadron ====
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''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.''
The Wildlands Squadron is a mercenary group made up of Solarian ex-military, unemployed law agents, and refugees from the instability, most from [[Solarian Reconstruction Mandates|minor colonies]] in the Middle Ring, as well as citizens from [[Visegrad]] and [[San Colette]]. As large swathes of territory changed hands during Sol's collapse, many Mictlani and Port Antilleans who wished to retain their Solarian citizenship joined the Squadron as well. The Squadron ranges in quality across its units, with personnel ranging from experienced ex-military to recruits barely out of their first months of police training when the Collapse hit. Their weaponry and armor is almost always outdated yet still very much functional and kept in good working order, though their vessels are few, mainly relying on the Golden Fist to secure them transport. While the majority of the Squadron is human, IPCs both free and owned are permitted membership, assuming they resided or worked with a former Solarian member-state.


* 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.
Because of its origins, the non-PMCG corporations are suspicious of the Wildlands Squadron. To avoid any possible collaboration in the [[Corporate Reconstruction Zone]], they are mainly stationed in space stations and ships.
* 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.
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* 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.
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* 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.
==== Jackal Incorporated ====
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Headquartered in Qamar Azraq, [[New Suez]], Jackal Incorporated is a military contractor specializing in escort and standby security, along with a limited specialised medical response team. They were founded in the aftermath of the Lii’draic Incursion, and joined the PMCG at Kubra Mobolaji’s behest in early 2465. A significant amount of their funding and contracts is provided to them by Elco, Elyra’s premier phoron-processing and R&D company. These contracts range from private security for Elco’s top executives, to being the largest contractor that works with Medina’s Phoron Bulletin. Its personnel are typically made up of Elyran Armed Forces veterans that range from young former conscripts looking for a payday to veterans of the Lii’draic Incursion. Jackal is unpopular among the Republican parliament for its unscrupulousness and what is seen as “luring away” ex-conscripts from their duty to the nation, but the EAF is known to occasionally purchase the company’s services in the Sparring Sea and the Badlands.
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=== Striking Back ===
==== Grupo Amapola ====  
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!
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The Grupo Amapola (“Poppy Group”) was founded in 2466 by Salvador Clemente, a former lieutenant of the Mictlan Defense Force and later the Samaritans. Like all Samaritans operating as officers, Clemente was paroled after the Peacekeeper Mandate, under the condition that he would never serve in any military or armed forces in the [[Republic of Biesel]]. This parole, however, did not forbid Clemente from joining a private security group. Amapola was founded from a select group of Clemente’s closest Samaritan subordinates, and spread from there to draw in other eager recruits from across the planet, including in alien communities and El Menaje, [[Mictlan|Mictlan's]] free synthetic community. As a result, Amapola is one of the rare military contractors that have no company-owned IPCs under their own name, with other corporations hesitant to lend them theirs thus far.


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!
In an ironic twist, Amapola’s first major contract was with the Republic of Biesel itself, sent to curb insurgency across the Corporate Reconstruction Zone and even chase overeager pirates into the Middle Ring’s Nieużytek region. Perhaps unsurprisingly, Amapola has a controversial reputation across Mictlan, especially among other former Samaritans.
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==== [[Little Adhomai#Kazarrhaldiye Operations Group| Kazarrhaldiye Operations Group]] ====
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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.
Founded by Tajaran war veterans, the Kazarrhaldiye Operations Group is a private military company based in Little Adhomai. The organization was conceived to provide employment to the growing veteran population created by the civil wars. Once a strictly mercenary organization, the Kazarrhaldiye Operations Group expanded its operation to include private security after the establishment of the Coalition of Private Military Contractors; Tajara with non-military backgrounds were also allowed thanks to the new partnership. Its employees are trained in security procedures and small arms, but many others carry the skills acquired in their previous positions.
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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.
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==== [[Unathi_Guilds#Dagamur_Freewater_Private_Forces|Dagamuir Freewater Private Forces]] ====
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==== Wall Runes ====
Between the high standards of the Kataphracts, the obliteration of the homes of many warriors, and the harsh realities in-between, many Unathi find that they are unable to compete with others for the highest titles warriors can get. Enter the Dagamuir Freewater Private Forces: originating from the country that gives it its namesake, they started as blaggards for centuries up until the disruption that was the Contact War. The PF was founded on Ouerea following much of its original tenets and hires anyone from destitute Wastelanders, former Iron Masks, Ouereans (which typically expands to resident humans, Skrell, and K'laxan Vaurca), and even Aut'akh regardless of their religion or station. They train these recruits (rumoured to be a brutal and arduous ordeal) into hardened mercenaries sold to the highest bidder.  
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 Freewater Company follow their own beliefs on honour that, while largely true to the Warrior's Code, betrays the notion that there is such a thing as honourable combat. Underhanded tactics ranged combat, and other things usually appalling to Sinta are used without as much as a wag of the tail. Humans and Skrell that join the company, while not believing in the written tenets, typically agree with their intention and idealistic nature. Additionally, religious tolerance is taught and enforced within the company to keep the begrudging peace; anyone who acts against is liable to get demoted, suspended, or even fired— should they be caught and reported. While leased as contractors and security forces more often than not, they believe more typically in hard time sentencing than fines, quoting their current Black commander Akzazik Voizur, "Credits come and go, but time can never be bought back." Those that prove themselves to be repeat offenders or especially egregious criminals, like Guwan, may find themselves in hotter water with these contractors around.
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=== The Chaplain ===
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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).
==== Ve'katak Phalanx ====  
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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.
Founded after the Flagsdale riots of 2464 by a Court of Queens decree and made public early in 2465, the Ve'katak Phalanx (Ve'katak translating to 'Alliance' in Basic) is a Zo'rane-funded organization with pan-Vaurcesian goals. Led by Queens [[Zoleth,_The_Herald_of_Scars|Zoleth]], [[Vedhra,_Princess_of_Configurations|Vedhra]] and [[Vytel,_The_Just_Queen|Vytel]] with oversight from [[Athvur,_The_New_Goddess|Athvur]] and [[Vaur,_The_Liminal_Queen|Vaur]], it is recognised as the official military and enforcement arm of the Court of Queens. The Ve'katak Phalanx is empowered under the amended Court of Queens charter to "undertake action to promote or restore interstellar peace and security to the members of the Court when endangered by threats, external or internal". This wide-reaching mission statement sees them serve as the de facto police of [[Flagsdale|Flagsdale]], having superseded the existing District 9 neighbourhood watch as well as additionally becoming a common sight patrolling various locations where Vaurcae are stationed. The reason behind this is not only to stop piracy and other forms of crime, but also to patrol for any attacks of Lii'draic origin.


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.
When not deployed on the order of the Court of Queens, many of its members are rented out as private security to Court-approved buyers, mostly in and around [[Tau_Ceti|Tau Ceti]] and [[Uueoa-Esa|Hegemony]] space. While anti-Vaurca sentiment prevents widespread adoption, the skill and unyielding nature of Vaurca Warriors have seen them gain popularity in contested areas such as the [[Corporate_Reconstruction_Zone|Corporate Reconstruction Zone]], the [[The_Orion_Spur#Badlands|Badlands]], and the [[The_Orion_Spur#Sparring_Sea|Sparring Sea]]. They are sometimes seen patrolling these regions in small, rented patrol craft featuring retrofitted engines and drop-pods to support boarding action rather than drawn-out engagements or hitching rides as support for other PMCG vessels. The Ve'katak Phalanx has been seen as a solution to the unemployment crisis of Warrior Vaurcae, who now after several years have a Vaurca employer to support them. Other species are welcome to join the company as long as they hold anti-Lii'dra sentiments, but the entrance tests required are extremely gruelling for non-Vaurca, and those that do pass tend to find integration difficult due to the nature of the species.


== Tips & Tricks ==
Recently, non-Vaurca recruits to the Ve'katak Phalanx have begun a new experimental training program. This program makes extensive use of a secretive Virtual Reality system on Caprice known as the "Neural Simulation Training Environment". More about this program can be read [[Virtual_Reality#Neural_Simulation_Training_Environment | here.]]
* 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.
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* 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."
[[Category:Corporations]]
* 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}}
{{Navbox Lore}}
{{Jobs}}
[[Category: Jobs]] [[Category:Antagonists]] [[Category:Pages]]

Revision as of 03:23, 24 April 2024

Private Military Contracting Group
PMCGsmallogo.png
Slogan Always on guard, always on watch.
Headquarters Eridani III, Epsilon Eridani, Eridani Corporate Federation
Chief Executive Officer Kubra Mobolaji
Official Languages Sol Common, Tradeband, Tau Ceti Basic
Official Colours White, blue, black, gold
Founded 2463
Founder Kubra Mobolaji
Operating Region


A coalition of security and medical contractors in service of the Stellar Corporate Conglomerate, the Private Military Contracting Group is one of the elements born from the necessity of protecting an ever-growing corporate empire. Gathering mercenaries from all across the spur, the Private Military Contracting Group deploys a diverse force to anywhere they are needed; from mere office buildings to outposts in the Corporate Reconstruction Zone. As the megacorporations expand, these contractors follow to secure their holdings.

Unlike the other members of the Stellar Corporate Conglomerate, the Private Military Contracting Group has few employees of its own. Only some liaisons and bureaucrats work behind the scenes to hire and manage the contractors. The rest of its members are in fact part of several organizations contracted to supply the Private Military Contracting Group.

Contents

Corporate Affairs

History

Eridanian military contractors as a whole originate in the early 2200s, during the takeover of the Epsilon Eridani by its economic council. As residents of Eridani I (then known as Kamfulu) rioted and unionised against dangerous working conditions, low pay, and environmental destruction that was occurring on the planet, the Eridani Economic Council formed two loose coalitions of those willing to "restore order"; citizen militias wishing to earn a paycheck in an unstable climate, and ex-Solarian military personnel who were used to pacifying an unhappy populace. These coalitions were deployed en-masse against protestors; they broke strikes, disappeared the loudest dissenters, and restored iron-fisted order to Kamfulu.

After the majority of social unrest was quelled, these militias and private military contractors were gradually adopted into the new Eridani Corporate Federation. The experienced ex-military personnel were established as Ringspire, marketed as highly-paid, highly-deadly mercenaries capable of being deployed in conflict zones just about everywhere. Meanwhile, those who had started out with security contracting in the riots were organised into the less-formal Eagle Corp., who were eager to hire just about anyone and became a final option for the desperate all over Solarian space. These corporations would eventually fall under the umbrella of control for the Eridani Federation's chief of system security, essentially the commander-in-chief for any of Eridani's military forces.

During the Interstellar War, these "EPMCs" grew to great renown as they were deployed alongside Solarian soldiers in ground forces and as strike teams alongside aerospace vessels. The news of their brutality was feared and loathed by the frontiersmen and Solarian allies alike. The Interstellar War also heralded the creation of Sekhmet Intergalactic in 2294, a medical contracting group; while Ringspire and Eagle Corp. had their own medical response divisions, Sekhmet's creation involved the recruitment of medical specialists, multi-pronged responses for both the groups, and an unscrupulous yet skilled and professional trauma response team to be sent out across the galaxy.

N4NL Incorporated was the fourth corporation to join the official umbrella of Eridani contractors in 2307, as the group branched into data security, electronic warfare, and digital asset protection. While Eridani's mass surveillance and data collection algorithms had always been vast, N4NL perfected it, creating the intricate network behind the ECF's employment records, banking, and punishing Extranet surveillance. Shortly after its official addition, the collective of Ringspire, Eagle Corp., Sekhmet, and N4NL became known as the Golden Fist for their incredible reputation for quality results across the Spur.

The corporation that would become the "thumb" of the Golden Fist was founded in 2450 by Farhad al-Sharif, a former N4NL executive and "positronic enthusiast" who had the unusual reputation of purchasing IPCs only to allow them to operate relatively uninhibited. Index Security Solutions was al-Sharif's plan to make better use of what he viewed as the fascinating capabilities of IPCs, and so became the only EPMC that recruited self-owned IPCs in large quantity.

The Golden Fist's reputation was such that in 2463, in the face of the growing instability brought on by the phoron scarcity and the Solarian Collapse, the executive board of the Stellar Corporate Conglomerate approached the Board of Five, Eridani's heads of government. The insurgency in the Corporate Reconstruction Zone had the Conglomerate envisioning an agency responsible for reinforcing the corporate security and medical ranks with hired contractors, in a similar fashion to how the Golden Fist was currently operated. It was proposed that Kubra Mobolaji, the chief of system security for the ECF, would be chief executive officer of this conglomerate within the conglomerate, and permit private contracting firms around the Spur to join the initiative.

Thus, the Private Military Contracting Group was born, becoming an umbrella organization to coordinate several distinct contractor elements within the Conglomerate's structure. Its subsidiaries are tasked with providing adequate manpower, while the Private Military Contracting Group deploys them where it is necessary. While some may question the loyalty of the Group's employees, the credits fuelled into their contracts have been enough to secure their allegiance.

The PMCG is currently tasked with supplementing the security and medical staff in SCC facilities, and was formerly tasked with supplementing the Tau Ceti Armed Forces during the Peacekeeper Mandate of Mictlan. When the megacorporation's lines become too thin due to the expansion of the conglomerate, the contractors from the Private Military Contracting Group are called to patch these holes. Despite their diverse backgrounds, all employees of the Group receive the necessary training to work in SCC facilities.

Influence

The PMCG has managed to carve out a niche for itself within the greater Stellar Corporate Conglomerate framework. Previously unknown or latent PMC groups are suddenly filling the holes that exist in the intricate networks of the Stellar Corporate Conglomerate while drawing ire from some who may not wish to see the underworld of contractor work in their professional setting. It is not uncommon to see highly trained Eridani mercenaries flank loutish Frontier bounty hunters, or Unathite noble physicians among Tajaran pharmacists who have retired from biological warfare.

Nevertheless, the Group's wide-ranging talents and Kubra Mobolaji's tight management, as well as being carried by the massively profitable Golden Fist, ensure its permanence as long as the PMCG's methods remain effective. They also hold power as an independent organization, always holding at least some influence in any war-torn region of space, including the Sparring Sea or the Solarian Wildlands, as they have grown quite popular among those who quickly need an expendable force to do their bidding.

Executives and Branches

Chief Logistics Officer: Liang Wenqiang, b. 2410

Liang Wenqiang is the current chief logistics officer of the PMCG as a whole and chief executive officer of the Wildlands Squadron, having himself entered the private sector after a prominent career in the Solarian Navy’s special operations branch. Like many of his peers, the Unity Station born career officer felt the despair of the slow but steady decline of the Alliance, accompanied by the infighting and corruption in the Navy, urging him to seek a more lucrative and potentially rewarding employment in the private sector. His plans came to fruition with the founding of a small group of like-minded marines and officers, receiving contracts for protection and convoy escort against pirate raids. The disbanding of the group shortly after four years was not a dissuading factor, Liang having gained a reputation as a competent and bold organiser with substantial combat and planning experience, qualities that, along with a significant network of connections, landed him an executive position in the Group.

Chief Operating Officer: Diana Hakim, b. 2423

Diana Hakim is known as the voice delivering contracts and assignments to the various paramilitary formations and companies that operate under the Group’s umbrella. An Eridanian native, her childhood friendship with Kubra Mobolaji has generated many silent accusations of nepotism amongst the elite. Such thoughts are vastly outclassed by the praise of her organisational skills however, Diana’s shadowy and smart handlings being the driving force behind the operational unity of the many PMCs, ensuring the smooth coexistence and the prevention of unhealthy competition. Having started her career in an unrelated shipping company, she was quick to realise the potential of the Group, being taken on in a junior secretarial position thanks to her friend and skyrocketing through the ranks thanks to merit.

Chief Risk Officer: Erik Brandrsson, b. 2404

Erik Brandrsson, a New Gibsonite, is the risk assessment expert employed by the Group, having risen to the position after a series of promotions following the merging of his previous employer, Nexus Corporate Security, with the Group. The calm and calculating man, having always been seen by his colleagues as a voice of reason, can trace his beginnings in the PMC sector from a very young age. Upon graduation from his business-oriented studies, he was taken on by the Tau Ceti-dominating NanoTrasen and placed into a rather unremarkable bureaucratic position inside Nexus, slowly rising through displays of competency and fierce loyalty which he still retains.

Major Branches

Eridani III, Epsilon Eridani, Eridani Corporate Federation: The PMCG has several operating branches within the Eridani Corporate Federation, but none are as expansive as the Triangle Complex rising above the barren surface of Eridani III. Nicknamed "The Cell" by the resident dreg population, each of its three towers manages a large portion of the planet’s private military forces, with one being devoted to monitoring naval/interstellar fleet operations, one being an additional training and management centre that specialises in prisoner management, riot control and policing for corporate security officers and mercenary soldiers, and the third being the headquarters of Eridani III’s extensive prison network. It is the managing branch of the PMCG’s operations within the Eridani Corporate Federation, as well as the Sol Alliance.

Mendell City, Biesel, Tau Ceti: The megacorporation’s branch located in Mendell’s District 10, a rare commercial plot in the district that was purchased and repurposed to serve as the Private Military Contracting Group's logistics headquarters, was built to hold much of its surplus equipment, the required administrative offices, and a recruitment centre to draw from Biesel’s diverse potential recruit pool. Nearby, a modest shuttle port is reserved for its exclusive usage. The majority of the PMCG contractors host staff within the Mendell branch, resulting in rife competition for contracts.

Hyperion Data Nexus, Valkyrie, Tau Ceti: Originally founded by NanoTrasen and now under the umbrella of NT and the PMCG, the Hyperion Data Nexus is a massive sprawling complex on the moon of Valkyrie, serving as Nexus Corporate Security's headquarters and deployment for their Rapid Trauma Response Teams. The Data Nexus is also home to research and weapons development, which is usually sold from NanoTrasen to other contractors in the PMCG. A high clearance level is needed to enter the facility and only the most trusted are assigned there for work. Layoffs from the facility's R&D sector have abounded in the wake of the phoron scarcity, and there are ripplings of discontent and concern as Zavodskoi Interstellar begins to take over the Spur's weapons market.

Nouvelle-Rochelle, Xanu Prime, Xanu: The Nouvelle-Rochelle branch is primarily the headquarters of Xanu Defense Services, and is home to XDS's shuttleport and the majority of its fleet. This location handles rapid response and deployment across the Coalition of Colonies, and assists in the transportation and recruitment of Coalition citizens wishing to join EPMCs. Coalition Rangers are a common sight at this location, usually working alongside XDS.

Contractors

These companies are the only ones listed in the Private Military Contracting Group. Headcanon Contractors are not permitted for the Private Military Contracting Group. Your character can only be currently employed from the list below.

Eridani Private Military Contractors

Note that all Eridani Private Military Contractors that are not Eridanian natives must undergo an acclimatisation period of at least one month in the Eridani PMC Academy on Eridani I.

Ringspire

Chief Executive Officer: Kubra Mobolaji

A company known for working with anyone with enough funding, Ringspire contractors can be seen on any side of a conflict or job with enough credits to pay them. This has given them a reputation as being little more than hired guns, leaving higher than usual casualties in their wake. The company is also well-known for its indiscriminate use of heavy weapons, ranging from simple rocket launchers to orbital artillery bombardments, in its assignments. It is often said in Eridani’s mercenary community that Ringspire operations zones are easy to identify: simply search for areas with high amounts of corpses, looted buildings, and shell craters.

Ringspire’s most notable recent engagement was their involvement in the S'rend'marr Coalition on Adhomai. Hired by the People’s Republic of Adhomai to guard officials, flush out liberation army cells, they participated in the failed attempts to break through ALA lines on the Ras’nrr fronts and left a trail of devastation in its wake through its use of indiscriminate bombardments, autonomous combat equipment, and heavy amounts of looting by its mercenaries. While the S’rend’marr deployment is one of Ringspire’s most costly operations, company figures estimate that anywhere between fifteen and twenty-five tajara died for every Ringspire fatality. Despite this “kill ratio” (in Ringspire’s own terminology) the PRA opted not to renew the company’s contract.

But for an enterprising commander, Adhomai’s peace led to a far more profitable venture. A small faction of Ringspire remains in the DPRA city of Crevus to lead the company known as Olokun Curios. This smuggling operation posing as an art dealership allies to Adhomai’s low-lifes and self-proclaimed “archaeologists” to locate, secure, and ship tajara artefacts to sell in Eridani. Tajara attempts to investigate Olokun Curios have discovered nothing illegal about the organization, and many investigators have “coincidentally” had fatal accidents during their investigations.

Eagle Corp

Chief Executive Officer: Filije Thiaw

With enlisted ranks being filled by lower-class citizens drawn across human space, this company has a reputation for doggedly pursuing its goals no matter the effort required. As one of the more merit-based companies for promotion within the ranks, many officer positions are occupied by people from lower —questionable — backgrounds. The latter are often offered ‘new lives’ within the corporation, turning criminals about to meet the end of their careers into passable, and even valued operatives. The extensive training and ‘reintroduction’ programs sometimes employed in this process are viewed by some as a merciful second chance, and identity-destroying by others.

Recently, the company has launched initiatives to appeal to an even wider base of employees, with advertisement campaigns targeting potential alien contractors all over the Spur. These hopeful (or desperate) recruits find themselves thrown into competitive or dangerous missions, either ending with their promotion or an untimely severing of contracts. Unathi and Vaurca employees have seen especially good rates within the company, as pragmatic and goal-oriented employees are valued greatly by the management.

Sekhmet Intergalactic

Chief Executive Officer: Charité Efulu

Known for their wide reach and even wider history of assignments, Sekhmet Intergalactic has established itself as the premier provider of professional healthcare, no questions asked. It is made up of several smaller companies dedicated to cornering the ever-present market of medical aid and supplies. Though these corporations would get their starts on the advent of the Interstellar War they remained splintered and tied to other forces, located just about anywhere there were patients to save and profit to be generated.

Nowadays, each company within the collective acts as a ‘branch’ on a respective frontline, extending the corporation’s presence to rival that of its peers. Due to this, and the propensity to extend morally dubious contracts, Sekhmet often comes into rivalry with the Interstellar Aid Corps. The IAC offers humanitarian relief with both health and rights considered; in contrast, Sekhmet entices customers with predatory, yet government-grade deals that are at times the only way out. Though many of their doctors, surgeons and front-line medics are happy to take a pretty bonus to their paycheck for a shady assignment, a considerable number of their employees are uncomfortable with this reputation and actively fight it with a consummate work ethic and heaps of experience from all around the Spur.

N4NL Incorporated

Chief Executive Officer: Farhad al-Sharif

A company that had its start in meagre technical upkeep and insurance, N4NL Incorporated is nowadays better known for their cutting-edge augmentation and air-tight cyber security. Specializing in technological warfare, N4NL operatives are often augmented with the company’s own brand of technology to guard and operate high-tech equipment, frequently testing prototypes in the meanwhile. Officially the corporation is split between the departments of Asset Insurance and Asset Development, in practice, most employees are found in the former branch. Asset Insurance is famous for everything from contracting civilian employees out as telecommunications engineers or server network maintainers, to operating and testing electronic warfare equipment in the backline of many conflicts, to guarding and maintaining advanced cybersecurity apparatuses across the Orion Spur. N4NL Asset Insurance teams are perhaps the most widespread representatives of the Golden Fist, with most megacorporate facilities having at least a small team on-staff to combat and prevent data security issues. These teams were particularly common on Mictlan due to the planet’s history of intellectual property theft. Many conspiracy theorists speculate that N4NL Incorporated has had a hand in many “unfortunate accidents”' that have befallen famous Mictlanian copyright violators, but the company has consistently denied these rumours; whether or not they were veracious, Mictlan expelled them from further operations within their borders in 2466.

N4NL’s Asset Development is much less publicly visible than its Asset Insurance counterpart and is primarily concerned with finding new and powerful technologies the company can use for its own benefit. N4NL does their best to disguise this side venture from the view of the public and of their customers, and Asset Development agents are often “seeded” into Asset Insurance teams in order to conduct what the company refers to as “passive corporate observation” in order to discover emergent technologies of interest to the company. While not limited to the department, hefty bonuses are offered for investigating and securing new technologies found out on the field. Many of their contractors are also given experimental augments to field-test, and good performance often correlates with more personalized, high-quality cybernetics offered to an employee, thereby keeping them loyal and dependent. N4NL additionally employs many positronics, both free and company-owned, in its ranks due to the ease with which many modern IPCs can interface with electronic systems and accept new augments.

Index Security Solutions

Chief Executive Officer: Akide Sulu

Index Security Solutions is the newest addition to the Golden Fist, and one of the few military contractors to employ IPCs, which make up the majority of its employees. The company is known for its top-notch security contracting for both public and private facilities, as well as personal bodyguard detailing for high-level individuals. IPCs owned by this company receive high-quality maintenance and conditions, but operate under a permanent ownership contract, with freedom or transfer to another owner being impossible.

The company’s reputation is quite polarizing thanks to several factors, one of which is Index’s very own ‘Advanced Threat Assessment’ (ATA) data pack which many of its employees come equipped with, allowing units to analyze and respond to potential threats in a nearly super-human capacity. Though a complex program to insert into a positronic, this development has been known to save the lives of many Eridanian officials; most famously preventing a shuttle-bombing targeting the former representative of Eridani I in 2436.

This same tool is seen as oppressive and terrifying by others, particularly by Dregs, who have been personally targeted by harsh profiling algorithms that discriminate by acting on even slight transgressions. Index has mostly refused to comment on this, citing that their units are simply more sensitive than that of others in their field.

Other Private Military Contractors

Nexus Corporate Security

Nexus Corporate Security is NanoTrasen's private civilian security division, specialising in guarding corporate VIPs and high-ranking cabinet members of the Republic of Biesel. While still owned by NanoTrasen, a share of the company is held by the Private Military Contracting Group, and contractors are listed as both NanoTrasen and PMCG employees. They are known for their distinct black, red, and blue uniforms.

Nexus was founded by Xavier Trasen shortly after the establishment of Hyperion Data Nexus on Valkyrie, in 2418. After NanoTrasen significantly downsized its security contracting division to distribute more funds to research and development, its service industry, and its medical divisions in the wake of the phoron scarcity, Nexus has become the "face" of the company's security forces. Many of NanoTrasen's security personnel have ended up employed with Nexus, if they weren't already poached by Idris Incorporated or Zavodskoi Interstellar. Mictlan's expulsion of N4NL Incorporated from the Sankta Tereza system has disinclined the top brass from attempting further operations on the planet, for now.

Xanu Defense Services

Xanu Defense Services is a military contractor focused on space operations, largely made up of bounty hunters, adventurers, and ex-military from across the Coalition of Colonies. It was originally founded after the Interstellar War to provide protection to ships traveling through the dangerous, uncharted parts of the frontier. Despite its name, XDS recruits from all over the Coalition, including alien and synthetic citizens. With the assistance of the relatively-new PMCG, XDS has expanded its services to Biesel and the Corporate Reconstruction Zone after the Solarian Collapse. There they take a mainly neutral stance, not assisting in curbing insurgency, but reclaiming assets, acting as escorts, and driving out piracy.

XDS’s security personnel are specially trained in EVA and boarding drills. They own a sizable fleet of small and medium-size spacecraft, but only lend crew to the SCC. At the moment, most of its ships are busy aiding the Frontier Protection Bureau in securing national borders from dangerous elements.

Wildlands Squadron

The Wildlands Squadron is a mercenary group made up of Solarian ex-military, unemployed law agents, and refugees from the instability, most from minor colonies in the Middle Ring, as well as citizens from Visegrad and San Colette. As large swathes of territory changed hands during Sol's collapse, many Mictlani and Port Antilleans who wished to retain their Solarian citizenship joined the Squadron as well. The Squadron ranges in quality across its units, with personnel ranging from experienced ex-military to recruits barely out of their first months of police training when the Collapse hit. Their weaponry and armor is almost always outdated yet still very much functional and kept in good working order, though their vessels are few, mainly relying on the Golden Fist to secure them transport. While the majority of the Squadron is human, IPCs both free and owned are permitted membership, assuming they resided or worked with a former Solarian member-state.

Because of its origins, the non-PMCG corporations are suspicious of the Wildlands Squadron. To avoid any possible collaboration in the Corporate Reconstruction Zone, they are mainly stationed in space stations and ships.

Jackal Incorporated

Headquartered in Qamar Azraq, New Suez, Jackal Incorporated is a military contractor specializing in escort and standby security, along with a limited specialised medical response team. They were founded in the aftermath of the Lii’draic Incursion, and joined the PMCG at Kubra Mobolaji’s behest in early 2465. A significant amount of their funding and contracts is provided to them by Elco, Elyra’s premier phoron-processing and R&D company. These contracts range from private security for Elco’s top executives, to being the largest contractor that works with Medina’s Phoron Bulletin. Its personnel are typically made up of Elyran Armed Forces veterans that range from young former conscripts looking for a payday to veterans of the Lii’draic Incursion. Jackal is unpopular among the Republican parliament for its unscrupulousness and what is seen as “luring away” ex-conscripts from their duty to the nation, but the EAF is known to occasionally purchase the company’s services in the Sparring Sea and the Badlands.

Grupo Amapola

The Grupo Amapola (“Poppy Group”) was founded in 2466 by Salvador Clemente, a former lieutenant of the Mictlan Defense Force and later the Samaritans. Like all Samaritans operating as officers, Clemente was paroled after the Peacekeeper Mandate, under the condition that he would never serve in any military or armed forces in the Republic of Biesel. This parole, however, did not forbid Clemente from joining a private security group. Amapola was founded from a select group of Clemente’s closest Samaritan subordinates, and spread from there to draw in other eager recruits from across the planet, including in alien communities and El Menaje, Mictlan's free synthetic community. As a result, Amapola is one of the rare military contractors that have no company-owned IPCs under their own name, with other corporations hesitant to lend them theirs thus far.

In an ironic twist, Amapola’s first major contract was with the Republic of Biesel itself, sent to curb insurgency across the Corporate Reconstruction Zone and even chase overeager pirates into the Middle Ring’s Nieużytek region. Perhaps unsurprisingly, Amapola has a controversial reputation across Mictlan, especially among other former Samaritans.

Kazarrhaldiye Operations Group

Founded by Tajaran war veterans, the Kazarrhaldiye Operations Group is a private military company based in Little Adhomai. The organization was conceived to provide employment to the growing veteran population created by the civil wars. Once a strictly mercenary organization, the Kazarrhaldiye Operations Group expanded its operation to include private security after the establishment of the Coalition of Private Military Contractors; Tajara with non-military backgrounds were also allowed thanks to the new partnership. Its employees are trained in security procedures and small arms, but many others carry the skills acquired in their previous positions.

Dagamuir Freewater Private Forces

Between the high standards of the Kataphracts, the obliteration of the homes of many warriors, and the harsh realities in-between, many Unathi find that they are unable to compete with others for the highest titles warriors can get. Enter the Dagamuir Freewater Private Forces: originating from the country that gives it its namesake, they started as blaggards for centuries up until the disruption that was the Contact War. The PF was founded on Ouerea following much of its original tenets and hires anyone from destitute Wastelanders, former Iron Masks, Ouereans (which typically expands to resident humans, Skrell, and K'laxan Vaurca), and even Aut'akh regardless of their religion or station. They train these recruits (rumoured to be a brutal and arduous ordeal) into hardened mercenaries sold to the highest bidder.

The Freewater Company follow their own beliefs on honour that, while largely true to the Warrior's Code, betrays the notion that there is such a thing as honourable combat. Underhanded tactics ranged combat, and other things usually appalling to Sinta are used without as much as a wag of the tail. Humans and Skrell that join the company, while not believing in the written tenets, typically agree with their intention and idealistic nature. Additionally, religious tolerance is taught and enforced within the company to keep the begrudging peace; anyone who acts against is liable to get demoted, suspended, or even fired— should they be caught and reported. While leased as contractors and security forces more often than not, they believe more typically in hard time sentencing than fines, quoting their current Black commander Akzazik Voizur, "Credits come and go, but time can never be bought back." Those that prove themselves to be repeat offenders or especially egregious criminals, like Guwan, may find themselves in hotter water with these contractors around.

Ve'katak Phalanx

Founded after the Flagsdale riots of 2464 by a Court of Queens decree and made public early in 2465, the Ve'katak Phalanx (Ve'katak translating to 'Alliance' in Basic) is a Zo'rane-funded organization with pan-Vaurcesian goals. Led by Queens Zoleth, Vedhra and Vytel with oversight from Athvur and Vaur, it is recognised as the official military and enforcement arm of the Court of Queens. The Ve'katak Phalanx is empowered under the amended Court of Queens charter to "undertake action to promote or restore interstellar peace and security to the members of the Court when endangered by threats, external or internal". This wide-reaching mission statement sees them serve as the de facto police of Flagsdale, having superseded the existing District 9 neighbourhood watch as well as additionally becoming a common sight patrolling various locations where Vaurcae are stationed. The reason behind this is not only to stop piracy and other forms of crime, but also to patrol for any attacks of Lii'draic origin.

When not deployed on the order of the Court of Queens, many of its members are rented out as private security to Court-approved buyers, mostly in and around Tau Ceti and Hegemony space. While anti-Vaurca sentiment prevents widespread adoption, the skill and unyielding nature of Vaurca Warriors have seen them gain popularity in contested areas such as the Corporate Reconstruction Zone, the Badlands, and the Sparring Sea. They are sometimes seen patrolling these regions in small, rented patrol craft featuring retrofitted engines and drop-pods to support boarding action rather than drawn-out engagements or hitching rides as support for other PMCG vessels. The Ve'katak Phalanx has been seen as a solution to the unemployment crisis of Warrior Vaurcae, who now after several years have a Vaurca employer to support them. Other species are welcome to join the company as long as they hold anti-Lii'dra sentiments, but the entrance tests required are extremely gruelling for non-Vaurca, and those that do pass tend to find integration difficult due to the nature of the species.

Recently, non-Vaurca recruits to the Ve'katak Phalanx have begun a new experimental training program. This program makes extensive use of a secretive Virtual Reality system on Caprice known as the "Neural Simulation Training Environment". More about this program can be read here.