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Roles
As the Corporate Security, it is your job to protect Weyland Yutani's interests in the mission that has been given to the United States Colonial Marine Corp. You have ZERO authority over the Marine Corp. You are responsible for protecting the onboard Liaison and their office, not for getting into fights.
Try to remember that your job is one that is primarily to provide roleplay. You must remain in character at all times, and should not try to take to the planet to kill some aliens. Roleplaying a lot leads to more FUN. If you're not the best at roleplay, you may wish to wait a bit before playing this role. Furthermore, undertaking antagonistic objectives without being explicitly told to by Weyland Yutani will get you banned or job banned. This is known as "self antagging", and it's a big no-no. Remember that your goal shouldn't be to hinder the marines unless the company says otherwise, because they are serving your interests.
In-character things to remember
- You're a Corporate Security officer: a guard and protector. Not a marine, not a doctor, not an engineer, not a warfighter.
- You will do what's necessary to ensure Weyland Yutani's interests are kept in mind by the USCM aboard the Almayer.
- You have Weyland-Yutani's interests in mind.
- You know you have no power over Marines but you do have influence. You can complain to Weyland Yutani if they are being unreasonable.
- You have access to a fax machine.
- You are not responsible for enforcing Marine Law.
- You are not there to fight with marines.
While you can't demand anything, saying "I'd appreciate X" or "I'm sure if I got X your relations with the company would be good", as well as stating that they aren't by any means required to give it to you, usually results in you getting what you're asking for.
You are not above Marine Law. If you commit a crime, don't expect special protection from the Company.
Equipment
- The corporate office has shutters for security purposes.
- There are secure cameras in the office and quarters.
For your time aboard the U.S.S Almayer the company has given you an automated storage briefcase to convince the crew into securing company assets.
What Else Should I Be Doing?
First of all, make sure to talk with survivors or colonists from the Planet as soon as they arrive. They might need medical attention, but after that. You can make a big fuss about talking to them before the Commanding Officer. The survivors typically don't have much to do after they arrive on the Almayer. The Liaison and survivors kind of rely on one another to be more fun.
Tell them to sit down on the chair in front of the desk and buckle yourself into the comfy chair. Close the shutters. Introduce yourself and learn the survivor's name. Remember, you don't typically know their name yet. You should usually call survivors by their first name while the rest of the crew by their last name or nickname. Next, make them comfortable. Ask them if they want food or drink, maybe a fresh golden apple from the garden or some of the two drinks (Uncle Git and Aspen Beer) that sit on the desk in your quarters.
Once the survivor is comfortable, all that's left is to ask them for their story. The survivor probably won't know much but they're responsible for writing the story while the Liaison keeps listening and asking questions and saying filler to keep the conversation going. Figure out these main points: When did the situation/outbreak start? What was the speed of the outbreak? Were there any other survivors? How do they feel about the Company? Will they stay quiet about this? The last 2 questions are for the end but remember you need to get the story from the survivor. Afterwards, you can let the survivor know that you'll arrange for an ID card (please actually do this if you do offer) and probably the Commanding Officer will want to speak with them so show them the way to the bridge. You can be present during this conversation too, or you could start writing the report to the Company. Make sure to exaggerate and blow things out of proportion, of course. Did the survivor face one of those xenomorphs down below and kill it? Well, write how he did but he crapped his pants while running away frantically before finally turning around and pulling the trigger.
Don't worry if all the survivors have different stories. They all saw the world down there differently. You could interject in the conversation with survivor Y only to tell them that survivor X told you something differently. You could do this at times to gauge their loyalty to the Company.
Ask about their loyalty to the Company or gauge their loyalty to the Company, then write about that along with all the other information you gathered. If they were loyal then write he was loyal. If they are a risk to the Company, then write about that.
Later, roam the ship and look for roleplay encounters. The Combat Information Center is a good place to start. As Corporate Liaison, one of the Commanding Officer's staff should give you some roleplay attention. If they don't, then complain about how unloyal the Command staff is and how they should be replaced with someone of your choosing. Who knows? Maybe the Company will send you orders to find a replacement. You can go to Medbay and see how the patients are doing or how the doctors are. Ask them about their work. You can wait in the Hanger and interview marines coming back, or sit and chat about a wide variety of topics. Sometimes, one of the Marines will want to roleplay. Bottom line: roam the ship and look for encounters.
Remember that the Liaison is a bureaucrat. A Liaison doesn't solve problems with brute force or cunning, but through paperwork. Find samples of legal forms online and write condensed versions of them. Examples: contracts, liability waivers, affidavits, official notices to sue etc. Contracts and affidavits can be used at the beginning of the game to ensure the silence of the Command staff. For example, an affidavit or contract "of intent to protect and preserve" the property on Solaris Ridge can be used at the beginning of the game for the Commanding Officer to sign. Afterwards, you can sue the Commanding Officer for the damages he caused on Solaris Ridge while fighting the Xenomorphs by his Marines. If he doesn't sign then you can report to the Company that the Commanding Officer refused to sign. Ask survivors to sign liability waivers and silence waivers. Afterwards, if they breach the contract, let the Company know. The Command staff will surely want information out of the survivor but you met them first and had them sign the waiver. You write to the Company that you can use the liability waiver as an excuse to murder them too (ONLY if the Company gives the order). Official Notices to sue are fun. Roleplay suing someone is hilarious. With paperwork, the Liaison is essentially creating fictional problems that are big in your role's position. It's easier for the Company to give you orders to do something with a reason rather than without.
A key to having fun as Liaison is to always put pressure on people and create problems. Not major issues, but make everything your personal issue so you can fax to the Company to complain and then ask for permission to do something about it. You don't want to divert too many Marines or the crew for your projects as they should be fighting or assisting the ground campaign.
Being an Antagonist
- Do NOT Self-Antag. If you are doing a good job with roleplay and reporting to The Company with your fax machine, you MIGHT be given special goals. These goals MIGHT allow you to break some of the server rules, depending on the situation. If you are unsure,
ahelpFIRST. - Causing harm to marines or damage to the Almayer without first contacting the Company through your fax WILL result in a job-ban and possibly a short server ban.
- You may *attempt* to bribe marines to work for you, however you do not outrank them (you are a civilian), and thus they don't have to listen to you. Usually 500-1000 dollars is enough to bribe someone to do your bidding, as long as its nothing severe. Never bribe someone to murder someone because they'll never accept if they're following the rules. Most Marines, by default, hate you because you're with the Company, but some roleplay as liking the company and will help you out even without a bribe.
- Only use the name of the Company in your bribes when they specifically ordered you to do something that would otherwise break the rules. Remember, you don't want to shame or incriminate the Company. You're the most loyal person on the ship to the Company.
Possible antagonist objectives:
- Eliminate the mercenaries.
- Eliminate a survivor because they don't have the Company's interests in mind.
- Collect X amount of samples, like Alien lifeforms.
- Retrieve or destroy something on the planet, such as some documents in the science dome.
Tips
- You are the least cared about person aboard the Almayer, nobody cares if you're missing, use this to your advantage!
- Books can be cut out with wirecutters in order to store normal, small and tiny items in, only one item fits in at a time, perfect for bribes or smuggling illicit goods into areas.
- Your safe is not SAFE. It can be easily cracked, some admins may consider this as metagaming, (ahelp if you aren't sure). Create a secret compartment or storage somewhere in maintenance or in another safe area, your drinking glass box can hold small contraband, nobody is going to search it.
- If you're on a map that has it, get the alcohol vendor from the colony, bribe an MT or engineer from one of the squads to get it, not only is this a great machine for roleplay, its bottles can be used to knock down anyone with a hit to the head for quick disposal of their body, plus some alcohols are more potent than others and can knock out if too much is drank, example is Jailbreaker Verte, experiment!
- Bribe Req and an MT or the CE if you're lucky to hack the ASRS machine, say it's for exotic ingredients or carpet from the exotic crates, you can order a multitude of black market crates and other gear if you're feeling gimmick-like.
- Bribes can get you far, try bribing an MT to edit your airlock so you can pulse a button and shock and or bolt your office doors, bribe the researcher for some warcrime grenades, make some low-grade bots and screwdriver them, then enable all of the spooky options which may be lethal, or just a nuisance to people passing by.
- Special operations crates from requisitions have pistols that fire tranquilizer rounds, these are very effective since they come with silencers, so you can easily shoot your target from off-screen, wait until they're down, nab them and take them to somewhere more secure.
- Stay in your boundaries. Nobody will ever suspect you, with the exception of the survivors, antagonist CLs happen so rarely that the MPs probably wont care, nor think you did anything wrong. It's very hard to scan a medibot that is injecting toxins into you for fingerprints, and you can just say you were trying to get away from it since your abdomen started hurting after it injected you for no reason. Unless you go out plainly and start shooting your target in plain sight (don't do this, you will fail, everyone is better equipped at combat than you with few exceptions), it's not going to be fun for your target. Try to be an engaging antagonist, and try to follow your objectives assigned by Weyland Yutani. With them, maybe you can get promoted and back to your desk job on the Gateway Station. Good luck in your endeavors Junior Executive.
Tips and Suggestions
To Begin the Round
- Set the Company relation status to LOYAL in your character profile.
Other
- Be acquainted with Marine law. Know your rights to keep your radio and to an appeal.
Your Skillset
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To find out about how the skill system works head over to the skills system page.