Gonna start this one with a little lore write.
Central Strategic Assistant, C.S.A. booted.
Information received.
Severe anomalous activity detected within the sector.
Calculating response...
Complete.
Dispatching ERT to all stations within the sector.
ERROR
Resolving error...
Not enough ERT teams available.
Calculating NT BRAMBLE chances of survival with no assistance...
Complete.
Odds lower than optimal.
Calculating…
Conclusion, hire a mercenary team.
Contacting Gorlex Marauders…
Sending mission information...
Complete.
With that little bit out of the way, onto what the actual event is.
This event is meant to occur during a catastrophic period within the Funky Sector. Incredibly high levels of anomalous activity are detected across the sector, and well, that means an incredibly high level of magical activity, of course. It's meant as a more refined take on and older-ish admeme, where it was both cults at once, combined with heretics. Now, onto the actual event structure:
CENTRAL STRATEGIC ASSISTANT
The Central Strategic Assistant, otherwise known as C.S.A., or self-referred to as "Charlie". Charlie is an AI responsible to calculate and perform responses to high hazard scenarios on scale, prioritizing CC's interests. Any communications received from CC during the round should be in the character of Charlie. Charlie's priorities are as follows:
ONE:
Keep corporate secrets secure, without undue costs.
TWO:
Keep corporate assets secure, without undue costs.
THREE:
Act in the best interests of the Nanotrasen company.
GORLEX MARAUDERS
The Gorlex Marauders, more commonly known as Nukies. While their usual operations are against NT as a whole, with the payment offered by Charlie, the Gorlex Marauders have been successfully hired to keep NT Bramble safe. So, in the actual round, the preset should be nukies, or greenshift, in that case instead selecting players to act as the Gorlex team preround. This should be a full nukie team, though can be shifted depending on population. The Gorlex team should be given a brief, with their mission priorities as follows:
ONE:
Keep Nanotrasen corporate secrets secure, ensuring that information spreading about any magical activity aboard is kept to a minimum. A cover story for why the Gorlex team is there will be necessary. The details of the story can be discussed by the team themselves, and the command staff of the station once they arrive.
TWO:
Keep NT BRAMBLE safe.
INTERSTELLAR MEDIA COMPANY
(lore blurb, give to ghosts before they take the IMC roles)
The Interstellar Media Company, or IMC for short, is a smaller company that entirely does media work for the wider populous. Often reporting on all kinds of events, and drawing some mild frustration from other companies in the process. Despite their frequent annoyances, they are too small to be considered anything more than a small media company, and are still looking for something for their breakout into the mainstream media.
A fun little addition in the form of a handful ghost roles to spawn into the round a bit. These roles come in three forms, with two necessary, and the third if there are enough ghosts:
IMC Reporter - The main voice and face up there, gathering all of those juicy secrets, and getting that big scoop for the IMC.
IMC Cameraman - The cameraman who follows the reporter around everywhere, ready to record things at a moment's notice.
IMC Assistant - A basic assistant sent to assist the IMC journalist team, they're there to do all the dirty work.
The point of these roles is to help create some drama with station command, security, and the mercenary team, as nosy journalists are trying to get their next scoop on the station. You can have the IMC journalists unarmed, or mildly armed with civilian arms.
THE STATION
As you probably noticed earlier, I've often referred to the station as NT Bramble, as, I believe it's a good station for all this chaos to take place, with good vibes, and being a sizeable station itself. It's also just one of my personal favorites. For alternatives to run this on, consider Olympus, and Core, as they both have good characteristics for this type of event.
Now, regarding what to send on station staff, quite simply, a fax should be sent to the station, informing them of the severely high levels of anomalous activity, and of the mercenary team being sent.
EDIT (To elaborate on what the actual activity may entail):
ANOMALOUS ACTIVITY
The actual activity is meant to be up to the admin's discretion on what it precisely is, but, after some thought, I decided it was a good idea to give some examples or 'Presets', to run this.
Preset one: "Basic Chaos":
The basic activity intended to be ran with this, round-start heretics, blood cultists, and cosmic cultists. Inform all of the magic users of the presence of the other cult or cults, in the case of the heretics. This should be done through some IC way, EX: "You feel a force pushing against your every move, you are not the only ones here...", or "You feel like a drop of water in a pond, like a sailboat caught in the collision of tidal waves."
Preset two: "High Influence Cult":
This is intended to be essentially a basic cult round, except the admins, playing the role of the god of the cult, thanks to the high degree of anomalous energy, have greater influence. This should be done by directly assisting the cult, whether it's information, equipment, or spawning things to interfere against the station's defenders. The goal here is to help the cult fight against the station's more prepared defense. Acting as the cult's god, you should also utilize your greater influence in other ways aboard the station, EX: turning altars into thematically fit ones for your cult.
Preset three: "Anomalous Chaos":
This has a singular cult, but, with the admins spawning a lot of midround anomalies and other magically adjacent things, EX: Midround colossus, midround wizard.
Preset four: "Max Chaos":
Both cults, heretics, a wizard, a colossus, and many anomalies as well. Intended to be incredibly chaotic and destructive, for something faster, and less roleplay heavy.
Preset five: "The Influence":
This one is a lot more involved on the admin's part, and is intended to be more roleplay heavy. The admin will take the place of a mysterious entity, trying to garner influence amongst the crew. They will whisper things to them, ask them to do things, encourage them to act in particular ways, and, in exchange, they are rewarded with magical abilities, with power. EX: In the character of this entity, you tell a crewmember to sacrifice a belonging to them, then an animal, then another crew member.
This is meant to be something that the admin puts a lot more attention to detail into, essentially playing the role of a god trying to garner influence, with the bit they've been given from the activity in the sector.
