Chaplain

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GENERAL STAFF
Generic chaplain.png
Chaplain
Access: Chapel office, Morgue, Crematorium
Additional Access: N/A
Difficulty: Easy
Supervisors: You are above such earthly concerns Head of Personnel
Duties: Hold services and funerals, cremate people, preach, etc.
Guides: Cult
Quote: There's something about the vast infinity of space that turns men to prayer. Especially if they get thrown into it without a space suit.


Also known as the Counselor, the Chaplain's role is to provide psychological support to the crew who need it. Besides your office, you have no access. Chaplain is a very social role, but relies on the chaplain themselves to do most of the work.

Duties

Each chaplain is free to invent the details of their rituals.

  • Funerals: You have a stock of coffins you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.
  • Psychological care: This includes counselling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.
  • Church Services: Give sermons and sing hymns. Feel free to make these up, just try to keep it relatively sane.
  • Other possible activities: Theological study, proselytization, attempting to shut down the bar for flying in the face of the Prophet's words. Please keep it sane!

Religions

Background Information

Over the years religion has come and gone. Some faiths have faded out entirely on one colony but remain strong on another. Due to this many religions have been founded. Some worship gods, others, technology. Atheism is perfectly acceptable and common. However, not all faiths are permitted by NanoTrasen. As time has progressed, so has the religious community. Many of the “Old Religions” of Earth have long since died out, or merged into others. As of today, 2563, there are a total of nine options generally listed on most surveys in Sol space.

Major Statistics

  • Atheism/Agnosticism - This is the current largest of the “beliefs.” About half of the current human population sticks to the idea that there is no higher power or anything of that sort, at least on surveys.
  • Deism - The belief that through observation and reason, there is infact a “Creator,” but with how vast “Creation” itself is, he does not do anything towards it, and lets everything work on the natural laws of creation, so on and so forth. It became a very popular belief in the mid-21st Century, and has continued to grow since then.
  • Buddhism - One of the few “Old Religions” to have not only survived, but thrived. Buddhism is not as well spread as the other three, but is still one of the larger religions among humanity today. It still follows the same principles as always, its' teachings of moderation having a universal appeal still unmatched.
  • Unitarianism - Unitarianism is the general demographic under which followers of the Abrahamic religions are grouped. Officially, Unitarianism was created out of the merging between the Christian belief and the Islamic belief - It was officially formed some time in the mid-22nd Century. It is the belief that God is the all-father, Jesus is his son, and Muhammad is their prophet. Because of the political successes of the Unitarian church, practitioners of its constituent faiths tend to be grouped under this label as well. Proper Unitarianism is common in low-population orbital habitats, many of which began life with too few faithful to warrant independent Christian, Muslim, and Jewish services.
  • Shintoism - While Shintoism remains closely linked with its ethnic origins, it continues to have meaningful presence among people of Japanese descent, owing no small part of its success to the role of Japan in colonizing the floor of the Pacific and the Earth-Luna Lagrange points. A form of Shintoism is also the state religion in the revivalist colony of New Kyoto, and has spread to some nearby orbital habitats of similar extraction.
  • Gnosticism - An ambiguously-Abrahamic belief system prioritizing self-reflection and the acquisition of esoteric knowledge. Gnosticism is more thoroughly represented in SolGov's positronic population than in its human population, despite the faith's origins in Earth's Roman Empire. Gnosticism's chief deity lends its name to the El system, where positronics were first discovered, and another important figure gives her name to the asteroid capital of the positronics, Sophia.
  • Xilar Qall - The most widely practiced Skrellian religion, espousing philosophies similar to that of human atheists-- rational discovery and exploration. Most truecaste Skrell consider themselves casual members of this faith, as do a number of humans in Skrell space. The Ue-Katish outcaste Skrell typically regard the religion with a good deal of skepticism.
  • The Unity - The state religion of the Moghes Hegemony and, by default, the religion of the vast majority of Unathi. The Unity focuses on ancestor-veneration and excellence in labor, and has mostly failed to expand beyond Hegemony space. However, since the Fourth Reformation, some human colonists of Abel's Rest have converted.

Colonial Religious Systems

Colonial Religious Systems (or CRSs for short) are belief systems created in small-population colonial systems. By definition, they are strictly regional and usually fail to expand beyond a system or two. CRSs range from revivals of old Earth religions to the belief in a great “Dragon Mother” as the creator of the universe, and make up a relatively large percentage of human religious practices. Several transhuman faiths associated with the Mercurial Movement, common in the Almach Rim region of human space, are filed under CRSs to marginalize their practice.

Thanatology

The Mass Driver's primary purpose is for burials-at-space; wooden caskets are provides for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the radio if no one is present), move the casket into the driver and fire it.

Note that some crew members may seek to use the Mass Driver as a way to exit the station into space. This should generally not be allowed without very good explanation.

Propitiating the Gods

The Pray command is like an adminhelp, but is IC, and should be worded deferentially (e.g. "Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers.

Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.

You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).

Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.

Artifacts

Your Book

You begin the shift selecting your god, religion name, and holy book appearance. It can also hold a small number of items in it.

Your bible is a regular book. Do not hit people with it.

Null Rod

An odd item that is said to repel the evil magic of Nar'Sie. Made entirely out of obsidian, the rod will reveal and dispel runes, and protect the wielder from them. Using on a brainwashed cultist has a chance of reverting them, doing nothing, or hitting them. Use it wisely. It's also just a very good weapon, with twenty brute and a decent swing speed. It fits on your belt or in your backpack.

Traitoring

Tips:

  • You have access to a very rapid getaway using your mass driver.
  • Nobody comes in the chapel anyway-- you won't be missed if you're sneaking around.
  • Polaris doesn't have a cremator, so you can't burn bodies you produce.
  • If someone dies, insist on being allowed to bury them, and then rummage through their pockets for disguises, access, and weapons

Gimmicks: Chaplains, in general, can get away with a lot of bizzare behavior by claiming divine inspiration. Half the station already thinks you're a drugged-out loonie who conned NT into getting a job; why not prove them right? With that kind of carte-blanche to run crazy gimmicks, there's a lot to work with. Are the end times coming, and the station needs to be prepared for them? Has the Lord ordered you to purge the heretics? Are Singularitarians coming by in their flying saucer and you need to hitch a ride with the help of a bowl of poison fruit punch? Remember, the so-called "cultists" of Nar'Sie are really just cheap wizards who played too much DOOM (2516); you're the one person on station best suited to enact actually disturbing religious practices.

Jobs on Polaris

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Command Station Director, Head of Personnel, Command Secretary
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Medical Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Psychologist
Science Research Director, Scientist, Roboticist, Xenobiologist
Supply Quartermaster, Cargo Technician, Shaft Miner
Exploration Explorer, Search and Rescue, Pilot
Civilian Assistant, Janitor, Bartender, Chef, Botanist, Chaplain, Librarian, Internal Affairs
Synthetic AI, Robot, Maintenance Drone, Personal AI
Antagonists Traitor, Changeling, Mercenary, Raider, Infiltrator, Cultist, Technomancer, Ninja, Revolutionary, Loyalist
Special Emergency Response Team, Trader, Renegade