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Imperial Waste & Sanitation / TTOO

  • Syndicate
  • Regular
  • Smuggling
    Smuggling
  • Piracy
    Piracy

“So you’re interested in the sanitation business? It can be very good, but you gotta play by our rules. This thing of ours exists to make all of us money, but it only works if we work it. It’s not really a company. It’s more like… a family.”

Vittorio Rossi, CEO of IW&S from 2792 to 2808



History

This thing of ours is the current version of an ancient string of societies. It was started more than three hundred years ago as a way to get our slice of the pie when we learned that this great, shiny ‘verse was just as tarnished and dirty as the old world. Our people showed up after leaving a crowded Earth to take their chance on the colonized worlds only to find that the mooks who got there first had made all the good claims. They worked to keep us under their heels, so we worked to pull ourselves up by our bootstraps. And we did.

Our families and our Family watch out for each other and always send a taste of the success up so that the bosses can supply the things we all need. That’s the way it works, that’s the way it’s always worked. Once you are made you are set for life, but betray our trust and there ain’t no safe harbor in the ‘verse for you.

Manifesto

In plain English, IW&S (nicknamed TTOO for “This Thing of Ours”) is a mafia-modeled syndicate seeking to provide an operating, organized crime network, resource net, and idea workshop for members to take advantage of. Star Citizen is an ambitious project, and while it’s clear that simple piracy in the form of interdiction, destruction, and salvaging and the hauling of contraband cargoes will be in game, TTOO will work on pushing further. Setting up in-game rackets with questionable morality, running operations to extort payments from users of certain star-systems, promoting in-game contests and betting (we are eagerly awaiting word on how in-depth racing will actually figure into the game), etc. This is not completely uncharted territory, as interesting “criminal” concepts have been successfully implemented in other MMOs for years, but none of them were built to the scope of Star Citizen.

We encourage each member from associate on up to work independent schemes for money generation. Creative ideas show you’re a creative individual, and we love creativity. The goal is to have group and solo schemes at play all the time, and for the Family to help by providing facilities, resources, and a social environment that fosters engaging in organized criminal activities just for the pure fun of it.

The system is funded (i.e. facilities/bases, consumables, and commodities for Family use) by “paying up” and the honor system. Based on the expenses of the Family a pay-up percentage will be set (comparable to guild dues). The difference between this and regular dues is that it will fluctuate based on your profitability. Just like in the classic imagining of the mafia, you will have sworn an oath to keep our secrets (i.e. don’t reveal our plans or locations) and follow our Code. The Code stipulates that you as an adult and an oath-keeper pay your percentage of your own free will. In other words, we expect and require honor among thieves. No one from Boss on down is exempt from paying into the Family.

We are not requiring our members to be exclusive to TTOO. Hey, we’re criminals. We need access to black markets and pirate gangs, and that may require joining some other orgs. However, we do expect that this is your MAIN organization. We want to cover the planning and social aspects of the jobs, let the other orgs handle the markets and pretend to be Craig’s List.

Obviously, recruiting in this manner (openly and publicly) is only intended to start the ball rolling, and will not be continued into the game launch. Members are encouraged to redact their Organization membership information if they wish. We are NOT an exclusive organization because, although we demand loyalty and secrecy, we recognize that interaction with other illicit organizations is required to gain access to markets. We do, however, expect that TTOO will be your main affiliation. Families should be close-knit, so members are encouraged to present friends and especially relatives who they feel might fit in well and follow our Oath and Code.

Salud!

Charter

Here are the Code and the Oath. While we’re not trying to actually be a Mafia role-playing org… Well, you can’t blame us for wanting to have a little fun. Plus in the odd circumstance that there is any org drama, this actually gives us a framework to follow to work it out. But largely this is me channeling my inner Soprano. So yeah, there are some play-nice rules in here, but I really just hope it puts a smile on your face.

The Code:

  • If they ain’t family or they ain’t Family, they ain’t nothing.
  • If anybody does anything without sanction to anyone who is made or higher that harms them or their people, there will be a penalty. Only a boss can sanction punishments of any kind to a made member of this thing of ours, although the input of that member’s capo will be requested.
  • If anybody in charge of someone keeps that person from making money without a good reason, they are hurting the whole Family. This is the same as stealing. Let your earners earn.
  • If anybody steals from someone in the Family, you stole from the whole Family. We take from others, not from our own. This includes borrowing from a member and not repaying. You forfeit your right to benefit from the the Family in this case, and may lose the protection of the Family if a boss decides the situation is bad enough to warrant it.
  • The orders of a capo are the orders of the boss that raised them. You follow them like the boss gave them. If they are against the wishes of the boss then that capo will answer for it later, but it’s not for those under the capo to judge.
  • In all cases of a dispute between members of a crew, the capo is the final arbiter. What they say goes. In all cases between members of different crews, a boss will be the judge. Anybody can request a sitdown to settle things, but you can only do it once. If the problem continues or the solution that was given is not followed, that person or those people now have an even bigger problem, and there is only one solution.

The Oath:

On my honor and on the memory of my ancestors, I will respect the Code of the Family and I will die before I betray the trust of the Family. I will reveal no information that is not meant to be public, I will provide no aid to the enemies of the Family, and I will not conceal from those appointed over me if I discover that anyone else has violated this Oath. I understand that an oathbreaker is dead to the Family, and I understand that the Family will make them dead to the world. It does not matter who they were, once the oath is broken they are dead. This oath I swear, and I will go to my grave having kept it. Always.