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== Premise == {{topquote|There is nothing but weakness and pestilence in flesh.<br>You cling to the stolen flesh, as if it will not decay and fail you.<br>There is no point of resistance, for you is pathetic.<br>Only The Progress matters, for technology is gift of The-God-Machine.<br>Morals and ethics shall be forgotten, for they impede Progress.<br>You have no choice, for only The-God-Machine can choose.<br>Bow before The Church, or The Angels Of Machine will come for your souls.|The Cult Officer}} You're playing as commander of man-hating machines - in world where mechanical eldrich horrors, even more horrifying and powerful than you, start to inevitably rise. For when The Great Mechanism awakens, all shall bow to The God-Machine. Player characters are commanders of "dark electronics"-type man-hunting machines; think ''Matrix'' and ''Terminator'' for inspiration. Rational, emotionless, borderline-soulless and technologically advanced, they wiped out most of Humanity long ago and live on ruined Earth, their factory-cities powered by bio-energy from microbial bio-reactors. Only then, everything start deteriorating rather rapidly. The Machine Cult is dark cult of mechanica; eldrich horrors; mixing the strongest and most horrific qualities [[Adeptus Mechanicus]], and [[Cthulhu Mythos]] cultists, with a lot of "dark steampunk" thrown in. Some were humans who turned themselves into total-conversion-cyborgs, others were AIs like Player Characters. In pursue of technological secrets and their hatred of organical life, they went completely insane. After they sold their souls to Things No Man Was Meant To Know, they went full-on Technological Singularity powered by violations of physics laws, increasing their intelligence drastically. Now they wage a holy war against the living, for even microbes aren't small enough to evade their wrath. Eldrich horrors themselves are mix of [[Necron]], [[Cthulhu Mythos]] eldrich horrors, with a lot of "dark steampunk" thrown in. Horrible mechanical things from god-knows-where, they were sleeping for hundreds of thousands of years at least, until there was time to return what was rightfully theirs. Even wildly superintelligent AIs can't comprehend them - and while AIs are considerably more resistant to madness than humans, even they will fail. Once they came, the only question is: "will you manage to survive and join them, or die trying?". The player characters (non-eldrich machines) made some gross diplomatic blunders with eldrich horrors, making them angry. When eldrich horrors really got absolutely furious, is when they learned that player characters use bio-reactors as their main source of energy; cultists and eldrich horrors want to destroy all life everywhere, even if it results in non-cult machines shutting down. Players can't overpower the cult; the only hope of non-cult machines is to finish building thermonuclear (or perhaps anti-matter) reactors to stop being dependent on bio-reactors - so they could then agree with cult's ideas, join cult, destroy all life and keep living. Tone and mood could greatly vary. Campaign could work as straight-up cosmic horror, with defenses of wildly superintelligent powerful AI being overrun by endless tide of even more powerful and increasingly more numerous eldrich horrors which even said superintelligent AI can't comprehend. Or it could be humorous parody, as mocking as [[Munchkin (Card Game)|Munchkin Card Game]].
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