Difference between revisions of "Blood Cult"

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(→‎40px The Cult Master and You: This portion requires images relating to the Cult Master's abilities. Specifically the HUD icon would work the best.)
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==[[File:Cultist.png|40px]] The Cult Master and You==
 
==[[File:Cultist.png|40px]] The Cult Master and You==
===<span style="color:orange;">THIS SECTION IS A WORK IN PROGRESS.</span>===
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<span style="color:orange;">THIS SECTION IS A WORK IN PROGRESS.</span>
  
 
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving it's goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!
 
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving it's goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!
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To summon Nar-Sie, you are going to need keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.
 
To summon Nar-Sie, you are going to need keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.
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Here is a quick reference guide on what you should be doing as the Cult master:
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<span style="color:orange;">THIS SECTION IS A WORK IN PROGRESS</span>
  
  
 
===Cult Master Powers===
 
===Cult Master Powers===
  
As the Cult Master, you have access to a wide variety of powerful and essential occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:
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|reason = This portion requires images relating to the Cult Master's abilities. Specifically the HUD icon would work the best.
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As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:
  
 
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
 
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
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!Final Reckoning
 
!Final Reckoning
 
|A single-use spell that brings the entire cult to the master's location. Usefull for when it's time to summon Nar-Sie and you need the whole cult to help defend and invoke. Please note that this is a one-use ability.
 
|A single-use spell that brings the entire cult to the master's location. Usefull for when it's time to summon Nar-Sie and you need the whole cult to help defend and invoke. Please note that this is a one-use ability.
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|One Use
 
|One Use
 
|-
 
|-
 
|[[File:Mark_Target.png|64px]]
 
|[[File:Mark_Target.png|64px]]
 
!Mark Target
 
!Mark Target
|Marks a designated player target that you select with your cursor for the cult to be marked as top priority for 90 seconds. Succesfully marking a person sends a message to the entire cult, giving the name and location of the target. Usefull for calling your entire cult to attack a specific target. After using this ability, it goes on a 120 second cooldown.
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|Marks a designated player target that you select with your cursor for the cult to be marked as top priority for 90 seconds. Succesfully marking a person sends a message to the entire cult, giving the name and location of the target. Usefull for calling your entire cult to attack a specific target.  
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After using this ability, it goes on a 120 second cooldown.
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|120 Seconds
 
|120 Seconds
 
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|[[File:Pylon.gif|64px]]
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|[[File:Eldritch_Pulse.png|64px]]
!Pylon
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!Eldritch Pulse
|A floating crystal that slowly heals those faithful to Nar'Sie. Also slowly turns the surrounding floor into engraved floor.
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|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!
|3 runed metal
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|-
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After using this ability, it goes on a 15 second cooldown.
|[[File:Archives.png|64px]]
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!Archives
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|15 Seconds 
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Supply Talisman, the one a cultist gets at the start of the round, a Veil Shifter, a 2 use random teleporter for medium distance or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After using the archives, it needs some time to recharge.
 
|2 runed metal
 
|-
 
|[[File:Runed_airlock.png|64px]]
 
!Runed door
 
|Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard.
 
|3 runed metal
 
|-
 
 
|}
 
|}
  

Revision as of 17:24, 5 October 2017

ENEMY STAFF
Cultist.png
Follower of Nar-Sie
Access: Whatever you have
Additional Access: Wherever a teleportation rune is
Difficulty: Medium
Supervisors: Nar-Sie
Rank: Not defined
Duties: Killing everyone and creating a construct army
Guides: This is the guide
Quote: NAR-SIE HAS RISEN

The Beginning of a New Era

The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!

Several cultists will arrive on the station. When you spawn, you'll find a piece of paper, which is really a three-use summoning talisman in your backpack. The three-use talisman will allow you to do summon useful talismans and other objects.

Objectives

Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.


The general path of action of the cult and those in it:

  1. Summon your tome.
  2. Contact your allies through your Commune verb. The Commune verb sends a whispered message to all cultists.
    Important: Communication and teamwork is essential! If you fail to read the guide this far and follow the steps until here, you will probably fuck up the round for everybody and are not worthy enough for the cult of Nar-Sie and may be antagbanned!
  3. Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this below.
  4. Find an area to convert into a base, usually accessible by one or more members of the cult, and cut cameras and in general make the base usable and hidden for the cult.
  5. Setup a teleport rune, so all cultist can access it.
  6. Secure your base by placing wall runes infront of windows and doors.
  7. Get some paper for talismans and if possible get metal for constructing empty shells and platsteel for creating cult structures.
  8. Convert new members and give them a tome.
  9. Summon Nar-Sie


Sacrifice

REMINDER: One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune.

To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'Sie rune.

NAR-SIE HAS RISEN

After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at roundstart. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.

Cultist.png The Cult Master and You

THIS SECTION IS A WORK IN PROGRESS.

The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving it's goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!


So, how does one become the Master?

When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!


Being The Master of Wrist Cutting

So, you asserted your leadership, and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.

To summon Nar-Sie, you are going to need keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.


Here is a quick reference guide on what you should be doing as the Cult master:

THIS SECTION IS A WORK IN PROGRESS


Cult Master Powers



As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:

Name Description Cooldown
Final Reckoning.png Final Reckoning A single-use spell that brings the entire cult to the master's location. Usefull for when it's time to summon Nar-Sie and you need the whole cult to help defend and invoke. Please note that this is a one-use ability. One Use
Mark Target.png Mark Target Marks a designated player target that you select with your cursor for the cult to be marked as top priority for 90 seconds. Succesfully marking a person sends a message to the entire cult, giving the name and location of the target. Usefull for calling your entire cult to attack a specific target.

After using this ability, it goes on a 120 second cooldown.

120 Seconds
Eldritch Pulse.png Eldritch Pulse Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!

After using this ability, it goes on a 15 second cooldown.

15 Seconds

Tome.png The Tome

Your Tome is your most important object and has several functions:

  • It lets you communicate with your fellow cultists.
  • You can draw runes with it.
  • Hitting a cultist with it, removes holy water from them.
  • Hitting a non cultist with it, causes them burn damage.
  • Hitting runes with it, removes them.
  • Hitting cult structure with it, will unachor and anchor them.
  • Hitting a cult wall with it will open/close the wall (like fake walls).

If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, if you get caught, you endanger the entire cult.

Talismans

Talismans are usually created through the "Create talisman" rune. They're one-use or limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to have a stun talisman and a teleport talisman with you, to escape risky situations.

The Starting Talisman

You, as a cultist, begin the round with a supply talisman. It's heavily recommended you spend one charge on a tome, as without it you cannot draw runes, and you will lose access to all the cult powers until a fellow cultist gives you one.

List of Available Talismans

Name Description Talisman
Supply Talisman Can be used to summon various talisman and tools to get started. The initial talisman has 3 uses, while archive-generated talismans only have 2.

It can be used to:

  • Summon an arcane tome.
  • Summon 5 sheets of runed metal.
  • Summon a Talisman of Teleportation.
  • Summon a Talisman of Electromagnetic Pulse.
  • Summon a Talisman of Stunning.
  • Summon a Talisman of Veiling.
  • Summon a soulstone.
  • Summon a construct shell.
Talisman supply.png
Talisman of Tome Summoning Summons an arcane tome, used to scribe runes and communicate with other cultists. Talisman tome.png
Talisman of Teleportation A single-use talisman that will teleport a user to a teleport rune, which you can choose from a list. Talisman teleport.png
Talisman of Veiling A multi-use talisman that hides nearby runes. On its second use, will reveal nearby veiled runes. Talisman veil.png
Talisman of Stunning A talisman that will stun and mute the target for several seconds. To use it, hit someone with the talisman. After the mute runs out, the target's speech will still be extremely distorted, preventing them from revealing anything specific. However, it will still give away the presence of a cult if heard. Talisman stun.png
Talisman of Electromagnetic Pulse A talisman that will cause a moderately-sized electromagnetic pulse. Talisman emp.png
Talisman of Arming A talisman that will equip the invoker or whoever is struck with the talisman with cultist equipment: armored and hooded cult robes, cult shoes and a cult backpack. They will also receive a 30 force cult sword, that cannot be used by non-cultists, and a reinforced bola. If the slots for the armor are occupied the armor will be lost. Talisman arming.png
Talisman of Horrors A talisman that will cause the victim to hallucinate. Unlike other talismans, it's ranged and does not warn the target. Talisman horrors.png
Talisman of Construction Use this talisman on at least twenty-five metal sheets to create an empty construct shell, or on plasteel to create runed metal. Can convert up to 25 sheets of plasteel per talisman. Talisman construction.png
Talisman of Shackling Use this talisman on a victim to handcuff them with dark bindings. Can be used four times. Talisman shackle.png

Runes

The tome allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood.

Name Description Invokers Required Rune
Offer Instantly converts a normal crewmember on top of it to the cult, healing him for 75% of his brute and burn damage, and spawning an arcane tome. Does not work on mindshield-implanted crew.

If the target is dead, uneligible for conversion or is the required sacrifice target, they'll be sacrificed instead, gibbing them and creating a soulstone that can be used to power a construct.

1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets Convert rune.png
Form Wall Using this rune will make it and any nearby Wall Runes prevent passage above them (even to cultists) for up to 90 seconds, at the cost of some damage to the invoker. Can be turned off manually. 1 Wall rune.png
Blood Boil When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.

Some species, such as golems, do not have blood, and thus are immune to this rune.

3 Boil rune.png
Electromagnetic Disruption This rune causes a large EMP, disabling and damaging machinery and synthetic lifeforms in a large area and consuming the rune. The more people invoke the rune at once, the bigger and stronger the EMP gets, potentially covering most of the station. 1-9 Emp rune.png
Resurrect Cultist Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring it back to life, expending one charge. 1 Raisedead rune.png
Teleport This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it. 1 Teleport rune.png
Summon Cultist This rune allows you to instantly summon any living cultist to the rune, consuming it afterwards. This works across Z-levels, including the escape shuttle. 2 Summon rune.png
Spirit Sight This rune allows you to temporarily leave your mortal body and become a ghost. This comes with all the benefits of being a ghost: being able to communicate with other ghosts, locating key targets, and so on. You can re-enter your body by using the Re-enter corpse command or HUD button.

However, the body slowly receives damage while you are away from it, and the rune will automatically keep your body anchored to it, preventing others from dragging the body away. Don't stay away too long!

1 Astral rune.png
Manifest Spirit This rune allows you to manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal damage over time. 1 Manifest rune.png
Create Talisman This rune transforms paper into powerful magic talismans. To do so, put a paper on top of the rune, invoke it and choose which one you want to create. After a brief channel, it will convert the paper into the chosen talisman.

See above for possible Talismans and their effects.

1 Talisman rune.png
Summon Nar-Sie This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and to start drawing it the requested target must have been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds, before it's complete.

After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.

9

Structures

By using a construction talisman on platsteel, you are able to get runed metal. With it you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your tome.

Name Description Cost
Altar.png Altar A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create a Eldritch Whetstone, to sharpen your weapon, a Zealot's Blindfold, which lets you see in he dark or a Flask of Unholy Water, which heals cultists. After using the altar, it needs some time to recharge. 5 runed metal
Forge.gif Forge A forge used in crafting the unholy weapons used by the armies of Nar-Sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user, a Flagellant's Robe, which makes you faster, but at the cost of increased damage or a Nar-Sien Hardsuit, for space walks. After using the forge, it needs some time to recharge. 5 runed metal
Pylon.gif Pylon A floating crystal that slowly heals those faithful to Nar'Sie. Also slowly turns the surrounding floor into engraved floor. 3 runed metal
Archives.png Archives A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Supply Talisman, the one a cultist gets at the start of the round, a Veil Shifter, a 2 use random teleporter for medium distance or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After using the archives, it needs some time to recharge. 2 runed metal
Runed airlock.png Runed door Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. 3 runed metal

Constructs

Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:

  • A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from a supply talisman or an artificer.
  • An empty shell, either by using a construction talisman on 25 metal sheets, from an artificer, or from a starting talisman.

When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.

A complete guide to constructs can be found here. Artificers will poop out new soulstones and shells, wraiths can kill the AI, and juggernauts are great tanks.


Threats to the Cult

Even with access to a large amount of different runes and talismans, there are still several threats to the cult on the station.

Ratvar Scum Servant of ratvar.png

The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs can not be converted, but they also can´t convert followers of Nar-Sie. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.

Security and the Chaplain Generic hos.pngGeneric chaplain.png

Even the best prepeared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water, which will turn cultist back to normal people, if it stays long enough in their system. The Chaplain is also immune to cult magic and his bible is able to make hidden runes visible.

Tips

  • Cultists can know a rune's name and effects by examining it.
  • Your tome is a robust burning weapon.
  • The chaplain is immune to your magic. Don't attempt to use talismans on him, or you will get discovered and beheaded.
  • Keeping a shade in a soulstone with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.
  • Cultists often find a use for medibots. Having a single bot with a low threshold, backed up with the odd bruise pack, can allow a tiny number of cultists to summon and arm a vast number of ghostly warriors to their aid. A single bot can juggle multiple people at once, if they are relatively close to each other. Pylons also serve this purpose very well.
  • Engineering staff during cult are top-priority converts, as they can sabotage telecomms for you, or build secret bases in space.
  • Are you cult? Got talismans? You can store them on a clipboard, and nobody ever checks clipboards, especially if you're QM or another role that spawns with them. Right-click the papers to label them and keep track of their effects, or just examine them.
  • Get some platsteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
  • Drag paper bins onto you to pick them up. A single paper bin holds 30 papers, and that's 30 potential talismans!
  • Always be ready to summon a cultist in trouble. He will likely not be able to call for help on the cult chat, so keep an eye on normal comms. Even better if you have someone in Spirit Sight to warn you.
  • Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.
  • The EMP rune's area of effect scales with invokers, and can hit most of the station if placed in a central enough spot, effectively working as a powersink. Combine this with crowbars for free access everywhere.
  • Are almost all other cultist dead? Get a medibot and create a ghost army with Manifest Spirit and arm them with Talismans of Arming.
  • Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie rune.
  • A construct can quickly take down an AI. The best one to do the job is the Wraith, it can jaunt into the core and take down the AI with it's powerful meele attack and the AI can't do shit.
  • Drawing a rune on a cult floor is 50% faster than on a normal floor. (Except the Nar-Sie rune)
  • If the Harvester bring enough people to Nar-Sie you may or may not get a special ending.
Jobs on

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Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian


Game Modes on

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In Rotation Traitor, Incursion, Galactic Conquest, Blood Cult, Wizard, Monkey, Nuclear Emergency, Bloodling, Extended
Overmap Patrol, Shakedown, Armada, Courier, Galactic Conquest
Special Modes Planetary Assault
Removed Gang War, Devil, Overthrow, Legacy Modes, Revolution, Changeling