Difference between revisions of "Blood Cult"
imported>Kingfish (→Runes: add) |
imported>Oldman Robustin (Current (and near future) Robustin Cult Update Stuff) |
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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.''' | 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.''' | ||
− | == Blood Spells == | + | ==[[File:Bloodspells.png|60px]] Blood Spells == |
Blood spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (empowering runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations. | Blood spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (empowering runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations. | ||
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! style='background-color:brown' width='64px' |Rune | ! style='background-color:brown' width='64px' |Rune | ||
|- | |- | ||
− | !{{anchor|Rite of Offering}} | + | !{{anchor|Rite of Offering}}Offering Rune |
|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. | |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. | ||
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|[[File:Convert_rune.png|64px]] | |[[File:Convert_rune.png|64px]] | ||
|- | |- | ||
− | ! | + | !Empowering Rune |
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 5 instead of 2. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it. | |Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 5 instead of 2. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it. | ||
|1 | |1 | ||
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|[[File:Empowerrune.png|64px]] | |[[File:Empowerrune.png|64px]] | ||
|- | |- | ||
− | !Teleport | + | !Teleport Rune |
− | |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. | + | |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. <b><u>Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!"</b></u> |
|1 | |1 | ||
|Sas'so c'arta forbici! | |Sas'so c'arta forbici! | ||
|[[File:Teleport_rune.png|64px]] | |[[File:Teleport_rune.png|64px]] | ||
|- | |- | ||
− | ! | + | !Revive Rune |
|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. | |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 | |1 | ||
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|[[File:Raisedead_rune.png|64px]] | |[[File:Raisedead_rune.png|64px]] | ||
|- | |- | ||
− | ! | + | !Barrier Rune |
− | |When invoked, makes a | + | |When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Examine the rune to see how much time the barrier has left. |
|1 | |1 | ||
|Khari'd! Eske'te tannin! | |Khari'd! Eske'te tannin! | ||
|[[File:Wall_rune.png|64px]] | |[[File:Wall_rune.png|64px]] | ||
|- | |- | ||
− | ! | + | !Summoning Rune |
− | |This rune allows you to instantly summon any living cultist to the rune, consuming it afterwards. This | + | |This rune allows you to instantly summon any living cultist to the rune, consuming it afterwards. <u>This rune will only work on the main space station</u>, but can grab cultists from almost any location! |
|2 | |2 | ||
|N'ath reth sh'yro eth d'rekkathnor! | |N'ath reth sh'yro eth d'rekkathnor! | ||
|[[File:Summon_rune.png|64px]] | |[[File:Summon_rune.png|64px]] | ||
|- | |- | ||
− | ! | + | !Blood Boil Rune |
|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. | |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. | Some species, such as golems, do not have blood, and thus are immune to this rune. | ||
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||[[File:Boil_rune.png|64px]] | ||[[File:Boil_rune.png|64px]] | ||
|- | |- | ||
− | ! | + | !Rune of the Spirit Realm |
− | |This rune | + | |This rune give you two powerful options:<br> |
+ | (1) 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. <u>This option is only available on the space station itself - the veil is not weak enough in space or Lavaland to give spirits a physical form!</u><br> | ||
+ | (2) To ascend as a dark spirit. This option costs <b>no health</b> to use and will give you virtually unlimited knowledge! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle! | ||
|1 | |1 | ||
|Gal'h'rfikk harfrandid mud'gib! | |Gal'h'rfikk harfrandid mud'gib! | ||
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|- | |- | ||
!Apocalypse | !Apocalypse | ||
− | |A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.<br> | + | |A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.</u><br> |
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled | <br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled |
Revision as of 16:25, 7 February 2018
ENEMY STAFF | |
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 ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures.
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:
- From a discrete location, contact your allies through your Commune button.
Warning: When communing with the cult, nearby crew can see and hear you whispering, potentially revealing your cult, be careful!.
Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody and are not worthy enough for the cult of Nar-Sie and may be antagbanned! - Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this later.
- Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
- Setup a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a hidden teleport rune to get you back, otherwise you could be stuck!
- Setup an empowering rune and then prepare up to 5 blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
- Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled soulstones from sacrificed humans to create powerful cult constructs!
- Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 3 cultists nearby.
- Prepare to summon Nar-Sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
- Gather 9 cultists on the final rune to 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.
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:
The Ritual Dagger
Your dagger is your most important object and has several functions:
- You can draw runes with it.
- Hitting a cultist with it, removes holy water from them.
- Hitting a non cultist with it, will result in 15 armor-piercing brute damage.
- Hitting runes with it, removes them.
- Hitting cult structure with it, will unanchor and anchor them, allowing you to move them around.
- 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.
Blood Spells
Blood spells can be created at any time via an action button that appears below your character. However, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (empowering runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations.
List of Available Spells
Name | Description | Health Cost/No. of Charges |
---|---|---|
Stun | A potent spell that will stun and mute victims upon contact. Very much similar to the Talisman of Stunning, and plays much the same role. | 10 HP |
Teleport | A useful spell that teleport cultists to a chosen destination with a teleport rune on contact. | 7 HP |
Electromagnetic Pulse | A large spell that immediately disables all electronics in the area. | 10 HP |
Shadow Shackles | A stealthy spell that will handcuff and temporarily silence your victim. Useful for subduing crew. | 4 Charges |
Twisted Construction | A sinister spell used to convert: Plasteel into runed metal, 25 metal into a construct shell, Cyborgs directly into constructs, Cyborg shells into construct shells, Airlocks into runed airlocks (harm intent) | 50 Charges |
Summon Equipment | A crucial spell that enables you to summon either a ritual dagger or combat gear including armored robes, the nar'sien bola, and an eldritch longsword. | 1 Charge |
Hallucinations | A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations. | 4 Charges |
Conceal Runes | A multi-function spell that alternates between hiding and revealing nearby runes. | 10 Charges |
Blood Rites | A complex spell that allows you to gather blood and use it for healing or other powerful spells. | 5 Charges |
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.
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.
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
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
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 provide plasteel.
- 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.
- Don't do stuff next to the CE's Office. Poly might repeat some of your phrases, and dead chat is going to laugh.
Nar-Sie
Once you've completed the ritual, Nar-Sie will come forth.
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.
Few things are capable of challenging Nar-Sie's sheer power.
One of them is Ratvar.
If Nar-Sie and Ratvar encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
Game Modes on | |
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 |