Blood Cult: Difference between revisions

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[[File:Cult.png]] So you've joined the cult of the almighty Nar'Sie, but you don't know where to start? Then this is for you, apprentice. (So you're security? Skip on down to the bottom.)
[[File:Cult.png]] So you've joined the cult of the almighty Nar'Sie, but you don't know where to start? Then this is for you, apprentice. (So you're security? Skip on down to the bottom.)


The dark lord Nar'Sie has sent a number of his followers -- specifically, six cultists, for stations with small populations, or nine for larger stations. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to sacrifice the heretics, spread the faith to CentComm, or even summon your eldritch god himself!
The dark lord Nar'Sie has sent a number of his 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 sacrifice the heretics, spread the faith to CentComm, or even summon your eldritch god himself!


== "That's just a doodle!" ==
== "That's just a doodle!" ==
When you first spawn on the station, you'll notice you have been given several words. These words are the basis of Nar-Sie's magic, and will be used to scribe runes. You will also have a paper imbued with blood in their backpack or pocket. It's a special talisman, which can be invoked three times to spawn a regular 1-use talisman of your choice. Depending on your experience with being a cultist, this talisman can either be your best friend, or your worst enemy. Every use of this talisman will do a small amount of damage to yourself as well as being exceptionally obvious to any passerby. Make sure to hide this from basically everyone not in your little book club or they will robust your ass.
Six cultists will arrive on stations with small populations, and nine for larger stations.
 
When you spawn, you'll notice you have been given several words. These words are the basis of Nar-Sie's magic, and will be used to scribe runes. You will also have an innocuous-looking paper in your backpack or pocket. It's a special talisman imbued with blood, which can be invoked three times to spawn a regular 1-use talisman of your choice. Depending on your experience with being a cultist, this talisman can either be your best friend or your worst enemy. Every use of this talisman will do a small amount of damage to yourself as well as being exceptionally obvious to any passerby. Make sure to hide this from basically everyone not in your little book club or they will robust your ass.


{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
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|-
|-
!Summon Tome Talisman
!Summon Tome Talisman
|The Arcane Tome is the most important item for any cultist. Obtaining one of these is required to complete most cult objectives -- it is absolutely essential to buy. The frayed covers, aura of dread, and glowing eyes give it away to even the most uninformed crew-member as a bad thing. However, its small size makes it very easy to conceal: it fits easily into a pocket, or a box.  
|The Arcane Tome is the most important item for any cultist. Obtaining one of these is required to complete most cult objectives -- it is absolutely essential to buy. The frayed cover, aura of dread, and glowing eyes give it away to even the most uninformed crew-member as a bad thing. However, its small size makes it easy to conceal: it fits easily into a pocket, or a box.  


Tomes have three sections: Commune, which lets you communicate with fellow cultists in '''BOLD, CAPITAL, RED TEXT'''; Notes, which allows you to store the translations of words you have received; and Scribe Rune, which uses your noted words to draw runes with your blood. Every rune requires three known words in the tome's notes, and when you have noted all the words for a rune, it will appear as an option in this menu. Creating a rune requires constant attention to the book.  Not only must a cultist stay still while drawing, he must also concentrate on the book.  Putting the book away while drawing will result in a failure, as will shifting focus to one's other hand. Much like talismans, drawing runes does a small amount of brute damage. Tomes can also be used to remove runes by smacking them, to copy notes by smacking another tone, and to robust heretics -- each hit with a tome does 5 to 25 brute damage. Tomes can also pull what ghosts a cultist can find into the material plane, making them visible and audible to mortals.
Tomes have three sections: Commune, which lets you communicate with fellow cultists in '''BOLD, CAPITAL, RED TEXT'''; Notes, which allows you to store the translations of words you have received; and Scribe Rune, which uses your noted words to draw runes with your blood. Every rune requires three known words in the tome's notes, and when you have noted all the words for a rune, it will appear as an option in this menu. Creating a rune requires constant attention to the book.  Not only must a cultist stay still while drawing, he must also concentrate on the book.  Putting the book away while drawing will result in a failure, as will shifting focus to one's other hand. Much like talismans, drawing runes does a small amount of brute damage. Tomes can also be used to remove runes by smacking them, to copy notes by smacking another tone, and to robust heretics -- each hit with a tome does 5 to 25 brute damage. Tomes can also pull what ghosts a cultist can find into the material plane, making them visible and audible to mortals. While they will not be bound to the cult, they can still make valuable allies.
|-
|-
!Communications Talisman
!Communications Talisman
|Same thing as the tome's communication, in disposable paper form. This is more or less obsolete now that the tome lets you communicate, but it has its uses.  
|Same thing as the tome's communication, in paper form. This is mostly obsolete now that the tome lets you communicate, but it has its uses.  
|-
|-
!Travel Talisman
!Travel Talisman
|A talisman which allows its user to transport himself instantaneously to a teleport rune with the same final word. Because using this talisman requires the cultists' knowing the word 'Travel', it is not immediately useful.
|A talisman which allows its user to transport himself instantaneously to a teleport rune with the same final word. Because using this talisman requires the cultist knowing the word 'Travel', it is not immediately useful.
|-
|-
!EMP Talisman
!EMP Talisman
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|-
|-
!Summon Soul Stone
!Summon Soul Stone
|Summons a soulstone, which can trap the souls of dead/in limbo mobs (doesn't work on humans who left their body.) When captured they will become a trapped shade, which can be released out of its jail or used on a construct shell.
|A capturing device used to trap the souls of dead/nearly dead mobs. It can be used to quickly and permanently kill an opponent who has been put into critical condition, but as the same can be done with the sacrifice rune, it offers little utility to a cultist.
|-
|-
!Summon Construct Shell
!Summon Construct Shell
|You summon a shell. This shell cannot be picked up, but you can fill it with a trapped soul in a soulstone to create a [[construct]]: either an Artificer, Juggernaut or Wraith.
|Summons an empty shell which, when filled with a soul stone shard, allows the cultist to create a construct. It is obviously supernatural, and cannot be picked up, only pulled, so it should be bought with care.
|-
|-
!Stun Talisman
!Stun Talisman
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!Convert Rune
!Convert Rune
!''join, blood, self
!''join, blood, self
|The first rune that you are likely to use. To convert somebody, you need to place a live human, willing or otherwise on top of the rune and then "use" the rune with an empty hand. This will work on anyone who is not currently loyalty implanted, in possession of a null rod, or the captain/chaplain. '''Three cultists are required around a convert rune for it to work!'''
|To convert somebody, you need to place a live human, willing or otherwise, on top of the rune and then "use" the rune with an empty hand. This will work on anyone who is not currently loyalty implanted, in possession of a null rod, or the captain/chaplain. '''Three cultists are required around a convert rune for it to work!'''
|No.
|No.
|-
|-
!Sacrifice Rune
!Sacrifice Rune
!''hell, blood, join
!''hell, blood, join  
|The sacrifice rune is used to gain favour of your God by sacrificing different living things to it, such as monkeys and humans. As a reward, Nar'Sie will grant you the translation of one of the rune words, possibly one you already know. You can sacrifice dead bodies and monkeys alone, but to sacrifice a living human or your target, you need to have 3 cultists chanting by the rune. Sacrificing a living human is very likely to yield a positive result for you.
|The sacrifice rune is used to gain favour of your God by sacrificing different living things to it, such as monkeys and humans. A lone cultist can sacrifice a corpse, but three cultists are required to sacrifice a living human. As a reward, Nar'Sie will grant you the translation of one of the rune words. Monkeys can also be sacrificed for words, but at a very low rate. A sacrifice completely destroys the body of its unfortunate victim, leaving behind its soul trapped in a soul stone shard. The victim's soul can be released as a shade, or inserted into a construct shell to make a construct.
|No.
|No.
|-
|-
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!Blood Boil Rune
!Blood Boil Rune
!''destroy, see, blood
!''destroy, see, blood
|This rune requires three cultists standing around it before you are able to use it. When invoked, it instantly deals 51 brute damage and 51 burn to all non cultists that can see the rune. There is even a 5 percent chance that those inflicted by the rune will be gibbed. However, cultists in range of the rune will take 15 damage, with no additional effect if more than 3 cultists chant the rune. Also, as a potential bonus (Or negative effect), any rune that is visible from the blood boil rune (including the blood boil rune) has a 10 percent chance of exploding.
|The cult's most destructive rune, blood boil requires three cultists to activate. When invoked, it instantly deals 51 brute damage and 51 burn to all non cultists that can see the rune. There is even a 5 percent chance that those inflicted by the rune will be gibbed. However, cultists in range of the rune will take 15 damage, with no additional effect if more than 3 cultists chant the rune. Also, as a potential bonus (or negative effect), any rune that is visible from the blood boil rune (including the blood boil rune) has a 10 percent chance of exploding.
|No.
|No.
|-
|-
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!Summon Tome Rune
!Summon Tome Rune
!''see, blood, hell
!''see, blood, hell
|While just having a henchman cultist is useful, he will be of much more help if he has an arcane tome to create more runes. This rune simply summons a new arcane tome. Always have one hidden somewhere so that you can get a new tome in case you lose your current one.
|While just having a henchman cultist is useful, he will be of much more help if he has an arcane tome to create more runes. This rune summons a new tome. Always have one hidden somewhere so that you can get a new tome in case you lose your current one.
|Yes.
|Yes.
|-
|-
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For your efforts, Lord Nar-Sie will grant you a word, and the soul of the sacrificed human will be trapped in a soulstone, which can be turned into a [[construct]] if an empty shell is available. Sacrifices also leave a pile of bones and scattered gibs, which you should clean up or hide if you don't want an [[assistant]] or [[security officer]] to find them.
For your efforts, Lord Nar-Sie will grant you a word, and the soul of the sacrificed human will be trapped in a soulstone, which can be turned into a [[construct]] if an empty shell is available. Sacrifices also leave a pile of bones and scattered gibs, which you should clean up or hide if you don't want an [[assistant]] or [[security officer]] to find them.


Nar-Sie might also request his followers sacrifice a heretic on the station, usually a member of Security or Command. The process is the same, and your god will reward you with more wrods
Nar-Sie might also request his followers sacrifice a heretic on the station, usually a member of Security or Command. The process is the same, and your god will reward you with more words.


====Conversions====
====Conversions====
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Confirmed cultists -- anyone who is seen scribing or chanting by runes, anyone whose blood a rune was made of, or anyone carrying a tome in their backpack without an excellent reason -- are guilty of capital crimes and grounds for perma, execution or forced borging. Unfortunately, execution and forced borging tend to upset the AI, and any cultist with a tome with all the words and a private place to work is capable of teleporting other cultists out of perma. Straitjackets, which can be found in the medbay and insanity ward, can temporarily keep cultists restrained. But ultimately, you will want to deconvert them.  
Confirmed cultists -- anyone who is seen scribing or chanting by runes, anyone whose blood a rune was made of, or anyone carrying a tome in their backpack without an excellent reason -- are guilty of capital crimes and grounds for perma, execution or forced borging. Unfortunately, execution and forced borging tend to upset the AI, and any cultist with a tome with all the words and a private place to work is capable of teleporting other cultists out of perma. Straitjackets, which can be found in the medbay and insanity ward, can temporarily keep cultists restrained. But ultimately, you will want to deconvert them.  


Enter: the chaplain! The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs (and if not, water tanks are plentiful and no one ever uses them except for this.) Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less.
Enter: the chaplain! The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs -- and if not, water tanks are plentiful and no one ever uses them except for this. Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less.


The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't ''rely'' on cultists being tied up, but this makes it much more difficult for the cultist to suddenly vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes, and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail, so don't let that happen.
The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't ''rely'' on cultists being tied up, but this makes it much more difficult for the cultist to vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail, so don't let that happen.


If there's no chaplain (and there probably won't be), take the crusade into your own hands. Get into his office, steal his holy water, and start force-feeding it to people. Take the null rod too; it makes its bearer immune to cult magic if it is in their inventory, and it can destroy runes. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum, cultism or gun cargo.
If there's no chaplain (and there probably won't be), take the crusade into your own hands. Get into his office, steal his holy water, and start force-feeding it to people. Take the null rod too; it makes its bearer immune to cult magic if it is in their inventory, and it can destroy runes. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum, cultism or gun cargo.
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* '''[[Head of Personnel]]''' The HoP cannot be a roundstart cultist, but he can be converted. If he gets converted he can give the entire cult all-access.
* '''[[Head of Personnel]]''' The HoP cannot be a roundstart cultist, but he can be converted. If he gets converted he can give the entire cult all-access.
* '''[[Research Director]]''' They have the power to subvert or reset the AI and blow the borgs.
* '''[[Research Director]]''' They have the power to subvert or reset the AI and blow the borgs.
* '''[[Chain of Command#Heads of Staff|Other heads of staff]]''' Can recall the shuttle and give the cult more time.* '''[[Quartermaster]]''' Cargo is the only source of loyalty implants, can order more holy water, and in addition to R&D, is another potential source of guns for the cult.
* '''[[Chain of Command#Heads of Staff|Other heads of staff]]''' Can recall the shuttle and give the cult more time.
* '''[[Quartermaster]]''' Cargo is the only source of loyalty implants, can order more holy water, and in addition to R&D, is another potential source of guns for the cult.


'''''Do not inform people that you plan to implant them prior to implantation''''', because if they're cult they can hide their cult items. Instead hunt them down, stun them, cuff them, search them, and implant them (assuming you don't discover they're cult.) Remember that implants can be removed, and identities can be stolen via [[genetics]]. Trust no one.
'''''Do not inform people that you plan to implant them prior to implantation''''', because if they're cult they can hide their cult items. Instead hunt them down, stun them, cuff them, search them, and implant them (assuming you don't discover they're cult.) Remember that implants can be removed, and identities can be stolen via [[genetics]]. Trust no one.


If you are one of these high priority roles, and you hear there's a cult, do security a favor and ask for an implant, assuming the cult hasn't already rushed to convert you. Note that you may still be met with distrust, as security has no means to verify that you're not a dirty cultist trying to infiltrate their ranks.
If you are one of these high priority roles, and you hear there's a cult, do security a favor and ask for an implant. Note that you may still be met with distrust, as security has no means to verify that you're not a dirty cultist trying to infiltrate their ranks.


=== Get the AI on your side ===
=== Get the AI on your side ===
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