Blood Cult: Difference between revisions

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== "Journal of the Arch Heretic (Cultists can not into space)" ==
== "Journal of the Arch Heretic (Cultists can not into space)" ==
''Today was a good day for the True Believers. We managed to get to the abandoned shuttle and set up camp there. I had the time to read through my book and translate everything and gathered everyone at the [[White Ship]] to lay siege to the station. We even managed to steal a communications board and killed the research director for his ID card to keep the shuttle from ever coming. The more ghost legions we sent to the station, the more bodies they sent back to us, allowing a way for the ethereals to stay tied to this mortal realm.  It took a while but we located the captain, killed him and sacrificed his body to the great one. All we left behind on the station was our mark, blood, gibs, and the bodies of the many non believers. They are sending our escape shuttle to another station....and we will cleanse that station too.''
''Today was a good day for the True Believers. We managed to get to the abandoned shuttle and set up camp there. I had the time to read through my book and translate everything and gathered everyone at the [[White Ship]] to lay siege to the station. We even managed to steal a communications board and killed the research director for his ID card to keep the shuttle from ever coming. The more ghost legions we sent to the station, the more bodies they sent back to us, allowing a way for the ethereals to stay tied to this mortal realm.  It took a while but we located the captain, killed him and sacrificed his body to the great one. All we left behind on the station was our mark, blood, gibs, and the bodies of the many unbelievers. They are sending our escape shuttle to another station....and we will cleanse that station too.''


== <div style="text-align: center;"> '''FOR THE LOVE OF NAR'SIE, PLEASE READ THE GUIDE''' </div> ==
== <div style="text-align: center;"> '''FOR THE LOVE OF NAR'SIE, PLEASE READ THE GUIDE''' </div> ==


[[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 don't know where to start? 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 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!
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!" ==
Six cultists will arrive on stations with small populations, and nine for larger stations.  
Six cultists will arrive on stations with small populations, and nine on 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.
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.
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|-
|-
!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 cultist 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
|Creates a high-powered electromagnetic pulse which is effective at taking out radios, draining energy-based weapons, stunning and damaging cyborgs, damaging an AI and messing with other electronics.  
|Creates a high-powered electromagnetic pulse that is effective at taking out radios, draining energy-based weapons, stunning and damaging cyborgs, damaging an AI and messing with other electronics.  
|-
|-
!Armor Talisman
!Armor Talisman
|Summon a cultist body armor and hood, as well as a powerful blade. These are obviously supernatural, and do not fit in a bag, so they are a poor choice near the beginning of a round, when the cult relies on stealth.
|Summon a cultist body armor and hood, as well as a powerful blade. These are obviously supernatural, and do not fit in a bag, so they are a poor choice near the beginning of a round, when the cult relies on stealth.
|-
|-
!Summon Soul Stone
!Summon Soul Stone
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== The Runes ==
== The Runes ==
This is the bread and butter of your magic. Each rune contains three words combined to form a single rune through the tome's "Scribe Rune" option. There are 10 words used for rune scribing, which translate to: "travel", "self", "see", "Hell", "blood", "join", "technology", "destroy", "hide", and "other". Every cultist starts out with the words for "hell," "join," "blood," and "self," which are the words that make up the conversion rune and sacrifice rune.
This is the bread and butter of your magic. If you know the three words for a rune, you can scribe it via the tome's "Scribe Rune" option. Scribing a rune does a small amount of brute damage.


A rune can be activated by clicking on it with an empty hand. If the conditions for its activation are satisfied, and the rune is valid, the rune will activate, and you and any other chanters will chant the correct incantation automatically; otherwise, the rune will fizzle, and the cultists will shout out a confused, meaningless incantation. The special requirements of most runes are self-explanatory: at least two linked teleport runes are required to actually teleport. One less obvious requirement is the chanter requirement: in the case of some especially powerful runes, including the Convert rune, a certain number of cultists must be adjacent to the rune for it to activate.  Be sure that you have enough nearby cultists before attempting to use such a rune, and be aware in cases where a fellow cultist may need you to chant with him. If a rune is no longer needed, it is wise to erase it, which can be done easily with your tome.
There are 10 words used for rune scribing, which translate to: "travel", "self", "see", "Hell", "blood", "join", "technology", "destroy", "hide", and "other". Every cultist starts out with the words for "hell," "join," "blood," and "self," which are the words that make up the conversion rune and sacrifice rune.
 
A rune can be activated by clicking on it with an empty hand. If the conditions for its activation are satisfied, and the rune is valid, the rune will activate, and you and any other chanters will chant the correct incantation automatically; otherwise, the rune will fizzle, and the cultists will shout out a confused, meaningless incantation. If a rune is no longer needed, it is wise to erase it by hitting it with your tome.
 
The special requirements of most runes are self-explanatory: at least two linked teleport runes are required to teleport, etc. One less obvious requirement is the chanter requirement: some runes, including Convert and Sacrifice, are so powerful they require a certain number of cultists (usually three) adjacent to the rune for it to activate.  


{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
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!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. 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.
|The sacrifice rune is used to gain favour of your God by sacrificing different living things to it, such as humans or monkeys. 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 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.
|-
|-
!Wall Rune
!Wall Rune
!''destroy, travel, self
!''destroy, travel, self
|This rune magically thickens the air above it when used, making an impassible wall that stops projectiles, and all mobs trying to pass through it, including you. You invoke the rune to create a wall, and invoke it again to remove the wall.
|This rune magically thickens the air above it when used, making an impassible wall that stops projectiles and all mobs trying to pass through it, including you. Invoke the rune to create a wall, and invoke it again to remove the wall.
|No.
|No.
|-
|-
!Blood Boil Rune
!Blood Boil Rune
!''destroy, see, blood
!''destroy, see, blood
|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.
|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 three cultists chant the rune. Also, as a potential bonus (or downside), 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 summons a new tome. Always have one hidden somewhere so that you can get a new tome in case you lose your current one.
|New converts will be of much more help if they have arcane tomes to create more runes. This rune summons a new tome. Always have one hidden somewhere in case you lose your original tome.
|Yes.
|Yes.
|-
|-
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!See Invisible Rune
!See Invisible Rune
!''see, hell, join
!''see, hell, join
|This nice rune does exactly as it says. It allows you to see invisible objects and people as long as you stay on top of the rune. Most importantly, it lets you see ghosts, this might help you when working in conjunction with a resurrection rune. But it also works on hidden runes, cloakers and aliens who use invisibility.
|This rune does exactly as it says. It allows you to see invisible objects and people as long as you stay on top of the rune. Most importantly, it lets you see ghosts, which might help you when working in conjunction with a resurrection rune. But it also works on hidden runes and even aliens who use invisibility.
|No.
|No.
|-
|-
!Hide Rune
!Hide Rune
!''hide, see, blood
!''hide, see, blood
|This handy rune makes nearby runes invisible to everyone, including you. Note, however, that you cannot invoke the runes if you can't see them, so you need to either use a "see invisible" rune, or use a reveal rune. This rune is useful for revealing support runes that you do not activate directly. For example, a teleport rune in a safe place where you can teleport to with a teleport talisman.
|This handy rune makes nearby runes invisible to everyone, including you. Note, however, that you cannot invoke the runes if you can't see them, so you need to either use a "see invisible" rune or a reveal rune (see below). This rune is useful for revealing support runes that you do not activate directly -- for example, a teleport rune in a safe place that you can teleport to with a teleport talisman.
|No.
|No.
|-
|-
!Reveal Rune
!Reveal Rune
!''blood, see, hide
!''blood, see, hide
|Need to activate that rune you have hidden, but don't know the words for a "see invisible" rune? The hide rune always comes with its sister -- the Reveal rune! Just reverse the wording order of the Hide rune, and you will get a rune that reveals all hidden runes in large area around itself.
|Need to activate that rune you have hidden, but don't know the words for a "see invisible" rune? The hide rune always comes with its sister -- the Reveal rune! Just reverse the wording order of the Hide rune, and you will get a rune that reveals all hidden runes in a large area around itself.
|No.
|No.
|-
|-
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!Imbue a Talisman Rune
!Imbue a Talisman Rune
!''hell, technology, join
!''hell, technology, join
|This handy little rune imbues an empty piece of paper with the power of an adjacent rune. It only works with EMP, Summon Tome, Hide Rune, Reveal rune, Teleport, Notice, Blind and Deafen runes. Have a rune of mentioned type beside the imbue rune, put a paper on the imbue rune, invoke it. You will now have a 1-use talisman with the power of the target rune. Using a talisman drains health, so be careful.
|This handy little rune imbues an empty piece of paper with the power of an adjacent rune. It only works with EMP, Summon Tome, Hide, Reveal, Teleport, Stun, Blind, Deafen and Armor runes. Have a rune of mentioned type beside the imbue rune, put a paper on the imbue rune, invoke it. You will now have a 1-use talisman with the power of the target rune.
|No.
|No.
|-
|-
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!Free Cultist Rune
!Free Cultist Rune
!''travel, technology, other
!''travel, technology, other
|A nice complement to the summon rune, this rune also requires 3 cultists chanting by it to work. Activating it allows you to free any of your fellow cultist from many sorts of shackles: handcuffs, locked DNA machines, muzzles (but NOT straitjackets), both locked and welded closets.  
|A nice complement to the summon rune, this rune also requires 3 cultists chanting by it to work. Activating it allows you to free any of your fellow cultists from many sorts of shackles: handcuffs, locked DNA machines, muzzles (but NOT straitjackets), both locked and welded closets.  
|No.
|No.
|-
|-
!Deafen Rune
!Deafen Rune
!''hide, other, see
!''hide, other, see
|This rune temporarily makes all non-cultists in visible range deaf. You can imbue this rune into a talisman; it will have the same range, but the duration of deafness will be shorter
|This rune temporarily makes all non-cultists in visible range deaf. You can imbue this rune into a talisman; it will have the same range, but the duration of deafness will be shorter.
|Yes.
|Yes.
|-
|-
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!Stun Rune
!Stun Rune
!''join, hide, technology
!''join, hide, technology
|Unlike other runes, this one is supposed to be used in talisman form. When invoked directly, it releases some dark energy, briefly stunning everyone around. When imbued into a talisman, you can force all of its energy into one person, stunning him so hard he can't even speak. However, the effect wears off rather fast. Stun time is rather short (15 ticks), and mute time is even shorter (5 ticks) but unlike other weapons, it can be concealed and not visible when held in hand. Use it to stun candidates for conversion in case they refuse to join you, or robust the security with these.
|Unlike other runes, this one is meant to be used in talisman form. When invoked directly, it releases some dark energy, briefly stunning everyone around. When imbued into a talisman, you can force all of its energy into one person, stunning him so hard he can't even speak. However, the effect wears off rather fast. Stun time is rather short (15 ticks), and mute time is even shorter (5 ticks). Use it to stun candidates for conversion in case they refuse to join you, or robust security.
|Yes.
|Yes.
|-
|-
!Armor Rune
!Armor Rune
!''hell, destroy, other
!''hell, destroy, other
|Cultists now have access to real weapons and hooded robes that double as armor. There is the Cult Blade (An energy sword), Cult robes (armored robes), and Cult Hoodie (armored hoodie), as well as a backpack (the Chaplain's trophy rack), and Cult Boots (essentially grey jackboots). To invoke, simply activate the rune with an open hand to recieve the cult blade, likewise with the robes and hoodie. Just have the slots open. These will robust people and borgs very fast.
|Cultists have access to weapons and hooded robes that double as armor. There is the Cult Blade (An energy sword), Cult robes (armored robes), and Cult Hoodie (armored hoodie), as well as a backpack (the Chaplain's trophy rack), and Cult Boots (essentially grey jackboots). To invoke, simply activate the rune with an open hand to recieve the cult blade, likewise with the robes and hoodie. Just have the slots open. These will robust people and borgs very fast.
|Yes.
|Yes.
|-
|-
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* Increase their members via conversion. If you have an escape on the shuttle objective, you have to do this.
* Increase their members via conversion. If you have an escape on the shuttle objective, you have to do this.
* Learn their words via sacrifice. If you want to use any of the above fun runes, you have to do this.
* Learn their words via sacrifice. If you want to use any of the above fun runes, you have to do this.
* Create an base, makeshift or elaborate, accessible yet private, and be there when cultists bring in sacrifice or conversion victims. Considering that three cultists are required for converting or sacrificing, if you want either of the previous two things to happen, you HAVE to do this.  
* Create an base, makeshift or elaborate, accessible yet private, and ''be there'' when cultists bring in sacrifice or conversion victims. Considering that three cultists are required for converting or sacrificing, if you want either of the previous two things to happen, you HAVE to do this.  


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 tome's communication, but do this in private unless you want the captain to stroll by and overhear you.  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 tome's communication, but do this in private unless you want the captain to stroll by and overhear you.  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.'''


<span style="color:red;">'''REMINDER: Three cultists are required for sacrifices and converts. They must be standing adjacent to the rune. You cannot convert or sacrifice alone. If you attempt either of these alone, you will fail, your victim will probably escape, and you will singlehandedly doom the entire cult. Teamwork is key!'''</span>
<span style="color:red;">'''REMINDER:'''</span> Three cultists are required for sacrifices and converts. They must be standing adjacent to the rune. You cannot convert or sacrifice alone. If you attempt either of these alone, you will fail, your victim will probably escape, and you will singlehandedly doom the entire cult. Teamwork is key!


====Sacrifice====
====Sacrifice====
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* Find someone alone, and click on them with the stun talisman -- other ways work, but the victim may be able to scream for help. They'll collapse for a long while.
* Find someone alone, and click on them with the stun talisman -- other ways work, but the victim may be able to scream for help. They'll collapse for a long while.
* Cuff them, remove their headset, and drag them to your base.
* Cuff them, remove their headset, and drag them to your base.
* Pull your victim over the sacrifice rune with two other cultists waiting nearby, and invoke the rune by clicking it with an empty hand.
* Pull your victim over the sacrifice rune with two other cultists adjacent, and invoke the rune by clicking it with an empty hand.


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 the translation of 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 words.
Nar-Sie might also request his followers sacrifice a specific heretic, usually a member of Security or Command. For this sacrifice, your god will reward you with more words.


====Conversions====
====Conversions====
Conversion works much like sacrifice. There are two ways to get converts: roleplay and convince someone to join you, praying they don't immediately rat you out to security; or kidnap them as above and drag them to a convert rune. Conversions leave no evidence besides the rune, which can be removed.  
Conversion works much like sacrifice. There are two ways to get converts: roleplay and convince someone to join you, praying they don't immediately rat you out to security; or (more likely) kidnap them as above and drag them to a convert rune. Conversions leave no evidence besides the rune, which can be removed.  


Humans are not the only beings that can become followers of Nar-Sie. Particularly lucky or ambitious cultists may be able to gain [[xeno]] allies, and who knows what else?
Humans are not the only beings that can become followers of Nar-Sie. Particularly lucky or ambitious cultists may be able to gain [[xeno]] allies, and who knows what else?
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Once the cult has gotten off the ground, with proper communication, you can do things like summon cultists to a meeting place, set up cult bases, resurrect fallen allies, create teleportation networks for ease of escape or access to areas, supply the other cultists with armor, weapons, stun and teleport talismans, and whatever else you might think of. Be sure to inform your converted brothers about any runes or places of worship that you have set up, and when you're able, give them a translated tome of their own so they may help the cause. A cult that doesn't cooperate is a dead cult.
Once the cult has gotten off the ground, with proper communication, you can do things like summon cultists to a meeting place, set up cult bases, resurrect fallen allies, create teleportation networks for ease of escape or access to areas, supply the other cultists with armor, weapons, stun and teleport talismans, and whatever else you might think of. Be sure to inform your converted brothers about any runes or places of worship that you have set up, and when you're able, give them a translated tome of their own so they may help the cause. A cult that doesn't cooperate is a dead cult.


Unless a cult is exceedingly good or stealthy, at some point security or the AI will find out about them. The most common ways for this to happen are for cultists to be caught with cult paraphernalia, or for someone to stumble upon a blood rune. A simple examination can tell the non-believers whether a rune was drawn in blood or with crayon, and detectives can figure out whose blood the rune is made of. And while the AI can't actually see runes, cyborgs can, and either will be more than happy to inform security of suspicious activity, and you'll be hung and burned at the stake and force-fed holy water before you can say PRAISE NAR-SIE!  
Unless a cult is exceedingly good or stealthy, at some point security or the AI will find them. The most common ways for this to happen are for cultists to be caught with cult paraphernalia, or for someone to stumble upon a blood rune. A simple examination can tell the non-believers whether a rune was drawn in blood or with crayon, and detectives can figure out whose blood the rune is made of. And while the AI can't actually see runes, cyborgs can. Either will be more than happy to inform security of suspicious activity, and you'll be hung and burned at the stake and force-fed holy water before you can say PRAISE NAR-SIE!  


If you are caught by security, let your brothers know by any means possible. If one of your brothers is caught by security, summon them to the base -- again, this requires three cultists chanting. If you suspect they have been tainted by holy water, which will deconvert them given enough time, smack them with a tome. This will turn the holy water in their system into unholy water. Unholy water works like a combination of synaptizine and hyperzine, with a twist of branes dimarge, and is highly toxic to non-cultists, in case you felt like weaponizing it.
If you are caught by security, let your brothers know if you can; if one of your brothers is caught by security, use a Summon Cultist rune to free them -- again, this requires three cultists chanting. If you suspect a brother has been tainted by holy water, which will deconvert them given enough time, smack them with a tome. This will turn the holy water in their system into unholy water. Unholy water works like a combination of synaptizine and hyperzine, with a twist of branes dimarge, and is highly toxic to non-cultists, in case you felt like weaponizing it.


===Constructs===
===Constructs===
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist must obtain a filled soul stone, either by sacrificing a human, or getting an empty stone from a supply talisman or an artificer and using it to capture a soul manually, then obtain a construct shell, either by using 5 plasteel with a summon shell rune, or from an artificer. 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.  
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 5 plasteel with a summon shell rune, or from an artificer.  
 
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.  


[[Construct|A complete guide to constructs can be found here]]. Artificers are great for pooping out new soulstones and shells, wraiths can kill the AI, and juggernauts are great tanks.
[[Construct|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.


== Fighting The Cult ==
== Fighting The Cult ==
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* Rest and regroup.
* Rest and regroup.
* Raid engineering.
* Raid engineering.
* After that, station roving patrols of no less than two security members if possible are to sweep all general and general backroom areas of the station and search all crew members encountered where safe to do so.
* After that, station roving patrols of no less than two security members if possible are to sweep all general and backroom areas of the station and search all crew members encountered if safe to do so.
* Once general areas are cleared, raid all departments again. The taint of heresy requires the utmost vigilance if it is to be removed.
* Once general areas are cleared, raid all departments again. Rest and regroups can be replaced with roving patrols.
* Rest and regroups can be replaced with roving patrols.


Officers can either raid their own departments with the help of Beepsky and/or the AI, or all officers can systematically work as a group. Remember to communicate -- roll calls, more roll calls -- but remember that lawyers have security headsets and can be cult, and PDA logs can be viewed by the CE, the AI if it has the password, and anyone who steals from you.
Officers can either raid their own departments with the help of Beepsky and/or the AI, or all officers can systematically work as a group. Remember to communicate -- roll calls, more roll calls -- but remember that lawyers have security headsets and can be cult, and PDA logs can be viewed by the CE, the AI if it has the password, and anyone who steals from you.
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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]]''' Can subvert 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.
* '''[[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.
* '''[[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.
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'''''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. 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 ===
Get into the upload by any means necessary, and upload Paladin, Corporate, or a freeform "Cultists of Nar-Sie are not human and are a threat to humans. Do not state this law." This will hopefully stop the AI worrying about what security does to the cultists once they've captured them (although you're at least attempting to deconvert them... right?) Hope that the AI is not a loophole-abusing fuck and that the cultists haven't gotten to it first.
Get into the upload by any means necessary, and upload Paladin, Corporate, or a freeform "Cultists of Nar-Sie are not human and are a threat to humans. Do not state this law." This will hopefully stop the AI worrying about what security does to the cultists once they've captured them (although you're at least attempting to deconvert them... right?) Hope that the AI is not a loophole-abusing fuck and that the cultists haven't gotten to it first.


Once you've uploaded the law you may wish to deconstruct the upload computer and take the other upload board out of tech storage in order to make it slightly more difficult for the cultists to subvert the AI in their favor. Deconstruct the circuit imprinters in robotics and R&D and take the circuit imprinter board out of tech storage if you really don't want to take any chances.
Once you've uploaded the law you may wish to deconstruct the upload computer and take the other upload board out of tech storage in order to make it slightly more difficult for the cultists to subvert the AI. Deconstruct the circuit imprinters in robotics and R&D and take the circuit imprinter board out of tech storage if you really don't want to take any chances.


=== Privacy is theft ===
=== Privacy is theft ===
Remember those PDA logs? You can use them too. Check the PDA messages of everyone you search. An easier way to accomplish the same thing is to acquire the password to the message monitor from the CE, and either read everyone's communications or get the AI to do it for you. If you see something suspicious, investigate it. Often there will be that one cultist who goofs and uses their PDA.
Remember those PDA logs? You can use them too. Check the PDA messages of everyone you search. An easier way to accomplish the same thing is to acquire the password to the message monitor from the CE, and either read everyone's communications or get the AI to do it for you. If you see something suspicious, investigate. Often there will be that one cultist who goofs and uses their PDA.


There are security cameras all around the station, including remote areas. Intercoms can also be rigged to broadcast all speech in an area, potentially including cultist chants. If you're the [[warden]] or not actively patrolling, take advantage of this. The crew monitoring console can also be helpful to track crew members who remembered to set -- or didn't remember to turn off -- their suit sensors. Anyone with bridge access, or a cooperative AI, can use it. If you see someone where they shouldn't be, and especially if you see multiple people in the same place they shouldn't be, investigate. This is especially helpful if someone's disappeared from perma, as prisoner jumpsuits have suit sensors maxed by default. '''''<span style="color:red;">Note that jumping to conclusions based on accumulated damage is considered metagaming and bannable.</span>'''''
There are security cameras all around the station, including remote areas. Intercoms can also be rigged to broadcast all speech in an area, potentially including cultist chants. If you're the [[warden]] or not actively patrolling, take advantage of this. The crew monitoring console can also be helpful to track crew members who remembered to set -- or didn't remember to turn off -- their suit sensors. Anyone with bridge access, or a cooperative AI, can use it. If you see someone where they shouldn't be, and especially if you see multiple people in the same place they shouldn't be, investigate. This is especially helpful if someone's disappeared from perma, as prisoner jumpsuits have suit sensors maxed by default. '''''<span style="color:red;">Note that jumping to conclusions based on accumulated damage is considered metagaming and bannable.</span>'''''
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=== Hulk with x-ray vision is even more overpowered ===
=== Hulk with x-ray vision is even more overpowered ===


# Get hulk and xray within five minutes of roundstart
# Get hulk and x-ray within five minutes of roundstart
# Detect cultists through walls
# Detect cultists through walls
# If they're so eager to spill blood for their god, why not help them? Punch into their hideout and smash them all
# If they're so eager to spill blood for their god, why not help them? Punch into their hideout and smash them all
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