Chaplain: Difference between revisions

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{{Disclaimer}}
{{JobPageHeader
{{JobPageHeader
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|img = chaplain.png
|img = chaplain.png
|jobtitle = Chaplain
|jobtitle = Chaplain
|access = [[Chapel]] office, [[Morgue]], [[Crematorium]]
|titles=Priest, Preacher, Cleric, Exorcist, Vicar
|access = [[Chapel]] Office, Crematorium, [[Morgue]], [[Theater]], Service Hall
|additional = N/A
|additional = N/A
|difficulty = Easy
|difficulty = Easy
|superior = [[Head of Personnel]]
|superior = [[Head of Personnel]]
|duties = Hold services and funerals, cremate people, preach, etc.
|duties = Aid security against supernatural threats, preach the word of [insert deity], hold funerals, and more.
|guides = [[Cult]], [[Hacking]] potentially useful.
|guides = No external guides
|quote = INSULT NARSIE ONE MORE DAMN TIME
|quote = Have you heard the word of our lord and savior, Carp'Sie?
}}
|age=18}}
As a chaplain you would ideally proselytize whatever crazy religion you've made up for that round over your [[headset]]. However, besides your office, the hellish crematorium next to it, the theater backstage, and the rarely used morgue, you have no access.


As a chaplain you would ideally proselytize whatever crazy religion you've made up for that round over your [[headset]]. However, besides your office, the hellish crematorium next to your office, and the rarely used morgue, you have no access.
'''Bare minimum requirements:''' Know how to deal with the various supernatural threats that afflict the station, and have something to do when there aren't any.
[[File:Chapel_box.png|300px|thumb|alt=The Chapel|The [[Chapel|Holy Land]]]]<br>
==Holy Artifacts==
In your possession are several important items with various utility If you can keep it in your possession, you should.
===Holy Book===
Arguably the most important tool in your arsenal is your bible. It may be named differently depending on your religion, but for the sake of this page, it will be referred to as a bible. Certain religion names will give you a custom bible name. For example, setting your religion to Hinduism will name it "The Vedas", while setting it to Christianity will name it "The Holy Bible". Otherwise, it is simply titled "The Holy Book of [Religion]".  


It is vital that you use the radio to call people to the [[Chapel]], because otherwise it is less frequented than the [[Library]].
When you interact with it directly, you will be first prompted to select a skin from ones available. They are purely cosmetic, so feel free to choose whichever you like the most. After this, you will be able to access the inside storage compartment of the bible, which holds a bottle of whiskey. You can put almost anything else in there, however.


[[File:Chapel.png|300px|thumb|alt=The Chapel|The [[Chapel|Holy Land]]]]<br>
Hitting somebody in the head with your bible will heal 20 points of brute and burn damage overall (robotic limbs are refused to be healed) while dealing 5 points of brain damage to them, up to a total of 60 brain damage. However, this can change depending on your selected sect: see [[#Altar_of_Gods|Altar of Gods]] below.
Note that the bible can't be used by non-chaplains, sizzling in their hands if they try to do so. However, they can still access the contents of the bible itself.
{| class="mw-collapsible mw-collapsed " border="1" style="cellspacing=" cellpadding="2" 0" wikitable"
|+ class="nowrap" |'''Holy Book Name Variations'''
! style="background-color:#808080; color:#fff" |Book Name
! style="background-color:#808080; color:#fff" |Religion Name
|-
| The Holy Bible
The Dead Sea Scrolls
|Christianity
|-
|The Sutras
|Buddhism
|-
|The Tenets of Servicia
Happy, Full, Clean. Live it and give it
|Space Dionysus
Space Bacchus


== Holy Artefacts ==
Partying
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.


=== Holy Book ===
Servicia
'''You have to set the name of your god and religion in the Character Setup window before the round starts''', else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin. The resulting Bible starts with space cash and beer in it, and [[Clown|perhaps some other junk]]; you may want to store the holy water on your desk.
|-
|The Holy Joke Book
Just a Prank


Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage, unless the <s>victim</s> congregant is wearing robust headgear (helmets, certain hats, and any child of the helmet class.) You can even revive people who are in critical condition! But if you use the ability a lot, you will start to see diminishing returns, with a higher chance to cause brain damage, and a lower amount of damage healed.
Hymns to the Honkmother
|Clownism
Honkmother


- It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that persons hands. However, others CAN access the content of the book itself.
Honk


=== Null Rod ===
Honkism
The obsidian rod will be your defense against the [[Cult magic|forces of evil]]. Having it in your possession will make you completely immune to the effects of blood magic. It will also destroy any runes and is a excellent weapon in general.


You can transform it in a holy weapon of choice by using it in hand! Options are:
Comedy
|-
|The Book of Lorgar
|Chaos
|-
|The Necronomicon
|Cthulhu
|-
|The Vedas
|Hinduism
|-
|The Avesta
|Zoroastrism
|-
|Guys Gone Wild
Coming Out of the Closet
|Homosexuality
|-
|Uplifting Primer
|Imperium
|-
|Quran
|Islam
|-
|The Torah
|Judaism
|-
|Fluorescent Incandescence
|Lampism
|-
|Woodys Got Wood: The Aftermath
War of the Cocks


* [[File:Disintegrate.png]]'''God Hand:''' Deals burn damage instead of brute, but you can never put it down.
Sweet Bro and Hella Jef: Expanded Edition
* [[File:Godstaffblue.png]][[File:Godstaffred.png]]'''Blue holy staff/Red holy Staff:''' Only fits on back, very low damage. Projects a shield around you that provides a high (50%) block chance.
* [[File:Cultblade.gif]]'''Dark Blade:''' Low block chance. Sharp. Fits on the belt slot.
* [[File:Chainsawsword.png]]'''Sacred Chainsaw Sword:''' Low block chance. Sharp. Fits on the belt slot.
* [[File:Forceweapon.png]]'''Force Weapon:''' Low block chance. Sharp. Fits on the belt slot.
* [[File:Katana.gif]]'''Hanzo Steel:''' Deals normal damage, has a low block chance (not against projectiles), doesn't fit in bags but can be worn on the back or belt slot. Sharp.
* [[File:extradimensionablade.png]]'''Extradimensional Blade:''' Sharp. Can be worn on the belt slot.
* [[File:darkenergy.png]][[File:Nauticalenergy.png]][[File:lightenergy.png]]'''Dark/Nautical/Light Energy Sword:''' A weaker version of an energy sword. Can be worn on the belt slot, doesn't fit in bags. Sharp.
* [[File:Monkstaff.png]]'''Monk's Staff:''' Has a 40% block chance, but deals slightly less damage than a Null Rod. Can be worn on the back slot.
* [[File:Claymore.png]]'''Holy Claymore:''' Deals normal damage, has a low (30%) block chance (not against projectiles), doesn't fit in bags but can be worn on the back or belt slot. Sharp.
* [[File:Sord.png]]'''UNREAL SORD:''' Almost useless. Deals 4.13 damage. Can fit in bags and on the belt slot.
* [[File:Highfrequency.png]]'''High Frequency Blade:''' Penetrates some armor, only fits on back. Same strength as null rod. Sharp.
* [[File:Spellblade.png]]'''Dormant Spellblade:''' Bulky item that can be worn on the back, is sharp and has some armor penetration.
* [[File:Possessedsword.png]]'''Possessed Blade:''' Has the same statistics as a scythe. When used in-hand, it will attempt to summon a ghost to possess the blade; if a ghost accepts, it'll become your talking sword. The ghost gets to pick the sword's name.
* [[File:Ratvarian spear.png]]'''Bronze spear:''' A replica of the clockwork spear. Penetrates some armor, fits in the belt slot.
* [[File:Scythe.png]]'''Reaper scythe:''' Penetrates some armor, only fits on back. Same strength as null rod. Sharp.
* [[File:Hypertool.png]]'''Hypertool:''' Deals brain damage, has some armor penetration and can be worn on the belt.
* [[File:Warhammer.png]]'''Relic War Hammer:''' Fits on the belt slot. Same strength as null rod.
* [[File:Chainsaw.gif]]'''Chainsaw Hand:''' Basically just a mounted chainsaw. Deals the same damage as a Null Rod, but cannot be dropped and is sharp.
* [[File:ClownRender.png]]'''Clown Dagger:''' No damage changes, honks on attack. It's sharp.
* [[File:Pride_Hammer.gif]]'''Pride-struck Hammer:''' Does a little less damage but robust when thrown. Can be only wore on the back and has a chance to remove the victim's burden and transfer it to oneself.
* [[File:Whip.png]]'''Holy Whip:''' No stat change, but can be worn on the belt slot and can fit in bags.
* [[File:Fedora.png]]'''Atheist's Fedora:''' Goes on your head. Does high throwing damage. No melee damage. Sharp.
* [[File:Tentacle.png]]'''Unholy blessing:''' Like the chainsaw hand, but it looks like a [[changeling]]'s tentacle.
* [[File:Arm_blade.png]]'''Dark Blessing:''' Like the chainsaw hand, but it looks like a [[changeling]]'s armblade.
* [[File:Carp_plush.png]]'''Carp-Sie Plushie:''' Less damage than nullrod, looks/sounds like a carp plushie. Using it inhand makes the chaplain gain the carp faction. He will be ignored by wild carp.
* [[File:Bdagger.png]]'''Arrhythmic Knife:''' Cannot be stored or worn anywhere. While holding it, it speeds you up and slows you down randomly.
* [[File:Pitchfork.png]]'''Unholy pitchfork:''' Same damage as a Null Rod, but it's sharp and cannot be put in pockets. Can be put in bags.
* [[File:Pharoah_sceptre.png]]'''Egyptian staff:''' Same damage as a Null Rod.
* [[File:Holypara.png]]'''Holyparasite:''' Grants a special deck of tarot cards. When used, will attempt to summon a holoparasite from available ghosts. If successful, the summoned "holyparasite" is capable of healing anyone except the chaplain, and can clear runes. If unsuccessful, can be used again later to try again. The deck itself fits in pockets.
* [[File:Null.png]]'''Basic Null rod:''' Fits in pockets, 18 brute damage on hit.


== Duties ==
F.A.T.A.L. Rulebook
|lol
wtf


Each chaplain is free to invent the details of their rituals.
gay


*'''Funerals:''' You have a stock of coffins and burial garments you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.
penis


*'''Psychological care.''' This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.
ass


*'''Church Services.''' Give sermons and sing hymns. <!-- You can create a hymnal by writing a youtube link to a desired song on a piece of paper, or have the Librarian run some off for you. -->
poo


*'''Proselytizing.''' Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of [demon's blood], public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).
badmin


*'''Blessing Rooms.''' Your bible has the power to turn ordinary water into holy water by <s>blessing</s> smacking the container with it. Holy water stops any [[Construct | Evil Spirits]] or [[Wizard | Magical Beings]] from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.
shitmin


*'''Other possible activities:''' Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to the singularity/Clown Planet/the AI Satellite/the Derelict Station.
deadmin


=== Thanatology ===
cock
The Mass Driver's primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the [[radio]] if no one is present), move the casket into the driver and fire it.


Note that some crew members may seek to use the Mass Driver as a way to exit the station into space; for safety reasons, make sure they are properly equipped before letting them through. This will send them towards the [[Backstory#Space Station 12|derelict station]].
cocks


The Crematorium is used to turn bodies into ash, including those of [[xenos]]. Remember to strip the body before cremating it.
meme


=== Propitiating the [[Administrators|Gods]] ===
memes
The Pray command is like an [[adminhelp]], but is [[IC]], and should be worded deferentially (e.g. "Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.
|-
|Going Bananas
Bananas Out for Harambe
|Monkeyism
Apism


You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).
Gorillism


Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.
Primatism
|-
|The Book of Mormon
|Mormonism
|-
|The Gospel of the Flying Spaghetti Monster
|Pastafarianism
|-
|The Holy Piby
|Rastafarism
Rasta
|-
|The Unholy Bible
|Satanism
|-
|Principle of Relativity
Quantum Enigma: Physics Encounters Consciousness


=== GET BEHIND ME NAR-NAR ===
Programming the Universe
During a [[cult]] invasion, you will suddenly find yourself a vital part of the station's security force, and also a target. You will want to ensure Security has a stock of holy water to deconvert cultists -- remember that your bible can bless any water it comes into contact with -- and Security may want your null rod as well. Your bible can be used to detect nearby hidden runes by hitting the floor with it. This can be invaluable in finding suspected cult bases. Finally, you are immune to cult magic, which will help you if you decide to go BATTLE PALADIN and <s>valid</s> save everyone. '''For more information, go [[Cult magic|here]].'''


If [[admin|your god]] hates you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.
Quantum Physics and Theology


String Theory for Dummies
How To: Build Your Own Warp Drive
The Mysteries of Bluespace
Playing God: Collector's Edition
|Science
|-
|The Biography of L. Ron Hubbard
Dianetics
|Scientology
|-
|Book of SubGenius
|Subgenius
|-
|Toolbox Manifesto
iGlove Assistants
|Toolboxia
Greytide
|-
|Fanfiction Compendium
Japanese for Dummies
The Manganomicon
Establishing Your O.T.P
|Weeboo
Kawaii
|-
|Blood of the Geometer
|Cult of the Geometer
|-
|Radioactive Bible
Fusion Bible
Atmosian Bible
|Plasmanimus
|-
|The Holy Book of Darth Beet
|Beetism
|-
|Space Jesus
|Space Christianity
|-
|Enchanted Bible
|Space Magicks
|-
|The Gondola Manifesto
|Gondola
|-
|The Bone Lord
|The Bone Lord
|-
|420Verses
|Church of Aesthetic
|-
|The Word of Lord Singuloth
|The Cult of Lord Singuloth
|-
|The Coming Storm
|Prethoryn Scourge Clan
|-
|End of the Cycle
|Cult of the Shroud
|-
|Antmans Diary
|Fellowship of Thanos
|-
|4th Wall Break
|Metaism
|-
|Station Repair Drone User Manual
|Alletoidian
|-
|A Tenders Tale
|Nugget
|-
|The Holy Flame
|The Holy Flame
Holy Flame
Okran
|-
|Marjes Guide to Robustness
|Egotism
|}
===Null Rod===
The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct [[Blood Cult|Nar'Sian]] and [[Clockwork Cult|Ratvarian]] magic, and certain [[Wizard]] spells as well as heretic mansus. However, it usually can't stop a sword.
{| class="mw-collapsible mw-collapsed " border="1" style="width:80%" cellspacing="0" cellpadding="2" wikitable"
|+ class="nowrap" |'''Null Rod Variations'''
! style="width:22%; background-color:#808080; color:#fff" |Weapon
! style="width:15%; background-color:#808080; color:#fff" |Damage
! style="background-color:#808080; color:#fff" | Notes
|-
|<div class="center">[[File:Null.png|48px]]<br>'''Null Rod'''</div>
|18 brute<br>10 brute (thrown)
|The classic and default.<br>Can fit in the belt slot.
|-
|<div class="center">[[File:Disintegrate.png|48px]]<br>'''God Hand'''</div>
|18 burn<br>Can't be thrown
|It cannot be put down.
|-
|<div class="center">[[File:Chainsaw.gif|48px]]<br>'''Chainsaw Hand'''</div>
|18 brute<br>Can't be thrown
|It is sharp. It cannot be put down.
|-
|<div class="center">[[File:Tentacle.png|48px]][[File:Arm_blade.png|48px]]<br>'''Unholy and Dark Blessing'''</div>
|18 brute<br>Can't be thrown
|They are sharp. They cannot be put down.
|-
|<div class="center">[[File:Claymore.png|48px]][[File:Cultblade.gif|48px]][[File:Chainsawsword.png|48px]][[File:Katana.gif|48px]]<br>'''Holy Claymore'''<br>'''Dark Blade'''<br>'''Sacred Chainsaw Sword'''<br>'''Hanzo Steel'''</div>
|18 brute<br>10 brute (thrown)
|They are sharp. They can only be worn on the back or on the belt. They have 30 block chance, but 0 against projectiles.
|-
|<div class="center">[[File:Forceweapon.png|48px]]<br>'''Force Weapon'''</div>
|18 brute<br>10 brute (thrown)
|It is sharp and can be worn on the back or the belt. Acts as a strong light source.
|-
|<div class="center">[[File:Darkenergy.png|48px]][[File:Lightenergy.png|48px]]<br>'''Dark Energy Sword'''<br>'''Light Energy Sword'''</div>
|18 brute<br>10 brute (thrown)
|Unlike normal energy swords, these cannot be retracted. They inherit the stats of the holy claymore (sharpness, only back/belt storage, and 30 block chance except against projectiles).
|-
|<div class="center">[[File:Corvo_1.png|48px]]<br>'''Folding Sword'''</div>
|18 brute (unfolded)<br>10 brute (thrown)
|Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
|-
|<div class="center">[[File:Godstaffblue.png|48px]]<br>'''Blue Holy Staff'''</div>
|5 brute<br>10 brute (thrown)
|Grants the user a shield that blocks 2 shots every 20 seconds.
|-
|<div class="center">[[File:Vibroblade.gif|48px]][[File:Spellblade.png|48px]]<br>'''High-Frequency Blade'''<br>'''Dormant Spellblade'''</div>
|18 brute<br>10 brute (thrown)
|They only fit on the back. They have 35 armor penetration. They are sharp.
|-
|<div class="center">[[File:Possessedsword.png|48px]]<br>'''Possessed Blade'''</div>
|18 brute<br>10 brute (thrown)
|Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
|-
|<div class="center">[[File:Hypertool.png|48px]]<br>'''Hypertool'''</div>
|18 brain damage<br>10 brain damage (thrown)
|It has 35 armor penetration.
|-
|<div class="center">[[File:Warhammer.png|48px]]<br>'''Relic War Hammer'''</div>
|18 brute<br>10 brute (thrown)
|It can only fit on the belt and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
|-
|<div class="center">[[File:ClownRender.png|48px]]<br>'''Clown Dagger'''</div>
|18 brute<br>10 brute (thrown)
|It is sharp and will be slipped on when on the ground.
|-
|<div class="center">[[File:Chain.png|48px]]<br>'''Holy Whip'''</div>
|16 brute<br>10 brute (thrown)
|It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
|-
|<div class="center">[[File:Fedora.png|48px]]<br>'''Atheist's Fedora'''</div>
|0 brute<br>30 brute (thrown)
|It is a tiny item and can also be worn on the head. It is sharp.
|-
|<div class="center">[[File:Carp_plush.png|48px]]<br>'''Carp-Sie Plushie'''</div>
|15 brute<br>10 brute (thrown)
|It is a tiny item. Attacking yourself will made wild space carp non-hostile.
|-
|<div class="center">[[File:Monkstaff.png|48px]]<br>'''Monk's Staff'''</div>
|18 stamina<br>10 stamina (thrown)
|It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
|-
|<div class="center">[[File:Bdagger.png|48px]]<br>'''Arrhythmic Knife'''</div>
|18 brute<br>10 brute (thrown)
|It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
|-
|<div class="center">[[File:Pharoah_sceptre.png|48px]]<br>'''Egyptian Staff'''</div>
|18 brute<br>10 brute (thrown)
|It is a normal item.
|-
|<div class="center">[[File:Ratvarian_spear.png|48px]]<br>'''Bronze Spear'''</div>
|16 brute<br>16 brute (thrown)
|It can fit in the belt. It has 35 armor penetration. It is sharp.
|-
|<div class="center">[[File:Servo_Skull.png|48px]]<br>'''Servitor Skull'''</div>
|7 brute<br>15 brute (thrown)
|Can be worn on the neck slot to provide a medical and diagnostic hud.
|-
|<div class="center">[[File:Cross.png|48px]]<br>'''Golden Crucifix'''</div>
|0 brute<br>0 brute (thrown)
|It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
|-
|<div class="center">[[File:Fairyboots.png|48px]]<br>'''Fairy Boots'''</div>
|
|The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
|-
|<div class="center">[[File:Aspergillum.png|48px]]<br>'''Aspergillum and Aspersorium'''</div>
|
|An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
|-
|<div class="center">[[File:ApostateBlades.png|48px]]<br>'''Blades of the Apostate'''</div>
|12 brute each<br>Can't be thrown
|A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.
|}
===Armaments Beacon===
The armaments beacon can be found in the ChapDrobe. When you use it, you will be presented with six options:
*'''Profane Scholar Kit''' – A student robe and cage to be worn on the head. Renders you more vulnerable to damage, but grants you more movement speed.
*'''Stone Sentinel Kit''' – A set of Ancient Armor. Offers very good melee armor and okay armor in every other category, but slows you down a little more than a riot suit would.
*'''Witchhunter Kit''' – A witch hunter robe and hat. Offers moderate melee armor and mediocre armor in every other category. Only slightly slows you down.
*'''Templar Kit''' – A single set of crusader armor. Offers pretty good melee armor and good bomb armor, but mediocre in every other category. Slows you down about at the rate a riot suit would.
*'''Followers of the Chaplain Kit''' – A leader hoodie and four follower hoodies. The follower hoodies barely have armor in every category, while the leader hoodie is slightly better, especially with melee armor. Does not slow you down.
*'''Founder Kit of the Black Templars''' – A moderately armored Black Templar Chaplain suit and three slightly lighter armored Black Templar Follower suits. Better against rads, fire, and acid than any other set from the beacon. Slows you down a little less than a riot suit would. While the suits are technically hardsuits, they do not grant protection from bright lights or vacuum.
===Altar of Gods ===
Attacking it with your bible will allow you to choose a sect. Currently, there are six:
(Favor represents how much/what type of materials you need for 1 Favor.)
{| class="wikitable" border="1" style="width:80%" cellspacing="0" cellpadding="2"
! style="background-color:#808080; color:#fff" |Name
! style="background-color:#808080; color:#fff; width:30%" |Description
! style="background-color:#808080; color:#fff; width:30%" |Bless
! style="background-color:#808080; color:#fff" |Favor
! style="background-color:#808080; color:#fff; width:20%" |Rituals
|-
|Puritanism (Default)
|Nothing at all!<br>Nothing at all!<br>Nothing at all!
|See [[#Holy_Book|Holy Book]].
|None.
|None.
|-
|Technophile
|A sect oriented around technology.
|Heals 20 points of brute and burn, but only for silicons and robotic limbs. It also charges.
|1.5 kJ (power cell)
|50 Favor = Creates a bot
200 Favor = Get an implant
350 Favor = Android conversion
|-
|Cult of St. Credit
|A cult oriented around money.
|Heals 60 points of brute and burn, but charges whoever is being healed 10 credits and won't heal if they don't have enough. It also plays a cash register sound effect each time it heals.
|1 credit (holochip)
|100 Favor = Fancy clothing
10,000 Favor = Capitalist golem conversion
|-
|Children of Kudzu
|A sect dedicated to plants.
|See [[#Holy_Book|Holy Book]].
|A grown crop
|400 Favor = Turns someone into wooden golem
|-
|Gathering of the Old Gods
|A sect dedicated to the Old Gods.
|See [[#Holy_Book|Holy Book]].
|Meat
|50 Favor = Creates a knife
150 Favor = Creates a piece of ruinous metal
2,000 Favor = Turns someone into a ruinous metal golem
|-
|Ever-Burning Candle
|A sect dedicated to candles.
|Heals 40 points of burn
|A burning corpse
|200 Favor = 5 candles that never melt
1,000 = Make a piece of clothing fireproof
|-
|Cult of the Honkmother
|A sect dedicated to the clown goddess, the Honkmother.
|Heals only clowns.
|Bananas
|50 Favor = Creates a banana cream pie
150 Favor = Summons a Honkbot
1000 Favor = Creates a sheet of bananium
|-
|Holy Light
|A sect dedicated to healing.
|Heals twice as much as a normal bible but with a 12 second cooldown.
Heals all limb types.
Costs favor to heal.
|Each point of damage healed with your bible generates 1 favor point.
You get a 100% increase (200% in the chapel) to healing when the holy light bible is used on you, this additional healing is turned into favor.
|150 Favor = Creates a one-use autosurgeon that implants a medhud
250 Favor = Summons a medbot
400 Favor = Creates a better version of rod of asclepius called Rod of White
650 Favor = Fully heals a buckled mob. If dead, revives them with 75 clone damage.
|}
==Becoming a Prophet==
Every chaplain needs their own religion. While you can use one that already exists, whether it's something real like Christianity or Zoroastrianism or one unique to SS13 like Ratvarianism or the Cult of the Honkmother, sometimes it's fun to come up with your own.
Below are some questions to consider. They are by no means wholly-encompassing, but thinking about these should give you a solid base for further development and hold up to questioning; perhaps write these answers down somewhere, if you want to keep them consistent.
*What is your religion's name?
*What is your religion's deity (or deities)?
*How did your religion come to be? Did it have a particular founder?
*Is there a particular or set of holy texts that serve as the foundation of your religion?
*How big is your religion?
*Is your religion organized? Does it have a leader?
*How do "normal" people relate to the divine? What are they expected to do?
*How do the clergy relate to the divine? What are they expected to do? Are there multiple types, each expected to fill their own roles?
*How do people join the religion? What do they need to do or have to join?
==Duties==
Individual chaplains are free to invent their own specific rituals, but there are some matters shared across all types of chaplain, such as:
*'''Funerals''' – You have a stock of coffins, burial garments, a mass driver, and a crematorium. To properly "bury" someone, strip them of all of their equipment (save for their ID), set those off to the side or return it to the departed's former department, dress them in the burial garments, and put them in a coffin. From here, you may hold a proper funeral in the chapel (be sure to announce it over the radio in advance) and have someone (or a few people) perform an eulogy, after which you should either use the mass driver to launch the coffin into space or cremate the body and put the resulting ashes in an urn from the ChapDrobe.
*'''Psychological care''' – While this is intended to be the role of the [[Psychiatrist]], one might not be on the station or some may prefer your help. This can include counseling, pharmaceutical remedies (consult the chemist), and confessions. For confessions specifically, you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely. if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.
*'''Church Services''' – Give sermons and sing hymns. You can create a hymnal by writing a YouTube link or even the song code on a piece of paper and ask the [[Curator]] to print and bind spare copies. Note that the chapel, on most maps, isn't a high-traffic area, so announce it over the radio in advance.
*'''Proselytizing''' – Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of initiation, which can be anything from reciting an oath to drinking [[Guide_to_chemistry#Narcotics|something]] to even public humiliation. Note that for more extreme rituals, you should check with your [[Contributors#Staff|god(s)]] to see if you can perform them without facing their wrath.
===Ringing Up the [[Contributors#Staff|Gods]]===
The Pray command, like an [[Adminhelp]], contacts all of the currently-online admins. However, it is treated as [[IC]], and should be worded differently as a result. More specifically, avoid asking for specific items or equipment. For example, "can i have an rcd", even with proper punctuation and capitalization, would be ignored at best and result in a smiting at worst. However, changing it into "Oh, Space Father who art in Space Heaven, please grant me a way to escape/construct things." will be more likely to give a result, even if it may not be what you wanted.
==You vs the Forces of Evil ==
Even as the most divine person on the station, remember: '''you are a civilian, not a [[Security Officer]]'''. As such, most "mundane" threats such as [[Traitor|Syndicate spies]], [[Revolution|disgruntled employees]], or [[Gang_War|warring gangs]] aren't matters you should involve yourself in. However, for ''supernatural'' threats, you're suddenly the expert.
Note that for almost all supernatural threats, a large stock of holy water will be useful, as the flask provided in the chapel only contains 100 units and religious supply crates from cargo contain only a single flask each. Luckily, the process of making holy water is much simpler than in reality: just attack a container containing water with a bible and it will be blessed, turning all the water inside into holy water.
In addition, holy water can be used to bless tiles, denying dark spirits from teleporting onto them. You can tell if a tile is blessed if it glows yellow after a short delay. Generally, you should only bless areas likely to be attacked, such as the [[Bridge]] or [[AI Satellite]]/[[AI Core|Core]].
===Cultists===
In spite of how they may otherwise differ, fighting against [[Blood Cult|blood]] and [[Clockwork Cult|clockwork]] cultists tends to be fairly similar. Although you could wait for them to become a real problem and attack with security, it's generally better to stop the problem before it starts. That is, to have security arrest cultists, deconvert them using holy water, and optionally implant them with a mindshield to prevent re-conversion.
Your null rod does ''45'' extra damage against the constructs of blood cults. It can also be used to cleanse their runes.
===Vampires===
Vampires are creatures of the night that will attempt to suck the blood of your fellow crew. Deducing that you have vampires can be tricky at times, but there are tells to be aware of, such as dead bats in the hallways and/or multiple bloodless bodies in medical. When the threat is confirmed, you should contact Security immediately and begin blessing everywhere that you can with Holy Water, as this will interfere with the Vampire's mobility tool, Jaunt. Personal eye protection and ear protection are also highly recommended, as a vampire's main offensive ability is to petrify and knock you out by making eye contact. When you have successfully apprehended a vampire, try not to kill them but knock them unconscious. If you kill them, they will have a chance to revive and flee. Your first priority with a vampire is to drag them into your Chapel (this can also be used as a deduction tool on suspected vampires) as soon as possible, as they will light aflame and turn to ash when they step foot on sanctified ground, making them unrevivable. Don't feel too bad about doing this, as vampires cannot safely be arrested or contained as long as they can jaunt.
===Wizards===
Wizards are chaotic spellcasters with a variety of tools to turn the tides in their favor. Your null rod will protect from a majority of their magic, so you are a valuable asset against these masterful murdering mages. Wizards are extremely dangerous to take in alive, so coordinate with Security against the threat, and attempt to kill them through whatever means you have available. They may return through a variety of methods, however, and you must be prepared for every possibility with these dastardly foes. Some wizards may claim that they are friendly, and will attempt to make peace, though they are still Wizards at the core and should be dealt with by the joint effort of yourself and Security.
===Heretics===
Heretics are dangerous opponents to fight depending on when in the shift you find them. The longer the shift goes on, the more dangerous and powerful these heretics will get, until they ascend and become nigh indestructible. If tears in reality are sighted, contact security for assistance, and have them start searching any potential suspects you see as well as people near transmutation runes. They will usually have their codex and heart on them, and if they have crafted one, a powerful blade that you must take caution with. Heretics can pick one of three paths to go down: ash, flesh, and rust.
Ash heretics have access to a short ranged jaunt, an ashen blade that will set you on fire and deal stamina damage if you are hit, and the ability to drain your life if you are on fire. If an ash heretic ascends, have a fire extinguisher on hand or stay close to showers. Long ranged lethal weapons are advised as you will be set on fire at closer ranges, and you must either bait out or run away from their room melting abilities.
Flesh heretics can revive corpses into loyal, mute servants or dangerous ghouls (as long as the body isn't mindshielded), make a weak monster called a Raw Prophet that has increased seeing range and x-ray, create a shapeshifting creature called a Stalker that inherits the stats and properties of what it transforms into, and use a flesh blade that causes profuse bleeding. Try to kill a flesh heretics servants before going after them, as you will be surrounded and murdered otherwise.
Rust heretics spread their rust across the station in a variety of ways, slowly healing on rusted tiles, and can destroy most structures as well as armor that you are wearing. Rust heretic blades inject you with poisonous eldritch water, and have unlimited smoke grenades. When a rust heretic ascends, they will heal incredibly quickly on rust tiles as well as having self spreading rust. Rust heretics are weak to stuns and as such can usually easily be stunned and killed while you get the chance to do damage.
===And More===
If [[admin|your god(s)]] hate you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures. Use holy water to prevent their movement and check places with corpses to see it harvesting souls. When it's dead, don't forget to disperse the ashes.
==Tips==
==Tips==
* Setting your religion's name to certain presents will give your holy book a special name, as well as dispensing 100 brain damage to you. For example, naming your religion 'Homosexuality' will name your bible 'GUYS GONE WILD!!'
*Your bible doesn't just store bottles of booze. It can actually hold a great deal of things, from decks of cards to food to even certain null rods.
**Other notable examples include: christianity, satanism, cthulu, islam, scientology, chaos, imperium, toolboxia, homosexuality, lol, wtf, gay, penis, ass, poo, badmin, shitmin, deadmin, cock, cocks.
*Due to the Mass Driver working on just about anything that can fit on top of it, [[Curator|some]] may want to use it to quickly reach distant ruins.
* Your bible, despite starting with some useless junk, can be emptied and filled with a complete set of tools or other similarly sized items. Best of all, it fits in your hoodie's suit storage!
*Your incinerator will not work without power and can be destroyed. Also make sure whoever you burn does not have important items because those will be destroyed too.
* Healing en-masse during blob rounds is extremely effective, as you can get people back into the fight quickly and easily. Besides, who needs proper cognitive function to fight the blob?
*Hitting a water tank with your bible converts the entire tank's water into holy water.
 
*While it is true that with a null rod you are immune to most magic it can also counter some types of magic and instead force the spell on the person who cast it.
== The Inquisition ==
*During any cult or heretic round you can use your book to get rid of ritual markings.
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won't be keeping an eye on it. You have a null rod, WHICH IS ROBUST AS FUCK. Also don't forget that your bible is a useful storage compartment that won't attract suspicion, and if you hit someone in the head with a bible a few times they get brain damage and then it's a lot harder to yell for help. You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it's your job, after all.
*'''DO NOT USE RANDOM BODIES WITHOUT SOULS/SSD FOR RITE SACRIFICES.'''
*Your null rod gives you magic resistance, not you. If you lose it, you will lose your combat affinity against the paranormal and, if lost and put into the wrong hands of a [[Blood Cult|certain book club]], it could spell the doom of everyone.
==The Inquisition==
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won't be keeping an eye on it. You have a null rod, which gives you a leg up - you don't have to purchase a weapon unless you want to. Also don't forget that your bible is a useful storage compartment that won't attract suspicion (but does frequently get searched). You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it's your job, after all.


Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It's not a bad place to hide stuff (especially if the camera suffers from an "accident"), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.
Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It's not a bad place to hide stuff (especially if the camera suffers from an "accident"), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.
Another sneaky idea as traitor is to host one of the chaplains universally renowned "Kool-Aid" parties. Make sure you purchased a toxins kit, then, go to the bar and ask for 10 glasses of grape or orange juice. Put all of the glasses on your table in the chapel then dump anything and everything from the toxins kit into each drink Jim Jones style, <s>break into the captains office</s> tell the captain to make an announcement saying that chaplain is hosting a party and everyone on the station is required to visit (some one might actually be stupid enough.) you may not get your target, but you might get everyone else.     
{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]

Latest revision as of 23:59, 26 March 2024

Disclaimer: This page cannot be used as an argument for in game actions.
CIVILIAN STAFF
Generic chaplain.png Chaplain.png
Chaplain
Alternative Titles: Priest, Preacher, Cleric, Exorcist, Vicar
Access: Chapel Office, Crematorium, Morgue, Theater, Service Hall
Additional Access: N/A
Difficulty: Easy
Supervisors: Head of Personnel
Duties: Aid security against supernatural threats, preach the word of [insert deity], hold funerals, and more.
Guides: No external guides
Minimum Age: 18
Quote: Have you heard the word of our lord and savior, Carp'Sie?

As a chaplain you would ideally proselytize whatever crazy religion you've made up for that round over your headset. However, besides your office, the hellish crematorium next to it, the theater backstage, and the rarely used morgue, you have no access.

Bare minimum requirements: Know how to deal with the various supernatural threats that afflict the station, and have something to do when there aren't any.


Holy Artifacts

In your possession are several important items with various utility If you can keep it in your possession, you should.

Holy Book

Arguably the most important tool in your arsenal is your bible. It may be named differently depending on your religion, but for the sake of this page, it will be referred to as a bible. Certain religion names will give you a custom bible name. For example, setting your religion to Hinduism will name it "The Vedas", while setting it to Christianity will name it "The Holy Bible". Otherwise, it is simply titled "The Holy Book of [Religion]".

When you interact with it directly, you will be first prompted to select a skin from ones available. They are purely cosmetic, so feel free to choose whichever you like the most. After this, you will be able to access the inside storage compartment of the bible, which holds a bottle of whiskey. You can put almost anything else in there, however.

Hitting somebody in the head with your bible will heal 20 points of brute and burn damage overall (robotic limbs are refused to be healed) while dealing 5 points of brain damage to them, up to a total of 60 brain damage. However, this can change depending on your selected sect: see Altar of Gods below. Note that the bible can't be used by non-chaplains, sizzling in their hands if they try to do so. However, they can still access the contents of the bible itself.

Holy Book Name Variations
Book Name Religion Name
The Holy Bible

The Dead Sea Scrolls

Christianity
The Sutras Buddhism
The Tenets of Servicia

Happy, Full, Clean. Live it and give it

Space Dionysus

Space Bacchus

Partying

Servicia

The Holy Joke Book

Just a Prank

Hymns to the Honkmother

Clownism

Honkmother

Honk

Honkism

Comedy

The Book of Lorgar Chaos
The Necronomicon Cthulhu
The Vedas Hinduism
The Avesta Zoroastrism
Guys Gone Wild

Coming Out of the Closet

Homosexuality
Uplifting Primer Imperium
Quran Islam
The Torah Judaism
Fluorescent Incandescence Lampism
Woodys Got Wood: The Aftermath

War of the Cocks

Sweet Bro and Hella Jef: Expanded Edition

F.A.T.A.L. Rulebook

lol

wtf

gay

penis

ass

poo

badmin

shitmin

deadmin

cock

cocks

meme

memes

Going Bananas

Bananas Out for Harambe

Monkeyism

Apism

Gorillism

Primatism

The Book of Mormon Mormonism
The Gospel of the Flying Spaghetti Monster Pastafarianism
The Holy Piby Rastafarism

Rasta

The Unholy Bible Satanism
Principle of Relativity

Quantum Enigma: Physics Encounters Consciousness

Programming the Universe

Quantum Physics and Theology

String Theory for Dummies

How To: Build Your Own Warp Drive

The Mysteries of Bluespace

Playing God: Collector's Edition

Science
The Biography of L. Ron Hubbard

Dianetics

Scientology
Book of SubGenius Subgenius
Toolbox Manifesto

iGlove Assistants

Toolboxia

Greytide

Fanfiction Compendium

Japanese for Dummies

The Manganomicon

Establishing Your O.T.P

Weeboo

Kawaii

Blood of the Geometer Cult of the Geometer
Radioactive Bible

Fusion Bible

Atmosian Bible

Plasmanimus
The Holy Book of Darth Beet Beetism
Space Jesus Space Christianity
Enchanted Bible Space Magicks
The Gondola Manifesto Gondola
The Bone Lord The Bone Lord
420Verses Church of Aesthetic
The Word of Lord Singuloth The Cult of Lord Singuloth
The Coming Storm Prethoryn Scourge Clan
End of the Cycle Cult of the Shroud
Antmans Diary Fellowship of Thanos
4th Wall Break Metaism
Station Repair Drone User Manual Alletoidian
A Tenders Tale Nugget
The Holy Flame The Holy Flame

Holy Flame

Okran

Marjes Guide to Robustness Egotism

Null Rod

The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct Nar'Sian and Ratvarian magic, and certain Wizard spells as well as heretic mansus. However, it usually can't stop a sword.

Null Rod Variations
Weapon Damage Notes
Null.png
Null Rod
18 brute
10 brute (thrown)
The classic and default.
Can fit in the belt slot.
Disintegrate.png
God Hand
18 burn
Can't be thrown
It cannot be put down.
Chainsaw.gif
Chainsaw Hand
18 brute
Can't be thrown
It is sharp. It cannot be put down.
Tentacle.pngArm blade.png
Unholy and Dark Blessing
18 brute
Can't be thrown
They are sharp. They cannot be put down.
Claymore.pngCultblade.gifChainsawsword.pngKatana.gif
Holy Claymore
Dark Blade
Sacred Chainsaw Sword
Hanzo Steel
18 brute
10 brute (thrown)
They are sharp. They can only be worn on the back or on the belt. They have 30 block chance, but 0 against projectiles.
Forceweapon.png
Force Weapon
18 brute
10 brute (thrown)
It is sharp and can be worn on the back or the belt. Acts as a strong light source.
Darkenergy.pngLightenergy.png
Dark Energy Sword
Light Energy Sword
18 brute
10 brute (thrown)
Unlike normal energy swords, these cannot be retracted. They inherit the stats of the holy claymore (sharpness, only back/belt storage, and 30 block chance except against projectiles).
Corvo 1.png
Folding Sword
18 brute (unfolded)
10 brute (thrown)
Can be folded, reducing its size and concealing it when held. Fits in the belt slot.
Godstaffblue.png
Blue Holy Staff
5 brute
10 brute (thrown)
Grants the user a shield that blocks 2 shots every 20 seconds.
Vibroblade.gifSpellblade.png
High-Frequency Blade
Dormant Spellblade
18 brute
10 brute (thrown)
They only fit on the back. They have 35 armor penetration. They are sharp.
Possessedsword.png
Possessed Blade
18 brute
10 brute (thrown)
Can summon a ghost into it to rename the item and talk. Hitting the blade with your bible will exorcise it, allowing a new ghost to possess the blade. When thrown, will turn into a flying mob that turns back into the sword when killed. Whoever summons a ghost into the sword can slowly recall the sword back to them.
Hypertool.png
Hypertool
18 brain damage
10 brain damage (thrown)
It has 35 armor penetration.
Warhammer.png
Relic War Hammer
18 brute
10 brute (thrown)
It can only fit on the belt and requires two hands to use, but pushes people back on hit (not a throw- it can't impact people against objects).
ClownRender.png
Clown Dagger
18 brute
10 brute (thrown)
It is sharp and will be slipped on when on the ground.
Chain.png
Holy Whip
16 brute
10 brute (thrown)
It can only fit on the belt. It deals double damage against vampires and has a four-tile range.
Fedora.png
Atheist's Fedora
0 brute
30 brute (thrown)
It is a tiny item and can also be worn on the head. It is sharp.
Carp plush.png
Carp-Sie Plushie
15 brute
10 brute (thrown)
It is a tiny item. Attacking yourself will made wild space carp non-hostile.
Monkstaff.png
Monk's Staff
18 stamina
10 stamina (thrown)
It is considered non-lethal and can only fit on the back. It has a block chance of 40, but 0 against projectiles.
Bdagger.png
Arrhythmic Knife
18 brute
10 brute (thrown)
It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held.
Pharoah sceptre.png
Egyptian Staff
18 brute
10 brute (thrown)
It is a normal item.
Ratvarian spear.png
Bronze Spear
16 brute
16 brute (thrown)
It can fit in the belt. It has 35 armor penetration. It is sharp.
Servo Skull.png
Servitor Skull
7 brute
15 brute (thrown)
Can be worn on the neck slot to provide a medical and diagnostic hud.
Cross.png
Golden Crucifix
0 brute
0 brute (thrown)
It can fit in the belt and is small-sized, like the normal null rod. When used in hand, will target a cone in front of the user to deal tick damage to any mobs inside of it so long as you stand still. Standard mobs take about 5 burn and 15 stamina per second. Unholy creatures, or those otherwise tainted by unholiness, will take about 10 burn and 10 stamina per second.
Fairyboots.png
Fairy Boots
The wearer starts with a slowdown, but gains speed the further they walk. Also gives you a fancy trail when you are sped up.
Aspergillum.png
Aspergillum and Aspersorium
An everfilling bucket of holy water. Works as a fire extinguisher but instead using holy water. Does not bless tiles the water touches.
ApostateBlades.png
Blades of the Apostate
12 brute each
Can't be thrown
A belt holding a pair of blades. Alt-click to unsheathe them, drawing both swords at once. Attacking uses both swords at once, inflicting double the damage. Dropping or throwing them will automatically bring them back to the belt.

Armaments Beacon

The armaments beacon can be found in the ChapDrobe. When you use it, you will be presented with six options:

  • Profane Scholar Kit – A student robe and cage to be worn on the head. Renders you more vulnerable to damage, but grants you more movement speed.
  • Stone Sentinel Kit – A set of Ancient Armor. Offers very good melee armor and okay armor in every other category, but slows you down a little more than a riot suit would.
  • Witchhunter Kit – A witch hunter robe and hat. Offers moderate melee armor and mediocre armor in every other category. Only slightly slows you down.
  • Templar Kit – A single set of crusader armor. Offers pretty good melee armor and good bomb armor, but mediocre in every other category. Slows you down about at the rate a riot suit would.
  • Followers of the Chaplain Kit – A leader hoodie and four follower hoodies. The follower hoodies barely have armor in every category, while the leader hoodie is slightly better, especially with melee armor. Does not slow you down.
  • Founder Kit of the Black Templars – A moderately armored Black Templar Chaplain suit and three slightly lighter armored Black Templar Follower suits. Better against rads, fire, and acid than any other set from the beacon. Slows you down a little less than a riot suit would. While the suits are technically hardsuits, they do not grant protection from bright lights or vacuum.

Altar of Gods

Attacking it with your bible will allow you to choose a sect. Currently, there are six: (Favor represents how much/what type of materials you need for 1 Favor.)

Name Description Bless Favor Rituals
Puritanism (Default) Nothing at all!
Nothing at all!
Nothing at all!
See Holy Book. None. None.
Technophile A sect oriented around technology. Heals 20 points of brute and burn, but only for silicons and robotic limbs. It also charges. 1.5 kJ (power cell) 50 Favor = Creates a bot

200 Favor = Get an implant

350 Favor = Android conversion

Cult of St. Credit A cult oriented around money. Heals 60 points of brute and burn, but charges whoever is being healed 10 credits and won't heal if they don't have enough. It also plays a cash register sound effect each time it heals. 1 credit (holochip) 100 Favor = Fancy clothing

10,000 Favor = Capitalist golem conversion

Children of Kudzu A sect dedicated to plants. See Holy Book. A grown crop 400 Favor = Turns someone into wooden golem
Gathering of the Old Gods A sect dedicated to the Old Gods. See Holy Book. Meat 50 Favor = Creates a knife

150 Favor = Creates a piece of ruinous metal

2,000 Favor = Turns someone into a ruinous metal golem

Ever-Burning Candle A sect dedicated to candles. Heals 40 points of burn A burning corpse 200 Favor = 5 candles that never melt

1,000 = Make a piece of clothing fireproof

Cult of the Honkmother A sect dedicated to the clown goddess, the Honkmother. Heals only clowns. Bananas 50 Favor = Creates a banana cream pie

150 Favor = Summons a Honkbot

1000 Favor = Creates a sheet of bananium

Holy Light A sect dedicated to healing. Heals twice as much as a normal bible but with a 12 second cooldown.

Heals all limb types. Costs favor to heal.

Each point of damage healed with your bible generates 1 favor point.

You get a 100% increase (200% in the chapel) to healing when the holy light bible is used on you, this additional healing is turned into favor.

150 Favor = Creates a one-use autosurgeon that implants a medhud

250 Favor = Summons a medbot

400 Favor = Creates a better version of rod of asclepius called Rod of White

650 Favor = Fully heals a buckled mob. If dead, revives them with 75 clone damage.

Becoming a Prophet

Every chaplain needs their own religion. While you can use one that already exists, whether it's something real like Christianity or Zoroastrianism or one unique to SS13 like Ratvarianism or the Cult of the Honkmother, sometimes it's fun to come up with your own.

Below are some questions to consider. They are by no means wholly-encompassing, but thinking about these should give you a solid base for further development and hold up to questioning; perhaps write these answers down somewhere, if you want to keep them consistent.

  • What is your religion's name?
  • What is your religion's deity (or deities)?
  • How did your religion come to be? Did it have a particular founder?
  • Is there a particular or set of holy texts that serve as the foundation of your religion?
  • How big is your religion?
  • Is your religion organized? Does it have a leader?
  • How do "normal" people relate to the divine? What are they expected to do?
  • How do the clergy relate to the divine? What are they expected to do? Are there multiple types, each expected to fill their own roles?
  • How do people join the religion? What do they need to do or have to join?

Duties

Individual chaplains are free to invent their own specific rituals, but there are some matters shared across all types of chaplain, such as:

  • Funerals – You have a stock of coffins, burial garments, a mass driver, and a crematorium. To properly "bury" someone, strip them of all of their equipment (save for their ID), set those off to the side or return it to the departed's former department, dress them in the burial garments, and put them in a coffin. From here, you may hold a proper funeral in the chapel (be sure to announce it over the radio in advance) and have someone (or a few people) perform an eulogy, after which you should either use the mass driver to launch the coffin into space or cremate the body and put the resulting ashes in an urn from the ChapDrobe.
  • Psychological care – While this is intended to be the role of the Psychiatrist, one might not be on the station or some may prefer your help. This can include counseling, pharmaceutical remedies (consult the chemist), and confessions. For confessions specifically, you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely. if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.
  • Church Services – Give sermons and sing hymns. You can create a hymnal by writing a YouTube link or even the song code on a piece of paper and ask the Curator to print and bind spare copies. Note that the chapel, on most maps, isn't a high-traffic area, so announce it over the radio in advance.
  • Proselytizing – Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of initiation, which can be anything from reciting an oath to drinking something to even public humiliation. Note that for more extreme rituals, you should check with your god(s) to see if you can perform them without facing their wrath.

Ringing Up the Gods

The Pray command, like an Adminhelp, contacts all of the currently-online admins. However, it is treated as IC, and should be worded differently as a result. More specifically, avoid asking for specific items or equipment. For example, "can i have an rcd", even with proper punctuation and capitalization, would be ignored at best and result in a smiting at worst. However, changing it into "Oh, Space Father who art in Space Heaven, please grant me a way to escape/construct things." will be more likely to give a result, even if it may not be what you wanted.

You vs the Forces of Evil

Even as the most divine person on the station, remember: you are a civilian, not a Security Officer. As such, most "mundane" threats such as Syndicate spies, disgruntled employees, or warring gangs aren't matters you should involve yourself in. However, for supernatural threats, you're suddenly the expert.

Note that for almost all supernatural threats, a large stock of holy water will be useful, as the flask provided in the chapel only contains 100 units and religious supply crates from cargo contain only a single flask each. Luckily, the process of making holy water is much simpler than in reality: just attack a container containing water with a bible and it will be blessed, turning all the water inside into holy water.

In addition, holy water can be used to bless tiles, denying dark spirits from teleporting onto them. You can tell if a tile is blessed if it glows yellow after a short delay. Generally, you should only bless areas likely to be attacked, such as the Bridge or AI Satellite/Core.

Cultists

In spite of how they may otherwise differ, fighting against blood and clockwork cultists tends to be fairly similar. Although you could wait for them to become a real problem and attack with security, it's generally better to stop the problem before it starts. That is, to have security arrest cultists, deconvert them using holy water, and optionally implant them with a mindshield to prevent re-conversion.

Your null rod does 45 extra damage against the constructs of blood cults. It can also be used to cleanse their runes.

Vampires

Vampires are creatures of the night that will attempt to suck the blood of your fellow crew. Deducing that you have vampires can be tricky at times, but there are tells to be aware of, such as dead bats in the hallways and/or multiple bloodless bodies in medical. When the threat is confirmed, you should contact Security immediately and begin blessing everywhere that you can with Holy Water, as this will interfere with the Vampire's mobility tool, Jaunt. Personal eye protection and ear protection are also highly recommended, as a vampire's main offensive ability is to petrify and knock you out by making eye contact. When you have successfully apprehended a vampire, try not to kill them but knock them unconscious. If you kill them, they will have a chance to revive and flee. Your first priority with a vampire is to drag them into your Chapel (this can also be used as a deduction tool on suspected vampires) as soon as possible, as they will light aflame and turn to ash when they step foot on sanctified ground, making them unrevivable. Don't feel too bad about doing this, as vampires cannot safely be arrested or contained as long as they can jaunt.

Wizards

Wizards are chaotic spellcasters with a variety of tools to turn the tides in their favor. Your null rod will protect from a majority of their magic, so you are a valuable asset against these masterful murdering mages. Wizards are extremely dangerous to take in alive, so coordinate with Security against the threat, and attempt to kill them through whatever means you have available. They may return through a variety of methods, however, and you must be prepared for every possibility with these dastardly foes. Some wizards may claim that they are friendly, and will attempt to make peace, though they are still Wizards at the core and should be dealt with by the joint effort of yourself and Security.

Heretics

Heretics are dangerous opponents to fight depending on when in the shift you find them. The longer the shift goes on, the more dangerous and powerful these heretics will get, until they ascend and become nigh indestructible. If tears in reality are sighted, contact security for assistance, and have them start searching any potential suspects you see as well as people near transmutation runes. They will usually have their codex and heart on them, and if they have crafted one, a powerful blade that you must take caution with. Heretics can pick one of three paths to go down: ash, flesh, and rust.

Ash heretics have access to a short ranged jaunt, an ashen blade that will set you on fire and deal stamina damage if you are hit, and the ability to drain your life if you are on fire. If an ash heretic ascends, have a fire extinguisher on hand or stay close to showers. Long ranged lethal weapons are advised as you will be set on fire at closer ranges, and you must either bait out or run away from their room melting abilities.

Flesh heretics can revive corpses into loyal, mute servants or dangerous ghouls (as long as the body isn't mindshielded), make a weak monster called a Raw Prophet that has increased seeing range and x-ray, create a shapeshifting creature called a Stalker that inherits the stats and properties of what it transforms into, and use a flesh blade that causes profuse bleeding. Try to kill a flesh heretics servants before going after them, as you will be surrounded and murdered otherwise.

Rust heretics spread their rust across the station in a variety of ways, slowly healing on rusted tiles, and can destroy most structures as well as armor that you are wearing. Rust heretic blades inject you with poisonous eldritch water, and have unlimited smoke grenades. When a rust heretic ascends, they will heal incredibly quickly on rust tiles as well as having self spreading rust. Rust heretics are weak to stuns and as such can usually easily be stunned and killed while you get the chance to do damage.

And More

If your god(s) hate you enough, you may also encounter a Revenant, an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures. Use holy water to prevent their movement and check places with corpses to see it harvesting souls. When it's dead, don't forget to disperse the ashes.

Tips

  • Your bible doesn't just store bottles of booze. It can actually hold a great deal of things, from decks of cards to food to even certain null rods.
  • Due to the Mass Driver working on just about anything that can fit on top of it, some may want to use it to quickly reach distant ruins.
  • Your incinerator will not work without power and can be destroyed. Also make sure whoever you burn does not have important items because those will be destroyed too.
  • Hitting a water tank with your bible converts the entire tank's water into holy water.
  • While it is true that with a null rod you are immune to most magic it can also counter some types of magic and instead force the spell on the person who cast it.
  • During any cult or heretic round you can use your book to get rid of ritual markings.
  • DO NOT USE RANDOM BODIES WITHOUT SOULS/SSD FOR RITE SACRIFICES.
  • Your null rod gives you magic resistance, not you. If you lose it, you will lose your combat affinity against the paranormal and, if lost and put into the wrong hands of a certain book club, it could spell the doom of everyone.

The Inquisition

As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won't be keeping an eye on it. You have a null rod, which gives you a leg up - you don't have to purchase a weapon unless you want to. Also don't forget that your bible is a useful storage compartment that won't attract suspicion (but does frequently get searched). You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it's your job, after all.

Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It's not a bad place to hide stuff (especially if the camera suffers from an "accident"), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.

Jobs on Yogstation

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Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Vuulen · Plasmaman · Phytosian · Preternis · Ex'hau · Ethereals · Polysmorph · Miscellaneous