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{{Speech
 
|name=Brother John
{{JobPageHeader
|text=So you've joined the cult of the almighty Nar'Sie, but don't know where to start? [[Cult Basics|This is for you]], apprentice.<br>(If you're part of the security force and looking for tips to fighting the cult, [[#Fighting the Cult|look here]].)
|headerbgcolor = #8A0707
|image=[[File:Chaplain.png|70px|right]]
|headerfontcolor = white
|stafftype = ENEMY
|imagebgcolor = #B70303
|img_generic =  
|img = Cultist.png
|jobtitle = Follower of Nar'sie
|access = Whatever you have
|additional = Wherever a teleportation rune is
|difficulty = Medium
|superior = Nar'sie
|duties = Brainwashing everyone and summoning the avatar of entropy
|guides = [https://forums.yogstation.net/threads/how-to-newbloodcult-for-hyperdunces.16896/ How to newbloodcult for hyperdunces]
|quote = <span style="color:red;">'''NAR'SIE HAS RISEN'''</span>
}}
}}
'''Gamemode in rotation'''
The Geometer of Blood, Nar'sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!
Several cultists will arrive at the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes and removing them, while the runed metal is used to make valuable structures and fortifications.
==Objectives==
Your objective requires you to sacrifice a certain crewmember and summon Nar'sie.
The general path of action of the cult and those in it:
#From a discrete location, contact your allies through your Commune button. <br>Warning: <u>When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!</u>. <br>'''Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar'sie, and possibly even be banned from becoming an antagonist!'''
#Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this [[Blood Cult#The_Cult_Master_and_You|later]].
#Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
#Set up a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a hidden teleport rune to get you back; otherwise, you could be stuck!
#Set up an empowering rune and then prepare up to four blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
#Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards from sacrificed humans to create powerful cult constructs!
#Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 2 other cultists nearby.
#Prepare to summon Nar'sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
#Gather 9 cultists on the final rune to summon Nar'sie!
#4 bloodstones will appear throughout the station. Protect them.
#One of the bloodstones will be chosen as the Anchor from which Nar'sie will rise. Protect it with your life!
====Sacrifice====
<span style="color:red;">'''REMINDER:'''</span> One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune.
To please Nar'sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'sie rune.
===<span style="color:red;">Nar'sie HAS RISEN</span>===
After you have sacrificed your target, you can summon Nar'sie. Nar'sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'sie herself. Once the rune has been activated, 4 bloodstones will appear throughout the station. One of the surviving bloodstones will be chosen as the Anchor from which Nar'sie in come. Protect it with your life, or the cult loses.
==The Cult Master and You [[File:Cultist.png|32px]]==
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar'sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult's success!
===So, how does one become the Master?===
When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!


== [[File:Tome.png|60px]] '''FOR THE LOVE OF NAR-SIE, PLEASE READ THE GUIDE''' ==


===The Beginning of a New Era===
===Being The Master of Wrist Cutting===
Your 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 Centcom, or even summon your eldritch god himself!
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.


Several cultists will arrive on the station. When you spawn, you'll find a piece of paper in your backpack. This three-use talisman will allow you to do several things - the first you should do is summon a tome.
To summon Nar'sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.


Starter cultists will generally do a few things at the beginning:
# Find a small private area.
# Use the Talisman to summon a Tome.
# Contact your cultists brothers and sisters through your Tome (communication is private and has no limit).<br>'''Important: Communication and teamwork is essential! If you fail to read the guide this far and follow the steps until here, you will probably fuck up the round for everybody and are not worthy enough for the cult of Nar-Sie and may be antagbanned!'''
# Increase their members via [[#Conversions|conversion]]. If you have an escape on the shuttle objective, you have to do this, and it's also a good idea to convert regardless.
# Create a base, makeshift or elaborate, accessible yet private, and ''be there'' when cultists bring in sacrifice or conversion victims. Considering that several cultists are required for certain runes, 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.'''
Here is a quick reference guide on what you should be doing as the Cult Master:
#Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
#Beat back and silence any potential [[Security|intruders]] to your hideout.
#Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
#Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
#Lead your brethren into battle when the time comes to face the crew head on!
#Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar'sie herself!


==== 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 (more likely) kidnap them as above and drag them to a [[#Convert Rune|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?


==== Sacrifice ====
<span style="color:red;">'''REMINDER:'''</span> Three cultists are required for living sacrifices. They must be standing adjacent to the rune.


Nar-Sie might request his followers sacrifice a specific heretic, usually a member of Security or Command. For this sacrifice, your cult will gain enough power to call forth the Geometer if he wishes it so, although if you are supposed to escape with acolytes on the shuttle, this will not please him...
In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar'sie needs a leader.


=== The Talisman ===
You will also have an innocuous-looking paper in your backpack or pocket. It's a special talisman imbued with blood, which can be invoked three times to spawn a regular 1-use talisman of your choice. Depending on your experience with being a cultist, this talisman can either be your best friend or your worst enemy. Every use of this talisman will do a small amount of damage to yourself as well as being exceptionally obvious to any passerby. Make sure to hide this from basically everyone not in your little book club or they will robust your ass.


{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
===Cult Master Powers===
|+Talisman Invokes
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:
! style='background-color:brown'|Name [[File:Fff.png|50px]]
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style='background-color:brown'|Description
! style="background-color:brown" width="64px" |
! style="background-color:brown" width="140px" |Name
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width="73px" |Cooldown
|-
|[[File:Final_Reckoning.png|64px]]
!Final Reckoning
|A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar'sie and you need the whole cult to help defend and invoke. <b>Please note that this is a <u>one-use ability</u>. If you screw up, it's on you!</b>
|One Use
|-
|[[File:Mark_Target.png|64px]]
!Mark Target
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.
After using this ability, it goes on a 120-second cooldown.
|120 Seconds
|-
|-
!Summon Tome Talisman
|[[File:Eldritch_Pulse.png|64px]]
|The Arcane Tome is the most important item for any cultist. Obtaining one of these is required to complete most cult objectives -- it is absolutely essential to buy. The frayed cover, aura of dread, and glowing eyes give it away to even the most uninformed crew-member as a bad thing. However, its small size makes it easy to conceal: it fits easily into a pocket, or a box.  
!Eldritch Pulse
 
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!
Tomes have three sections: Commune, which lets you communicate with fellow cultists in '''BOLD, CAPITAL, RED TEXT'''; Notes, which allows you to store the translations of words you have received; and Scribe Rune, which lets you draw runes with your blood. Creating a rune requires constant attention to the book.  Not only must a cultist stay still while drawing, he must also concentrate on the book.  Putting the book away while drawing will result in a failure, as will shifting focus to one's other hand. Much like talismans, drawing runes does a small amount of brute damage. Tomes can also be used to remove runes by smacking them and to robust heretics -- each hit with a tome does 15 burn damage. Tomes can also pull what ghosts a cultist can find into the material plane, making them visible to mortals. This serves no real function other than being funny.
After using this ability, it goes on a 15-second cooldown.
|15 Seconds
|}
==The Ritual Dagger [[File:Render.png|32px]]==
Your dagger is your most important tool and has several functions:
*You can draw runes with it.
*Hitting a cultist or reagent container with it converts [[Chaplain|Holy Water]] inside into Unholy Water.
*Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
*Hitting runes with it removes them after a short delay.
*Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
==Blood Spells [[File:Bloodspells.png|32px]]==
Blood spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (Empowering Runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations.
====List of Available Spells====
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="700px" |Description
! style="background-color:brown" width="203px" |Health Cost/No. of Charges
|-
|-
!Travel Talisman
|A talisman which allows its user to transport himself instantaneously to a teleport rune with the keyword "veri".
|-
|-
!EMP Talisman
!Stun
|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.  
|A potent spell that will stun and mute victims upon contact. Effects become much weaker as the cult grows in size. '''Mindshielded personnel such as members of security and the captain are completely immune to it.'''
|10 HP
|-
|-
!Summon Soul Stone
!Teleport
|A capturing device used to trap the souls of dead/nearly dead mobs. It can be used to quickly and permanently kill an opponent who has been put into critical condition, but as the same can be done with the sacrifice rune, it offers little utility to a cultist.
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact.
|7 HP
|-
|-
!Summon Construct Shell
!Electromagnetic Pulse
|Summons an empty shell which, when filled with a soul stone shard, allows the cultist to create a construct. It is obviously supernatural, and cannot be picked up, only pulled, so it should be bought with care.
|A large spell that discharges a wide EMP, disabling and scrambling electronics.
|10 HP
|-
|-
!Stun Talisman
!Shadow Shackles
|Creates a stun paper which when used on people will cause them to become temporarily paralyzed and unable to speak for 10 ticks. This paper can't be used on yourself or other cultists. The stun talisman also works on cyborgs if they're being a problem. Like a parapen, this item is risky if you don't have a way to either convert your victim, sacrifice them or kill them.
|A stealthy spell that will handcuff and temporarily silence your victim. Useful for subduing crew.
|}
|4 Charges
 
=== The Runes ===
This is the bread and butter of your magic. You can scribe runes in the Scribe Rune section of your tome.
 
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style='background-color:brown'|Name
! style='background-color:brown'|Description
! style='background-color:brown'|[[File:Fff.png|50px]]
|-
|-
!{{anchor|Convert Rune}}Convert
!Twisted Construction
|To convert somebody, you need to place a live human, willing or otherwise, on top of the rune and then "use" the rune with an empty hand. This will work on anyone who is not currently loyalty implanted, in possession of a null rod, or the captain/chaplain. You can do this alone, but it'll take some time. If you have more cultists around the rune, it'll be instant!
|A sinister spell used to convert: Plasteel into runed metal, 50 metal into a construct shell and airlocks into runed airlocks (combat mode toggled on)
|No.
|12 HP
|-
|-
!{{anchor|Sacrifice Rune}}Sacrifice
!Summon Equipment
|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 or the Geometer's target.''' 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.
|A crucial spell that enables you to summon either a ritual dagger or a full set of combat gear including armored robes, a Nar'sien bola, and an eldritch longsword.
|No.
|1 Charge
|-
|-
!Form Wall
!Hallucinations
|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.
|A ranged and stealthy spell that will secretly induce hallucinations in your target.
|No.
|4 Charges
|-
|-
!Boil Blood
!Conceal Runes
|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. However, cultists in range of the rune will take 15 damage. The rune itself will lightly explode when used, so be careful!
|A multi-function spell that alternates between hiding and revealing nearby runes and cult structures.
|No.
|10 Charges
|-
|-
!Drain Life
!Blood Rites
|This rune instantly heals you of some brute damage, at the expense of a person placed on top of the rune. One drain gives up to 25HP per each victim, but you can repeat it if you need more. Draining only works on living people, so you might need to recharge your "battery" once its empty.
| A spell that allows you to gather blood from the floor, or from live victims. Then, you can expend the blood to heal yourself or others. Or, you can use the spell in hand to summon a blood spear, cast blood bolt barrage, or cast blood beam. A blood spear is a robust two-handed weapon that can be recalled to your hand if it has a clear path back to you. The blood spear can also be thrown, which causes it to shatter and stun whoever it hits. Casting blood bolt barrage temporarily grants you the ability to launch powerful projectiles from your hand, similar to the wizard's arcane barrage. This spell requires both hands to be free in order to use it to its maximum strength. Casting blood beam will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures, and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through.
|No.
|5 Charges
|-
|-
!Raise Dead
|}
|To make the rune work, you will need two bodies: a living one, and a dead one. The living body will provide the life essence, while the dead body will be revived. When you invoke the rune, the dead body will be turned to bones and ashes. After a few seconds, the body will get up, completely revived!
==Runes==
|No.
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood.
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="830px" | Description
! style="background-color:brown" width="73px" |Invokers Required
! style="background-color:brown" width="64px" |Phrase
! style="background-color:brown" width="64px" |Rune
|-
|-
!Call Forth The Geometer
!{{anchor|Rite of Offering}}Offering Rune
|This large rite summons the avatar of Nar-Sie that will corrupt the station and enslave the paltry inhabitants of it. It requires nine cultists around the center of the rune, and will take a few seconds to call forth the Geometer. Once it is called forth, the entire station is alerted and the shuttle called with 3 minutes on the timer.
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b>
|No.
If the target is dead, is ineligible for conversion, or is the required sacrifice target, they'll be sacrificed instead; this will gib them, and create a Soulstone Shard that can be used to power a construct.
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets
|Mah'weyh pleggh at e'ntrath!
|[[File:Sacrifice rune.png|64px]]
|-
|-
!EMP Rune
!Empowering Rune
|Remember those EMP grenades and that EMP wizard spell? This rune does exactly the same. The rune itself doesn't generate a strong pulse, and only disables items in small radius.
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it.
|Yes.
|1
|H'drak v'loso, mir'kanas verbot!
|[[File:Empowerrune.png|64px]]
|-
|-
!Manifest Spirit
!Teleport Rune
|This is a unique rune. If you stand on top of it and invoke it, any ghosts on top of the rune will be given a cultist body and placed into it. The body will be translucent and a cultist. You have to stand on the rune for the body to remain intact - if you leave it, all summoned ghosts will be turned to ash. In addition, for each cultist, you will take a small amount of damage every tick. It isn't much, but it stacks up. These summoned cultists count as actual cultists for runes, so if your teammates won't rally up with you, you can do this in an emergency.
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.<br><b><u>Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!</u></b>
|No.
|1
|Sas'so c'arta forbici!
|[[File:Teleport_rune.png|64px]]
|-
|-
!Call Tome
!Revive Rune
|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.
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring it back to life, expending 3 charges.
|Yes.
This will inflict 40% of the invoker current health to them as brute damage and 60 brute damage to the revived corpse.
|1
|Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
|[[File:Raisedead_rune.png|64px]]
|-
|-
!Teleport
!Barrier Rune
|Teleport rune is a special rune. When scribing it, you can enter any word or sentence to use as the 'keyword'. When you invoke the rune, it'll send you to a random teleport rune with the same keyword. They can also be used as talismans for the same effect.
|When invoked, makes a 30 second invisible wall to block passage. Can be invoked again to reverse this. Examine the rune to see how much time the barrier has left.
|Yes.
|1
|Khari'd! Eske'te tannin!
|[[File:Wall_rune.png|64px]]
|-
|-
!Teleport Other Rune
!Summoning Rune
|This variation of the teleport rune allows you to teleport other people between the runes. You can't teleport yourself, but it's good for transporting sacrifice or conversion targets.
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. <u>This rune will only work on the main space station</u>, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled.
|Yes.
|2
|N'ath reth sh'yro eth d'rekkathnor!
|[[File:Summon_rune.png|64px]]
|-
|-
!Veil Runes
!Blood Boil Rune
|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 use a Reveal Runes rune. 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 talisman. It also make all nearby ghosts visible!
|When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 75 burn damage. When the effect is over the rune will briefly set fire to anything over it.
|Yes.
Some species, such as golems, do not have blood, and thus are immune to this rune.
|3
|Dedo ol'btoh!
||[[File:Boil_rune.png|64px]]
|-
|-
!Reveal Runes
!Rune of the Spirit Realm
|Need to activate that rune you have hidden? This rune reveals all nearby runes that have been made invisible, in addition to making all nearby ghosts invisible again.
|This rune gives you two powerful options:<br><br>
|Yes.
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid, armed and armored cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage to you over time. <u>This option is only available on the space station itself - the veil is not weak enough in space or on Lavaland to give spirits a physical form!</u><br><br>
(2) To ascend as a dark spirit. This option costs <b>no health</b> to use and will give you the virtually unlimited knowledge of a [[Ghost]]! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting homunculi to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!
|1
|Gal'h'rfikk harfrandid mud'gib!
|[[File:Manifest_rune.png|64px]]
|-
|-
!Disguise Runes
!Apocalypse
|This rune will make all nearby runes (including itself) look like those drawn in crayon. They'll still function in this manner!
|A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive (often stationwide) EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar'sie ritual sites and will prevent Nar'sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'sie.</u><br>
|Yes.
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled
*If 1 - 10: Disease Outbreak + Mice Migration
*If 11 - 20: Radiation Storm
*If 21 - 30: Brand Intelligence
*If 31 - 40: Immovable Rod x3
*If 41 - 50: Meteor Wave
*If 51 - 60: Spider Infestation
*If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
*If 71 - 80: Space Vines, Grey Tide
*If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
|3
| Ta'gh fara'qha fel d'amar det!
||[[File:Apocalypse.png|96px]]
|-
|-
!Astral Communion
!Ritual of Dimensional Rending
|This rune allows you to leave your mortal body and become a ghost. This comes with all those benefits of being a ghost -- being able to communicate with other ghosts, seeing invisible, and so on. Of course, you are unable to control your body as a ghost, and if you fly away, you will have no idea if something is happening to it. You can re-enter your body the same way as you re-enter corpse as a regular ghost. The body itself slowly receives damage while you are ghosted, and the rune will automatically keep your body anchored to the rune itself.
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete.
|No.
After it's drawn, 9 cultists (5 if the invoker is the cult leader), constructs, or summoned ghosts must stand on the rune. After this, the cult must protect 4 Bloodstones scattered around the station, and then the Anchor Bloodstone.
| 9
|TOK-LYR RQA-NAP G'OLT-ULOFT!!
|[[File:Rune_large.png]]
|-
|-
!Bind Talisman
|}
|This handy little rune imbues an empty piece of paper with the power of an adjacent rune. It only works with a few select 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.
 
===Structures===
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your tome. Using "Conceal Runes" near these structures will make them turn invisible, and make runed doors look like regular airlocks.
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="64px" |
! style="background-color:brown" width="140px" |Name
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width="73px" |Cost
|-
|-
!Summon Cultist Rune
|[[File:Altar.png|64px]]
|This rune allows you to summon any cultist to the rune. You need 2 cultists chanting for it to work. Note that this rune drains quite a lot of health from every chanting cultist. Works across Z-levels, including the escape shuttle.
!Altar
|No.
|A bloodstained altar dedicated to Nar'sie. By using it, you are able to create an Eldritch Whetstone to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After using the altar, it needs some time to recharge.
|3 runed metal
|-
|-
!Deafen
|[[File:Forge.gif|64px]]
|This rune temporarily makes all non-cultists in visible range deaf. You can also make this rune into a talisman for the same effect but a shortened radius.
!Forge
|Yes.
|A forge used in crafting the unholy weapons used by the armies of Nar'sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant's Robe, which makes you faster, but at the cost of increasing damage taken by 50%, and a mirror shield that can block 50% of attacks while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will knockdown on impact and return to you after a successful hit! After using the forge, it needs some time to recharge.
|3 runed metal
|-
|-
!Blind
|[[File:Pylon.gif|64px]]
|Blind rune works exactly the same way as the Deafen rune, but it blinds targets instead of deafening them. You can combine the two to make people scramble around and be useless!
!Pylon
|Yes.
| A floating crystal that slowly heals those faithful to Nar'sie. Heals brute, burn, and bloodloss damage. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and are distinctly cultish in appearance, which may alert the crew if the flooring spreads outside your cult den.
|4 runed metal
|-
|-
!Stun
|[[File:Archives.png|64px]]
|Unlike other runes, this one is meant to be used in talisman form. When invoked directly, it releases some dark energy, briefly stunning all non-acolytes around. When imbued into a talisman, you can force all of its energy into one person, stunning them so hard that they can't even speak. However, the effect wears off rather fast. Use it to stun candidates for conversion in case they refuse to join you, or robust security.
!Archives
|Yes.
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof; a Veil Shifter, a 4 use teleporter that sends you forward a medium distance; a Void Torch. which lets you teleport objects to other cultists; or a Shuttle Curse, which when used, delays the escape shuttle for 3 minutes. You can only use two shuttle curses each round. After using the archives, it needs some time to recharge.
|3 runed metal
|-
|-
!Armor Rune
|[[File:Runed_airlock.png|64px]]
|Cultists have access to weapons and hooded robes that double as armor. There is the eldritch longsword (about as strong as an esword), cultist robes (armored robes), and cultist hood (armored hood), as well as a backpack (the Chaplain's trophy rack), and cultist Boots (essentially grey jackboots). To invoke, simply activate the rune with an open hand to receive the blade, likewise with the robes and hoodie. Just have the slots open. These will robust people and borgs very fast.
!Runed door
|Yes.
|Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back hard. Try it in zero-gravity, catapult them into space!
|1 runed metal
|-
|-
!Fabricate Shell
|Works like the talisman: creates a shell for souls trapped in soulstones to become constructs. Artificers can also create shells, but they tend to die quickly. Note: You must place a stack of plasteel on the rune. 5 sheets are required.
|No
|}
|}
 
==Constructs==
==== They Gave Me a Word, But Didn't Give Me a Jogging Suit! ====
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 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 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 "SUMMON ME!"
 
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 two 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 reduces stuns and increases speed with a twist of braunes dimarge, and is highly toxic to non-cultists in case you felt like weaponizing it.
 
=== Constructs ===
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:  
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 an artificer.
* 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 casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.
* 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.  
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 will poop 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 Soulstone Shards and Shells, wraiths can kill the AI, and Juggernauts are great tanks.
 
==Threats to the Cult==
== Fighting the Cult ==
Even with access to a large number of different runes and talismans, there are still several threats to the cult on the station.
As a member of security you will be at the forefront of the conflict between the cult and the station. Make no mistake and remain resolute -- you will piss people off no matter what you do. Keep your taser and cuffs handy, you're going in deep to kick Nar-Sie's ass!
===[[Clockwork Cult|Ratvarian Scum]] [[File:servant_of_ratvar.png]]===
 
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar'sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar'sie. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar'sie's magic is more effective against Ratvar's servants.
=== Sir, This is a Random Search ===
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]===
Cultists are useless without their tomes and magic infinite stun papers. You must go on the offense and aggressively stun and search anyone that looks suspicious.
Unprepared cultists will have trouble defending themselves against the united power of security, especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water, which will turn cultists back into normal people if it stays in their system for long enough. The Chaplain is also immune to cult magic, and his bible is able to make hidden runes visible.
 
==Tips==
Upon reports of cult presence, immediately round up all security personnel.
*Cultists can know a rune's name and effects by examining it.
* Declare red alert if at all possible. This authorizes you to perform random searches.
*Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
* Gear up.
* Always be ready to summon a cultist in trouble. <b>Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before it's too late! You can also use the spirit rune to check for cultists in trouble, or ask ghosts for the location of dead cultists to revive</b>.
* Raid science, search all science staff and the RD.
*The power of the Dark Spirit is an incredibly potent exploration tool, and ghosts can give you precious hints.
* If any runes and/or tomes are found, call the detective to scan them for fingerprints and/or blood. If there's no detective, get the scanner and do it yourself.
*The chaplain's weapon makes them immune to most of your magic. Don't attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed - they require a more blunt approach.
* Rest and regroup.
*Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. Careful with your EMP spells.
* Raid medbay as well. Search all staff, lockers, boxes.
*Get some plasteel either from technological fabricators (Stock parts > plasteel alloy) in science or engineering, the ORM, or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
* Rest and regroup.
*The EMP spell, Twisted Construction, and Apocalypse Rune are all incredibly useful access tools. They can get you almost anywhere, just don't forget your crowbar (or your health)!
* Raid cargo.
* Manifest Spirit is useful for getting those missing cultists you need for the Nar'sie rune, or any rune.
* Rest and regroup.
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith, it can jaunt on top of the cores and take down the AI down before the crew can respond, but any construct can break down walls and ignore taser turrets.
* Raid engineering.
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar'sie rune).
* 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.
*If the Harvesters bring enough people to Nar'sie you may or may not get a special ending.
* Once general areas are cleared, raid all departments again. Rest and regroups can be replaced with roving patrols.
* You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are '''anti-magic''' and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.
 
* Making your own Golems through [[Guide to Xenobiology|Xenobiology]] will automatically give them the cultist status.
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.
*Do not use your spells on those you know have holy melons. It will be nullified so it's best to engage these targets with your sword or dagger.
 
* You must make sure there is a soul in the soul stone, or nothing will happen when you press a construct with it.
Be vigilant when raiding departments. While you can let members cooperate and drop their bags themselves, if one person does something wrong -- i.e. takes out a syringe gun -- or if someone gets too close, feel free to stun them. At worst you apologize and help them up. At best, you and your teammates don't die. Always check lockers and boxes. You may get lucky and find a cultist's tome stash. Remember that the HoS and Detective can unlock personal lockers, and that examining a personal locker tells you who owns it.
*1 minute is taken off of the Anchor Bloodstone timer for every standing bloodstone on station.
 
==Nar'sie==
Move in groups always. It takes one talisman for a cultist to kill someone, but now it'll take two, and that's if he can talisman both before one at least shouts out a warning. The only threat to moving as a group is being hit by blind runes or blood boils. A couple things to remember:
<center>
 
[[File:Narsie.gif|512px]]
* '''''Never let three people stand around a rune you can see no matter what it takes.'''''
* If a rune goes down, '''''stun everyone in sight'''''. Flashbangs are good for this. Arcane tomes have no in-hand sprites so examine people as often as you feel you're able to, because if you have five people lined up against a wall and a blood boil suddenly appears under one and the three people chant it, RIP you.
 
=== Deconverting Cult, A.K.A. The Chaplain is Actually Useful for Once ===
Confirmed cultists -- anyone who is seen scribing or chanting by runes, anyone whose blood a rune was made of, or anyone carrying a tome in their backpack without an excellent reason -- are guilty of capital crimes and grounds for perma, execution, or forced borging. Unfortunately, execution and forced borging tend to upset the AI, and any cultist with a tome and a private place to work is capable of teleporting other cultists out of perma. Straitjackets, which can be found in the medbay and insanity ward, can temporarily keep cultists restrained. But ultimately, you will want to deconvert them.  
 
Enter: the chaplain! The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs -- and if not, water tanks are plentiful and no one ever really uses them except for this. Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less.
 
The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't ''rely'' on cultists being tied up, but this makes it much more difficult for the cultist to vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail.
 
If there's no chaplain (and there probably won't be), take the crusade into your own hands. Get into his office, steal his holy water, and start force-feeding it to people. Take the null rod too; it makes its bearer immune to cult magic if it is in their inventory (NOT YOUR BACKPACK!!), and it can destroy runes. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum, cultism and/or guns.
 
=== Implant Important People Before the Cult Gets Them ===
'''''<span style="color:red;">If someone is already a cultist, loyalty implants will do nothing.</span>'''''
 
However, it's worth it to implant certain high-priority targets, such as:
* '''[[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]]''' 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.
* '''[[Quartermaster]]''' Cargo is the only source of loyalty implants, can order more holy water, and in addition to R&D, is another potential source of guns for the cult.
 
'''''Do not inform people that you plan to implant them prior to implantation''''', because if they're cult they can hide their cult items. Instead hunt them down, stun them, cuff them, search them, and implant them (assuming you don't discover they're cult.) Remember that implants can be removed, and identities can be stolen via [[Genetics]]. Trust no one.
 
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 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. 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 completed the ritual, Nar'sie will come forth.


=== Privacy is Theft ===
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.
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>'''''
Few things are capable of challenging Nar'sie's sheer power.


== Tips ==
One of them is Ratvar.
* Cultists can know a rune's name and effects by examining it. If it's a teleport rune, it also lists the keyword.
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up with the odd bruise pack, can allow a tiny number of cultists to summon and arm a vast number of ghostly warriors to their aid. A single bot can juggle multiple people at once, if they are relatively close to each other.
* Engineering staff during cult are top-priority converts, as they can sabotage telecomms for you.
* Are you cult? Got talismans? You can store them on a clipboard, and nobody ever checks clipboards, especially if you're QM or another role that spawns with them. Right-click the papers to label them and keep track of their effects, or just examine them.
* Now, are you CHEF cult? Bake your talismans into fortune cookies and hand them out to cultmates.
* Drag paper bins onto you to pick them up. A single paper bin holds 30 papers, and that's 30 potential talismans!


== "Journal of the Arch Heretic (Cultists can not into space)" ==
If Nar'sie and Ratvar encounter one another,
''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.''


[[File:Cult.png]]
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
</center>




[[Category:Game Modes]] [[Category:Guides]]
{{Antagonists}}
{{Game modes}}
[[Category:Game Modes]]
[[Category:Guides]]

Latest revision as of 15:15, 8 May 2024

ENEMY STAFF
Cultist.png
Follower of Nar'sie
Access: Whatever you have
Additional Access: Wherever a teleportation rune is
Difficulty: Medium
Supervisors: Nar'sie
Duties: Brainwashing everyone and summoning the avatar of entropy
Guides: How to newbloodcult for hyperdunces
Quote: NAR'SIE HAS RISEN

Gamemode in rotation

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

Several cultists will arrive at the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes and removing them, while the runed metal is used to make valuable structures and fortifications.

Objectives

Your objective requires you to sacrifice a certain crewmember and summon Nar'sie.


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

  1. From a discrete location, contact your allies through your Commune button.
    Warning: When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!.
    Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar'sie, and possibly even be banned from becoming an antagonist!
  2. Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this later.
  3. Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
  4. Set up a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a hidden teleport rune to get you back; otherwise, you could be stuck!
  5. Set up an empowering rune and then prepare up to four blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
  6. Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards from sacrificed humans to create powerful cult constructs!
  7. Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 2 other cultists nearby.
  8. Prepare to summon Nar'sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
  9. Gather 9 cultists on the final rune to summon Nar'sie!
  10. 4 bloodstones will appear throughout the station. Protect them.
  11. One of the bloodstones will be chosen as the Anchor from which Nar'sie will rise. Protect it with your life!


Sacrifice

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

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

Nar'sie HAS RISEN

After you have sacrificed your target, you can summon Nar'sie. Nar'sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'sie herself. Once the rune has been activated, 4 bloodstones will appear throughout the station. One of the surviving bloodstones will be chosen as the Anchor from which Nar'sie in come. Protect it with your life, or the cult loses.

The Cult Master and You Cultist.png

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


So, how does one become the Master?

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


Being The Master of Wrist Cutting

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

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


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

  1. Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
  2. Beat back and silence any potential intruders to your hideout.
  3. Stay back and relay information and orders with use of the Spirit Realm rune, and let your goons handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
  4. Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
  5. Lead your brethren into battle when the time comes to face the crew head on!
  6. Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar'sie herself!



In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar'sie needs a leader.


Cult Master Powers

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

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

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

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

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

15 Seconds

The Ritual Dagger Render.png

Your dagger is your most important tool and has several functions:

  • You can draw runes with it.
  • Hitting a cultist or reagent container with it converts Holy Water inside into Unholy Water.
  • Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
  • Hitting runes with it removes them after a short delay.
  • Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.

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

Blood Spells Bloodspells.png

Blood spells can be created at any time via an action button that appears below your character. However, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (Empowering Runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations.

List of Available Spells

Name Description Health Cost/No. of Charges
Stun A potent spell that will stun and mute victims upon contact. Effects become much weaker as the cult grows in size. Mindshielded personnel such as members of security and the captain are completely immune to it. 10 HP
Teleport A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. 7 HP
Electromagnetic Pulse A large spell that discharges a wide EMP, disabling and scrambling electronics. 10 HP
Shadow Shackles A stealthy spell that will handcuff and temporarily silence your victim. Useful for subduing crew. 4 Charges
Twisted Construction A sinister spell used to convert: Plasteel into runed metal, 50 metal into a construct shell and airlocks into runed airlocks (combat mode toggled on) 12 HP
Summon Equipment A crucial spell that enables you to summon either a ritual dagger or a full set of combat gear including armored robes, a Nar'sien bola, and an eldritch longsword. 1 Charge
Hallucinations A ranged and stealthy spell that will secretly induce hallucinations in your target. 4 Charges
Conceal Runes A multi-function spell that alternates between hiding and revealing nearby runes and cult structures. 10 Charges
Blood Rites A spell that allows you to gather blood from the floor, or from live victims. Then, you can expend the blood to heal yourself or others. Or, you can use the spell in hand to summon a blood spear, cast blood bolt barrage, or cast blood beam. A blood spear is a robust two-handed weapon that can be recalled to your hand if it has a clear path back to you. The blood spear can also be thrown, which causes it to shatter and stun whoever it hits. Casting blood bolt barrage temporarily grants you the ability to launch powerful projectiles from your hand, similar to the wizard's arcane barrage. This spell requires both hands to be free in order to use it to its maximum strength. Casting blood beam will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures, and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. 5 Charges

Runes

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

Name Description Invokers Required Phrase Rune
Offering Rune Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed - therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!

If the target is dead, is ineligible for conversion, or is the required sacrifice target, they'll be sacrificed instead; this will gib them, and create a Soulstone Shard that can be used to power a construct.

1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets Mah'weyh pleggh at e'ntrath! Sacrifice rune.png
Empowering Rune Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it. 1 H'drak v'loso, mir'kanas verbot! Empowerrune.png
Teleport Rune This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.
Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!
1 Sas'so c'arta forbici! Teleport rune.png
Revive Rune Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring it back to life, expending 3 charges.

This will inflict 40% of the invoker current health to them as brute damage and 60 brute damage to the revived corpse.

1 Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat! Raisedead rune.png
Barrier Rune When invoked, makes a 30 second invisible wall to block passage. Can be invoked again to reverse this. Examine the rune to see how much time the barrier has left. 1 Khari'd! Eske'te tannin! Wall rune.png
Summoning Rune This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. This rune will only work on the main space station, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. 2 N'ath reth sh'yro eth d'rekkathnor! Summon rune.png
Blood Boil Rune When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 75 burn damage. When the effect is over the rune will briefly set fire to anything over it.

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

3 Dedo ol'btoh! Boil rune.png
Rune of the Spirit Realm This rune gives you two powerful options:

(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid, armed and armored cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage to you over time. This option is only available on the space station itself - the veil is not weak enough in space or on Lavaland to give spirits a physical form!

(2) To ascend as a dark spirit. This option costs no health to use and will give you the virtually unlimited knowledge of a Ghost! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting homunculi to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!

1 Gal'h'rfikk harfrandid mud'gib! Manifest rune.png
Apocalypse A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive (often stationwide) EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar'sie ritual sites and will prevent Nar'sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'sie.


If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled

  • If 1 - 10: Disease Outbreak + Mice Migration
  • If 11 - 20: Radiation Storm
  • If 21 - 30: Brand Intelligence
  • If 31 - 40: Immovable Rod x3
  • If 41 - 50: Meteor Wave
  • If 51 - 60: Spider Infestation
  • If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
  • If 71 - 80: Space Vines, Grey Tide
  • If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
3 Ta'gh fara'qha fel d'amar det! Apocalypse.png
Ritual of Dimensional Rending This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete.

After it's drawn, 9 cultists (5 if the invoker is the cult leader), constructs, or summoned ghosts must stand on the rune. After this, the cult must protect 4 Bloodstones scattered around the station, and then the Anchor Bloodstone.

9 TOK-LYR RQA-NAP G'OLT-ULOFT!! Rune large.png


Structures

By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your tome. Using "Conceal Runes" near these structures will make them turn invisible, and make runed doors look like regular airlocks.

Name Description Cost
Altar.png Altar A bloodstained altar dedicated to Nar'sie. By using it, you are able to create an Eldritch Whetstone to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After using the altar, it needs some time to recharge. 3 runed metal
Forge.gif Forge A forge used in crafting the unholy weapons used by the armies of Nar'sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant's Robe, which makes you faster, but at the cost of increasing damage taken by 50%, and a mirror shield that can block 50% of attacks while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will knockdown on impact and return to you after a successful hit! After using the forge, it needs some time to recharge. 3 runed metal
Pylon.gif Pylon A floating crystal that slowly heals those faithful to Nar'sie. Heals brute, burn, and bloodloss damage. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and are distinctly cultish in appearance, which may alert the crew if the flooring spreads outside your cult den. 4 runed metal
Archives.png Archives A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof; a Veil Shifter, a 4 use teleporter that sends you forward a medium distance; a Void Torch. which lets you teleport objects to other cultists; or a Shuttle Curse, which when used, delays the escape shuttle for 3 minutes. You can only use two shuttle curses each round. After using the archives, it needs some time to recharge. 3 runed metal
Runed airlock.png Runed door Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back hard. Try it in zero-gravity, catapult them into space! 1 runed metal

Constructs

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

  • A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
  • An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.

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

A complete guide to constructs can be found here. Artificers will poop out new Soulstone Shards and Shells, wraiths can kill the AI, and Juggernauts are great tanks.

Threats to the Cult

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

Ratvarian Scum Servant of ratvar.png

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

Security and the Chaplain Generic hos.pngGeneric chaplain.png

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

Tips

  • Cultists can know a rune's name and effects by examining it.
  • Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
  • Always be ready to summon a cultist in trouble. Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before it's too late! You can also use the spirit rune to check for cultists in trouble, or ask ghosts for the location of dead cultists to revive.
  • The power of the Dark Spirit is an incredibly potent exploration tool, and ghosts can give you precious hints.
  • The chaplain's weapon makes them immune to most of your magic. Don't attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed - they require a more blunt approach.
  • Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. Careful with your EMP spells.
  • Get some plasteel either from technological fabricators (Stock parts > plasteel alloy) in science or engineering, the ORM, or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
  • The EMP spell, Twisted Construction, and Apocalypse Rune are all incredibly useful access tools. They can get you almost anywhere, just don't forget your crowbar (or your health)!
  • Manifest Spirit is useful for getting those missing cultists you need for the Nar'sie rune, or any rune.
  • A construct can quickly take down an AI. The best one to do the job is the Wraith, it can jaunt on top of the cores and take down the AI down before the crew can respond, but any construct can break down walls and ignore taser turrets.
  • Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar'sie rune).
  • If the Harvesters bring enough people to Nar'sie you may or may not get a special ending.
  • You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are anti-magic and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.
  • Making your own Golems through Xenobiology will automatically give them the cultist status.
  • Do not use your spells on those you know have holy melons. It will be nullified so it's best to engage these targets with your sword or dagger.
  • You must make sure there is a soul in the soul stone, or nothing will happen when you press a construct with it.
  • 1 minute is taken off of the Anchor Bloodstone timer for every standing bloodstone on station.

Nar'sie

Narsie.gif

Once you've completed the ritual, Nar'sie will come forth.

Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.

Few things are capable of challenging Nar'sie's sheer power.

One of them is Ratvar.

If Nar'sie and Ratvar encounter one another,

Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟


Antagonists on Yogstation

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Individual Antagonists Traitor, Internal Affairs, Changeling, Vampire, Wizard
Team Antagonists Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn
Mid-Round Antagonists Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror
Rare Antagonists Devil
Antagtemp.png Game Modes on Yogstation
Sword.gif Doubleagent.gif

Traitor, Internal Affairs and Blood Brothers

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Changeling

Bloodsucker.png

Bloodsuckers

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Nuclear Emergency

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Revolution

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Gang War

Cult.png

Blood Cult

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Clockwork Cult

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Shadowling

Wizhat.PNG

Wizard

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Malfunction

Heretic forbidden book.png

Heretic

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Other Modes