Blood Cult: Difference between revisions

133 bytes added ,  14:25, 14 May 2022
Revive rune use 3 charges and do damage to the revived cultist and the invoker.
m (Remove a mention of the stun talisman, add a warning about the resistance of mindshielded personnel to stun spells. Stop lying to the cultists that sec is a real threat to them even if they're organized. //Give sec a little credit -Morder)
(Revive rune use 3 charges and do damage to the revived cultist and the invoker.)
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Blood spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (Empowering Runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations.
Blood spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an empowering rune will take longer, cause significant blood loss, and will cap your spell count at two (Empowering Runes allow up to 5 spells). Blood spells are limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to try and have a stun spell and a teleport spell with you, to escape risky situations.
====List of Available Spells====
====List of Available Spells====
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="700px" |Description
! style="background-color:brown" width="700px" |Description
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|-
|-
!Twisted Construction
!Twisted Construction
|A sinister spell used to convert: Plasteel into runed metal, 25 runed metal into a construct shell, Airlocks into runed airlocks (harm intent)
|A sinister spell used to convert: Plasteel into runed metal, 50 metal or a cyborg shell into a construct shell, Airlocks into runed airlocks (harm intent)
|50 Charges
|12 HP
|-
|-
!Summon Equipment
!Summon Equipment
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|-
|-
!Blood Rites
!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.
| 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
|5 Charges
|-
|-
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==Runes==
==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.
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" border="2" cellspacing="1" cellpadding="2"
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width="830px" | Description
! style="background-color:brown" width="73px" |Invokers Required
! style="background-color:brown" width="73px" |Invokers Required
! style="background-color:brown" width="64px" |Phrase
! style="background-color:brown" width="64px" |Phrase
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|-
|-
!Revive Rune
!Revive Rune
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring it back to life, expending one charge.
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring it back to life, expending 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
|1
|Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
|Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
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*If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
*If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
|3
|3
|Ta'gh fara'qha fel d'amar det!
| Ta'gh fara'qha fel d'amar det!
||[[File:Apocalypse.png|96px]]
||[[File:Apocalypse.png|96px]]
|-
|-
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|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.
|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.
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
| 9
|TOK-LYR RQA-NAP G'OLT-ULOFT!!
|TOK-LYR RQA-NAP G'OLT-ULOFT!!
|[[File:Rune_large.png]]
|[[File:Rune_large.png]]
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===Structures===
===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.
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" border="2" cellspacing="1" cellpadding="2"
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="64px" |
! style="background-color:brown" width="64px" |
! style="background-color:brown" width="140px" |Name
! style="background-color:brown" width="140px" |Name
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|[[File:Pylon.gif|64px]]
|[[File:Pylon.gif|64px]]
!Pylon
!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.
| 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
|4 runed metal
|-
|-
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*Cultists can know a rune's name and effects by examining it.
*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.
*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. <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>.
* 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>.
*The power of the Dark Spirit is an incredibly potent exploration tool, and ghosts can give you precious hints.
*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.
*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.
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*Get some plasteel either from technological fabricators (Stock parts > plasma+iron alloy) in science or engineering, the ORM, or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
*Get some plasteel either from technological fabricators (Stock parts > plasma+iron 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)!
*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.
* 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.
*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).
*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.
*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.
* 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.
*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.
*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.
* 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.
*1 minute is taken off of the Anchor Bloodstone timer for every standing bloodstone on station.
==Nar-Sie ==
==Nar-Sie==
<center>
<center>
[[File:Narsie.gif|512px]]
[[File:Narsie.gif|512px]]
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