Clockwork Cult: Difference between revisions
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Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open. | Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open. | ||
Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when | Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 25 kJ of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 40 kJ of power is stockpiled or another servant is converted. | ||
=== Driver Scripture === | === Driver Scripture === | ||
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![[File:Kindle.png]] | ![[File:Kindle.png]] | ||
|'''Kindle''' | |'''Kindle''' | ||
|125 | |125 J | ||
|Charges the invoker's clockwork slab with energy. Attacking a tile that you can see with the slab will fire a short-range (2 tiles) projectile towards it; if the projectile hits a non-servant, they will be stunned and muted. ''Note that damage reduces the duration of the stun!'' This scripture is your main way of subduing targets for conversion. | |Charges the invoker's clockwork slab with energy. Attacking a tile that you can see with the slab will fire a short-range (2 tiles) projectile towards it; if the projectile hits a non-servant, they will be stunned and muted. ''Note that damage reduces the duration of the stun!'' This scripture is your main way of subduing targets for conversion. | ||
|3 seconds | |3 seconds | ||
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![[File:Sigil_of_submission.png]] | ![[File:Sigil_of_submission.png]] | ||
|'''Sigil of Submission''' | |'''Sigil of Submission''' | ||
|125 | |125 J | ||
|Creates a sigil of submission beneath you. It is glowing and obvious, so make sure to hide it or not place it until you're ready; it's a dead giveaway! When a non-servant is held over this sigil for eight seconds while another servant is nearby (this is important - it will not work otherwise), they will be converted into a servant if they're an eligible target. | |Creates a sigil of submission beneath you. It is glowing and obvious, so make sure to hide it or not place it until you're ready; it's a dead giveaway! When a non-servant is held over this sigil for eight seconds while another servant is nearby (this is important - it will not work otherwise), they will be converted into a servant if they're an eligible target. | ||
<br> | <br> | ||
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![[File:Hateful_manacles.png]] | ![[File:Hateful_manacles.png]] | ||
|'''Hateful Manacles''' | |'''Hateful Manacles''' | ||
|25 | |25 J | ||
|Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed. | |Charges the invoker's slab with energy. While charged, you can hit any non-servant with it to start handcuffing them like a normal pair of handcuffs. Restraints made in this way fall apart once they're removed. | ||
|1.5 seconds | |1.5 seconds | ||
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![[File:Vanguard.png]] | ![[File:Vanguard.png]] | ||
|'''Vanguard''' | |'''Vanguard''' | ||
|25 | |25 J | ||
|Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead. | |Applies the Vanguard buff for 20 seconds. Vanguard will absorb all stuns you take, allowing you to ignore them until the effect expires; when it does, 25% of the stuns absorbed will be applied to you at once. If you absorb over 30 seconds worth of stuns, you will be knocked unconscious for double the amount instead. | ||
|3 seconds | |3 seconds | ||
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![[File:Sentinels_compromise.png]] | ![[File:Sentinels_compromise.png]] | ||
|Sentinel's Compromise | |Sentinel's Compromise | ||
|100 | |100 J | ||
|Charges the invoker's slab with energy. While charged, you can use it on any servant within your sight range (including yourself) to heal all of their brute, burn, and oxygen damage. However, half of all the damage healed is redone in the form of toxin damage, which isn't healed. This also removes all holy water from the body - the only thing that can deconvert you! | |Charges the invoker's slab with energy. While charged, you can use it on any servant within your sight range (including yourself) to heal all of their brute, burn, and oxygen damage. However, half of all the damage healed is redone in the form of toxin damage, which isn't healed. This also removes all holy water from the body - the only thing that can deconvert you! | ||
<br> | <br> | ||
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![[File:Integration_cog.png]] | ![[File:Integration_cog.png]] | ||
|'''Integration Cog''' | |'''Integration Cog''' | ||
|10 | |10 J | ||
|Creates an integration cog in your hand. This is a stealthy and slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself! | |Creates an integration cog in your hand. This is a stealthy and slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself! | ||
<br> | <br> | ||
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![[File:clockwork_slab.gif]] | ![[File:clockwork_slab.gif]] | ||
|Replicant | |Replicant | ||
|25 | |25 J | ||
|Creates a new clockwork slab. | |Creates a new clockwork slab. | ||
|1.5 seconds | |1.5 seconds | ||
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![[File:Wraithspectacles.png]] | ![[File:Wraithspectacles.png]] | ||
|Wraith Spectacles | |Wraith Spectacles | ||
|50 | |50 J | ||
|Creates a pair of glasses that, when worn, allow you to see through walls. While worn, they slowly cause eye damage; this eye damage naturally heals when the glasses aren't in use. | |Creates a pair of glasses that, when worn, allow you to see through walls. While worn, they slowly cause eye damage; this eye damage naturally heals when the glasses aren't in use. | ||
<br> | <br> | ||
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![[File:Sigiloftransgression.png]] | ![[File:Sigiloftransgression.png]] | ||
|Sigil of Transgression | |Sigil of Transgression | ||
|50 | |50 J | ||
|Creates a sigil of transgression below you. It's nearly invisible, and when a non-servant crosses it, they will be stunned for around ten seconds and blinded. | |Creates a sigil of transgression below you. It's nearly invisible, and when a non-servant crosses it, they will be stunned for around ten seconds and blinded. | ||
<br> | <br> | ||
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![[File:Ocularwarden.png]] | ![[File:Ocularwarden.png]] | ||
|Ocular Warden | |Ocular Warden | ||
|250 | |250 J | ||
|Creates an ocular warden, a fragile defensive turret that deals burn damage to non-servants within a three-tile radius.<br> | |Creates an ocular warden, a fragile defensive turret that deals burn damage to non-servants within a three-tile radius.<br> | ||
The warden does approx. 15 damage per second, reduced by 5% for every tile between the warden and its target, and 10% for every dense object between them.<br> | The warden does approx. 15 damage per second, reduced by 5% for every tile between the warden and its target, and 10% for every dense object between them.<br> | ||
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![[File:Vitalitymatrix.png]] | ![[File:Vitalitymatrix.png]] | ||
|Vitality Matrix | |Vitality Matrix | ||
|1 | |1 kJ | ||
|Creates a vitality matrix, a hard-to-see sigil that will drain the health of non-servants that stand on it in the form of toxin damage.<br> | |Creates a vitality matrix, a hard-to-see sigil that will drain the health of non-servants that stand on it in the form of toxin damage.<br> | ||
For each point of damage done, one point of global vitality is created.<br> | For each point of damage done, one point of global vitality is created.<br> | ||
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![[File:Clockworkproselytizer.png]] | ![[File:Clockworkproselytizer.png]] | ||
|''Replica Fabricator'' | |''Replica Fabricator'' | ||
|250 | |250 J | ||
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br> | |Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br> | ||
It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.<br> | It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.<br> | ||
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br> | Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br> | ||
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br> | It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br> | ||
Use it in-hand to produce five brass sheets at a cost of 1.25 | Use it in-hand to produce five brass sheets at a cost of 1.25 kJ of power. This is your main way of getting construction materials.<br> | ||
Servants start with a fabricator by default. Note that power is drawn from the globally-available pool. | Servants start with a fabricator by default. Note that power is drawn from the globally-available pool. | ||
|2 seconds | |2 seconds | ||
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![[File:Judicialvisor.png]] | ![[File:Judicialvisor.png]] | ||
|Judicial Visor | |Judicial Visor | ||
|400 | |400 J | ||
|Creates a judicial visor, which can be worn as eyewear.<br> | |Creates a judicial visor, which can be worn as eyewear.<br> | ||
When worn, it can be used by a servant to create a 3x3 judicial marker at the target location, which slightly stuns everyone nearby and applies Belligerent, reducing their movement speed. After three seconds, the marker explodes, causing brute damage to anyone standing on top of it.<br> | When worn, it can be used by a servant to create a 3x3 judicial marker at the target location, which slightly stuns everyone nearby and applies Belligerent, reducing their movement speed. After three seconds, the marker explodes, causing brute damage to anyone standing on top of it.<br> | ||
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![[File:Ratvarspear.png]] | ![[File:Ratvarspear.png]] | ||
|Clockwork Armaments | |Clockwork Armaments | ||
|250 | |250 J | ||
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br> | |Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br> | ||
The armor and spear can be called separately:<br><br> | The armor and spear can be called separately:<br><br> | ||
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![[File:Clockworkmarauder.gif]] | ![[File:Clockworkmarauder.gif]] | ||
|Clockwork Marauder | |Clockwork Marauder | ||
| | |8 kJ | ||
|Creates a shell for a clockwork marauder, a combat construct capable of deflecting projectiles with its shield. Repeated use in a short period of time causes the recital to take longer. | |Creates a shell for a clockwork marauder, a combat construct capable of deflecting projectiles with its shield. Repeated use in a short period of time causes the recital to take longer. | ||
|8 seconds | |8 seconds | ||
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![[File:Sigiloftransmission.png]] | ![[File:Sigiloftransmission.png]] | ||
|''Sigil of Transmission'' | |''Sigil of Transmission'' | ||
|200 | |200 J | ||
|Creates a sigil that functions as a power access point, providing power to all structures nearby that require it. It draws this from the global pool.<br> | |Creates a sigil that functions as a power access point, providing power to all structures nearby that require it. It draws this from the global pool.<br> | ||
Servant cyborgs can use it to recharge.<br> | Servant cyborgs can use it to recharge.<br> | ||
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![[File:Maniamotor.png]] | ![[File:Maniamotor.png]] | ||
|Mania Motor | |Mania Motor | ||
|750 | |750 J | ||
|Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.<br> | |Creates a mania motor, which causes minor damage and a variety of negative mental effects in nearby non-servant humans, potentially up to and including conversion.<br> | ||
The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.<br> | The effects will linger even if targets leave its range or the mania motor is turned off, though both of these things will cause the effects to fall off much more rapidly.<br> | ||
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![[File:Clockworkobelisk.png]] | ![[File:Clockworkobelisk.png]] | ||
|Clockwork Obelisk | |Clockwork Obelisk | ||
|300 | |300 J | ||
|Creates a clockwork obelisk, which has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.<br> | |Creates a clockwork obelisk, which has two functions when interacted with: Hierophant Broadcast and Spatial Gateway. It also functions as a target for all spatial gateways, scripture or obelisk.<br> | ||
Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.<br> | Hierophant Broadcast sends a large message to all servants. This is useful for coordinating, but usually the Eminence has this role filled.<br> | ||
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Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.<br> | Two-way gateways are double-edged - while it can be used to rescue servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.<br> | ||
Spatial gateways opened to an obelisk received doubled duration and uses.<br> | Spatial gateways opened to an obelisk received doubled duration and uses.<br> | ||
It requires 50 W of power to send a broadcast, and 2 | It requires 50 W of power to send a broadcast, and 2 kJ to open a gateway. | ||
|8 seconds | |8 seconds | ||
|2 | |2 |
Revision as of 02:33, 2 December 2019
ENEMY STAFF | |
Servant of Ratvar |
Access: Maintenance Additional Access: Anywhere you can Warp or fabricate to Difficulty: Medium to Hard Supervisors: Ratvar Duties: Forget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry mech Guides: This is the guide Quote: "What's this lantern thi-" "QVR, URNGUR'A!!" |
Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him.
If you're one of these servants and you have no idea what to do, you've come to the right place.
Introduction and Key Points
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
As a servant, you start on a z-level entirely separate from the station, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the station crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the station, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the Ark of the Clockwork Justiciar, which you will need to defend.
From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence, and all servants will be transported to and prevented from leaving Reebe; then, after a five-minute grace period, portals will open up on the station and allow the crew access to Reebe, from an area in the south that no servants can access. As a servant, your goal is to build defenses and sabotage the station to protect the Ark until it activates.
While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible.
The Clockwork Slab
If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times.
The clockwork slab has several functions:
- Recital lets you recite scripture, the clockwork cult's special powers and abilities. Most structures come from scripture.
- Recollection displays an in-game guide for being a servant. You can toggle freely between this and Recital.
- Up to Five Quickbind action buttons allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.
Clockwork slabs also generate a very small amount of power every second. Every human servant should have a slab! They're the key to any cult's success and you should have one at all times.
Your HUD
As a servant, you'll have several elements on your HUD that are all very important.
The global records display can be found in the top-right corner. Hovering over it will give you a short rundown of the status of the entire cult, including number of servants, stored power, and the Ark time left for its current phase. You should refer to this often to get a feeling for the state of your cult.
The Hierophant Network is INCREDIBLY IMPORTANT! Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you.
Power
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in joules like normal electricity. Just any power doesn't work for servants' tools, though. Power can be generated in various ways through different items and structures. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.
Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture! 25 kJ unlocks the Script tier. 40 kJ unlocks the Application tier.
The Eminence
The Eminence is your leader. Elected by the servants through the Eminence spire, they are not a normal servant; instead, they are invisible, incorporeal, and can only interact in very limited ways. Anything they say is relayed to all servants in large text, and their goal is to serve as overwatch, coordinator, and leader.
The Eminence can travel between the station and Reebe at will, and can move freely as an all-seeing eye. Holy water will block its path, and it cannot enter the Chapel, but it is otherwise unrestricted. Note that it can't understand anything said stationside unless war is declared, meaning that while it can see movements and planning, it cannot overhear what people are discussing.
By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."
Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
The City of Cogs and the Ark
Here is a map of the City of Cogs:
- The dark indigo room contains the Ark, which you need to defend.
- The orange room contains camera observation consoles, which let you watch the station from afar and warp there.
- The red area is where the crew will warp in once the Ark activates. You cannot access it and must build under the assumption that the crew will enter from there.
- The pink room contains the Herald's Beacon. If enough servants vote to activate it by interacting with it, the servants will become much stronger but forfeit their stealth by alerting the crew to their presence early. Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide! This room also contains the incredibly useful Eminence Spire. This will allow a fellow servant to give up his mortal body to become Ravtar's closest connection to the mortal plane, The Eminence. The Eminece is a ghost-like invisible presence with the sole purpose of organizing and ordering the Servants. You can vote against a Servant becoming The Eminence if you interact the Spire after he/she has used it. There are also three cogscarab shells here; any ghost can activate one to become a cogscarab, which is a tiny little clockwork construction drone built to build and reinforce! They can't recite scripture or leave Reebe, however.
- The green room contains a list of frequencies as well as six intercoms that can be tuned to any frequency. Use this to spy on Security, Command, or other departments.
- The teal room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds.
- The large area between the red area and all of the other rooms is empty space to build in. This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between!
Spread about the City of Cogs, in the area you will eventually need to defend, is randomized loot in order to assist you and your team in their goals. This loot can be various different items, ranging from the remains of a past warrior to materials and cogscarab shells.
The Ark
The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) Defend the Ark with your life - if the Ark is destroyed, the round ends instantly with a cult loss. If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar.
The Ark has five "phases", listed below. In each phase, you can examine the Ark or check your global info alert to see the remaining time until its activation.
Declaring War
If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:
- All servants are transformed from their current race into modified clockwork golems that are immune to high pressure, low pressure, radiation, resistant to cold, cannot bleed, don't breathe, don't hunger, don't get lit on fire, can't be dismembered, can't be embedded, deal more damage on punching and have a chance to stun, have 15% flat damage reduction against all sources. For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing since you can wear clothes unlike other golems. Lastly, You can't fire guns
- Holy Water can still deconvert you.
- Clockwork slabs become supercharged and recite all scripture 30% faster.
- Every power cost is invisibly reduced by 50% of its original value.
Scripture
Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open.
Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 25 kJ of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 40 kJ of power is stockpiled or another servant is converted.
Driver Scripture
These scriptures are unlocked by default and have no unlock requirement.
Cyborg Scripture
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
Script Scripture
Below is a list of all Script scripture. Script scriptures require the cult's total power to be at least 50 kW to unlock.
Scripture names in italics signify important scripture necessary to success.
Application Scripture
Below is a list of all Application scripture. Application scriptures require the cult to have 100 kW of power to unlock.
Scripture names in italics signify important scripture necessary to success.
Structures, Sigils, Objects, Constructs, and Cyborgs
This is a listing of the various structures and constructs available to the Servants of Ratvar.
Structures
Clockwork structures with effects become up to 50% less effective (at 25% of maximum health) as they lose health.
All structures can be unsecured from the floor with a wrench.
This only applies to actual structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
Traps
Traps are useful objects produced with brass sheets. There are two types of trap: sender and receiver.
Senders are objects like levers and pressure sensors. They detect certain conditions and, when those are met, send a signal to all receivers they're linked to.
Receivers are the traps themselves, like brass skewers, that cause various things to occur when they receive a signal from a sender.
Senders and receivers can be linked by attacking them with a clockwork slab. The Eminence can also trigger traps by clicking on them.
Traps are built from brass sheets, and can be instantly deconstructed with a wrench.
Sigils
Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-servant hitting them with an item or simply striking them with an open hand.
You can stack multiple sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps.
Constructs
Cyborgs
Cult Strategy
The primary threats in the defensive phase are the advanced weapons in the armory, cargo, and science, Genetics monsters, and RCD's. One of your primary objectives should be to disrupt the production of such devices before the five minute grace period. The armory can be easily looted with an accomplice to eliminate the security robot, genetics and cargo can be subverted or destroyed, Research can be wiped with a screwdriver and teleports to three rooms, and recovery of these assets can be prevented with a trip to engineering storage. Your teleport is basically free, abuse this as often as possible. armory weapons are much more powerful and concealable then anything you get early in the round. Giving a taser to a convert and setting them on their friends isn't the worst way to round up more converts.
A cultist or so should spend some time building walls, defenses, and traps from the top down for when the crew attempts to invade. Each room and set of defenses and traps will serve as means to divide up the invading crew, and create advantages for those defending. At times it might be more advantageous to, when trapping a crewmember during the invasion, to attempt to convert them to the cult instead. If you're unlucky you wasted time converting someone with a mindshield implant, otherwise your numbers just grew by one, and theirs down by one!
You can teleport into areas without the crew knowing by warping into airlocks. Extra points if you have kindle prepared beforehand for an instant warp-->stun. The airlock actually hides the animation of you shifting in, allowing for you to ambush and nab the HOP/HOS/Capt/whatever important target.
Threats to the Enlightened
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.
Nar-Sian Dogs
The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. 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
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to damage and hamper Security. The Warden and the Head of Security can issue powerful weapons to loyal crew, which will make your time defending a whole lot harder if the crew is armed with e-guns and laser guns rather than spears. Keep in mind that servants cannot normaly convert security officers due to their mindshield implant, though. If you feel like going the extra mile, you can abduct an officer (or, even better, the HoS), and teleport them to surgery with a friend to surgically remove the implant in order to convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.
One of them is Nar-Sie.
If Ratvar and Nar-Sie encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
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