User:MrHorizons/NullRods1
CIVILIAN STAFF | |
Chaplain |
Access: Chapel office, Morgue, Crematorium, Theater Additional Access: N/A Difficulty: Easy Supervisors: Head of Personnel Duties: Hold services and funerals, cremate people, preach, etc. Guides: No external guides. Quote: Have you heard the word of our lord and savior, Carp'Sie? |
As a chaplain you would ideally proselytize whatever crazy religion you've made up for that round over your headset. However, besides your office, the hellish crematorium next to it, the theater backstage, and the rarely used morgue, you have no access.
Bare minimum requirements: Be present and ready to talk to people in the crew. Know how to deal with the various supernatural threats that can afflict the station.
Holy Artifacts
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.
Holy Book
You have to set the name of your god and religion in the Character Setup window before the round starts, else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin. Even without changing its skin, stored within is a bottle of whiskey. It's also recommended to store the holy water flask on your person.
Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage, unless the victim congregant is wearing robust headgear (helmets, certain hats, and any child of the helmet class.) You can even revive people who are in critical condition! But if you use the ability a lot, you will start to see diminishing returns, with a higher chance to cause brain damage, and a lower amount of damage healed.
- It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that persons hands. However, others CAN access the content of the book itself.
Null Rod
Note that all null rods share both anti-magic properties and typically extra damage against [[#
Weapon | Damage | Notes |
---|---|---|
18 brute 10 brute (thrown) |
The classic and default. Because it's a tiny item, it can fit in pockets. | |
18 burn Can't be thrown |
||
18 brute Can't be thrown |
It is sharp. | |
18 brute Can't be thrown |
They are sharp. | |
18 brute 10 brute (thrown) |
They are sharp. They can only be worn on the back or on the belt. They have 30 block chance, but 0 against projectiles. | |
18 brute 10 brute (thrown) |
Don't get too excited. Aside from the icons, these are identical to the holy claymore. | |
1 to 30 brute, randomized 10 brute (thrown) |
||
5 brute 10 brute (thrown) |
They have a shield conferring 30 block chance onto the user. | |
18 brute 10 brute (thrown) |
They only fit on the back. They have 35 armor penetration. They are sharp. | |
18 brute 10 brute (thrown) |
Identical to the scythes, apart from being able to summon a ghost into it to rename the item and talk. That's it. | |
18 brain damage 10 brain damage (thrown) |
It has 35 armor penetration. | |
18 brute 10 brute (thrown) |
It can only fit on the belt. | |
18 brute 10 brute (thrown) |
It is sharp. | |
16 brute 15 brute (thrown) |
It can only fit on the back. | |
18 brute 10 brute (thrown) |
It can only fit on the belt. | |
0 brute 30 brute (thrown) |
It is a tiny item and can also be worn on the head. It is sharp. | |
15 brute 10 brute (thrown) |
It is a tiny item. Attacking yourself will made wild space carp non-hostile. | |
15 brute 10 brute (thrown) |
It is blunt. It can only fit on the back. It has a block chance of 40, but 0 against projectiles. | |
18 brute 10 brute (thrown) |
It cannot be put anywhere. It is sharp. It will cause your speed to randomly and wildly fluctuate while held. | |
18 brute 10 brute (thrown) |
It is a normal item. It is sharp. | |
18 brute 10 brute (thrown) |
It is a normal item. | |
18 brute 15 brute (thrown) |
It can fit in the belt. It has 25 armor penetration. It is sharp. | |
Special - See right |
Armaments Beacon
Duties
Individual chaplains are free to invent their own specific rituals, but there are some matters shared across all types of chaplain, such as:
- Funerals You have a stock of coffins, burial garments, a mass driver, and a crematorium.
- Psychological care While this is intended to be the role of the Psychiatrist, one might not be on the station or some may prefer your help. This can include counseling, pharmaceutical remedies (consult the chemist), and confessions. For confessions specifically, you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely. if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.
- Church Services Give sermons and sing hymns. You can create a hymnal by writing a YouTube link or even the song code on a piece of paper and ask the Curator to print and bind spare copies. Note that the chapel, on most maps, isn't a high-traffic area, so it would be wise to advertise your sermon some minutes in advance.
- Proselytizing Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of certain drinks or chemicals, public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).
- Blessing Rooms Your bible has the power to turn ordinary water into holy water by
blessingsmacking the container with it. Holy water stops any Evil Spirits or Magical Beings from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.
Propitiating the Gods
The Pray command is like an adminhelp, but is IC, and should be worded deferentially (e.g. "Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but praying for, say, a divine mission or the tools to complete such are more amusing to the gods.
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.
You vs the Forces of Evil
Even as the most divine person on the station, remember: you are a civilian, not a Security Officer. As such, most "mundane" threats such as Syndicate spies, disgruntled employees, or warring gangs aren't matters you should involve yourself in. However, for supernatural threats, you're suddenly the expert.
Note that for almost all supernatural threats, a large stock of holy water will be useful, as the flask provided in the chapel only contains 100 units and each religious supply crate contains only a single flask. Luckily, the process of making holy water is much simpler than in reality: just attack a container containing water with a bible and it will all become holy.
Cultists
In spite of how they may otherwise differ, fighting against blood and clockwork cultists tends to be fairly similar. Although you could wait for them to become a real problem and attack with security, it's generally better to stop the problem before it starts. That is, to have security arrest cultists, deconvert them using holy water, and optionally implant them with a mindshield to prevent reconversion.
Shadowlings
Vampires
Wizards
... And More
If your god hates you enough, you may also encounter a Revenant, an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.
Tips
- Certain religion names will give you a custom bible name. Otherwise, it is simply titled "The Holy Book of [Religion]".
- For example, setting your religion to Hinduism will name it "The Vedas", while setting it to Christianity will name it "The Holy Bible". Feel free to experiment with different names/words to see what they result in or check the file for a full list.
- Your bible doesn't just store bottles of booze. It can actually hold a great deal of things, from decks of cards to food to even certain null rods.
- Due to the Mass Driver working on just about anything that can fit on top of it, some may want to use it for exploring space to quickly reach distant ruins.
The Inquisition
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won't be keeping an eye on it. You have a null rod, WHICH IS ROBUST AS FUCK. Also don't forget that your bible is a useful storage compartment that won't attract suspicion, and if you hit someone in the head with a bible a few times they get brain damage and then it's a lot harder to yell for help. You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it's your job, after all.
Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates. It's not a bad place to hide stuff (especially if the camera suffers from an "accident"), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.