Clockwork Cult
ENEMY STAFF | |
Servant of Ratvar |
Access: Whatever you have Additional Access: Anyone that you can use a Spatial Gateway to get to Difficulty: Moderate Supervisors: Ratvar Duties: Complain about not having any stuns, even though you do Guides: This is the guide Quote: "Ratvar is a dumb na-" "QVR, URNGURA!!" |
While Nar-Sie is an elder god, they are not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. Am amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. Unfortunately, his exile to Reebe - a plane of complete nothingness - makes celestial warfare somewhat difficult. To these ends, he has enslaved mortals to do his bidding and ensure the downfall of the Geometer.
Assuming you're one of those slaves, you've come to the right place.
Summary
Assuming you've had experience with Nar-Sie and their cult, you might assume that Ratvar's servants operate in a similar fashion. In this, you would be both correct and incorrect. While both cults rely on forced conversion tactics and ultimately serve their respective gods, the similarities end there. The Ratvarian cult is focused primarily on subtlety, sabotage, and base-building, whereas the Nar-Sian cult is focused on sowing chaos, paranoia, and dissent among the crew's ranks.
In addition, unlike Nar-Sie, Ratvar is capable of converting silicon lifeforms. Cyborgs and AIs are both valid targets for conversion. Converted cyborgs will have yellow eyes, visible immediately unless headlights are on (and even then a close examination reveals them), but AIs have no indication unless carded.
Ratvar's servants have to fulfill his will. Typical goals include:
- Summoning Ratvar
- Ensuring that a certain number of servants escape on the shuttle
- Converting all silicon lifeforms on the station
Luckily, you are not alone in this. As a servant, you have a wide variety of tools at your disposal.
The Clockwork Slab
If you've had experience with the Nar-Sian cult, then you can think of the clockwork slab as Ratvar's equivalent of the arcane tome. However, the slab boasts superior portability and utility than the tome, although it's slightly larger and can't fit in pockets. All initial servants start with a clockwork slab and can create more through scripture (more on that later).
The clockwork slab has five functions:
- Recital, which utilizes scripture
- Records, which displays important information including cultist count and construction value
- Recollection, which displays an in-game documentation and tutorial
- Repository, which displays all components in the slab (more on that)
- Report, which allows discreet communication between all servants
Every servant should have a slab! Slabs are key to the success of Ratvar's agenda.
New Servant Checklist
So the round started, and you're a servant? Good! There's a few things that you should do before you begin purging all those pesky untruths. Any unfamiliar terms are covered later in the page.
- Use your slab's Report function to alert your teammates of your rank, position, etc.
- Develop a base for your operations, preferably with your teammates, and tell the teammates where it is - include a tinkerer's cache, then an ocular warden and some clockwork floors/walls once you can make them
- Start expanding your ranks and working towards your objective; have a backup plan in case you get caught
- Use Function Call and Memory Allocation to arm and defend yourself
- Increase your component generation with clockwork proselytized walls and tinkerer's daemons
- Stay in touch with your teammates and be prepared to help them if things go south
Components, Scripture, and CV
Ratvarian cultists don't sacrifice their own blood to use rituals. Instead, they use something called components. In a literal sense, these are parts of Ratvar's body that have rusted and fallen free during his imprisonment. Despite this, the parts hold power on their own and are utilized by Ratvar's servants to power their rites - what they call scripture. Scripture has multiple tiers; each tier is unlocked as the cult's power grows. For instance, the third tier is unlocked through having at least eight servants, 100 CV worth of structures, and three of a specific structure.
There are five component types:
- Belligerent eyes, which possess the power to focus on certain things and grant malevolent sentience
- Vanguard cogwheels, which are almost indestructible and serve in protection
- Guvax capacitors, which can manipulate the mind
- Replicant alloys, which are very strong but can be melted and molded by force of will
- Hierophant ansibles, which can send massive amounts of data in an instant
Except for the first tier, most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the slab, which generates components passively at a slow rate, or from the global component storage accessed by tinkerer's caches. This storage can hold an infinite amount of components, and scripture will prioritize drawing from the storage before the slab's internal capacity is tapped.
You might be wondering, "What's CV and why do we need 100 of it? Will it kill my children?" No, it won't, but it's still important. "CV" is the abbreviation for "Construction Value", which is gained by building Ratvarian structures or turfs. For instance, the tinkerer's cache (an extremely important structure) grants 10 CV. It is also granted by clockwork floors and walls - which are useful in their own right - and is a required threshold to gain more powerful scripture.
Driver Scripture
Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.
Scripture names in italics signify important scripture necessary to success.
Image | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
N/A | Belligerent | N/A | 1 Belligerent Eye | Chanted - the invoker must stand still to cause continuous effects. Every few seconds, the invoker utters an invocation that forces all non-Servants nearby to walk instead of run. |
Every 3s up to 30s | 1 |
Judicial Visor | 1 Belligerent Eye | 2 Belligerent Eyes | Creates a Judicial Visor, which can create balls of Ratvar's Flame. Ratvar's Flame is a decent melee weapon, but if used while on harm intent, will create a Judicial Marker at the chosen location. Judicial Markers will explode after four seconds, stunning and damaging all non-Servants in the area. |
N/A | 1 | |
N/A | Vanguard | N/A | 1 Vanguard Cogwheel | The invoker gains 30 seconds of stun immunity. At the end of the 30 seconds, all stuns absorbed by the Vanguard affect the invoker. If the invoker was stunned above a certain threshold, they will also go unconscious for 50% longer than the stuns they absorbed. |
3s | 1 |
N/A | Sentinel's Compromise | 1 Vanguard Cogwheel | 2 Vanguard Cogwheels | Heals a target Servant of all brute and burn damage, but does 50% of the total damage that servant had as toxin damage. The invoker cannot target themself with the Compromise. |
3s | 1 |
N/A | Guvax | N/A | 1 Guvax Capacitor | Converts all directly adjacent unshielded creatures, including cyborgs and AIs, to Ratvar's cause. Also purges holy water from nearby Servants, including the invoker. |
6s | 1 |
File:Sigilofsubmission.png | Sigil of Submission | 1 Guvax Capacitor | 2 Guvax Capacitors | Creates a Sigil that, when crossed by a non-Servant, will attempt to convert them after 3 seconds if they remain on the Sigil for that time. The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first. |
6s | 1 |
File:Clockworkslab.png | Replicant | 1 Replicant Alloy | 1 Replicant Alloy | Creates a Clockwork Slab and attempts to put it in the invoker's hands. | N/A | 1 |
File:Tinkererscache.png | Tinkerer's Cache | 1 Replicant Alloy | 2 Replicant Alloy | Creates a Tinkerer's Cache, which can store any number of components, which it will share with all other Caches and Slabs.v
Clockwork Slabs will draw components from the global Cache before drawing from their own components. |
4s | 1 |
Wraith Spectacles | N/A | 1 Hierophant Ansible | Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision. Wraith Spectacles will, however, damage your vision if you wear them for too long. |
N/A | 1 | |
Sigil of Transgression | 1 Hierophant Ansible | 2 Hierophant Ansibles | Creates a nearly invisible Sigil that, when crossed by a non-Servant, will lock them in place for about five seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection. The Sigil does not mute the target, and, due to how it stuns, they can easily be pushed off of it. |
N/A | 1 |
Script Scripture
Below is a list of all Script scripture. Script scriptures require at least 5 Servants and a Tinkerer's Cache.
Scripture names in italics signify important scripture necessary to success.
Image | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
Ocular Warden |
1 Belligerent Eye |
1 Belligerent Eye |
Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see within 3 tiles of it. Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. |
15s | 1 | |
N/A | Dementia Doctrine |
1 Belligerent Eye |
1 Belligerent Eye |
Causes minor brain damage in directly adjacent non-Servants and destroys loyalty implants in those non-Servants. Use this to prepare otherwise hard-to-convert targets for conversion, such as security officers. |
2s | 1 |
N/A | Volt Void |
1 Belligerent Eye |
1 Belligerent Eye |
Chanted - the invoker must stand still to cause continuous effects. Drains power from all APCs, SMES units, power cells, lights, and cyborgs who can see the invoker. |
Every 1s up to 30s | 1 |
File:Fellowshiparmor.png | Fellowship Armory |
1 Vanguard Cogwheel |
1 Vanguard Cogwheel |
Equips all Servants directly adjacent to the invoker with powerful but obvious brass armor. The armor includes a suit, helmet, and boots, and anything a servant is wearing in those slots will prevent it from being equipped. |
10s | 1 |
Function Call |
1 Vanguard Cogwheel |
1 Vanguard Cogwheel |
Provides the invoker with the ability to call forth a Ratvarian spear once at any time, with the spear lasting for 5 minutes. The spear does moderate damage in melee, bonus damage to cyborgs and cultists, and can be thrown once to heavily damage a target and, if the target was a cyborg or cultist, stun them. |
2s | 1 | |
Clockwork Proselytizer |
1 Replicant Alloy |
1 Replicant Alloy |
Creates a Clockwork Proselytizer, which can be used to convert walls, floors, windows, and doors into Clockwork variants at a cost of Replicant Alloy. The Proselytizer can also form some damaged objects into Replicant Alloy, as well as being able to convert Clockwork Floors into Clockwork Walls, and vice versa. |
N/A | 1 | |
File:Soulvessel.png | Soul Vessel |
1 Replicant Alloy |
1 Replicant Alloy |
Creates a Soul Vessel, a clockwork cube that will draw in spirits and can be used as a posibrain or MMI in cyborg shells and AI cores. The Soul Vessel can also be placed in Anima Fragment shells. |
N/A | 1 |
Spatial Gateway |
1 Replicant Alloy |
1 Replicant Alloy |
Creates a one-way Gateway to a target conscious servant or Clockwork Obelisk with 1 use and a duration of 2 seconds per Servant who helped invoke it. Spatial Gateways to Clockwork Obelisks receive doubled duration and uses. |
8s | Minimum 1 |
Application Scripture
Below is a list of all Application scripture. Application scriptures require at least 8 Servants, 3 Tinkerer's Caches, and 50 CV.
Scripture names in italics signify important scripture necessary to success.
Image | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
File:Tinkerersdaemon.png | Tinkerer's Daemon |
1 Belligerent Eye |
2 Belligerent Eyes |
Produces a Tinkerer's Daemon, which can be attached to Tinkerer's Caches to increase component generation of either a random component or a targetted component. Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1. |
4s | 1 |
N/A | Justicar's Gavel |
2 Belligerent Eyes |
2 Belligerent Eyes |
Requires the input name of a target to function. With an input, valid non-Servant name, it will strike the target with the Justicar's Gavel, stunning them for about 10 seconds and, if they're human, causing massive temporary brain damage. |
4s | 3 |
Vitality Matrix |
1 Belligerent Eye |
2 Belligerent Eyes |
Creates a hard-to-see Sigil that, when crossed by a living non-Servant, will start to drain them of health, filling the Sigil with Vitality, after a brief delay. When crossed by a Servant, however, it will use the drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once. |
5s | 1 | |
File:Animashell.png | Anima Fragment |
1 Belligerent Eye |
2 Belligerent Eyes |
Produces an Anima Fragment Shell, which can be powered by a soul vessel to produce an Anima Fragment, which has low health but powerful melee attacks. The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one. |
5s | 1 |
Memory Allocation |
1 Belligerent Eye |
2 Belligerent Eyes |
Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilent fighter similar to the alien holoparasites employed by the Syndicate; It lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health. Unlike holoparasites, however, it does not transfer the damage it takes to its host, instead simply gaining Fatigue as it is attacked. Marauders cannot move too far from their hosts, and will gain Fatigue at an increasing rate as they grow farther away. |
15s | 1 | |
Sigil of Transmission |
1 Belligerent Eye |
2 Belligerent Eyes |
Creates a Sigil that will power directly adjacent Clockwork Structures. It starts with 4000W of power. Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining. |
5s | 1 | |
File:Mendingmotor.png | Mending Motor |
3 Vanguard Cogwheels |
3 Vanguard Cogwheels |
Creates a Mending Motor, a powerful prism that will heal nearby clockwork mobs, structures, and Servant cyborgs. It starts with 5000W of power in alloy. It is very inefficient and will consume large amounts of both power and alloy if there are large numbers of damaged clockwork mobs, structures, or Servant cyborgs nearby. |
6s | 2 |
File:Interdictionlens.png | Interdiction Lens |
1 Belligerent Eye |
1 Belligerent Eye |
Creates an Interdiction Lens, which can disrupt telecommunications, disable all cameras, or disable all non-Servant cyborgs. The Lens can only be used once every 5 minutes, and requires 3000W of power for each use. |
6s | 2 |
Mania Motor |
1 Replicant Alloy |
1 Replicant Alloy |
Creates a Mania Motor, which will cause brain damage and hallucinations in nearby non-Servant humans. The brain damage and hallucinations get progressively worse as targets near the Motor. It will also try to convert humans directly adjacent to the motor; if it fails, it will first force them to touch it, then put them to sleep until they manage to move away or become a valid target for conversion. |
6s | 2 | |
Clockwork Obelisk |
1 Vanguard Cogwheel |
1 Vanguard Cogwheel |
Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves as a target for Spatial Gateways. Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating. |
6s | 2 |
Revenant Scripture
Below is a list of all Revenant scripture. Revenant scriptures require at least 10 Servants and 100 CV.
Scripture names in italics signify important scripture necessary to success.
Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|
Invoke Inath-Neq, the Resonant Cogwheel |
6 Vanguard Cogwheels |
6 Vanguard Cogwheels |
Invoking Inath-Neq gives all Servants within 7 tiles of the invoker a massive, decaying health boost and stun immunity for 10 seconds. Those affected by Inath-Neq's power are nearly invincible until the scripture runs out, though it does not heal the damage they take during this, which, depending on how much damage they take, may result in abrupt death. |
15s | 1 |
Invoke Nezbere, the Brass Eidolon |
3 Belligerent Eyes |
3 Belligerent Eyes |
Invoking Nezbere causes all Ocular Wardens to have triple damage and range, all Clockwork Proselytizers to not require alloy, all Tinkerer's Daemons to produce twice as fast, and all powered Clockwork Structures to not require power for 1 minute. Nezbere cannot be invoked while Ratvar is woken, as Ratvar provides all of the listed effects. |
15s | 1 |
Invoke Sevtug, the Formless Pariah |
3 Belligerent Eyes |
3 Belligerent Eyes |
Requires the input name of a target to function. With an input, valid non-Servant name, invoking Sevtug will allow the invoker to take complete control of the target for 1 minute. |
15s | 1 |
Invoke Nzcrentr, the Forgotten Arbiter |
3 Belligerent Eyes |
3 Belligerent Eyes |
Invoking Nzcrentr will, after a 9 second delay, cause the invoker to release massive bolts of lightning at all non-Servants within 5 tiles of them. Nzcrentr's lightning does between 30 and 50 damage, in addition to stunning for 8 seconds. |
15s | 1 |
Judgement Scripture
Below is the Judgement scripture. The Judgement scripture requires at least 10 Servants, 100 CV, and that all active AIs must be Servants.
Scripture names in italics signify important scripture necessary to success.
Appearances | Name | Component Cost | Component Requirement | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|---|
Ark of the Clockwork Justiciar |
10 Belligerent Eyes |
10 Belligerent Eyes |
Summons the Ark of the Clockwork Justiciar, a massive Spatial Gateway to Reebe, the Celestial Derelict. If the Ark survives for 5 minutes, Ratvar, the Clockwork Justiciar, will come forth through it to spread His light across this realm. |
15s | 4 |
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 raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon is the only way to truly destroy a clockwork marauder, 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 infiltrate Security. The servants can use the Dementia Doctrine scripture to nullify the loyalty implants of anyone adjacent to the invoker, making the victims vulnerable for conversion regardless of their previous rank. 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,
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