Blood Cult: Difference between revisions

498 bytes removed ,  02:52, 20 September 2015
→‎The Runes: Updates all the runes to match the new update
imported>Xhuis
imported>Xhuis
(→‎The Runes: Updates all the runes to match the new update)
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|No.
|No.
|-
|-
!Hide Rune
!Veil Runes
|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 either use a "see invisible" rune or a reveal rune (see below). 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 teleport talisman.
|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!
|No.
|Yes.
|-
!Reveal Runes
|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.
|Yes.
|-
|-
!Reveal Rune
!Disguise Runes
|Need to activate that rune you have hidden, but don't know the words for a "see invisible" rune? The hide rune always comes with its sister -- the Reveal rune! Just reverse the wording order of the Hide rune, and you will get a rune that reveals all hidden runes in a large area around itself.
|This rune will make all nearby runes (including itself) look like those drawn in crayon. They'll still function in this manner!
|No.
|Yes.
|-
|-
!Astral Journey Rune
!Astral Communion
|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 if it is removed from the rune, you will not be able to re-enter it.
|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.
|No.
|No.
|-
|-
!Imbue a Talisman Rune
!Bind Talisman
|This handy little rune imbues an empty piece of paper with the power of an adjacent rune. It only works with EMP, Summon Tome, Hide, Reveal, Teleport, Stun, Blind, Deafen and Armor 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.
|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.
|No.
|-
|-
!Summon Cultist Rune
!Summon Cultist Rune
|This rune allows you to summon any cultist to the rune. You need 3 cultists chanting for it to work, and the target must not be cuffed, buckled or hiding in a closet. Note that this rune drains quite a lot of health from every chanting cultist. Works across Z-levels, including the escape shuttle.
|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.
|No.
|-
!Free Cultist Rune
|A nice complement to the summon rune, this rune also requires 3 cultists chanting by it to work. Activating it allows you to free any of your fellow cultists from many sorts of shackles: handcuffs, locked DNA machines, muzzles (but NOT straitjackets), both locked and welded closets.  
|No.
|No.
|-
|-
!Deafen Rune
!Deafen
|This rune temporarily makes all non-cultists in visible range deaf. You can imbue this rune into a talisman; it will have the same range, but the duration of deafness will be shorter.
|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.
|Yes.
|Yes.
|-
|-
!Blind Rune
!Blind
|Blind rune works exactly the same way as the deafen rune, except it blinds everyone in visible range.
|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!
|Yes.
|Yes.
|-
|-
!Stun Rune
!Stun
!''join, hide, technology
|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.
|Unlike other runes, this one is meant to be used in talisman form. When invoked directly, it releases some dark energy, briefly stunning everyone around. When imbued into a talisman, you can force all of its energy into one person, stunning him so hard he can't even speak. However, the effect wears off rather fast. Stun time is rather short (15 ticks), and mute time is even shorter (5 ticks). Use it to stun candidates for conversion in case they refuse to join you, or robust security.
|Yes.
|Yes.
|-
|-
!Armor Rune
!Armor Rune
|Cultists have access to weapons and hooded robes that double as armor. There is the Cult Blade (An energy sword), Cult robes (armored robes), and Cult Hoodie (armored hoodie), as well as a backpack (the Chaplain's trophy rack), and Cult Boots (essentially grey jackboots). To invoke, simply activate the rune with an open hand to recieve the cult blade, likewise with the robes and hoodie. Just have the slots open. These will robust people and borgs very fast.
|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.
|Yes.
|Yes.
|-
|-
!Create Shell Rune
!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.
|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
|No
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==== They Gave Me a Word, But Didn't Give Me a Jogging Suit! ====
==== 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 translated tome of their own so they may help the cause. A cult that doesn't cooperate is a dead cult.
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 PRAISE NAR'SIE!  
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 three 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 works like a combination of synaptizine and hyperzine, with a twist of branes dimarge, and is highly toxic to non-cultists, in case you felt like weaponizing it.
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.


=== A Quick Guide to Researching Runes ===
=== A Quick Guide to Researching Runes ===
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