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{{Speech
 
|name=Brother John
{{JobPageHeader
|text=So you've joined the cult of the almighty Nar-Sie, but don't know where to start? [[Cult Basics|This is for you]], apprentice.<br>(If you're part of the security force and looking for tips to fighting the cult, [[#Fighting the Cult|look here]].)
|headerbgcolor = #8A0707
|image=[[File:Chaplain.png|70px|right]]
|headerfontcolor = white
|stafftype = ENEMY
|imagebgcolor = #B70303
|img_generic =
|img = Cultist.png
|jobtitle = Follower of Nar'sie
|access = Whatever you have
|additional = Wherever a teleportation rune is
|difficulty = Medium
|superior = Nar'sie
|duties = Brainwashing everyone and summoning the avatar of entropy
|guides = [https://forums.yogstation.net/threads/how-to-newbloodcult-for-hyperdunces.16896/ How to newbloodcult for hyperdunces]
|quote = <span style="color:red;">'''NAR'SIE HAS RISEN'''</span>
}}
}}
'''Gamemode in rotation'''


== [[File:Tome.png|60px]] '''FOR THE LOVE OF NAR-SIE, PLEASE READ THE GUIDE''' ==
The Geometer of Blood, Nar'sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!


===The Beginning of a New Era===
Several cultists will arrive at the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes and removing them, while the runed metal is used to make valuable structures and fortifications.
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!
==Objectives==
Your objective requires you to sacrifice a certain crewmember and summon Nar'sie.


Several cultists will arrive on the station. When you spawn, you'll find a piece of paper, which is really a three-use summoning talisman, a tome with a random selection of runes, and a sacrificial knife in your backpack. The three-use talisman will allow you to do summon useful talismans and other objects.


The general path of action of the cult and those in it:
The general path of action of the cult and those in it:
# Contact your allies through your Commune verb. The Commune verb sends a whispered message to all cultists.<br>'''Important: Communication and teamwork is essential! If you fail to read the guide this far and follow the steps until here, you will probably fuck up the round for everybody and are not worthy enough for the cult of Nar-Sie and may be antagbanned!'''
#From a discrete location, contact your allies through your Commune button. <br>Warning: <u>When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!</u>. <br>'''Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar'sie, and possibly even be banned from becoming an antagonist!'''
# Find an area to convert into a base, usually accessible by one or more members of the cult, and cut cameras and in general make the base usable and hidden for the cult.
#Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this [[Blood Cult#The_Cult_Master_and_You|later]].
# Set up base defenses, usually consisting of stun runes at the doors, to stun any noncultist trying to enter, and wall runes on any windows.
#Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
# Use summoning orbs from sacrificed targets to summon and fill a shell so that Nar-Sie's avatar may enter this world.
#Set up a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a hidden teleport rune to get you back; otherwise, you could be stuck!
#Set up an empowering rune and then prepare up to four blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
#Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards from sacrificed humans to create powerful cult constructs!
#Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 2 other cultists nearby.
#Prepare to summon Nar'sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
#Gather 9 cultists on the final rune to summon Nar'sie!
#4 bloodstones will appear throughout the station. Protect them.
#One of the bloodstones will be chosen as the Anchor from which Nar'sie will rise. Protect it with your life!
 
 
====Sacrifice====
<span style="color:red;">'''REMINDER:'''</span> One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune.
 
To please Nar'sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'sie rune.
===<span style="color:red;">Nar'sie HAS RISEN</span>===
After you have sacrificed your target, you can summon Nar'sie. Nar'sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'sie herself. Once the rune has been activated, 4 bloodstones will appear throughout the station. One of the surviving bloodstones will be chosen as the Anchor from which Nar'sie in come. Protect it with your life, or the cult loses.
==The Cult Master and You [[File:Cultist.png|32px]]==
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar'sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult's success!
 
 
===So, how does one become the Master?===
When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!
 
 
===Being The Master of Wrist Cutting===
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.
 
To summon Nar'sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.
 


If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
Here is a quick reference guide on what you should be doing as the Cult Master:
#Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
#Beat back and silence any potential [[Security|intruders]] to your hideout.
#Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
#Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
#Lead your brethren into battle when the time comes to face the crew head on!
#Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar'sie herself!


==== Sacrifice ====
<span style="color:red;">'''REMINDER:'''</span> Two cultists are required for living sacrifices, standing adjacent to the rune.


To please Nar-Sie, you must find and sacrifice targets using a sacrifice rune to produce summoning orbs, to summon Her, and soulstones, to create constructs to defend your base.


=== The Starting Talisman ===
You will have an innocuous-looking paper in your backpack or pocket. It's a special talisman imbued with blood, which can be invoked five times to spawn a number of useful objects, including a regular 1-use talisman of varying types, a soulstone, a construct shell, or a sacrifice rune. Make sure to hide the talisman from everyone who does not serve Nar-Sie.


{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar'sie needs a leader.
! style='background-color:brown' width='130px'|Name
 
! style='background-color:brown' width='830px'|Description
 
! style='background-color:brown' width='73px'|In Starting Talisman
===Cult Master Powers===
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:
{| class="wikitable" border="2" cellspacing="1" cellpadding="2"
! style="background-color:brown" width="64px" |
! style="background-color:brown" width="140px" |Name
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width="73px" |Cooldown
|-
|[[File:Final_Reckoning.png|64px]]
!Final Reckoning
|A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar'sie and you need the whole cult to help defend and invoke. <b>Please note that this is a <u>one-use ability</u>. If you screw up, it's on you!</b>
|One Use
|-
|[[File:Mark_Target.png|64px]]
!Mark Target
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.
After using this ability, it goes on a 120-second cooldown.
|120 Seconds
|-
|[[File:Eldritch_Pulse.png|64px]]
!Eldritch Pulse
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!
After using this ability, it goes on a 15-second cooldown.
|15 Seconds
|}
==The Ritual Dagger [[File:Render.png|32px]]==
Your dagger is your most important tool and has several functions:
*You can draw runes with it.
*Hitting a cultist or reagent container with it converts [[Chaplain|Holy Water]] inside into Unholy Water.
*Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
*Hitting runes with it removes them after a short delay.
*Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
==Blood Spells [[File:Bloodspells.png|32px]]==
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====
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="130px" |Name
! style="background-color:brown" width="700px" |Description
! style="background-color:brown" width="203px" |Health Cost/No. of Charges
|-
|-
!Stun
|A potent spell that will stun and mute victims upon contact. Effects become much weaker as the cult grows in size. '''Mindshielded personnel such as members of security and the captain are completely immune to it.'''
|10 HP
|-
|-
!Teleport
!Teleport
|A talisman which allows its user to transport themself instantaneously to a teleport rune with the keyword "'''veri'''".
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact.
|Yes.
|7 HP
|-
|-
!EMP
!Electromagnetic Pulse
|A talisman which creates a large EMP, disabling machines, cyborgs in particular.  
|A large spell that discharges a wide EMP, disabling and scrambling electronics.
|Yes.
|10 HP
|-
|-
!Veil
!Shadow Shackles
|A talisman which hides unhidden nearby runes and reveals hidden nearby runes.  
|A stealthy spell that will handcuff and temporarily silence your victim. Useful for subduing crew.
|Yes.
|4 Charges
|-
|-
!Immolate
!Twisted Construction
|A talisman which sets all nearby non-cultists on fire.
|A sinister spell used to convert: Plasteel into runed metal, 50 metal into a construct shell and airlocks into runed airlocks (combat mode toggled on)
|Yes.
|12 HP
|-
|-
!Summon Armaments
!Summon Equipment
|A talisman which summons armored robes and a cult blade for the invoker, provided they have open slots.
|A crucial spell that enables you to summon either a ritual dagger or a full set of combat gear including armored robes, a Nar'sien bola, and an eldritch longsword.
|No.
|1 Charge
|-
|-
!Soulstone
!Hallucinations
|A capturing device used to trap the souls of dead or dying humans. The soulstone itself is not particularly useful without a construct shell, however.
|A ranged and stealthy spell that will secretly induce hallucinations in your target.
|Yes.
|4 Charges
|-
|-
!Construct Shell
!Conceal Runes
|An empty shell which, when filled with a soulstone, allows you to create a Construct.
|A multi-function spell that alternates between hiding and revealing nearby runes and cult structures.
|Yes.
|10 Charges
|-
!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.
|5 Charges
|-
|-
!Sacrifice Rune
|Creates a sacrifice rune beneath you, useful if your Tome's random runeset does not include the sacrifice rune.
|Yes.
|}
|}
 
==Runes==
=== The Tome ===
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 tome allows you to scribe a random set of these runes, using Scribe Rune, or to access information on these runes, with Read Tome, though you clearly don't need to do that if you're here.
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
 
! style="background-color:brown" width="130px" |Name
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style="background-color:brown" width="830px" | Description
! style='background-color:brown' width='140px'|Name
! style="background-color:brown" width="73px" |Invokers Required
! style='background-color:brown' width='900px'|Description
! style="background-color:brown" width="64px" |Phrase
! style='background-color:brown' width='60px'|Can be Imbued
! style="background-color:brown" width="64px" |Rune
|-
|-
!{{anchor|Sacrifice Rune}}Sacrifice
!{{anchor|Rite of Offering}}Offering Rune
|This rune is used to sacrifice enemies of the Geometer. A lone cultist can sacrifice a corpse, but ''two cultists are required to sacrifice a living creature.'' A sacrifice completely destroys the body of its unfortunate victim, leaving behind its soul trapped in a soulstone and a '''summoning orb'''. The victim's soul can be inserted into a construct shell to make a construct.
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b>
|No.
If the target is dead, is ineligible for conversion, or is the required sacrifice target, they'll be sacrificed instead; this will gib them, and create a Soulstone Shard that can be used to power a construct.
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets
|Mah'weyh pleggh at e'ntrath!
|[[File:Sacrifice rune.png|64px]]
|-
|-
!Form Wall
!Empowering Rune
|This rune magically thickens the air above it when used, stopping everything except gas trying to pass through it, including cultists. Invoke the rune to toggle this effect.
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it.
|No.
|1
|H'drak v'loso, mir'kanas verbot!
|[[File:Empowerrune.png|64px]]
|-
|-
!Time Stop
!Teleport Rune
|This rune stops time for all noncultists in a 5x5 area around it when invoked, though it does some damage to the invokers and the effect is barely long enough to scribe a second rune.
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.<br><b><u>Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!</u></b>
|No.
|1
|Sas'so c'arta forbici!
|[[File:Teleport_rune.png|64px]]
|-
|-
!Boil Blood
!Revive Rune
|This requires two cultists to activate. When invoked, it instantly sends all non-cultists who can see the rune into crit. However, cultists in range of the rune will take 15 damage. The rune itself will lightly explode when used, so be careful!
|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.
|No.
This will inflict 40% of the invoker current health to them as brute damage and 60 brute damage to the revived corpse.
|1
|Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
|[[File:Raisedead_rune.png|64px]]
|-
|-
!Immolate
!Barrier Rune
|This rune sets all nearby non-cultists who can see it on fire when invoked, though cultists near the rune will take some additional damage.
|When invoked, makes a 30 second invisible wall to block passage. Can be invoked again to reverse this. Examine the rune to see how much time the barrier has left.
|Yes.
|1
|Khari'd! Eske'te tannin!
|[[File:Wall_rune.png|64px]]
|-
|-
!Debilitate
!Summoning Rune
|This rune causes deafness, blindness, and muteness in all non-cultists who see it invoked, though it is single-use.
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. <u>This rune will only work on the main space station</u>, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled.
|No.
|2
|N'ath reth sh'yro eth d'rekkathnor!
|[[File:Summon_rune.png|64px]]
|-
|-
!Stun
!Blood Boil Rune
|This rune temporarily stuns and mutes all non-cultists who see it invoked, though this is not the optimal use of it; Non-cultists who try to cross a Stun rune will find themselves stunned, allowing for a quick sacrifice.
|When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 75 burn damage. When the effect is over the rune will briefly set fire to anything over it.
|No.
Some species, such as golems, do not have blood, and thus are immune to this rune.
|3
|Dedo ol'btoh!
||[[File:Boil_rune.png|64px]]
|-
|-
!EMP
!Rune of the Spirit Realm
|This rune causes a large EMP, disabling machines and, more specifically, cyborgs, in a large area. However, the rune will be consumed on invoking.
|This rune gives you two powerful options:<br><br>
|Yes.
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid, armed and armored cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage to you over time. <u>This option is only available on the space station itself - the veil is not weak enough in space or on Lavaland to give spirits a physical form!</u><br><br>
(2) To ascend as a dark spirit. This option costs <b>no health</b> to use and will give you the virtually unlimited knowledge of a [[Ghost]]! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting homunculi to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!
|1
|Gal'h'rfikk harfrandid mud'gib!
|[[File:Manifest_rune.png|64px]]
|-
|-
!Drain Life
!Apocalypse
|This rune drains life from a living human on the rune, healing the invoker for between 5 and 25 damage.
|A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive (often stationwide) EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar'sie ritual sites and will prevent Nar'sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'sie.</u><br>
|No.
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled
*If 1 - 10: Disease Outbreak + Mice Migration
*If 11 - 20: Radiation Storm
*If 21 - 30: Brand Intelligence
*If 31 - 40: Immovable Rod x3
*If 41 - 50: Meteor Wave
*If 51 - 60: Spider Infestation
*If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
*If 71 - 80: Space Vines, Grey Tide
*If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
|3
| Ta'gh fara'qha fel d'amar det!
||[[File:Apocalypse.png|96px]]
|-
|-
!Raise Dead
!Ritual of Dimensional Rending
|This rune raises a dead body on the rune to life, while draining a dead body not on the rune to revive the one on the rune. When invoked, both bodies must remain in place briefly, and after that brief delay, the body on the rune will be raised from the dead, fully healed. This works on, but will not convert, non-cultists, and should not be used to revive non-cultists.
|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.
|No.
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
|TOK-LYR RQA-NAP G'OLT-ULOFT!!
|[[File:Rune_large.png]]
|-
|-
!Teleport
|}
|This rune allows you to teleport to other Teleport runes with the same keyword as it. The keyword is chosen upon scribing the rune.
 
|Yes.
 
===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.
{| class="wikitable" cellspacing="1" cellpadding="2" border="2"
! style="background-color:brown" width="64px" |
! style="background-color:brown" width="140px" |Name
! style="background-color:brown" width="830px" |Description
! style="background-color:brown" width="73px" |Cost
|-
|-
!Teleport Other
|[[File:Altar.png|64px]]
|This rune allows you to teleport other creatures to Teleport Other runes with the same keyword as it. The keyword is chosen upon scribing the rune.
!Altar
|No.
|A bloodstained altar dedicated to Nar'sie. By using it, you are able to create an Eldritch Whetstone to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After using the altar, it needs some time to recharge.
|3 runed metal
|-
|-
!Summon Cultist
|[[File:Forge.gif|64px]]
|This rune allows you to summon any cultist to the rune. This works across Z-levels, including the escape shuttle.
!Forge
|No.
|A forge used in crafting the unholy weapons used by the armies of Nar'sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant's Robe, which makes you faster, but at the cost of increasing damage taken by 50%, and a mirror shield that can block 50% of attacks while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will knockdown on impact and return to you after a successful hit! After using the forge, it needs some time to recharge.
|3 runed metal
|-
|-
!Veil Runes
|[[File:Pylon.gif|64px]]
|This rune makes nearby runes, excluding itself, invisible to everyone, including you. Activate it again to reveal nearby runes.
!Pylon
|Yes.
| 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
|-
|-
!Astral Communion
|[[File:Archives.png|64px]]
|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. 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.
!Archives
|No.
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof; a Veil Shifter, a 4 use teleporter that sends you forward a medium distance; a Void Torch. which lets you teleport objects to other cultists; or a Shuttle Curse, which when used, delays the escape shuttle for 3 minutes. You can only use two shuttle curses each round. After using the archives, it needs some time to recharge.
|3 runed metal
|-
|-
!Manifest Spirit
|[[File:Runed_airlock.png|64px]]
|This rune allows you to manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will cause you damage.
!Runed door
|No.
|Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back hard. Try it in zero-gravity, catapult them into space!
|1 runed metal
|-
|-
!Imbue
|This 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.
|-
!Summon Armaments
|This rune attempts to equip the invoker with armored robes and a powerful blade, requiring only an open hand and exosuit slot.
|Yes.
|-
!Fabricate Shell
|This rune creates a construct shell from 5 sheets of plasteel.
|No
|}
|}
==Constructs==
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:
*A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
*An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.


== [[File:Summoningorb.png]] Summoning Nar-Sie [[File:Summoningorb.png]] ==
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards and Shells, wraiths can kill the AI, and Juggernauts are great tanks.
When you sacrifice humans, you get summoning orbs, the only way to attract Nar-Sie's attention for more than a few seconds. Using one of these orbs allows you to summon a '''large shell''', which you must fill with a number of orbs to attempt to summon an avatar of Nar-Sie.
==Threats to the Cult==
 
Even with access to a large number of different runes and talismans, there are still several threats to the cult on the station.
[[File:Narshell.png]]
===[[Clockwork Cult|Ratvarian Scum]] [[File:servant_of_ratvar.png]]===
 
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar'sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar'sie. 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.
Upon filling the large shell to capacity, it will lock in place, alert the station with a delta alert, and start a three-minute countdown in which you must protect it until the avatar of Nar-Sie is summoned.
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]===
Unprepared cultists will have trouble defending themselves against the united power of security, especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water, which will turn cultists back into normal people if it stays in their system for long enough. The Chaplain is also immune to cult magic, and his bible is able to make hidden runes visible.
==Tips==
*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.
* 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 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.
*Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. Careful with your EMP spells.
*Get some plasteel either from technological fabricators (Stock parts > plasteel 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)!
* 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.
*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.
* 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.
* Making your own Golems through [[Guide to Xenobiology|Xenobiology]] will automatically give them the cultist status.
*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.
*1 minute is taken off of the Anchor Bloodstone timer for every standing bloodstone on station.
==Nar'sie==
<center>
[[File:Narsie.gif|512px]]


== Constructs ==
Once you've completed the ritual, Nar'sie will come forth.
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:


* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from a supply talisman or an artificer.
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.
* An empty shell, either by using 5 plasteel with a summon shell rune, from an artificer, or from a starting talisman.  


When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.  
Few things are capable of challenging Nar'sie's sheer power.


[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new soulstones and shells, wraiths can kill the AI, and juggernauts are great tanks.
One of them is Ratvar.


== Tips ==
If Nar'sie and Ratvar encounter one another,
* Cultists can know a rune's name and effects by examining it. If it's a teleport rune, it also lists the keyword.
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up with the odd bruise pack, can allow a tiny number of cultists to summon and arm a vast number of ghostly warriors to their aid. A single bot can juggle multiple people at once, if they are relatively close to each other.
* Engineering staff during cult are top-priority converts, as they can sabotage telecomms for you.
* Are you cult? Got talismans? You can store them on a clipboard, and nobody ever checks clipboards, especially if you're QM or another role that spawns with them. Right-click the papers to label them and keep track of their effects, or just examine them.
* Now, are you CHEF cult? Bake your talismans into fortune cookies and hand them out to cultmates.
* Drag paper bins onto you to pick them up. A single paper bin holds 30 papers, and that's 30 potential talismans!


Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
</center>




[[Category:Game Modes]] [[Category:Guides]]
{{Antagonists}}
{{Game modes}}
[[Category:Game Modes]]
[[Category:Guides]]

Latest revision as of 15:15, 8 May 2024

ENEMY STAFF
Cultist.png
Follower of Nar'sie
Access: Whatever you have
Additional Access: Wherever a teleportation rune is
Difficulty: Medium
Supervisors: Nar'sie
Duties: Brainwashing everyone and summoning the avatar of entropy
Guides: How to newbloodcult for hyperdunces
Quote: NAR'SIE HAS RISEN

Gamemode in rotation

The Geometer of Blood, Nar'sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!

Several cultists will arrive at the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes and removing them, while the runed metal is used to make valuable structures and fortifications.

Objectives

Your objective requires you to sacrifice a certain crewmember and summon Nar'sie.


The general path of action of the cult and those in it:

  1. From a discrete location, contact your allies through your Commune button.
    Warning: When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!.
    Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar'sie, and possibly even be banned from becoming an antagonist!
  2. Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. More on this later.
  3. Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
  4. Set up a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a hidden teleport rune to get you back; otherwise, you could be stuck!
  5. Set up an empowering rune and then prepare up to four blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
  6. Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards from sacrificed humans to create powerful cult constructs!
  7. Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 2 other cultists nearby.
  8. Prepare to summon Nar'sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
  9. Gather 9 cultists on the final rune to summon Nar'sie!
  10. 4 bloodstones will appear throughout the station. Protect them.
  11. One of the bloodstones will be chosen as the Anchor from which Nar'sie will rise. Protect it with your life!


Sacrifice

REMINDER: One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune.

To please Nar'sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'sie rune.

Nar'sie HAS RISEN

After you have sacrificed your target, you can summon Nar'sie. Nar'sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'sie herself. Once the rune has been activated, 4 bloodstones will appear throughout the station. One of the surviving bloodstones will be chosen as the Anchor from which Nar'sie in come. Protect it with your life, or the cult loses.

The Cult Master and You Cultist.png

The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar'sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult's success!


So, how does one become the Master?

When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!


Being The Master of Wrist Cutting

So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.

To summon Nar'sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.


Here is a quick reference guide on what you should be doing as the Cult Master:

  1. Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
  2. Beat back and silence any potential intruders to your hideout.
  3. Stay back and relay information and orders with use of the Spirit Realm rune, and let your goons handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
  4. Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
  5. Lead your brethren into battle when the time comes to face the crew head on!
  6. Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar'sie herself!



In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar'sie needs a leader.


Cult Master Powers

As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:

Name Description Cooldown
Final Reckoning.png Final Reckoning A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar'sie and you need the whole cult to help defend and invoke. Please note that this is a one-use ability. If you screw up, it's on you! One Use
Mark Target.png Mark Target Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.

After using this ability, it goes on a 120-second cooldown.

120 Seconds
Eldritch Pulse.png Eldritch Pulse Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!

After using this ability, it goes on a 15-second cooldown.

15 Seconds

The Ritual Dagger Render.png

Your dagger is your most important tool and has several functions:

  • You can draw runes with it.
  • Hitting a cultist or reagent container with it converts Holy Water inside into Unholy Water.
  • Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
  • Hitting runes with it removes them after a short delay.
  • Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.

If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, if you get caught, you endanger the entire cult.

Blood Spells Bloodspells.png

Blood spells can be created at any time via an action button that appears below your character. However, 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

Name Description Health Cost/No. of Charges
Stun A potent spell that will stun and mute victims upon contact. Effects become much weaker as the cult grows in size. Mindshielded personnel such as members of security and the captain are completely immune to it. 10 HP
Teleport A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. 7 HP
Electromagnetic Pulse A large spell that discharges a wide EMP, disabling and scrambling electronics. 10 HP
Shadow Shackles A stealthy spell that will handcuff and temporarily silence your victim. Useful for subduing crew. 4 Charges
Twisted Construction A sinister spell used to convert: Plasteel into runed metal, 50 metal into a construct shell and airlocks into runed airlocks (combat mode toggled on) 12 HP
Summon Equipment A crucial spell that enables you to summon either a ritual dagger or a full set of combat gear including armored robes, a Nar'sien bola, and an eldritch longsword. 1 Charge
Hallucinations A ranged and stealthy spell that will secretly induce hallucinations in your target. 4 Charges
Conceal Runes A multi-function spell that alternates between hiding and revealing nearby runes and cult structures. 10 Charges
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. 5 Charges

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.

Name Description Invokers Required Phrase Rune
Offering Rune Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed - therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!

If the target is dead, is ineligible for conversion, or is the required sacrifice target, they'll be sacrificed instead; this will gib them, and create a Soulstone Shard that can be used to power a construct.

1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets Mah'weyh pleggh at e'ntrath! Sacrifice rune.png
Empowering Rune Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it. 1 H'drak v'loso, mir'kanas verbot! Empowerrune.png
Teleport Rune This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.
Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!
1 Sas'so c'arta forbici! Teleport rune.png
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 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 Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat! Raisedead rune.png
Barrier Rune When invoked, makes a 30 second invisible wall to block passage. Can be invoked again to reverse this. Examine the rune to see how much time the barrier has left. 1 Khari'd! Eske'te tannin! Wall rune.png
Summoning Rune This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. This rune will only work on the main space station, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. 2 N'ath reth sh'yro eth d'rekkathnor! Summon rune.png
Blood Boil Rune When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 75 burn damage. When the effect is over the rune will briefly set fire to anything over it.

Some species, such as golems, do not have blood, and thus are immune to this rune.

3 Dedo ol'btoh! Boil rune.png
Rune of the Spirit Realm This rune gives you two powerful options:

(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid, armed and armored cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage to you over time. This option is only available on the space station itself - the veil is not weak enough in space or on Lavaland to give spirits a physical form!

(2) To ascend as a dark spirit. This option costs no health to use and will give you the virtually unlimited knowledge of a Ghost! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting homunculi to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!

1 Gal'h'rfikk harfrandid mud'gib! Manifest rune.png
Apocalypse A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive (often stationwide) EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar'sie ritual sites and will prevent Nar'sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'sie.


If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled

  • If 1 - 10: Disease Outbreak + Mice Migration
  • If 11 - 20: Radiation Storm
  • If 21 - 30: Brand Intelligence
  • If 31 - 40: Immovable Rod x3
  • If 41 - 50: Meteor Wave
  • If 51 - 60: Spider Infestation
  • If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
  • If 71 - 80: Space Vines, Grey Tide
  • If 81 - 100: Nar'sian Portal Storm (spawns AI-controlled Nar'sian constructs similarly to a Syndicate Portal Storm)
3 Ta'gh fara'qha fel d'amar det! Apocalypse.png
Ritual of Dimensional Rending 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.

9 TOK-LYR RQA-NAP G'OLT-ULOFT!! Rune large.png


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.

Name Description Cost
Altar.png Altar A bloodstained altar dedicated to Nar'sie. By using it, you are able to create an Eldritch Whetstone to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After using the altar, it needs some time to recharge. 3 runed metal
Forge.gif Forge A forge used in crafting the unholy weapons used by the armies of Nar'sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant's Robe, which makes you faster, but at the cost of increasing damage taken by 50%, and a mirror shield that can block 50% of attacks while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will knockdown on impact and return to you after a successful hit! After using the forge, it needs some time to recharge. 3 runed metal
Pylon.gif 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. 4 runed metal
Archives.png Archives A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof; a Veil Shifter, a 4 use teleporter that sends you forward a medium distance; a Void Torch. which lets you teleport objects to other cultists; or a Shuttle Curse, which when used, delays the escape shuttle for 3 minutes. You can only use two shuttle curses each round. After using the archives, it needs some time to recharge. 3 runed metal
Runed airlock.png Runed door Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back hard. Try it in zero-gravity, catapult them into space! 1 runed metal

Constructs

Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:

  • A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
  • An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.

When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.

A complete guide to constructs can be found here. Artificers will poop out new Soulstone Shards and Shells, wraiths can kill the AI, and Juggernauts are great tanks.

Threats to the Cult

Even with access to a large number of different runes and talismans, there are still several threats to the cult on the station.

Ratvarian Scum Servant of ratvar.png

The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar'sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar'sie. 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 Generic hos.pngGeneric chaplain.png

Unprepared cultists will have trouble defending themselves against the united power of security, especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water, which will turn cultists back into normal people if it stays in their system for long enough. The Chaplain is also immune to cult magic, and his bible is able to make hidden runes visible.

Tips

  • 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.
  • Always be ready to summon a cultist in trouble. 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.
  • 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.
  • Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape. Careful with your EMP spells.
  • Get some plasteel either from technological fabricators (Stock parts > plasteel 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)!
  • 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.
  • 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.
  • 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.
  • Making your own Golems through Xenobiology will automatically give them the cultist status.
  • 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.
  • 1 minute is taken off of the Anchor Bloodstone timer for every standing bloodstone on station.

Nar'sie

Narsie.gif

Once you've completed the ritual, Nar'sie will come forth.

Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.

Few things are capable of challenging Nar'sie's sheer power.

One of them is Ratvar.

If Nar'sie and Ratvar encounter one another,

Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟


Antagonists on Yogstation

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Individual Antagonists Traitor, Internal Affairs, Changeling, Vampire, Wizard
Team Antagonists Blood Brothers, Nuclear Operative, Blood Cult, Clockwork Cult, Gangster, Heretic, Darkspawn
Mid-Round Antagonists Abductor, Xenomorph, Revenant, Space Ninja, Holoparasite, Swarmers, Blob, Obsessed, Eldritch Horror
Rare Antagonists Devil
Antagtemp.png Game Modes on Yogstation
Sword.gif Doubleagent.gif

Traitor, Internal Affairs and Blood Brothers

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Changeling

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Bloodsuckers

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Nuclear Emergency

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Revolution

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Gang War

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Blood Cult

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Clockwork Cult

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Shadowling

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Wizard

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Malfunction

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Heretic

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Other Modes