Clockwork Cult: Difference between revisions

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==Summary==
==Summary==


Assuming you've had experience with Nar-Sie (Ane-Fvr in the Ratvarian tongue) 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.
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.
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.
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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.
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.


=== Scripture List ===


Below is a list of all scripture. Scripture names in ''italics'' signify important scripture necessary to success. Note that many scripture requires multiple invokers, but the numbers are not provided here.
=== 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.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Name
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='300px'|Component Cost
! style='background-color:#E6A500;' width='140px'|Component Cost
! style='background-color:#E6A500;' width='250px'|Description
! style='background-color:#E6A500;' width='140px'|Component Requirement
! style='background-color:#E6A500;' width='100px'|Invocation Time
! style='background-color:#E6A500;' width='580px'|Description
! style='background-color:#E6A500;' width='250px'|Invocation
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='100'|Tier
! style='background-color:#E6A500;' width='50px'|Invokers Required
|-
|- style="text-align: center;"
!Belligerent
!Belligerent
|Requires 1 belligerent eye, consumes none
|N/A
|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. The invoker will briefly collapse after ending the invocation.
|1 Belligerent Eye
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
Every few seconds, the invoker utters an invocation that forces all non-Servants nearby to walk instead of run.  
|Every 3s up to 30s
|Every 3s up to 30s
|"Chav'fu gurve oyva-qarff!"
|1
|Driver
|- style="text-align: center;"
|-
!Judicial Visor
!Sigil of Transgression
|1 Belligerent Eye
|Requires 2 belligerent eyes, consumes 1
|2 Belligerent Eyes
|Creates an almost-invisible sigil below the invoker. The next non-servant to cross the sigil will be blinded momentarily and stunned for four seconds. This does not induce silence.
|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.<br>
|5s
Judicial Markers will explode after four seconds, stunning and damaging all non-Servants in the area.  
|"Qvivavgl, qnmmyr gubfr jub gerffcnff'urer!"
|N/A
|Driver
|1
|-
|- style="text-align: center;"
!Vanguard
!Vanguard
|Requires 1 vanguard cogwheel, consumes none
|N/A
|Causes thirty seconds of stun immunity in the invoker. The slab used to invoke Vanguard cannot be used while the stun ward is active. After Vanguard ends, the invoker is stunned for the combined duration of all absorbed stuns. If more than 25 seconds of stun are absorbed, the invoker is knocked out for 150% of the absorbed stun count (for instance, 30 seconds of stun would induce 40 seconds of knockout).
|1 Vanguard Cogwheel
|The invoker gains 30 seconds of stun immunity.<br>
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
|3s
|"Fuvryq zr sebz qnexarff!"
|1
|Driver
|- style="text-align: center;"
|-
!Sentinel's Compromise
!Sentinel's Compromise
|Requires 2 vanguard cogwheels, consumes 1
|1 Vanguard Cogwheel
|When invoked, the invoker is prompted to choose a friendly servant within a seven-tile radius (not including themselves). The chosen servant will then be healed for all of their brute and burn damage, but half of the combined damage will be returned as toxin damage.
|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.<br>
The invoker cannot target themself with the Compromise.
|3s
|3s
|"Zraq gur jbhaqf-bs zl vasrevbe syrfu."
|1
|Driver
|- style="text-align: center;"
|-
!''Guvax''
!''Guvax''
|Requires 1 guvax capacitor, consumes none
|N/A
|After a short time, instantly converts all valid hearers adjacent to the invoker. "Valid" means the target isn't already an antagonist and they don't have a loyalty implant. In addition, it also purges holy water from all adjacent servants - including you - which is important, as holy water will deconvert you after a time.
|1 Guvax Capacitor
|Converts all directly adjacent unshielded creatures, including cyborgs and AIs, to Ratvar's cause.<br>
Also purges holy water from nearby Servants, including the invoker.
|6s
|6s
|"Rayvtugra guvf urngura! Nyy ner vafrpgf orsber Ratvar! Chetr nyy hageh'guf naq ubabe Ratvar."
|1
|Driver
|- style="text-align: center;"
|-
!Sigil of Submission
!Sigil of Submission
|Requires 2 guvax capacitors, consumes 1
|1 Guvax Capacitor
|Creates an almost-invisible sigil below the invoker. The next non-servant to cross the sigil will be enslaved if they stand still for three seconds. This will also stun and mute the target after conversion, in addition to broadcasting their name to all servants.
|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.<br>
The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first.<br>
Both successful and unsuccessful conversion attempts will stun and mute the target.
|6s
|6s
|"Qvivavgl, rayvtugra gubfr jub gerfcnff urer!"
|1
|Driver
|- style="text-align: center;"
|-
!Replicant
!''Replicant''
|1 Replicant Alloy
|Requires and consumes 1 replicant alloy
|1 Replicant Alloy
|Silently creates a new clockwork slab and places it into your hand if it can.
|Creates a Clockwork Slab and attempts to put it in the invoker's hands.
|Instant
|N/A
|"Z`rgny, orpbzr terngre!"
|1
|Driver
|- style="text-align: center;"
|-
!''Tinkerer's Cache''
!''Tinkerer's Cache''
|Requires 2 replicant alloy, consumes 1
|1 Replicant Alloy
|Creates a cache used to access the global component storage. Clockwork slabs will draw from this storage for components before it draws from the slab's internal capacity. All caches are also linked, meaning that donation of your components helps not only yourself but all other servants.
|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.<br>
Placing a Clockwork Wall adjacent to a Cache will cause it to generate additional components.
|4s
|4s
|"Ohv’yqva n qvfcra’fre!"
|1
|Driver
|- style="text-align: center;"
|-
!Wraith Spectacles
!Wraith Spectacles
|Requires 2 hierophant ansibles, consumes 1
|N/A
|Creates a pair of ancient glasses used to induce true sight. The wearer of these spectacles will be able to see through walls and darkness as if they didn't exist. The drawback for this is a constant stream of eye damage that results in inevitable blindness of the glasses are not removed.
|1 Hierophant Ansible
|Instant
|Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision.<br>
|"Y'vsg gur fpnyrf sebz zl rl-rf."
Wraith Spectacles will, however, damage your vision if you wear them for too long.
|Driver
|N/A
|-
|1
!Judicial Visor
|- style="text-align: center;"
|Requires and consumes a belligerent eye and a vanguard cogwheel
!Sigil of Transgression
|Creates a powerful visor. Non-servants will be unaffected when they put it on, but a servant will awaken its energy. Alt-clicking an awakened visor with an empty hand will put a ball of fire, called ''Ratvar's flame'', into your hand. This flame not only functions as a potent melee weapon but serves a special functionality. Clicking on any object from range while on harm intent will send the flame there to turn into a judicial marker, which will cover a 3x3 area of tiles. After a short time, it bursts, stunning all non-servants for a long duration. This can only be done every thirty seconds, and Ratvar's flame can be returned to the visor by striking the visor with the flame.
|1 Hierophant Ansible
|Instant
|2 Hierophant Ansibles
|"Tenag zr gur synzrf-bs Ratvar!"
|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.<br>
|Script
The Sigil does not mute the target, and, due to how it stuns, they can easily be pushed off of it.<br>
You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.
|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.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='160px'|Component Requirement
! style='background-color:#E6A500;' width='580px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
!Ocular Warden
!Ocular Warden
|Requires and consumes a belligerent eye and a replicant alloy
|
|Forms an immobile, short-range defense turret on the spot you're standing on. The warden will constantly search within three tiles of its position for any non-servants. Upon sighting one, it will fixate upon them, dealing small amounts of burn damage incredibly fast until the creature gets out of the sight range, goes unconscious or dies, or disappears.
1 Belligerent Eye<br>
1 Replicant Alloy
|
1 Belligerent Eye<br>
1 Replicant Alloy
|Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see within 3 tiles of it.<br>
Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
|15s
|15s
|"Thne’qvnaf bs gur Ratvar, qrs’raq!"
|1
|Script
|- style="text-align: center;"
|-
!Dementia Doctrine
|
1 Belligerent Eye<br>
1 Guvax Capacitor
|
1 Belligerent Eye<br>
1 Guvax Capacitor
|Causes minor brain damage in directly adjacent non-Servants and destroys loyalty implants in those non-Servants.<br>
Use this to prepare otherwise hard-to-convert targets for conversion, such as security officers.
|2s
|1
|- style="text-align: center;"
!Volt Void
!Volt Void
|Requires a belligerent eye and a hierophant ansible
|
|Chanted. Every second, the invoker drains a large amount of power from nearby sources, diffusing it into their body and causing minor burn damage. This can be done for a maximum of thirty seconds.
1 Belligerent Eye<br>
|Every second up to 30s
1 Hierophant Ansible
|"Qenj punetr gb guv’f furyy!"
|
|Script
1 Belligerent Eye<br>
|-
1 Hierophant Ansible
!''Clockwork Proselytizer''
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
|Requires and consumes a vanguard cogwheel and a replicant alloy
Drains power from all APCs, SMES units, power cells, lights, and cyborgs who can see the invoker.<br>
|The clockwork proselytizer is almost required for the success of Ratvar's servants. When invoked, this scripture will form a proselytizer - a device that converts mundane materials into their Ratvarian equivalents. Requiring replicant alloy to function, it can turn floors and walls into clockwork floors and walls. Clockwork floors will heal brute and burn damage on any servants standing on it, and clockwork walls will cause adjacent tinkerer's caches to ''passively generate components''.
If the invoker drains too much power, they will begin to take damage based on how much they're draining. Augmented limbs will be healed instead, unless above a much higher threshold.<br>
|Instant
If standing on a Sigil of Tranmission, most of the power drained will be funneled to it.
|"Jvgu guv’f qrivpr, uvf cerfrapr funyy or znqr xabja."
|Every 1s up to 30s
|Script
|1
|-
|- style="text-align: center;"
!Fellowship Armory
!Fellowship Armory
|Requires and consumes a vanguard cogwheel and a hierophant ansible
|
|When invoked, the invoker and any servants adjacent to them will be equipped with as much Ratvarian armor as possible, including a helmet, a cuirass, and boots. The helmet and cuirass have extreme melee protection but is weak to lasers. The boots prevent slips and maybe useful in avoiding people trying to annihilate your cult with the tyranny of the spray bottle.
1 Vanguard Cogwheel<br>
1 Hierophant Ansible
|
1 Vanguard Cogwheel<br>
1 Hierophant Ansible
|Equips all Servants directly adjacent to the invoker with powerful but obvious brass armor.<br>
The armor includes a suit, helmet, and boots, and anything a servant is wearing in those slots will prevent it from being equipped.<br>
The armor provides massive melee and bullet protection, but a weakness to lasers. The boots prevent slipping on anything short of lube.
|10s
|10s
|"Fuvryq zr jvgu gur sentzragf bs Ratvar!"
|1
|Script
|- style="text-align: center;"
|-
!Function Call
!Function Call
|Requires and consumes a vanguard cogwheel and a guvax capacitor
|
|This scripture binds a Ratvarian spear to the invoker. This spear can then be recalled with a verb of the same name in the invoker's Clockwork tab. The spear itself is a powerful melee weapon that does extreme damage to enemy cultists and to silicon lifeforms. It is also extremely potent when thrown, but will snap from its own power if thrown at a cultist or silicon. The spear only lasts for a few minutes before vanishing and cannot fit in backpacks.
1 Vanguard Cogwheel<br>
1 Replicant Alloy
|
1 Vanguard Cogwheel<br>
1 Replicant Alloy
|Provides the invoker with the ability to call forth a Ratvarian spear '''once''' at any time, with the spear lasting for 5 minutes.<br>
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
|2s
|"Tenag zr gur zvtug-bs oenff!"
|1
|Script
|- style="text-align: center;"
|-
!''Clockwork Proselytizer''
|
1 Guvax Capacitor<br>
1 Replicant Alloy
|
1 Guvax Capacitor<br>
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.<br>
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.<br>
To refill the Proselytizer, either strike it with Replicant Alloy, or strike Replicant Alloy with it.
|N/A
|1
|- style="text-align: center;"
!Soul Vessel
|
1 Replicant Alloy<br>
1 Guvax Capacitor
|
1 Replicant Alloy<br>
1 Guvax Capacitor
|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.<br>
The Soul Vessel can also be placed in Anima Fragment shells.
|N/A
|1
|- style="text-align: center;"
!Spatial Gateway
!Spatial Gateway
|Requires and consumes a replicant alloy and a hierophant ansible
|
|The spatial gateway functions as a one-way teleporter to the target servant. When invoked, a portal will be created directly in front of both the invoker and a conscious servant of their choice. Any servants adjacent to the invoker at the time will allow additional uses and duration of this gateway, which lasts two seconds by default and can only transport a single person or item. The invoker's portal allows them to step through and arrive at the other portal, but this is one-way and the target portal cannot accept anything.
1 Replicant Alloy<br>
1 Hierophant Ansible
|
1 Replicant Alloy<br>
1 Hierophant Ansible
|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'''''.<br>
Spatial Gateways to Clockwork Obelisks receive doubled duration and uses.
|8s
|8s
|"Gryrcbegre pbzva evtug-hc!"
|Minimum 1
|Script
|-
!Soul Vessel
|Requires and consumes a replicant alloy and a guvax capacitor
|A sinister device, the soul vessel functions as a clockwork positronic brain. Any spirit that enters it automatically becomes a servant and is bound to serve the will of Ratvar. Any cyborgs created with a soul vessel are automatically made servants, and soul vessels are necessary for anima fragments (seen later) to function.
|Instant
|"Ureq'gur fbhyf-bs gur oynf curz-bhf qnzarq!"
|Script
|-
!Break Will
|Requires and consumes a belligerent eye and a guvax capacitor
|Invoking this scripture will break the will of anyone adjacent to the invoker, assuming that they are loyalty-implanted. This will cause the loyalty implants to malfunction, leaving them vulnerable to conversion, and they will take a slight amount of brain damage.
|3s
|"Lbh ner jrnx. Lbh ner nyernql qrnq. Gurl jba'g fnir lbh."
|Script
|-
|-
|}
=== 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.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='160px'|Component Requirement
! style='background-color:#E6A500;' width='580px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
!''Tinkerer's Daemon''
|
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
1 Replicant Alloy<br>
1 Guvax Capacitors<br>
1 Hierophant Ansible<br>
|
2 Belligerent Eyes<br>
2 Vanguard Cogwheels<br>
2 Replicant Alloy<br>
2 Guvax Capacitors<br>
2 Hierophant Ansibles<br>
|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.<br>
'''''Tinkerer's Daemons will only function if outnumbered by Servants at a rate of 5 to 1.'''''
|4s
|1
|- style="text-align: center;"
!Justicar's Gavel
|
2 Belligerent Eyes<br>
1 Guvax Capacitor<br>
1 Hierophant Ansible
|
2 Belligerent Eyes<br>
2 Guvax Capacitors<br>
1 Hierophant Ansible
|Requires the input name of a target to function.<br>
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.<br>
Will function on cyborgs.
|4s
|3
|- style="text-align: center;"
!Vitality Matrix
|
1 Belligerent Eye<br>
2 Vanguard Cogwheels<br>
1 Hierophant Ansible
|
2 Belligerent Eyes<br>
2 Vanguard Cogwheels<br>
1 Hierophant Ansible
|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.<br>
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.<br>
The Vitality Matrix can also revive dead Servants at a cost of 25 Vitality plus all of that Servant's non-oxygen damage in Vitality. It will still heal dead servants even if it cannot revive them, so be careful where you drag your bodies.
|5s
|1
|- style="text-align: center;"
!Anima Fragment
!Anima Fragment
|Requires and consumes 3 belligerent eyes, a guvax capacitor, and a replicant alloy
|
|This scripture will form an empty anima fragment on the ground beneath the invoker. This fragment is useless unless an active soul vessel is provided. Doing so will activate the anima fragment, turning it into an artificial servant. These fragments function both as normal servants for counting purposes and move quickly, dealing high amounts of melee damage upon attack, although possessing a small health pool.
1 Belligerent Eye<br>
2 Replicant Alloyl<br>
1 Guvax Capacitor
|
2 Belligerent Eyes<br>
2 Replicant Alloy<br>
1 Guvax Capacitor
|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.<br>
The Anima Fragment Shell is absolutely useless without a soul vessel, and should not be created without one.
|5s
|5s
|"Pnyy sbegu gur fbyqvref-bs Nezbere."
|1
|Application
|- style="text-align: center;"
|-
!Memory Allocation
|
1 Belligerent Eye<br>
1 Vanguard Cogwheel<br>
2 Guvax Capacitors
|
2 Belligerent Eyes<br>
1 Vanguard Cogwheel<br>
2 Guvax Capacitors
|Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilent fighter similar to the alien holoparasites employed by the Syndicate;<br> It lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health.<br>
Unlike holoparasites, however, it does not transfer the damage it takes to you, 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.<br>
At maximum Fatigue, the marauder is forced to return to its host and will be unable to manifest until its Fatigue is at zero.
|15s
|1
|- style="text-align: center;"
!Sigil of Transmission
!Sigil of Transmission
|Requires and consumes a belligerent eye, 3 vanguard cogwheels, and a hierophant ansible
|
|The sigil of transmission is an ingenious device for listening in on conversation you shouldn't. Nearly invisible and barely discernible, this sigil will transmit all speech it hears nearby to the hierophant network. In addition, anyone that crosses it will have their names sent to all servants in addition to the sigil's rough location.
1 Belligerent Eye<br>
1 Replicant Alloy<br>
2 Hierophant Ansibles
|
2 Belligerent Eyes<br>
1 Replicant Alloy<br>
2 Hierophant Ansibles
|Creates a Sigil that will power directly adjacent Clockwork Structures. It starts with '''4000W''' of power.<br>
Using Volt Void while standing on the Sigil will charge it based on how much Volt Void is draining.<br>
The Sigil of Transmission is the only Sigil to have no effect whatsoever when crossed.
|5s
|5s
|"Qvivavgl, hairvy gurgehgu!"
|1
|Application
|- style="text-align: center;"
|-
!Mending Motor
!Memory Allocation
|
|Requires and consumes a belligerent eye, a vanguard cogwheel, and 3 guvax capacitors
3 Vanguard Cogwheels<br>
|This scripture is very powerful and very desirable. Memory Allocation will, after a short time, create and bind a clockwork marauder to the invoker. These marauders are sturdy footsoldiers capable of resisting extreme punishment, but function in a similar vein to holoparasites in that they share certain restrictions. Marauders begin invisible and inside of their user. Each marauder has a semi-unique true name and can communicate silently to their host. In order to come forth, their host must speak aloud the marauder's true name. In combat, marauders don't take health damage but fatigue damage. Fatigue damage dictates the strength of their blows and the speed at which they move. Upon reaching too high of a fatigue count, marauders are automatically recalled and forced to wait until fully recovered before they can come forth again. While deployed, marauders take small fatigue damage if near their host and extreme fatigue damage of far away. Marauders are selected and controlled by a random ghost with the servant preference enabled.
1 Guvax Capacitor<br>
|10s, then 5s while it searches for valid candidates
1 Replicant Alloy
|"Pnyy sbegu gur qrsraqref-bs Inath-Neq."
|
|Application
3 Vanguard Cogwheels<br>
|-
1 Guvax Capacitor<br>
!Justiciar's Gavel
1 Replicant Alloy
|Requires and consumes 3 belligerent eyes, a guvax capacitor, and a hierophant ansible
|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.<br>
|The Justiciar's Gavel is not a merciful one. Before invocation, the real name of a conscious non-servant creature must be inputted. That creature is then smitten for extreme brain damage and knocked unconscious for ten seconds. This brain damage is crippling enough to prevent any form of higher function, but will slowly cure most of itself over several minutes.
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.<br>
|4s
Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to '''2500W''' of power.<br>
|"Guvf urngura unf jebatrq lbh!"
It requires '''200W''' of power to repair clockwork mobs, '''250W''' of power to repair clockwork structures, and '''300W''' of power to repair Servant cyborgs.
|Application
|6s
|-
|2
|- style="text-align: center;"
!Interdiction Lens
!Interdiction Lens
|Requires and consumes a belligerent eye, a replicant alloy, and 3 hierophant ansibles
|
|The interdiction lens is a very powerful device with a long cooldown. When a servant places their hand on the lens by activating it with an empty hand, they are given three choices of potential sabotage: Disrupt Telecommunications, Disable Cameras, or Disable Cyborgs. Disrupt Telecommunications will EMP all communications hubs, Disable Cameras will EMP all cameras, and Disable Cyborgs will shut down all non-servant cyborgs for thirty seconds. The AI is alerted directly if the cameras are shut down.
1 Belligerent Eye<br>
3 Replicant Alloy<br>
1 Hierophant Ansible
|
1 Belligerent Eye<br>
3 Replicant Alloy<br>
1 Hierophant Ansible
|Creates an Interdiction Lens, which can disrupt telecommunications, disable all cameras, or disable all non-Servant cyborgs.<br>
The Lens can only be used once every 5 minutes, and requires '''3000W''' of power for each use.
|6s
|6s
|"Znl guvf boryvfx fuebhq gur snyfr fhaf!"
|2
|Application
|- style="text-align: center;"
|-
!Mania Motor
!Mending Motor
|
|Requires and consumes a vanguard cogwheel, a guvax capacitor, and 3 replicant alloys
1 Replicant Alloy<br>
|Mending motors are helpful supporting structures that rapidly heal all mechanized servants or other structures near itself. It can be turned on or off and requires replicant alloy to function.
3 Guvax Capacitors<br>
1 Hierophant Ansible
|
1 Replicant Alloy<br>
3 Guvax Capacitors<br>
1 Hierophant Ansible
|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. <br>
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. <br>
It requires '''150W''' of power to run, '''450W''' of power to successfully convert non-Servant humans, and '''150W''' of power to force unconvertable humans to sleep.
|6s
|2
|- style="text-align: center;"
!Clockwork Obelisk
|
1 Vanguard Cogwheel<br>
1 Replicant Alloy<br>
3 Hierophant Ansibles
|
1 Vanguard Cogwheel<br>
1 Replicant Alloy<br>
3 Hierophant Ansibles
|Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves as a target for Spatial Gateways.<br>
Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br>
Spatial Gateway functions as the Script, but with a duration of 10 seconds and 5 uses, in addition to being '''two-way''', allowing passage ''from either side of the Gateway''.<br>
Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.<br>
Spatial Gateways to a Clockwork Obelisk receive double duration and uses.<br>
It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway.
|6s
|6s
|"Znl guvf boryvfx zraq bhe qragf naq fpengpurf!"
|2
|Application
|-
!Tinkerer's Daemon
|Requires and consumes a guvax capacitor, 3 replicant alloys, and a hierophant ansible
|The tinkerer's daemon is a tool necessary for success. When created, a deactivated daemon shell appears below the invoker. This shell can be fed to a tinkerer's cache to allow the cache to produce a component every 30s. This component can be of a specific type, given at the daemon's activation, or of a random type.
|4s
|"Pbaf'gehpg Ratvar cnegf lrg ubyq terngarff!"
|Application
|-
|-
|}
=== 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.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='160px'|Component Requirement
! style='background-color:#E6A500;' width='580px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
!Invoke Inath-Neq, the Resonant Cogwheel
|
6 Vanguard Cogwheels<br>
3 Replicant Alloy<br>
3 Guvax Capacitors<br>
3 Hierophant Ansibles<br>
|
6 Vanguard Cogwheels<br>
3 Replicant Alloy<br>
3 Guvax Capacitors<br>
3 Hierophant Ansibles<br>
|Invoking '''Inath-Neq''' gives all Servants within 7 tiles of the invoker a massive, decaying health boost and stun immunity for 10 seconds.<br>
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.<br>
After being invoked, '''Invoke Inath-Neq, the Resonant Cogwheel''' goes on cooldown for 5 minutes.
|15s
|1
|- style="text-align: center;"
!Invoke Nezbere, the Brass Eidolon
!Invoke Nezbere, the Brass Eidolon
|Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 3 guvax capacitors, and 6 replicant alloys
|
|Invoking Nezbere will empower a wide variety of clockwork items and structures for a single minute. Ocular wardens will have doubled range and damage, clockwork proselytizers and mending motors will not use replicant alloy, and tinkerer's daemons will produce twice as fast. This can only be invoked by any servant once every five minutes.
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
6 Replicant Alloy<br>
3 Guvax Capacitors<br>
|
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
6 Replicant Alloy<br>
3 Guvax Capacitors<br>
|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'''.<br>
'''Nezbere''' cannot be invoked while Ratvar is woken, as Ratvar provides all of the listed effects.<br>
After being invoked, '''Invoke Nezbere, the Brass Eidolon''' goes on cooldown for 5 minutes.
|15s
|15s
|"V pnyy hcba lbh, Nezbere! Yrg lbhe znpuv'angvbaf ervta ba guvf zvfrenoyr fgng'vba! Yrg lbhe cbjre sybj gueb-htu gur gbbyf bs lbhe znfgre!"
|1
|Revenant
|- style="text-align: center;"
|-
!Invoke Sevtug, the Formless Pariah
!Invoke Sevtug, the Formless Pariah
|Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 6 guvax capacitors, and 3 hierophant ansibles
|
|Sevtug's psychic abilities allow for acts of extreme power. Before invoking Sevtug, the invoker must input the name of a conscious non-servant. Once invoked, the invoker will dominate the mind of the chosen creature, having complete control over them for a full minute and forcing the creature's consciousness to watch helplessly from within. When a target is dominated, they give no message, sound, or other indication that they have been controlled, and are unable to commit suicide or ghost during their domination. The invoker's original body will be left vulnerable during this time. This can only be invoked by any servant once every five minutes.
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
6 Guvax Capacitors<br>
3 Hierophant Ansibles<br>
|
3 Belligerent Eyes<br>
3 Vanguard Cogwheels<br>
6 Guvax Capacitors<br>
3 Hierophant Ansibles<br>
|Requires the input name of a target to function.<br>
With an input, valid non-Servant name, invoking '''Sevtug''' will allow the invoker to '''take complete control''' of the target for '''1 minute'''.<br>
Controlling a target is completely silent and provides no message to those near the controlled target.<br>
'''Sevtug''' cannot be invoked while Ratvar is woken, as Ratvar is quite likely to find and convert anyone you could control.<br>
After being invoked, '''Invoke Sevtug, the Formless Pariah''' goes on cooldown for 5 minutes.
|15s
|15s
|"V pnyy hcba lbh, Sevtug! Yrg lbhe cbjre fung-gre gur fnavgl bs gur jrnx-zvaqrq! Yrg lbhe graqevyf ubyq fjnl bire nyy!"
|1
|Revenant
|- style="text-align: center;"
|-
!Invoke Nzcrentr, the Forgotten Arbiter
!Invoke Nzcrentr, the Forgotten Arbiter
|Requires and consumes 3 belligerent eyes, 3 guvax capacitors, 3 replicant alloys, and 6 hierophant ansibles
|
|Invoking Nzcrentr will flood the invoker's body with his unending power. The invoker's body will begin to glow a blinding white and crackle with energy. After around nine seconds, their invoker erupt with this energy, violently discharging it. Any non-servants within five tiles of the invoker is then electrocuted for severe burn damage and a long knockdown. This can only be invoked by any servant once every five minutes.
3 Belligerent Eyes<br>
3 Replicant Alloy<br>
3 Guvax Capacitors<br>
6 Hierophant Ansibles<br>
|
3 Belligerent Eyes<br>
3 Replicant Alloy<br>
3 Guvax Capacitors<br>
6 Hierophant Ansibles<br>
|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.<br>
'''Nzcrentr''''s lightning does between 30 and 50 damage, in addition to stunning for 8 seconds.<br>
After being invoked, '''Invoke Nzcrentr, the Forgotten Arbiter''' goes on cooldown for 5 minutes.
|15s
|15s
|"V pnyy hcba lbh, Nzcrentr! Yrg lbhe raretl sybj guebhtu zr! Yrg lbhe obhaq-yrff cbjre fung-gre fgnef!"
|1
|Revenant
|-
!Invoke Inath-Neq, the Resonant Cogwheel
|Requires and consumes 6 vanguard cogwheels, 3 guvax capacitors, 3 replicant alloys, and 3 hierophant ansibles
|Invoking Inath-Neq will turn her benevolent gaze upon all nearby servants. The invoker and anyone within seven tiles of them will be flooded with power, granting them an extreme health boost that dissipates over ten seconds. During this time, they are immune to stuns. This can only be invoked by any servant once every five minutes.
|15s
|"V pnyy hcba lbh, Inath-Neq! Yrg gur Erfbanag Pbtf ghea bapr zber! Tenag zr naq zl nyyvrf gur fgeratgu gb inadhvfu bhe sbrf!"
|Revenant
|-
|-
|}
=== 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.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#E6A500;' width='160px'|Component Requirement
! style='background-color:#E6A500;' width='580px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
!''Ark of the Clockwork Justiciar''
!''Ark of the Clockwork Justiciar''
|Requires and consumes 10 of each component type
|
|This scripture is the final step to freeing Ratvar and can only be invoked if his servants have the correct objective. When invoked, a massive gateway will be torn open in space and time to the Celestial Derelict. This rift is vulnerable for five minutes and must be defended until Ratvar can come forth. While active, the shuttle cannot leave the station, the entire server will hear the sounds of its work, and it will occasionally give a rough indication of its location to everyone on its z-level (which must be that of the station). The gateway can absorb 1,000 points of damage before breaking apart, at which point it will pulse for several seconds before violently exploding.
10 Belligerent Eyes<br>
10 Vanguard Cogwheels<br>
10 Replicant Alloy<br>
10 Guvax Capacitors<br>
10 Hierophant Ansibles<br>
|
10 Belligerent Eyes<br>
10 Vanguard Cogwheels<br>
10 Replicant Alloy<br>
10 Guvax Capacitors<br>
10 Hierophant Ansibles<br>
|Summons the '''Ark of the Clockwork Justiciar''', a massive Spatial Gateway to Reebe, the Celestial Derelict.<br>
If the Ark survives for 5 minutes, '''Ratvar, the Clockwork Justiciar''', will come forth through it to spread His light across this realm.<br>
In addition to preventing shuttle departure, it will periodically give indication of its general position to everyone on the station as well as being loud enough to be heard throughout the entire sector<br>
'''''Protect it at all costs.'''''
|15s
|15s
|"NEZBERE! SEVTUG! NZCRENTR! INATH-NEQ! V PNYY HCBA LBH! GUR GVZR UNF PBZR SBE BHE ZNFGRE GB OERNX GUR PUNVAF BS RKVYR! YRAQ HF LBHE NVQ! RATVAR PBZRF!"
|4
|Judgement
|-
|-
|}
|}

Revision as of 13:47, 7 June 2016

ENEMY STAFF
Servant of ratvar.png
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 Clockwork slab.gif

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.

Name Component Cost Component Requirement Description Invocation Time Invokers Required
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
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
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
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
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.
Both successful and unsuccessful conversion attempts will stun and mute the target.

6s 1
Replicant 1 Replicant Alloy 1 Replicant Alloy Creates a Clockwork Slab and attempts to put it in the invoker's hands. N/A 1
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.
Placing a Clockwork Wall adjacent to a Cache will cause it to generate additional 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.
You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.

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.

Name Component Cost Component Requirement Description Invocation Time Invokers Required
Ocular Warden

1 Belligerent Eye
1 Replicant Alloy

1 Belligerent Eye
1 Replicant Alloy

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
Dementia Doctrine

1 Belligerent Eye
1 Guvax Capacitor

1 Belligerent Eye
1 Guvax Capacitor

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
Volt Void

1 Belligerent Eye
1 Hierophant Ansible

1 Belligerent Eye
1 Hierophant Ansible

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.
If the invoker drains too much power, they will begin to take damage based on how much they're draining. Augmented limbs will be healed instead, unless above a much higher threshold.
If standing on a Sigil of Tranmission, most of the power drained will be funneled to it.

Every 1s up to 30s 1
Fellowship Armory

1 Vanguard Cogwheel
1 Hierophant Ansible

1 Vanguard Cogwheel
1 Hierophant Ansible

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.
The armor provides massive melee and bullet protection, but a weakness to lasers. The boots prevent slipping on anything short of lube.

10s 1
Function Call

1 Vanguard Cogwheel
1 Replicant Alloy

1 Vanguard Cogwheel
1 Replicant Alloy

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 Guvax Capacitor
1 Replicant Alloy

1 Guvax Capacitor
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.
To refill the Proselytizer, either strike it with Replicant Alloy, or strike Replicant Alloy with it.

N/A 1
Soul Vessel

1 Replicant Alloy
1 Guvax Capacitor

1 Replicant Alloy
1 Guvax Capacitor

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 Hierophant Ansible

1 Replicant Alloy
1 Hierophant Ansible

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.

Name Component Cost Component Requirement Description Invocation Time Invokers Required
Tinkerer's Daemon

1 Belligerent Eye
1 Vanguard Cogwheel
1 Replicant Alloy
1 Guvax Capacitors
1 Hierophant Ansible

2 Belligerent Eyes
2 Vanguard Cogwheels
2 Replicant Alloy
2 Guvax Capacitors
2 Hierophant Ansibles

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
Justicar's Gavel

2 Belligerent Eyes
1 Guvax Capacitor
1 Hierophant Ansible

2 Belligerent Eyes
2 Guvax Capacitors
1 Hierophant Ansible

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.
Will function on cyborgs.

4s 3
Vitality Matrix

1 Belligerent Eye
2 Vanguard Cogwheels
1 Hierophant Ansible

2 Belligerent Eyes
2 Vanguard Cogwheels
1 Hierophant Ansible

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.
The Vitality Matrix can also revive dead Servants at a cost of 25 Vitality plus all of that Servant's non-oxygen damage in Vitality. It will still heal dead servants even if it cannot revive them, so be careful where you drag your bodies.

5s 1
Anima Fragment

1 Belligerent Eye
2 Replicant Alloyl
1 Guvax Capacitor

2 Belligerent Eyes
2 Replicant Alloy
1 Guvax Capacitor

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
1 Vanguard Cogwheel
2 Guvax Capacitors

2 Belligerent Eyes
1 Vanguard Cogwheel
2 Guvax Capacitors

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 you, 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.
At maximum Fatigue, the marauder is forced to return to its host and will be unable to manifest until its Fatigue is at zero.

15s 1
Sigil of Transmission

1 Belligerent Eye
1 Replicant Alloy
2 Hierophant Ansibles

2 Belligerent Eyes
1 Replicant Alloy
2 Hierophant Ansibles

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.
The Sigil of Transmission is the only Sigil to have no effect whatsoever when crossed.

5s 1
Mending Motor

3 Vanguard Cogwheels
1 Guvax Capacitor
1 Replicant Alloy

3 Vanguard Cogwheels
1 Guvax Capacitor
1 Replicant Alloy

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.
Striking it with Replicant Alloy will refill it at a rate of 1 Alloy to 2500W of power.
It requires 200W of power to repair clockwork mobs, 250W of power to repair clockwork structures, and 300W of power to repair Servant cyborgs.

6s 2
Interdiction Lens

1 Belligerent Eye
3 Replicant Alloy
1 Hierophant Ansible

1 Belligerent Eye
3 Replicant Alloy
1 Hierophant Ansible

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
3 Guvax Capacitors
1 Hierophant Ansible

1 Replicant Alloy
3 Guvax Capacitors
1 Hierophant Ansible

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.
It requires 150W of power to run, 450W of power to successfully convert non-Servant humans, and 150W of power to force unconvertable humans to sleep.

6s 2
Clockwork Obelisk

1 Vanguard Cogwheel
1 Replicant Alloy
3 Hierophant Ansibles

1 Vanguard Cogwheel
1 Replicant Alloy
3 Hierophant Ansibles

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.
Spatial Gateway functions as the Script, but with a duration of 10 seconds and 5 uses, in addition to being two-way, allowing passage from either side of the Gateway.
Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
Spatial Gateways to a Clockwork Obelisk receive double duration and uses.
It requires 50W of power to Hierophant Broadcast and 2000W of power to create a Spatial Gateway.

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
3 Replicant Alloy
3 Guvax Capacitors
3 Hierophant Ansibles

6 Vanguard Cogwheels
3 Replicant Alloy
3 Guvax Capacitors
3 Hierophant Ansibles

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.
After being invoked, Invoke Inath-Neq, the Resonant Cogwheel goes on cooldown for 5 minutes.

15s 1
Invoke Nezbere, the Brass Eidolon

3 Belligerent Eyes
3 Vanguard Cogwheels
6 Replicant Alloy
3 Guvax Capacitors

3 Belligerent Eyes
3 Vanguard Cogwheels
6 Replicant Alloy
3 Guvax Capacitors

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.
After being invoked, Invoke Nezbere, the Brass Eidolon goes on cooldown for 5 minutes.

15s 1
Invoke Sevtug, the Formless Pariah

3 Belligerent Eyes
3 Vanguard Cogwheels
6 Guvax Capacitors
3 Hierophant Ansibles

3 Belligerent Eyes
3 Vanguard Cogwheels
6 Guvax Capacitors
3 Hierophant Ansibles

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.
Controlling a target is completely silent and provides no message to those near the controlled target.
Sevtug cannot be invoked while Ratvar is woken, as Ratvar is quite likely to find and convert anyone you could control.
After being invoked, Invoke Sevtug, the Formless Pariah goes on cooldown for 5 minutes.

15s 1
Invoke Nzcrentr, the Forgotten Arbiter

3 Belligerent Eyes
3 Replicant Alloy
3 Guvax Capacitors
6 Hierophant Ansibles

3 Belligerent Eyes
3 Replicant Alloy
3 Guvax Capacitors
6 Hierophant Ansibles

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.
After being invoked, Invoke Nzcrentr, the Forgotten Arbiter goes on cooldown for 5 minutes.

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.

Name Component Cost Component Requirement Description Invocation Time Invokers Required
Ark of the Clockwork Justiciar

10 Belligerent Eyes
10 Vanguard Cogwheels
10 Replicant Alloy
10 Guvax Capacitors
10 Hierophant Ansibles

10 Belligerent Eyes
10 Vanguard Cogwheels
10 Replicant Alloy
10 Guvax Capacitors
10 Hierophant Ansibles

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.
In addition to preventing shuttle departure, it will periodically give indication of its general position to everyone on the station as well as being loud enough to be heard throughout the entire sector
Protect it at all costs.

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 Cultist.png

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 Generic hos.pngGeneric chaplain.png

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 Break Will 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

Ratvar.gif

Once you've defended the Ark for enough time, Ratvar will come forth.

His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.

Few things are capable of challenging Ratvar's sheer power.

One of them is Nar-Sie.

If Ratvar and Nar-Sie encounter one another,

Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟


Jobs on Yogstation

Jobstemp.png

Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
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