Clockwork Cult: Difference between revisions

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→‎The Eminence: adds further eminence abilities
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m (→‎The Eminence: adds further eminence abilities)
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By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."
By middle-clicking, the Eminence can issue cult-wide commands that play a special sound and create a visible marker. This includes "Rally", "Regroup", "Avoid", and "Reinforce." It can also issue unique goal commands by middle-clicking itself, which provide an overarching directive. This includes "Defend the Ark", "Advance", "Retreat", "Generate Power", and "Build Defenses."
It is also able to break lights on the station at will, as well as control the functions of any cogged APC.


Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
Finally, once per round, the Eminence can activate a mass recall. After a ten-second windup, coupled with a sound that all crew (servant or not) can hear, every living servant will be pulled directly to the Ark chamber.
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|Creates an integration cog in your hand. This is a slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself!
|Creates an integration cog in your hand. This is a slow power generator that can be inserted into any APC to passively drain its power for the cult. This is known as "cogging" the APC. Note that the cog can also slice open a locked APC's cover, so you don't need to use any other tools to cog an APC besides the cog itself!
<br>
<br>
Generates 10 J per second when in a powered APC, or 5 J per second if the APC lacks power.
Generates 20 J per second when in a powered APC, or 10 J per second if the APC lacks power.
|1 second
|1 second
|1
|1
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|250 J
|250 J
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
|Creates a replica fabricator, an important omnitool that creates, converts, repairs, and destroys.<br>
It can be used to consume brass, metal, glass sheets, plus metal rods, to create power directly.<br>
It can be used to consume brass, metal, plasteel, floor tiles and metal rods, to create power directly.<br>
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
Using it on airlocks, walls, floors, etc. will consume power to convert them to clockwork variants.<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
It also swaps clockwork walls to clockwork floors (and vice-versa) when used on them.<br>
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|Clockwork Armaments
|Clockwork Armaments
|250 J
|250 J
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian spear too, absolutely free!<br>
|Links a set of Ratvarian armor to the invoker. Order now and receive a Ratvarian weapon too, absolutely free!<br>
The armor and spear can be called separately:<br><br>
The armor and weapon can be called separately:<br><br>
- The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor. The armor has a base effectiveness of 60 against melee attacks, 70 against ballistic attacks, 0 against laser attacks, 0 against energy attacks, and 60 against bomb attacks.
*The armor will replace clothing you're wearing. It provides heavy brute and bullet resistance, as well as protects from fire, but is weak to lasers. It also protects from shocks and slipping. There is a 2-minute cooldown on calling the armor. The armor has a base effectiveness of 60 against melee attacks, 70 against ballistic attacks, 0 against laser attacks, 0 against energy attacks, and 60 against bomb attacks.
<br>
<br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the armor's effectiveness increases by 10 against melee and ballistic attacks, 25 against energy attacks, and 10 against bomb attacks, while becoming space and fireproof.<br><br>
[[File:Herald_beacon.png|16px]] If the herald's beacon is activated, the armor's effectiveness increases by 10 against melee and ballistic attacks, 25 against energy attacks, and 10 against bomb attacks, while becoming space and fireproof.<br><br>
- The spear appears in your hand, and can be called and dismissed at will. It does 15 damage (10% armor penetration) by default, plus five extra burn. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
*The weapon appears in your hand, and can be called and dismissed at will. You have the choice between a few weapons:
**[[File:Ratvarian_spear.png|16px]]'''Spear:''' Does 15 damage with a small armor penetration by default, plus 5 extra burn on non-servants and 25 burn on cyborgs. This burn damage also produces global vitality equal to the damage dealt.<br>The spear can also be thrown to deal 25 damage to the hit target, as well as stunning them. This snaps the spear, causing a 30-second cooldown period before it can be called again.
**[[File:Ratvarian_hammer.png|16px]]'''Battle-Hammer:''' Does 15 damage and knocks back non-servants but is ineffective against armor, can be thrown to deal 10 damage and the same knockback on non-servants. Antimagic will protect against the knockback on throw but not in melee.
**[[File:Ratvarian_sword.png|16px]]'''Longsword:''' Does 16 damage with a very small armor penetration, on hit applies an EMP effect on the target and needs some time to recharge before doing it again. Can be thrown for 20 damage.
**[[File:Bow_clockwork.png|16px]]'''Bow:''' A ranged weapon, its arrows deal 16 burn damage and can embed in their target to deal more burn damage over time. Creates more arrows by itself fairly quickly.
|2 seconds
|2 seconds
|1
|1
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|Spatial Gateway
|Spatial Gateway
|400 J
|400 J
|Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds. Each servant adjacent to the invoker when the gateway is created will give the gateway 1 additional use and 4 additional seconds of lifespan<br>
|Creates a one-way gateway to a target conscious servant or clockwork obelisk. By default, it has only one use, and lasts for 4 seconds. Each servant adjacent to the invoker when the gateway is created will give the gateway 1 additional use and 4 additional seconds of lifespan.<br>
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
Spatial gateways opened to clockwork obelisks have doubled duration and uses.
|8 seconds
|8 seconds
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Cyborgs will not be impaled, but will take massive damage.<br>
Cyborgs will not be impaled, but will take massive damage.<br>
There must be a gap of one tile in all directions between any two skewers.
There must be a gap of one tile in all directions between any two skewers.
|Combines well with pressure sensors, for obvious reasons. Very effective when spammed on Reebe or blended in with bare plating.
|Combines well with pressure sensors, for obvious reasons. Very effective when spammed on Reebe or blended in with bare plating. Can also be easily hidden with certain objects or Brass chairs.
|- style="text-align: center;"
|- style="text-align: center;"
![[File:Steam vent.png]]
![[File:Steam vent.png]]
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|-
|-
|}
|}
===Cyborgs===
===Cyborgs===
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
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==Threats to the Enlightened==
==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.
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.
===[[Blood Cult|Nar-Sian Dogs]] [[File: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]] [[File:Generic_hos.png]][[File:Generic_chaplain.png]]===
===[[Security]] and the [[Chaplain]] [[File:Generic_hos.png]][[File:Generic_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 [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|holy water]] will purge the light of Ratvar from even the most powerful servant's mind, given time.
Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of [[Security]] and [[Chaplain|heretical priests]] is ever-present. A tactical security assault can demolish the most well-prepared servant defences, and the [[Chaplain#Null_Rod|chaplain's holy weapon]] weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and [[Chaplain#GET_BEHIND_ME_NAR-NAR_RATVAR|holy water]] will purge the light of Ratvar from even the most powerful servant's mind, given time.
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