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→‎link=Cult magic Blood Cult: Wow this section is old
(→‎Heretic: added reason for exclusion)
(→‎link=Cult magic Blood Cult: Wow this section is old)
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A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:
A vile magic '''cult of brainwashed acolytes''' has infiltrated the station, and it is up to Security and the Chaplain to stop them. Somewhat similar to revolution, with some exceptions:


*There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with a 3-use talisman, which can summon an arcane tome.
*There are no defined "Cult heads" unless one gets chosen, all cultists are equal; each original cultist starts with 10 runed metal and a cult dagger.
*Cultists draw runes from their own blood, requiring arcane tomes to do so.
*Cultists draw runes by using their cult dagger.
*Cultists draw on pieces of paper using their own blood (and taking ''some'' brute damage) to gain cult items and powers. Most of the time they have to resort to the drawn runes, though.
*Cultists acquire items from prepared spells and structures built from runed metal.
*Drawn runes do a number of effects covered in [[cult magic]].
*Cultists can use the dagger to cast a number of spells or draw runes with powerful effects.
*The shuttle is possible to call and will end the round. Having a number of cultists escape on it is one of the possible objectives.
*The shuttle is possible to call and will end the round with a cult loss. Cultists can delay the shuttle for three minutes twice (for a total of 6 minutes) using a shuttle curse.
*Cultists will have to sacrifice a specific target on an offering rune to gain the ability to summon Nar'Sie.


'''Game Ending Conditions:'''
'''Game Ending Conditions:'''


*If the Emergency Shuttle docks at Central Command without the Cult completing their objectives, the crew wins.
*If the Emergency Shuttle docks at Central Command, the crew wins.
*If the Emergency Shuttle docks at Central Command and the Cult complete their objectives, the Cult wins.
*Summoning Nar'Sie will automatically end the round with a cult win.
*Summoning Nar'Sie will automatically call the shuttle with a 3 minute arrival time.


===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]===
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