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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 | *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 | *Cultists draw runes by using their cult dagger. | ||
*Cultists | *Cultists acquire items from prepared spells and structures built from runed metal. | ||
*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. | *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 | *If the Emergency Shuttle docks at Central Command, the crew wins. | ||
*Summoning Nar'Sie will automatically end the round with a cult win. | |||
*Summoning Nar'Sie will automatically | |||
===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]=== | ===[[File:Clockwork_slab.gif|40px|link=Clockwork Cult]] [[Clockwork Cult]]=== |