Chaplain: Difference between revisions

Jump to navigation Jump to search
805 bytes added ,  15:45, 20 August 2021
Added important chaplain tips //Wording -Morder
(Updated all the supernatural antagonists descriptions that the chaplain has to fight, as well as removing shadowling and replacing it with heretic. //Tweaked some questionably excessive suggestions and eased readability -Morder //Tuned down suggestions th)
(Added important chaplain tips //Wording -Morder)
Line 31: Line 31:
===Null Rod===
===Null Rod===
The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct [[Blood Cult|Nar'Sian]] and [[Clockwork Cult|Ratvarian]] magic, and certain [[Wizard]] spells as well as heretic mansus. However, it usually can't stop a sword.
The second most important tool in your arsenal, the null rod can be a fair variety of weaponry that makes you immune against direct [[Blood Cult|Nar'Sian]] and [[Clockwork Cult|Ratvarian]] magic, and certain [[Wizard]] spells as well as heretic mansus. However, it usually can't stop a sword.
 
{| class="mw-collapsible mw-collapsed " border="1" style="width:80%" cellspacing="0" cellpadding="2" wikitable"
{| class="mw-collapsible mw-collapsed "wikitable" border="1" style="width:80%" cellspacing="0" cellpadding="2"
|+ class="nowrap" |'''Null Rod Variations'''
|+ class="nowrap" | '''Null Rod Variations'''
! style="width:22%; background-color:#808080; color:#fff" |Weapon
! style="width:22%; background-color:#808080; color:#fff" |Weapon
! style="width:15%; background-color:#808080; color:#fff" |Damage
! style="width:15%; background-color:#808080; color:#fff" |Damage
Line 171: Line 170:


Below are some questions to consider. They are by no means wholly-encompassing, but thinking about these should give you a solid base for further development and hold up to questioning; perhaps write these answers down somewhere, if you want to keep them consistent.
Below are some questions to consider. They are by no means wholly-encompassing, but thinking about these should give you a solid base for further development and hold up to questioning; perhaps write these answers down somewhere, if you want to keep them consistent.
* What is your religion's name?
*What is your religion's name?
* What is your religion's deity (or deities)?
*What is your religion's deity (or deities)?
* How did your religion come to be? Did it have a particular founder?
*How did your religion come to be? Did it have a particular founder?
* Is there a particular or set of holy texts that serve as the foundation of your religion?
*Is there a particular or set of holy texts that serve as the foundation of your religion?
* How big is your religion?
*How big is your religion?
* Is your religion organized? Does it have a leader?
*Is your religion organized? Does it have a leader?
* How do "normal" people relate to the divine? What are they expected to do?
*How do "normal" people relate to the divine? What are they expected to do?
* How do the clergy relate to the divine? What are they expected to do? Are there multiple types, each expected to fill their own roles?
*How do the clergy relate to the divine? What are they expected to do? Are there multiple types, each expected to fill their own roles?
* How do people join the religion? What do they need to do or have to join?
*How do people join the religion? What do they need to do or have to join?
==Duties==
==Duties==
Individual chaplains are free to invent their own specific rituals, but there are some matters shared across all types of chaplain, such as:
Individual chaplains are free to invent their own specific rituals, but there are some matters shared across all types of chaplain, such as:
Line 197: Line 196:


In addition, holy water can be used to bless tiles, denying dark spirits from teleporting onto them. You can tell if a tile is blessed if it glows yellow after a short delay. Generally, you should only bless areas likely to be attacked, such as the [[Bridge]] or [[AI Satellite]]/[[AI Core|Core]].
In addition, holy water can be used to bless tiles, denying dark spirits from teleporting onto them. You can tell if a tile is blessed if it glows yellow after a short delay. Generally, you should only bless areas likely to be attacked, such as the [[Bridge]] or [[AI Satellite]]/[[AI Core|Core]].
===Cultists===
===Cultists===
In spite of how they may otherwise differ, fighting against [[Blood Cult|blood]] and [[Clockwork Cult|clockwork]] cultists tends to be fairly similar. Although you could wait for them to become a real problem and attack with security, it's generally better to stop the problem before it starts. That is, to have security arrest cultists, deconvert them using holy water, and optionally implant them with a mindshield to prevent re-conversion.
In spite of how they may otherwise differ, fighting against [[Blood Cult|blood]] and [[Clockwork Cult|clockwork]] cultists tends to be fairly similar. Although you could wait for them to become a real problem and attack with security, it's generally better to stop the problem before it starts. That is, to have security arrest cultists, deconvert them using holy water, and optionally implant them with a mindshield to prevent re-conversion.


Your null rod does ''45'' extra damage against the constructs of blood cults. It can also be used to cleanse their runes.
Your null rod does ''45'' extra damage against the constructs of blood cults. It can also be used to cleanse their runes.
===Vampires===
===Vampires===
Vampires are creatures of the night that will attempt to suck the blood of your fellow crew. Deducing that you have vampires can be tricky at times, but there are tells to be aware of, such as dead bats in the hallways and/or multiple bloodless bodies in medical. When the threat is confirmed, you should contact Security immediately and begin blessing everywhere that you can with Holy Water, as this will interfere with the Vampire's mobility tool, Jaunt. Personal eye protection and ear protection are also highly recommended, as a vampire's main offensive ability is to petrify and knock you out by making eye contact. When you have successfully apprehended a vampire, try not to kill them but knock them unconscious. If you kill them, they will have a chance to revive and flee. Your first priority with a vampire is to drag them into your Chapel (this can also be used as a deduction tool on suspected vampires) as soon as possible, as they will light aflame and turn to ash when they step foot on sanctified ground, making them unrevivable. Don't feel too bad about doing this, as vampires cannot safely be arrested or contained as long as they can jaunt.
Vampires are creatures of the night that will attempt to suck the blood of your fellow crew. Deducing that you have vampires can be tricky at times, but there are tells to be aware of, such as dead bats in the hallways and/or multiple bloodless bodies in medical. When the threat is confirmed, you should contact Security immediately and begin blessing everywhere that you can with Holy Water, as this will interfere with the Vampire's mobility tool, Jaunt. Personal eye protection and ear protection are also highly recommended, as a vampire's main offensive ability is to petrify and knock you out by making eye contact. When you have successfully apprehended a vampire, try not to kill them but knock them unconscious. If you kill them, they will have a chance to revive and flee. Your first priority with a vampire is to drag them into your Chapel (this can also be used as a deduction tool on suspected vampires) as soon as possible, as they will light aflame and turn to ash when they step foot on sanctified ground, making them unrevivable. Don't feel too bad about doing this, as vampires cannot safely be arrested or contained as long as they can jaunt.
===Wizards===
===Wizards===
Wizards are chaotic spellcasters with a variety of tools to turn the tides in their favor. Your null rod will protect from a majority of their magic, so you are a valuable asset against these masterful murdering mages. Wizards are extremely dangerous to take in alive, so coordinate with Security against the threat, and attempt to kill them through whatever means you have available. They may return through a variety of methods, however, and you must be prepared for every possibility with these dastardly foes. Some wizards may claim that they are friendly, and will attempt to make peace, though they are still Wizards at the core and should be dealt with by the joint effort of yourself and Security.
Wizards are chaotic spellcasters with a variety of tools to turn the tides in their favor. Your null rod will protect from a majority of their magic, so you are a valuable asset against these masterful murdering mages. Wizards are extremely dangerous to take in alive, so coordinate with Security against the threat, and attempt to kill them through whatever means you have available. They may return through a variety of methods, however, and you must be prepared for every possibility with these dastardly foes. Some wizards may claim that they are friendly, and will attempt to make peace, though they are still Wizards at the core and should be dealt with by the joint effort of yourself and Security.
 
===Heretics===
=== Heretics ===
Heretics are dangerous opponents to fight depending on when in the shift you find them. The longer the shift goes on, the more dangerous and powerful these heretics will get, until they ascend and become nigh indestructible. If tears in reality are sighted, contact security for assistance, and have them start searching any potential suspects you see as well as people near transmutation runes. They will usually have their codex and heart on them, and if they have crafted one, a powerful blade that you must take caution with. Heretics can pick one of three paths to go down: ash, flesh, and rust.  
Heretics are dangerous opponents to fight depending on when in the shift you find them. The longer the shift goes on, the more dangerous and powerful these heretics will get, until they ascend and become nigh indestructible. If tears in reality are sighted, contact security for assistance, and have them start searching any potential suspects you see as well as people near transmutation runes. They will usually have their codex and heart on them, and if they have crafted one, a powerful blade that you must take caution with. Heretics can pick one of three paths to go down: ash, flesh, and rust.  


Line 217: Line 212:


Rust heretics spread their rust across the station in a variety of ways, slowly healing on rusted tiles, and can destroy most structures as well as armor that you are wearing. Rust heretic blades inject you with poisonous eldritch water, and have unlimited smoke grenades. When a rust heretic ascends, they will heal incredibly quickly on rust tiles as well as having self spreading rust. Rust heretics are weak to stuns and as such can usually easily be stunned and killed while you get the chance to do damage.  
Rust heretics spread their rust across the station in a variety of ways, slowly healing on rusted tiles, and can destroy most structures as well as armor that you are wearing. Rust heretic blades inject you with poisonous eldritch water, and have unlimited smoke grenades. When a rust heretic ascends, they will heal incredibly quickly on rust tiles as well as having self spreading rust. Rust heretics are weak to stuns and as such can usually easily be stunned and killed while you get the chance to do damage.  
 
=== And More===
===And More===
If [[admin|your god(s)]] hate you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures. Use holy water to prevent their movement and check places with corpses to see it harvesting souls. When it's dead, don't forget to disperse the ashes.
If [[admin|your god(s)]] hate you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures. Use holy water to prevent their movement and check places with corpses to see it harvesting souls. When it's dead, don't forget to disperse the ashes.
==Tips==
==Tips==
*Your bible doesn't just store bottles of booze. It can actually hold a great deal of things, from decks of cards to food to even certain null rods.
*Your bible doesn't just store bottles of booze. It can actually hold a great deal of things, from decks of cards to food to even certain null rods.
*Due to the Mass Driver working on just about anything that can fit on top of it, [[Curator|some]] may want to use it to quickly reach distant ruins.  
*Due to the Mass Driver working on just about anything that can fit on top of it, [[Curator|some]] may want to use it to quickly reach distant ruins.
==The Inquisition==
*Your incinerator will not work without power and can be destroyed. Also make sure whoever you burn does not have important items because those will be destroyed too.
*Hitting a water tank with your bible converts the entire tank's water into holy water.
*While it is true that with a null rod you are immune to most magic it can also counter some types of magic and instead force the spell on the person who cast it.
*During any cult or heretic round you can use your book to get rid of ritual markings.
*'''DO NOT USE RANDOM BODIES WITHOUT SOULS/SSD FOR RITE SACRIFICES.'''
*Your null rod gives you magic resistance, not you. If you lose it, you will lose your combat affinity against the paranormal and, if lost and put into the wrong hands of a [[Blood Cult|certain book club]], it could spell the doom of everyone.
== The Inquisition ==
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won't be keeping an eye on it. You have a null rod, which gives you a leg up - you don't have to purchase a weapon unless you want to. Also don't forget that your bible is a useful storage compartment that won't attract suspicion (but does frequently get searched). You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it's your job, after all.
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won't be keeping an eye on it. You have a null rod, which gives you a leg up - you don't have to purchase a weapon unless you want to. Also don't forget that your bible is a useful storage compartment that won't attract suspicion (but does frequently get searched). You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it's your job, after all.


255

edits

Navigation menu