Blood Cult: Difference between revisions

37 bytes added ,  03:05, 9 June 2014
condensed the cult section a bit
imported>Kdeathlord1
m (Small corrections)
imported>Bandit
(condensed the cult section a bit)
Line 182: Line 182:


=== "I'm not a witch I'm not a witch!" ===
=== "I'm not a witch I'm not a witch!" ===
Starter cultists will generally do three things at the beginning.
* Increase their members via conversion. If you have an escape on the shuttle objective, you have to do this.
* Learn their words via sacrifice. If you want to use any of the above fun runes, you have to do this.
* Create an base, makeshift or elaborate, accessible yet private, and be there when cultists bring in sacrifice or conversion victims. Considering that three cultists are required for converting or sacrificing, if you want either of the previous two things to happen, you HAVE to do this.
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your tome's communication, but do this in private unless you want the captain to stroll by and overhear you.  A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your tome's communication, but do this in private unless you want the captain to stroll by and overhear you.  A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''


Starter cultists will want to do two things at first: increase their numbers via conversion, and learn their words via sacrifice. These are mutually exclusive goals; generally, you will want to do a little bit of both. <span style="color:red;">'''Three cultists are required for sacrifices and converts. They must be standing adjacent to the rune. You cannot convert or sacrifice alone. If you attempt either of these alone, you will fail, your victim will probably escape, and you will singlehandedly doom the entire cult. Teamwork is key!'''</span>
<span style="color:red;">'''REMINDER: Three cultists are required for sacrifices and converts. They must be standing adjacent to the rune. You cannot convert or sacrifice alone. If you attempt either of these alone, you will fail, your victim will probably escape, and you will singlehandedly doom the entire cult. Teamwork is key!'''</span>


There are two ways to learn words. The first is brute-force trial and error: adding translation guesses to your tome and seeing what you get. Trying to use a rune you scribed with incorrect translations does a great deal of brute damage, but all proper runes always have fixed colors and sprites, while incorrect runes are random colors (except armor runes, which will always be random colors.)
====Sacrifice====
Technically it is possible to learn words via brute-force trial and error: adding guesses at translations to your tome and seeing what you get. Using a rune scribed with incorrect words does a great deal of brute damage, but all proper runes (with the exception of armor) have fixed colors.


The second way to learn words, and the one you will rely on most, is sacrifice.
However, you will more often rely on sacrifice. The easiest way:


====Sacrifice====
* Spawn a tome and get a stun talisman. Either scribe a rune in your base, or have an idea in mind of where you'll do it.
The easiest way to sacrifice is as follows. Spawn a tome and get a stun talisman. Put down a rune in a hard-to-find and secure location. '''Tell the rest of the cult your plans and the location of the rune so [[Beyond the impossible|they can be there when you need them]].''' Find someone alone, and click on them with the stun talisman -- other ways work, but the victim may be able to scream for help. They'll collapse for a long while, and you can cuff them, remove their headset, take them to your base, pull them over the sacrifice rune where two other cultists are hopefully waiting, and invoke the rune by clicking it with an empty hand.
* '''Tell the rest of the cult your plans and the location of the rune/base so [[Beyond the impossible|they can be there when you need them]].'''  
* Find someone alone, and click on them with the stun talisman -- other ways work, but the victim may be able to scream for help. They'll collapse for a long while.
* Cuff them, remove their headset, and drag them to your base.
* Pull your victim over the sacrifice rune with two other cultists waiting nearby, and invoke the rune by clicking it with an empty hand.


For your efforts, Lord Nar-Sie will grant you a word, and the soul of the sacrificed human will be trapped in a soulstone, which can be turned into a [[construct]] if an empty shell is available. Sacrifices also leave a pile of bones and scattered gibs, which you should clean up or hide if you don't want an [[assistant]] or [[security officer]] to find them.
For your efforts, Lord Nar-Sie will grant you a word, and the soul of the sacrificed human will be trapped in a soulstone, which can be turned into a [[construct]] if an empty shell is available. Sacrifices also leave a pile of bones and scattered gibs, which you should clean up or hide if you don't want an [[assistant]] or [[security officer]] to find them.
Line 198: Line 208:


====Conversions====
====Conversions====
Conversion works much like sacrifice. There are two ways to get converts: roleplay and convince someone to join you, praying they don't immediately rat you out to security; or (far less risky) find someone alone, kidnap them with a stun talisman or other method, bring them to your rune where two other cultists are waiting (right?) and click the convert rune with an empty hand. Conversions leave no evidence besides the rune, which can be removed.  
Conversion works much like sacrifice. There are two ways to get converts: roleplay and convince someone to join you, praying they don't immediately rat you out to security; or kidnap them as above and drag them to a convert rune. Conversions leave no evidence besides the rune, which can be removed.  


Humans are not the only beings that can become followers of Nar-Sie. Particularly lucky or ambitious cultists may be able to gain [[xeno]] allies, and who knows what else?
Humans are not the only beings that can become followers of Nar-Sie. Particularly lucky or ambitious cultists may be able to gain [[xeno]] allies, and who knows what else?
Line 248: Line 258:
Enter: the chaplain! The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs -- and if not, water tanks are plentiful and no one ever uses them except for this. Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less.
Enter: the chaplain! The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs -- and if not, water tanks are plentiful and no one ever uses them except for this. Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less.


The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't ''rely'' on cultists being tied up, but this makes it much more difficult for the cultist to vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail, so don't let that happen.
The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't ''rely'' on cultists being tied up, but this makes it much more difficult for the cultist to vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail.


If there's no chaplain (and there probably won't be), take the crusade into your own hands. Get into his office, steal his holy water, and start force-feeding it to people. Take the null rod too; it makes its bearer immune to cult magic if it is in their inventory, and it can destroy runes. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum, cultism or gun cargo.
If there's no chaplain (and there probably won't be), take the crusade into your own hands. Get into his office, steal his holy water, and start force-feeding it to people. Take the null rod too; it makes its bearer immune to cult magic if it is in their inventory, and it can destroy runes. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum, cultism or gun cargo.
Line 274: Line 284:
Remember those PDA logs? You can use them too. Check the PDA messages of everyone you search. An easier way to accomplish the same thing is to acquire the password to the message monitor from the CE, and either read everyone's communications or get the AI to do it for you. If you see something suspicious, investigate it. Often there will be that one cultist who goofs and uses their PDA.
Remember those PDA logs? You can use them too. Check the PDA messages of everyone you search. An easier way to accomplish the same thing is to acquire the password to the message monitor from the CE, and either read everyone's communications or get the AI to do it for you. If you see something suspicious, investigate it. Often there will be that one cultist who goofs and uses their PDA.


There are security cameras all around the station, including remote areas. Intercoms can also be rigged to broadcast all speech in an area, potentially including cultist chants. If you're the [[warden]] or someone else who isn't actively patrolling, take advantage of this. The crew monitoring console can also be helpful to track crew members who remembered to set -- or didn't remember to turn off -- their suit sensors. Anyone with bridge access can use it. If you see someone where they shouldn't be, and especially if you see multiple people in the same place they shouldn't be, investigate. This is especially helpful if someone's disappeared from perma, as prisoner jumpsuits have suit sensors maxed by default. '''''<span style="color:red;">Note that jumping to conclusions based on accumulated damage is considered metagaming and will probably get you banned.</span>'''''
There are security cameras all around the station, including remote areas. Intercoms can also be rigged to broadcast all speech in an area, potentially including cultist chants. If you're the [[warden]] or not actively patrolling, take advantage of this. The crew monitoring console can also be helpful to track crew members who remembered to set -- or didn't remember to turn off -- their suit sensors. Anyone with bridge access, or a cooperative AI, can use it. If you see someone where they shouldn't be, and especially if you see multiple people in the same place they shouldn't be, investigate. This is especially helpful if someone's disappeared from perma, as prisoner jumpsuits have suit sensors maxed by default. '''''<span style="color:red;">Note that jumping to conclusions based on accumulated damage is considered metagaming and bannable.</span>'''''


=== Combat mechs are overpowered ===
=== Combat mechs are overpowered ===
If the RD and robos are well-protected or implanted, a mech or two can stamp out a cult if they plan carefully enough. Bonus points if you get the RD department into Security so that the mech builds are utterly safe. Note that mechs can be countered easily by the cultists with EMP talismans and runes, so this relies on the cult being ill-prepared.
If the RD and robos are implanted or friendly, a mech or two can stamp out a cult if they plan carefully enough. Bonus points if you get the R&D department into Security so that the mech builds are utterly safe. Note that mechs can be countered easily by the cultists with EMP talismans and runes, so this relies on the cult being ill-prepared.


=== Hulk with x-ray vision is even more overpowered ===
=== Hulk with x-ray vision is even more overpowered ===
Anonymous user