Cult: различия между версиями

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>Chada1
м (Added as per skill policy.)
>La Villa Strangiato
(condenses some sections into "starting out", they/them's narsie)
 
(не показано 18 промежуточных версий 7 участников)
Строка 1: Строка 1:
{{wip}}
{{JobPageHeader
|headerbgcolor = black
|headerfontcolor = red
|stafftype = ENEMY
|imagebgcolor = Gray
|img_generic =Generic_cultist.gif
|img =Generic_cultist.gif
|jobtitle = Cultist
|access = Anywhere you had before your conversion or can sneak into.
|difficulty = <font style="color:red;">'''Medium'''</font>
|superior = <font style="color:red;">'''NAR'SIE, GEOMETER OF BLOOD'''</font>
|duties = Pray to your Dark Lord and supply Them with converts, servants, artifacts, and sacrifices. If They will it, summon the Geometer of Blood to this mortal coil!
|guides = This is the guide
}}


You knew you were special, ever since the day you were shown the light. You kept it a secret in your heart; now, you can contain it no longer. Armed with Their gift, a precious book written in Their sacred tongue, you begin your dark work.


You knew you were special, ever since the day you were shown the light. You kept it a secret in your heart; now, you can contain it no longer. Armed with His gift, a precious word in His sacred tongue, you begin your dark work - no one will leave the station alive.
The cultists are a group of fanatical worshippers of Nar'sie, the Geometer of Blood. For whatever reason, they have chosen this shift as the moment when they will reveal their dark purpose.


The cultists are a group of fanatical worshipers of Nar-sie, the Geometer of Blood. For whatever reason, they have chosen this shift as the moment when they will reveal their dark purpose. They will tolerate only two sorts of people: those who worship the Dark God, and those who are dead.
'''Extended skillset - Your god imbues you with the ability to fight with the tools he provides.'''
 
== Starting Out ==
You spawn as usual in your workplace area; your chatbox will indicate you have spawned as a Cultist. To coordinate with your fellow cultists OOCly, you should talk in <code>AOOC</code> to decide on a gimmick, or ask questions about mechanics. And Cult has a ''lot'' of mechanics.
 
You can distinguish your allies by the tiny green skull over their head, and regular crewmembers have no inherent way of knowing you are a cultist. To speak over long distances with your fellow cultists, you can use a communication talisman. It's best to keep a few of the talismans on you whenever you can. You can also talk in Cult Common (the prefix is <code>,f</code>) locally, but it's obvious to anyone watching that this is a very strange language.


'''Extended skillset - Your god imbues you with the ability to fight with the tools he provides.'''
If you feel the need to beseech Nar'sie, using the <code>Pray</code> verb for direction is never a bad option, though a reply is not always guaranteed.
 
You begin with a '''tome''', which allows you to scribe runes from your own blOoOoOOOOOoOoood. This tome is the key to most of your cult powers, and it also looks pretty evil, so don't lose it and keep it out of sight! Remember that when you scribe a rune or create a talisman, it's ''very obvious''. Create runes in the shadows of maintenance!
 
Your mechanical goal is to summon Nar'sie, a ship-destroying force of cosmic evil. When Nar'sie is summoned, the round is more or less ended, as They destroy any tile they touch. Therefore, your roleplay goal can be whatever you want; converting a high-value target, stealing a valuable artifact, setting up a base on a nearby asteroid, the like.
 
'''A final note:''' If you want to check on whether a potential convert is antagonist-banned from Cult, has their preferences for Cult on, or are already another antagonist, use the <code>Appraise Offering</code> verb in the IC tab. It's also polite to ask in <code>LOOC</code> before converting someone!
 
== Quick Start Guides ==
 
 
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
=== I have seen the terrible truth!  How do I Cultist? ===
<div class="mw-collapsible-content">
 
* As soon as you submit to conversion, your character's old goals are gone, and you are devoted to the service of Nar'Sie.  Pursue your goals with trickery, force, and most importantly, teamwork; but remember that it's okay to lose, so long as everyone got a thrilling and fun experience out of it. 
* Your allies will have a green skull above them.  Regular crewmembers have no way of inherently knowing you are a cultist.
* Use communication runes to coordinate.  You can also talk in Cult Common (,f) locally, but it's obvious to observers that this is a very strange language.  AOOC is good for making general plans and asking questions about game mechanics and lore.  Communicate early and often - keep at least a few communication talismans with you!
* If you didn't spawn with one, ask your new friends to make you a tome of your own ASAP; you can't draw runes without it!
* Don't leave floor runes on the ground without reason; there can only be 25 at one time.  Use talismans; they're unlimited.
* Figure out how to ditch your job responsibilities ASAP without looking too suspicious so you can work on your goals before the shift ends.
* Use Teleport runes and talismans to establish a safe house.  Have an Artificer spookify the place, building and destroying walls and doors as needed.
* Use the Tome and click "Scribe a Rune" to draw runes.  Since what you're doing is plainly visible, audible, and freaky, only do so in a secluded area, away from cameras.  The Tome is visible on your sprite when you hold it.  You lose a very tiny amount of blood when drawing, but otherwise you don't take damage.  To use a rune, click it with an empty active hand.  To erase or configure runes, use the tome on the rune.  The entries in "Read the Tome" may be inaccurate. 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">Here are the most useful runes. <div class="mw-collapsible-content">
* Conversion.  Makes new cultists out of non-cultists on the rune.  Or if they resist, eventually burn them to death.
* Communication.  Allows you to broadcast a message to all cultists.  Remember to state your name each time, as the spell won't identify you.  Do so in private, if you care about stealth; you speak a freaky chant when activating.  Extremely useful.
* Forging.  Gives you tough armor and a deadly weapon, and lets constructs heal themselves and change what type they are.
* Summon Soul Stone.  Capture a player's soul when they are in crit.
* Construct.  Makes a shell you can put a filled soul stone in to turn it into a construct that will obey the cult.  Constructs have a variety of useful abilities, generally aren't affected by atmospherics or gravity, and can destroy walls and doors.
** The Artificer construct can make a forge for you to turn your robes and small oxy tank into a insulated voidsuit and big oxy tank, red pylons that act as turrets when an animal is sacrificed to them, and altars for you to heal.
** The Wraith construct can phase through walls all around the station and have decent damage; send them on spying, sabotage, and assassination missions.
** The Juggernaut construct is immune to small amounts of damage, can destroy walls and doors in half the hits, deals as much damage as a cult sword, can reflect bullets, and has very high health.
* Wall.  Makes an impenetrable wall that can be turned on and off only by cultists.
* Tome summoning.  Give this to new cultists ASAP!
* Teleportation.  To teleport!  Examine a rune to see what network it's on; use a tome on a rune to configure its network.  It will teleport you to a random floor rune besides the one you used in the network.  Cooldown is 5 seconds.
* Incapacitation.  Stuns non-cultists in a 5 tile radius.
* Talisman creation.  With a clean piece of paper on the rune, makes portable versions of compatible runes drawn next to it, so you can do magic on the go.  Click a talisman with another talisman for compact storage; leave a few unbundled and renamed for quick access. Might want to make a folder out of a box (use the box when it's empty to unfold it) to store your talismans.
* Blindness.  Blinds non-cultists in a 3 tile radius, and leaves them with blurry vision afterwards for a while.
* EMP.  EMP's the surrounding area.  2 tile radius on floor, 1 tile radius on talisman.  Doesn't affect cultists or their belongings.
* Geometer:  Summon Nar'Sie.  Needs 9 cultists around the rune; apparitions don't count, but constructs do.
* Runes not listed here:  Apparition, Revival, Cultist summoning, Deafening, Blood boil, Blood drain, Freedom, Ethereal, Sacrificial, Concealment, Revealing, Visibility.  View [https://wiki.aurorastation.org/index.php?title=Cult&action=submit#The_Runes The Runes] below to learn more.
 
</div>
 
</div>
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
=== My soul's been trapped in a Construct, what do? ===
 
<div class="mw-collapsible-content">
 
* You serve the cult and Nar'Sie.  Do what they say.
* You don't care about atmospherics; at worst, decompression might move you some.  You also don't fall or slip.
* If you're the first construct made this round, choose Artificer.
* You can change what type of construct you are by activating a Forging rune drawn on the ground by a friendly cultist.  This also resets your spell cooldowns and heals you completely.
* You have spells in the upper right corner of your HUD and in your Spells tab.
* You can destroy walls, doors, and windows by attacking them.  Wraith and Artificer can destroy a reinforced plasteel wall in 9 hits, and a regular wall in 2; Juggernaut can do the same in 4 and 1 hits.  Certain walls don't have floors under them; when destroyed, they will vent the area to space.  Take advantage of this abilty, combined with the Artificer's constructions, to reshape and deny areas as you see fit. 
* You know two languages:  Cult (,f) and Occult (,y).  Only Cultists and other constructs understand Cult.  Use Occult to broadcast to all constructs.  You can also use AOOC to talk to fellow antags OOCly.
* Your three options are:
# Artificer:  You have 50 health and do 5-15 damage.  Use your spells often!
#:* Create a Daemon Forge in a safe place as the first thing.  This lets cultists upgrade their armor into insulated voidsuits, letting them take advantage of vented areas and avoid electrocution.
#:* Pump out as many altars as you can; the cultists can heal themselves at them.
#:* Base-building tools
#::- Cultify Area, while converting doors, removes their ID locks.  Handy!
#::- Lesser Construction builds walls.
#::- Create floor... makes a culty floor.  Works on space tiles.
#::- Red Pylons shed dim light.  They can turn into turrets by click-dragging a small-ish animal onto them, then killing the animal.  Mice, monkeys, slimes, and department pets are good candidates.
#:*You can ignore the rest of the spells.  Cultists can already make these things faster than you, but you can help if you like.
# Wraith:  You have 100 health, move decently fast, and do 25 damage.  Use Phase Shift (lets you move through walls for 5 seconds) to traverse the station.  Has a short cooldown.  If you land in a wall, you get pushed out.  With Phase Shift, you can go anywhere in the station and wreak havoc; spy on the enemy, assassinate crewmembers, set up passageways for infiltration, vent key areas, etc etc...
# Juggernaut:  You have 400 health, move slowly, and do 30 damage.  You can make a tile impenetrable by using your Shield spell; good for dealing with cowards using ranged weapons.  Phases out after 25 seconds; cooldown is 30 seconds.  Ranged brute damage attacks (i.e. bullets) against you have a 70-80% chance of being deflected off of you, reducing their damage by 70%.  You destroy walls, windows, and doors very quickly, which makes you good for breaching fortified areas.
 
</div>
 
</div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
 
=== I was a ghost, but then I stood on a rune, and now I'm an Apparition! ===
 
<div class="mw-collapsible-content">
 
Fresh Apparition?  Here's a rundown:
 
You have 300 health, can't be stunned, can't fall or slip, don't care about atmospherics other than being maybe moved by wind, and can't go into crit. 
 
You can only speak and understand Cultish.
 
Ask your masters for a robe, sword, and tome to start you off, and ask them what they want you to do. 
 
You can use runes and tools just like a crewmember cultist, too (see [https://wiki.aurorastation.org/index.php?title=Cult&action=submit#Cultist Cultist]), but you can't help summon Nar'Sie.  Make sure the person who summoned you has access to plenty of brute damage healing and stays conscious so they can sustain your existence (if nothing else, bother the resident Artificer to make altars so they can heal).  Without aid, your summoner will go from full health to crit in 5 minutes.  If you die, the cultist can summon you again, so long as another ghost doesn't get picked.
 
</div>


== Your Objectives ==
</div>
As with all antagonists, you do not have any set-in-stone objectives. However, you differ from most antagonist types in that you are commonly driven toward certain goals:


# Pleasing Nar-sie. Murder and/or terrorize the crew, steal a mass of souls, or even bring the Geometer Himself into the world of man.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
# The conversion, whether by will or by force, of the crew into the cult.
=== My soul was stolen, and now I'm a Shade. ===
# General mayhem.
<div class="mw-collapsible-content">
Beg your master to just make a construct shell and let you be a construct. You're Ian with an attack and the ability to speak Cult. Sorry.


== Weapons of the Faith ==
</div>
You begin the round with an inscribed sheet of paper, and knowledge of a special word. You are, otherwise, indistinguishable from any other member of the crew.


=== Inscribed Paper ===
</div>
The paper in your bag is vital to your round. It contains a number of spells that will replicate cult magic, including the ability to summon a tome, outfit yourself with cult armor, and more. Additionally, it can be used to create a soulstone, which is the only way you can obtain one without the aid of a construct.


It is highly recommended that your first actions with the paper are as follows:
== The Runes ==


# Summon an arcane tome.
===Important Notes===
# Use the "coordination" spell and introduce yourself to the cult. You can state as much or as little about yourself as you want, but make sure you share your known cult word with the others (check your Notes in the IC tab if you forget).


=== Arcane Tome ===
Before you dive in, here are some important notes regarding runes:
The Arcane Tome is the most important weapon in your arsenal. Without it, you are just a madman gibbering mindlessly about nothing. The Tome does not appear on your character sprite - however, it will show up if you are examined. You should consider keeping your Tome concealed, unless you are playing the dreaded Peacecult. The Arcane Tome has three functions that turn the tide of a Cult round:


* '''Read the Tome''': Displays a treatise (found in Cult Magic), informing the player how to decipher the runes.
* There can only be twenty-five floor runes in existence at any one time.  If you do not need a rune to stay somewhere, such as a wall or teleportation rune, it is highly advised to make a talisman of it instead or erase any other floor runes once you are done with them. Talismans have no limit.
* '''Scribe a Rune''': Using the words you have learned, create one of several different runes, allowing you to cast powerful spells.
* '''Notes''': The cult meta-game. This is where you assign a true meaning to each occult word, which in turn unlocks cult runes.


The Tome's primary use is to create runes. However, it also performs the following functions:
* You cannot draw a rune on another rune. You can, however, do things like have a rune under a grille, door, or bookcase, and then use it by viewing the turf with alt+click.


:; Using the Tome on a rune.
* Null rods are capable of protecting their holder from the effects of most runes, and allows the bearer to destroy cult artifacts with ease.
: This will instantly erase the rune. Used to hide evidence, or to clear mistakes when attempting to decipher the words.


:; Using the Tome on another Tome.
* The act of creating a rune is very obvious, with a large message, loud sound, and drip of blood made whenever you start making one.  Make sure to do so only in privacy.
: You will be prompted to copy your notes to the target Tome. Used to share notes (when the Communicate rune is unavailable), quickly arm manifested ghosts, or prepare a backup Tome in case yours is lost.


== Your Dark Work Begins ==
* To erase or configure a rune, use a tome on it.  Use alt+click to view the turf if you're having trouble targeting the rune.
You are ready to begin. How you spread the Unholy Word of the Geometer of Blood is up to you, but you should be aware of the numerous options you have available as a child of Nar-sie.


=== Identifying the Cult ===
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
No one can tell a cultist by their appearance, but you know. You are instilled with the knowledge, whether by coordination before the shift, or sheer strength of faith. Identify your brothers and sisters by the sickly green skull on their HUD. As constructs are created and more crew are converted to the cause, they will obtain skulls of their own.


=== Running the Runes ===
===Sentience Runes===
The Arcane Tome is the means of core Cult play; the Runes are the end. Cultists of Nar-sie can produce several runes to produce magical effects, ranging from psychic communication, to blinding everyone in sight, to bringing the Geometer Himself into the mortal world.
<small>These runes relate to the creation of workers and soldiers for your infernal army. You can brainwash the Unenlightened to submit to the Dark Lord's will and aid your cause, use captured souls to spawn solid ghosts and power eldritch constructs, beckon restless spirits into terrifyingly durable bodies, and even bring back the dead... though not always with the soul they started with.</small>
<div class="mw-collapsible-content">


When you begin the round, you will know only one word. A skillful Cultist will immediately share this word with their kindred, by using their [[File:cult_paper.png]]paper to ''coordinate with other members of the Cult''.
Note: It is good practice to LOOC with your victim to confirm whether they are willing to participate as an antagonist.


<div style="margin: 0 auto; width: 50%; font-weight: bold; color: #f00;">Greetings, cult, my name is Joe Baldie, the Assistant. I am honored to be chosen to perform His dark work. My word is "ego", which means "destroy" in the mortal tongue.</div>
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Conversion
|style="text-align:left"| Convert crew to your cause by putting them on the rune and hoping they submit before they die.
|style="text-align:left"| Via force or guile, get a convertee onto the rune.  Target will visibly writhe in and experience pain unless they can't feel pain; this usually means being berserk, having a mutation, or on oxycodone.  They also take 5-20 burn damage, start hallucinating, and get a dialog to submit or resist. <br /> <br />If they resist or hesitate for more than 10 seconds, the target takes increasing burn damage.  Burn gets worse the longer they resist or hesitate, accompanied by messages describing their blood boiling as corruption forces its way into their body and mind.  After anywhere from 40 seconds to 2 and a half minutes, they start to seriously hallucinate and take brain damage along with the burn, with descriptions of their mind turning to ash as they begin to see a dark and incomprehensible figure.  Damage and hallucination is taken every 10 seconds. <br /> <br />Can't be converted if they are dead.  If they submit, they will be healed of their hallucination and brain damage, but not burn.  If the target can't be culted due to account age, already being a different kind of antag, or due to jobban, they will be gibbed.  Can be used on most humanoid species, dionae, IPCs, golems, and monkeys.
|No
|No
|-
!Construct
|style="text-align:left"| Makes a demonic machine frame, ready to host a captured soul and serve Nar'Sie.
|style="text-align:left"| The rune makes a shell for making a construct.  Use a filled soul stone (see below) on it to make either a Juggernaut, Wraith, or Artificer.  They fly, so they don't care about atmospherics knocking them over, and they also don't breathe.  They can't see in the dark, and radiate darkness.  They all have the same attack speed.  Draw a Forging rune to let your constructs heal themselves and change what kind of construct they are.  All constructs can be healed by Artificers.<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
Expand for an overview of the constructs.
<div class="mw-collapsible-content">
*Juggernaut:  400 health.  30 damage per punch.  Slow.  Damage to it is reduced by 10 (maybe?  maybe not).  Smashes a reinforced plasteel wall in 4 hits, regular wall in 1, girder in 1.  Energy projectiles have a high chance of being deflected, reducing damage to the Juggernaut by 70% and redirecting the projectile somewhere within 3 tiles, possibly back at the one who fired it.  Can create an impenenetrable wall for 25 seconds via the Shield spell.
*Wraith:  100 health.  25 damage per punch.  Smashes a reinforced plasteel wall in 9 hits, regular wall in 2, girder in 1.  Fast.  Radiates less darkness than a juggernaut.  Can walk through walls for 5 seconds via the Phase Shift spell. 
*Artificer:  50 health.  10 damage per punch.  Smashes a reinforced plasteel wall in 9 hits, regular wall in 2, girder in 1.  Fast.  Radiates less darkness than a wraith.  Can repair other constructs by clicking on them.  Has several spells, useful for base-building and support.<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">Expand to view Artificer spells.<div class="mw-collapsible-content">
**Cultify area.  Turns walls, floors, tables, grilles and doors into cult versions.  Notably, doors become daemon stone doors- no ID needed.  Once per 40 seconds.<br />
**Create empty shell.  Same as the Construct rune.  Once per three minutes.<br />
**Lesser construction.  Makes a wall.  Same as a steel wall, except cult flavored wall and girders.  Once per ten seconds.<br />
**Create floor.  Turns any floor into a cult floor, including space.  Once every two seconds.<br />
**Summon soulstone.  Same as the soul stone creation rune.  Once every five minutes.<br />
**Red Pylon.  Makes Pylons, which cast dim, red light.  They can be upgraded with monkeys, slimes, rats, dogs, giant spider, small alien wildlife, walking tomatoes, walking mushrooms, lizards, foxes, chickens, goats, penguins, crabs, corgis, cats, carp, shades, parrots, bees, diona nymph, borers, and wizard familiars, by dragging and dropping the creature on the pylon, then killing it, to shoot lasor beams.  Pew pew!  Once turreted, it can't be moved.  They do 3.5 damage twice a second with some armor piercing, and do 10 damage twice a second with more armor piercing and repair themselves if you shoot them with an energy weapon.  They are immune to non-brute or explosion damage.  Can be repaired by artificers.  Once every twenty seconds.<br />
**Create daemon forge.  Spawn a forge that lets you reforge some things into other nifty things, such as cult robes and hoods into voidsuits, small oxy tanks into large ones, books into tomes, metal swords into cult swords, desk lamps into red pylons, and regular backpacks into cult backpacks.  Once every ten minutes. <br />
**Create altar.  Spawn an altar that lets cultists heal themselves of 20 damage, fixing broken tendons, bones, and arteries, every 2 minutes, per cultist, per altar.  Once every ten minutes.<br /></div></div>
|Yes
|Yes
|-
!Soul Stone Creation
|style="text-align:left"| Makes a soul stone, for capturing souls.
|style="text-align:left"| Soul Stone:  Used to trap souls to make Shades or constructs.  Use it on a dying or dead mob to capture their soul.  Can be used on most humanoid species, dionae, IPCs, golems, and monkeys.  Cannot be used on silicons, non-humanoids, animals, anyone infested by cortical borers, SSD people, or apparitions.  Can only hold one soul.  Use to release the trapped soul as a Shade; click the Shade to put it back in.  Use a soul stone on a construct shell to put the soul into it.  Disappears after use.<br /><br />Shade:  50 health.  Deals 5-15 damage.  Understands all languages.  Can't fall.  Can travel up and down if the way isn't blocked, no ladders required.  Has collision like a solid mob.  Doesn't get hungry.  Decent speed.  Other than that?  It's Ian.
|Yes
|Yes
|-
!Apparition
|style="text-align:left"| A ghost standing on the rune is turned into a robust ally, at the cost of slowly draining your life.
|style="text-align:left"| Any one ghost standing on this rune when activated, and isn't jobbaned from cult, will become an apparition.  The summoning cultist doesn't have to stay on the rune, but they take one brute damage every three seconds - 100 damage every 5 minutes - while the apparition exists (except dionae, they take two damage and lose nutrition).  Falling unconscious or being SSD will destroy the apparition and allow you to summon another one (so use the SLEEP verb if you wish to get rid of yours).  If you have a piece of paper on the rune when activated, and write >Name< on the paper (including the ><), the apparition will take on that name.  It seems a cultist can have multiple of these active at one time, but make sure you have the means to heal yourself of the damage.  Two or three altars are capable of keeping up with the damage from one rune.
*Apparitions:  300 health.  Can use armor, tools, and machinery like a human.  Doesn't feel pain, breathe, fall over, or have blood, and can't be stunned, poisoned, scanned in a body scanner, or go into crit or have an object embedded in them.  They have incredible stamina, letting them fight for much longer.  They can also sprint twice as long as a human, but only at 70% of the speed of a human.  Cannot help summon Nar'Sie. 
|No
|No
|-
!Revival
|style="text-align:left"| Sacrifice a corpse to bring back the dead... though not necessarily with the original soul.
|style="text-align:left"| The sacrifical corpse and the corpse to revive must both be on the rune, as well as a ghost.  The sacrifice cannot be one you have an objective to sacrifice.  If no ghost is on the rune, a message will be broadcast to deadchat alerting them of the revival attempt.  When the conditions are met, the sacrificial corpse will be gibbed, and the corpse to be revived will be possessed by the ghost and will be cultist.
|No
|Yes
|}


Open your Arcane Tome and open the Notes section, selecting your known word and assigning a meaning to it. Be sure to repeat the process when you learn the other words. Using the charts found in Cult Magic, you play a sort of decryption game, in which you must assign meanings to unknown words and then attempt to create their associated runes, until you are sure all true meanings are known.


</div>


Scribing a rune will require you to cut yourself, and leave lasting bruises. Additionally, the runes themselves are bizarre and often mistaken for blood. For this reason, it is important that you perform your experiments in secrecy, away from the prying eyes of Security and the AI. To use the rune, make sure your active hand is empty, then simply click it. Runes may be stacked one on top of the other, unless they are duplicate runes, in which case the older rune is erased. Be sure to alt+click the tile with the rune in case there are multiple runes.
</div>


If you manage to decrypt every occult word, it is vital that you share your knowledge with the rest of the cult. You will have access to the Communicate rune at this point, making this process very easy.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">


=== Converting to the Cause ===
===Summoning Runes===
Crew members may be converted to the cult by forcing or coercing them to stand on a Convert rune. Using the rune while the non-cult player stands on top will prompt them to resist conversion. If you brought them by force, it is highly unlikely they'll be eager to join you!


If your conversion is successful, you will have another crazed ally to fight by your side. Be sure to equip them with one of your holy Arcane Tomes, and share your cult's current plans with them.


=== Capturing Souls ===


One common strategy for Cultists is to attack the crew and capture their souls, thus creating an army of demonic machines. With a fully-deciphered Arcane Tome, you will not need the inscribed paper you began the round with very often. However, this paper allows you to summon a soulstone, which is the only means of obtaining one before you have built an Artificer construct. If you intend to capture souls, you should also use the paper to create a shell as well. This will appear as an empty suit of armor, and often looks highly suspicious to non-cultists.
<small>These runes relate to creation of tools, weapons, armor, and obstacles, as well as making use of Redspace for transporting and even rescuing cultists. Also included is the most important rune of them all, used to finally pierce the veil and bring Nar'Sie into this reality.</small>
<div class="mw-collapsible-content">


Creating a construct requires a living player at critical health, and a nearby construct shell. With the soulstone in your active hand, click their body to capture their soul. Then, click on the construct shell and you will be prompted to create a construct. Don't create that Juggernaut just yet - the Artificer can create additional soulstones and shells!
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Forging
|style="text-align:left"| Dresses you in armored cult robes and gives you a deadly sword.
|style="text-align:left"| So long as the body slots are free, dresses you in a cult hood, backpack, robes, and boots, and gives you a sword.  The armor can be turned into a voidsuit using a daemon forge provided by an artificer. Allows constructs to change what type they are. 
*Armor details:  Melee 50, Bullet 30, Laser 50, Energy 20, Bomb 25, Bio 10, Rad 0; protects against stunning/electrocution from tasers and stun batons; doesn't protect the hands.  The boots silence your footsteps.
*Voidsuit details:  Melee 60, Bullet 50, Laser 30, Energy 15, Bomb 30, Bio 30, Rad 30, protects against stunning/electrocution including the hands, allowing it to act as insulated gloves.  Slows you down like a regular RIG suit. 
*Sword details:  30 damage, 10 when thrown, can slowly destroy steel walls, damages internal organs, protects against shock when breaking electrified windows, can be stored on your belt, or in the armor slot of robes/voidsuit.
|Yes
|Yes
|-
!Wall
|style="text-align:left"|  Makes an impenetrable wall, toggleable only by cultists.
|style="text-align:left"|  Using the rune causes an impassable red blur to appear on the tile, and causes two brute damage to the user.  Clicking the blur makes the blur go away and the rune visible again, causing another two brute damage.  The blur becomes invisble when a Concealmeant rune is used, and visible again when a Revealing rune is used.
|No
|No
|-
!Tome summoning
|style="text-align:left"| Summons an arcane tome, for backup or to give to new acolytes.
|style="text-align:left"| Summons a tome.  The tome does 5-20 silent burn damage when hitting the Unenlightened on any intent - good for executing and sacrificing without drawing too much attention.
|Yes
|Yes
|-
!Cultist summoning
|style="text-align:left"| Three cultists sacrifice their blood to summon a fellow acolyte from anywhere on the station to them.
|style="text-align:left"| Requires at least 3 cultists to activate. Select your target from the list, and if they are not bound (in the ways that the Freedom rune neutralizes) they will appear on the rune laying down.  Unlimited range.  If only three cultists activated, the activators are stunned for 6-12 seconds and weakened for 2.  Additionally, the activators take brute damage equal to 25 divided by the number of activators divided by two, rounded down.
|No
|Yes
|-
!Teleportation
|style="text-align:left"| Teleport to another teleport rune in a messy fashion.
|style="text-align:left"| When you create the rune, it will assigned randomly to a network, visible when you examine it - the four networks are Vernuth, Koglan, Irgros, or Akon.  Use your tome on the rune to change which network it belongs to.  When you use the rune, it will randomly pick one of the other runes on the same network and take you to it, blood and gibs spattering out of both runes as you are sucked through Redspace.  You must wait five seconds before teleporting again.  The floor runes do not disappear on use, but the talismans are either one use only, or have a time window of usability after it's first used. Make sure to configure which network the talisman's rune goes to before you create the talisman.  Only floor runes are valid destinations.  Teleportation runes only work on the station.
|Yes
|No, except for talismans
|-
!Geometer
|style="text-align:left"| Summons Nar'Sie.
|style="text-align:left"| Only needs one rune, but needs nine or more cultists surrounding it.  Apparitions don't count, though constructs and people revived via Revival do.  Must be activated on the station itself.
|No
|Yes, but won't work a second time
|}


With an Artificer at your side, you have the means to create a demonic machine army. However, remember that this is a very aggressive playstyle that converts players into slaved antagonists. Consider using this sparingly if you want to keep the round fun for others, and try warning over LOOC before you begin.
</div>


=== Remaining Unseen ===
</div>
Your cult is unknown to outsiders, but before the night is over, all will know of Nar-sie. Still, a little prudence goes a long way. Cult implements are often visually sinister, consisting of black books and bloody motifs. You should take care to conduct your experimentation and conversions in secluded areas. Maintenance halls are good for this, but firefighting closets and the Incinerator are not only secluded, but have only one exit and no cameras.


Good, responsible roleplayers will likely be suspicious of your runes and Tomes but not jump immediately into action, opting instead to investigate - but remember, the moment you emerge with battle-robes and dark energy swords, all bets are off!
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
===Offense Runes===
<small>These runes are the bread and butter of His army, allowing them to blind, deaf, and stun their enemies, destroy technology, boil their blood, and even transfer their life essence to you.  Important to note is that these runse only affect non-cultists.</small>
<div class="mw-collapsible-content">


==== Erasing Runes ====
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
Use the Arcane Tome on a rune to erase it.
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Blindness
|style="text-align:left"| Blinds non-cultists for a decent duration.
|style="text-align:left"| Within three tiles, blind non-cultists for 40 seconds, blur vision for 100 seconds.  Twice that time if talisman.  If floor rune, has 10% to permanently blind, 5% chance to permanently blur vision.  The rune won't expend itself unless there is a non-cultist nearby.
|Yes
|Yes
|-
!Deafening
|style="text-align:left"|  Deafens non-cultists for a considerable duration.
|style="text-align:left"|  As a floor rune, deafens non-cultists in a 1 tile radius for 100 seconds, and has a 1% chance to permanently deafen.  As a talisman, deafens non-cultists in a 5-tile radius for 200 seconds.
|Yes
|Yes
|-
!Incapacitation
|style="text-align:left"| Confuses, silences non-cultists for a short duration, and freezes them for a very short duration.
|style="text-align:left"| Confuses for 20 seconds, silences for 15 seconds, and makes them stand still and do nothing for 2 seconds.  Affects non-cultist carbon-based mobs (includes IPCs) in 3 tiles as a talisman.  As a floor rune, has a range of 5 tiles, and additionally knocks people down for 2 seconds.  Silicons are knocked down for 3 seconds and silenced for 30.
|Yes
|Yes
|-
!EMP
|style="text-align:left"| Send out an EMP blast in a short range.
|style="text-align:left"| Disables all technology and damages silicons.  Floor rune has a radius of 2 tile, talisman rune has a radius of 1 tile.  Doesn't affect anything held by cultists.
|Yes
|Yes
|-
!Blood Boil
|style="text-align:left"| Boil the blood of a non-cultist unlucky enough to be on the rune.
|style="text-align:left"| Requires at least 3 cultists standing next to it.  Deals 50 brute and 50 burn to the victim on the rune.  The cultists take 15 brute each.  May or may not activate all nearby blood boil runes when one rune is activated.  If so, then it makes a good trap to lure people into.  Otherwise, it's only good for weakening sacrifices or executions. Remember that straight up killing someone should generbe a last result; ahelp before doing so.
|No
|Yes
|-
!Blood Drain
|style="text-align:left"| Drain the blood of your enemy, and put in into yourself.  Does not heal.
|style="text-align:left"| You and a non-cultist must stand on these runes.  Deals 10 brute and 10 burn damage to the victim, and transfers 10 units of their blood to you.  May or may not activate all nearby blood drain runes when one rune is activated.
|No
|Yes
|}


==== The Hide Rune ====
</div>
Using a Hide rune will hide all runes within a small radius, including the Hide rune itself. Use a Reveal rune to reverse this effect.


==== The Teleport Runes ====
</div>
The Teleport runes are tricky, but incredibly powerful parts of the Cult arsenal. There are two types of Teleport runes: self and other, each of which require only two occult words to use: ''travel self'', and ''travel other'' respectively. When scribing these runes, you will be prompted to select a keyword from your list of occult words. This keyword is used to link one Teleportation rune to another.


===== Example =====
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">
Joe Baldie is the Head of Personnel, conspiring with Sue Floorlength, the Research Director.
===Utility Runes===
<small>These runes do not fit into any other category.  With these, you can speak across distances with your brothers and sisters, free a cultist of their chains from a distance, briefly leave your body, and even spill the blood of your victims to gain your god's approval.</small>
<div class="mw-collapsible-content">


Sue has sabotaged numerous doors on the Research Outpost and taken out cameras in the warehouse areas. She creates a Teleport rune with the keyword "hell". Using the Communicate rune, she informs all cultists that there is now a "hell" waypoint that leads to "a safe place".
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Communication
|style="text-align:left"| Broadcast messages to your fellow acolytes.
|style="text-align:left"| Use it, type your message, and hit enter to broadcast a message to all cultists.  It's bugged so that the recipient hears the message as though it's coming from themselves, so make sure to announce your name each time you use this.  If you don't want to send a message, just type nothing and you will keep the rune.
|Yes
|Yes
|-
!Freedom
|style="text-align:left"|  Frees a fellow acolyte from restraints, remotely.
|style="text-align:left"|  Requires three cultists to activate.  Unlimited range.  Unbuckles, uncuffs, unmuzzles, and un-straitjackets the target, unwelds, unlocks and opens any lockers the target is in the same tile as, and unlocks and opens any locked doors the target is within 2 tiles of.
|No
|Yes
|-
!Ethereal
|style="text-align:left"| Be a ghost.
|style="text-align:left"| Your body is frozen on the rune, and takes 10 brute damage per 10 seconds.  A special message announces you to the ghosts, so they may have an idea you're not just an ordinary one.  Use this time to recruit for manifestations, pump ghosts for info, and scout.  Don't forget to toggle darkness in the Ghost tab, and ghost sight/ears in the Preferences tab.
|No
|No
|-
!Sacrificial
|style="text-align:left"| Sacrifice a body to appease your god.
|style="text-align:left"| Put a non-cultist body on the rune, have three or more cultists nearby, activate, and the body gibs.  Used to satisfy objectives, or as a hardcore form of Pray.  (Though make sure to Pray before and afterwards, this rune doesn't seem to generate an admin message.)  The sacrifice is deemed worthy if it is sufficient "rarity" (vaurca, diona, skeleton, apparition (!), zombie, shadow, golem, slime person, and terminator ), or just on a 80% success die roll, 40% if the sacrifice is dead.  Must be humanoid, or have/be a brain, braincase, robot, or intellicard.
|No
|No
|-
|}


Joe puts a Teleport rune in the room between his office and the Command meeting rune, and also uses the keyword "hell". Now, whenever any cultist uses either Teleport rune, they will instantly travel to the other.
</div>


===== A Mistake to Avoid =====
</div>
Frank Robustitude is the Warden. Following the above example, he is about to be discovered with a dead body by the Security force. He panics and creates a Teleport rune of his own in the Holodeck, also using the keyword "hell". Now, though Frank intends to escape to the Research Outpost, he has entangled the teleports. He is randomly teleported to the HoP's console room, instead. To make things worse, if he tries to teleport again, he might return to the scene of the crime. Even worse, if he fails to correct this mistake or share it with the Cult, they may unwittingly teleport themselves right into the middle of armed, angry Security guards!


For this reason, it is very important that you coordinate as often as possible, to make sure your teleportation links are not ruined.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%; background:#d4c9c9">


=== Spilling Blood in His Name ===
===Metarunes===
Cultists are notoriously robust, with lots of powerful offensive options at their disposal. Your first instinct may be to use the Armor rune (or summon armor with your paper) and start contributing prized specimens to Nar-sie's severed head collection.
<small>These runes alter other runes.  These runes let you imprint runes on paper so you can take them with you, let you hide and unhide runes, and see hidden runes (and possibly other hidden things).</small>
<div class="mw-collapsible-content">


Your Cult Blade might be obscenely powerful, but remember that it's a melee weapon! With teamwork and skill, Security can put you down before you can get a swing in (unless you're a manifested ghost, then you can likely take a nuclear warhead to the face and live). Not only that, but stabbing people left and right is the exact opposite of a fun and interesting round.
{| class="wikitable sortable" style="width:100%; text-align:center" border="1" align="center" cellspacing="0" cellpadding="0"
! scope="col" style='background-color:#a60000;' width="1%"|Name
! scope="col" class="unsortable" style='background-color:#a60000;' width="12%"|Summary
! scope="col" class="unsortable" style='background-color:#a60000;'|Detail
! scope="col" style='background-color:#a60000;' width="1%"|Can make Talisman?
! scope="col" style='background-color:#a60000;' width="1%"|Disappears after use?
|-
!Talisman creation
|style="text-align:left"| Create portable runes.
|style="text-align:left"| Creates a talisman by putting a piece of clean paper on the rune, then drawing the rune you want to talismanify next to the creation rune.  The talisman can be activated by using it.  You can clip talismans together for easier storage, and even write on them (once created) to label them, as they're still paper.  In fact, you can even disguise a talisman by making it the second in a stack of other normal papers.  You may rename your talismans (right click->rename paper) so you know which is which, perhaps using a code to obfuscate its purpose to anyone who captures one.  They can also be stored in folders (made by using an empty box, then using the resulting cardboard).
|No
|No
|-
!Concealment
|style="text-align:left"|  Hides runes from all but ghost sight.
|style="text-align:left"|  Makes runes in a four tile radius as invisible as ghosts.  Has the same radius when used as a talisman.
|Yes
|Yes
|-
!Revealing
|style="text-align:left"|  Reveals Concealed runes.
|style="text-align:left"|  Reveals any runes hidden with Concealment within 6 tiles if a floor rune, or 4 tiles if a talisman.
|Yes
|Yes
|-
!Visibility
|style="text-align:left"|  Gives you the sight of the ethereal undead.
|style="text-align:left"|  Lets you see invisible things almost as a ghost would.  Most practically, you can see runes hidden with Concealment anywhere you're able to see, and check if ghosts are standing on your Apparition or Revival runes.  You only get a second or so of this sight, so you have to spam the rune.
|No
|No
|-
|}


==== Blindness, Deafness, Stun, and EMP ====
</div>
The bread and butter of your magical attacks are the Blind, Deaf, Stun, and EMP runes. These do exactly what they sound like, within a medium-sized range of where the rune was activated. It is important to remember that these runes affect everyone: non-cultists, cultists, and even the person who used the rune. It is highly recommended you not use a stun rune when the ERT has just shot a grenade.


==== Wall ====
</div>
The Wall rune is incredibly powerful, forming an excellent means to block the opposition's path. Make sure that you use the rune after you place it down - it does not activate automatically. Any Cultist can re-activate the rune to toggle the wall on and off. Wall runes combined with a Hide run are a frustrating and extremely effective way to form choke points and barriers.


==== Manifest ====
== Dark Tools, Dark Strategy ==
The Manifest rune allows you to pull a ghost into the living realm, animating them for a short time to do your bidding. Manifested ghosts act just like players (they can manipulate objects, and count as Cult for the purposes of using Tomes/runes), but are highly stun-resistant and very robust.
You begin the round with an arcane tome book. You are, otherwise, indistinguishable from any other member of the crew.


To use a Manifest rune, you must be standing on top of it. When a player's ghost is also atop the rune, using the rune will pull them into a randomly-generated human body. You can repeat this for as many ghosts as will come to your rune. Again, '''both you and the ghost ''must'' stand on the rune together'''. Stepping off of or erasing the rune will instantly destroy any ghosts you have manifested in this manner.
It is highly recommended that your first actions with are as follows:


Ghosts are prompted to follow the wishes of their master (you), but it is useful to give them directives, otherwise they have a tendency to wander off and murder people, which may or may not be what you want. Truly skilled Cultists will spawn several Tomes, copy their notes to them, and numerous sets of armor before summoning ghosts, allowing their armory to mobilize almost immediately!
# Use a communication rune in a secluded, camera-less area to introduce yourself to the cult ICly.  You can state as much or as little about yourself as you want.  Be warned that the Unenlightened, if they can see you, will hear you chant in your dark language when doing this.
# Use AOOC (like OOC, but with an A for Antag in front) to figure out what general plan you want to pursue with your allies, and ask questions about how the cult works.  Remember, no IC information!


==== Blood Boil ====
=== Remaining Unseen ===
The Blood Boil rune's effect is straightforward: get a victim onto the rune, and then use it. Their blood will, as its name implies, boil violently in their veins, doing severe damage. When a Blood Boil rune is used, every single rune of the same type will activate at once. If you manage to kill 3+ people this way, it is rumored Nar-sie Himself will award you a trophy.
Your cult is unknown to outsiders, but before the night is over, all will feel the power of Nar’sie. Still, a little prudence goes a long way. Cult implements are often visually sinister, consisting of black books and bloody motifs. Should you wish to remain unseen, take care to conduct your magicks and conversions in secluded, camera-less areas.  Bathroom stalls, dorms, firefighting closets, maintenance, the adult section in the library, and the construction site are all publicly accessible, relatively secluded, and have no cameras.


Multiple cult using the same rune will ''vastly'' increase the damage it does, ranging from severe impairment to outright death. Note that forcing the resistance to run into a bottlenecked chamber with a Wall and Blood Boil rune is a quick way to get banned.
Good, responsible roleplayers may find your runes and Tomes strange, suspicious, or even indicative of insanity, but will not jump immediately into action, opting instead to investigate. But remember, the moment you emerge with battle-robes and dark energy swords, all bets are off!


Blood Boil is a tricky rune to use and doesn't often allow for counterplay. You should always adminhelp if you're unsure about using it.
=== Spilling Blood in Their Name ===
Cultists are notoriously robust, with lots of powerful offensive options at their disposal. Your first instinct may be to use the Armor rune and start contributing prized specimens to Nar-sie's severed head collection.


==== Blood Drain ====
Your Cult Blade might be obscenely powerful, but remember that it's a melee weapon! With teamwork and skill, Security can put you down before you can get a swing in (unless you're a manifested ghost, then you can likely take a nuclear warhead to the face and live). Not only that, but stabbing people left and right is the exact opposite of a fun and interesting round.
Blood Drain works similarly to Blood Boil: namely, it requires a victim to stand on top of the rune; using the rune will also activate all runes of its type. Draining a victim's blood will heal you for some brute damage. There are numerous risks with using this rune, see the rune's Cult Magic entry for more information.


=== Playing by Man's Rules ===
=== Playing by Man's Rules ===
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However, take note of the following risks:
However, take note of the following risks:


# Attempting to convert a player sends them a message describing the agonizing pain they are going through. More often than not, this is a very quick way to get Security called on you.
# Attempting to convert a player sends them a message describing the agonizing pain they are going through, as they writhe on the ground visibly in pain. More often than not, this is a very quick way to get Security called on you.
# You may be outright ignored. See: playing the Chaplain. Nothing is more frustrating than trying to recruit followers to summon your all-powerful murdergod, only to be snubbed by the Tajara as they flirt with one another in Hydroponics.
# You may be outright ignored. See: playing the Chaplain. Nothing is more frustrating than trying to recruit followers to summon your all-powerful God of Blood, only to be snubbed by the Tajara as they flirt with one another in Hydroponics.
# Most Cult players go into the round expecting mayhem and murder. More often than not, they'll simply reject your crazy plot.
# Some Cult players go into the round expecting mayhem and murder; they may simply reject your idea.


If you manage to make Peacecult work, this can often be one of the most hilarious experiences in Baystation 12. Good luck! Bonus points if you talk the ERT into joining!
If you manage to make Peacecult work, this can be quite a hilarious experience. Good luck! Bonus points if you talk the ERT into joining!


== Surviving the Cult ==
== Surviving the Cult ==
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=== Identifying the Occult ===
=== Identifying the Occult ===
Identifying the Cult is difficult. They have been very secretive about their religion, and it is impossible for your character to recognize it. You have never heard of Nar-sie in your life. Those Tomes sure look sinister! But then again, so does your average Dungeons & Dragons sourcebook. You might confront Joe Baldie and ask him why he's got bruises all over his head, but characters accidentally battering themselves with toolboxes is commonplace, so don't be surprised if your commanding officer tells you to let him go.
Identifying the Cult is difficult. They have been very secretive about their religion, and it is impossible for your character to recognize it. You have never heard of Nar-sie in your life. Those Tomes sure look sinister! But then again, so does your average Dungeons & Dragons sourcebook.


''Remember that just as the Cult is obligated to make the round fun and challenging for you, you are also obligated to do the same.''
''Remember that just as the Cult is obligated to make the round fun and challenging for you, you are also obligated to do the same.''


* You have no earthly idea what the runes are. They are not "obviously evil". Calling for Blue Alert or interrogating nearby crew at the first sight of a rune is poor play.
* You have no earthly idea what the runes are. They are not "obviously evil". Calling for Blue Alert or interrogating nearby crew at the first sight of a rune is poor play.
* Arcane Tomes are just that: weird books. Unless they were used to bash the IA Agent's brains in, they are not suspicious.
* Arcane Tomes are just that: weird books. Unless they were used to bash the Central Command Internal Affairs Agent's brains in, they are not suspicious.
* Cult robes might sling off bullets, but they don't look armored. They're pretty kooky, though. They could have been a missing costume shipment, or maybe the Chaplain got drunk and flung off his clothes.
* Cult robes might sling off bullets, but they don't look armored. They're pretty kooky, though. They could have been a missing costume shipment, or maybe the Chaplain got drunk and flung off his clothes.
* Cult Blades are as or more suspicious than fuel-tank bombs. They're vicious, incredibly sharp swords that glow and thrum like energy blades. Just touching them makes you feel horrendously ill, twisting your heart and filling your head with poisonous thoughts. If you're the Detective, consider these the holy grail of evidence.
* Cult Blades are as or more suspicious than fuel-tank bombs. They're vicious, incredibly sharp swords that glow and thrum like energy blades. Just touching them makes you feel horrendously ill, twisting your heart and filling your head with poisonous thoughts. If you're the Detective, consider these the holy grail of evidence.


Obviously, the onus is on the Cult to be discreet about their misdeeds. You won't be prompted if they scribe a rune (you merely see it appear), but checking them and seeing fresh wounds is very fishy. Watching a Cultist disappear is obvious grounds for investigation. When in doubt, play it safe, try to think rationally and realistically, and don't be afraid to adminhelp if you need a second opinion.
Obviously, the onus is on the Cult to be discreet about their misdeeds. It will be immediately obvious if one draws a rune, but this in and of itself is nothing more than unsanitary graffiti; the cultist barely pricks their finger. Watching a Cultist disappear is obvious grounds for investigation. When in doubt, play it safe, try to think rationally and realistically, and don't be afraid to adminhelp if you need a second opinion.


=== Striking Back ===
=== Striking Back ===
The Cult wears extremely high-quality armor, and their swords can sever a limb in only one or two hits. For Security (or in the event of a militarized civilian crew), it is vital that you wear riot armor, or any other gear which excels at absorbing melee brute damage. Tasers and stun batons are nearly worthless against the armored Cult!
The Cult wears extremely high-quality armor, and their swords can send someone into crit with four hits. For Security (or in the event of a militarized civilian crew), it is vital that you wear riot armor, or any other gear which excels at absorbing melee brute damage. Tasers and stun batons are nearly worthless against the armored Cult!
 
If the Cult is smart, their robes will have been upgraded to allow them to go into space, and will have built turrets in their strongholds.  The turrets do burn damage; ablative armor will still work against their beams.  Do not shoot the turrets with lasers- this will only make them more powerful!
 
They also may have created eldritch constructs - recognizeable as floating, spiky metal contraptions.  They can all destroy walls and doors; some can phase through walls, while others are so durable that bullets bounce off them.


Depending on the extremity of their assault, the Cult may or may not present a severe threat. Calling the ERT is a reasonable response once people begin losing their spinal cords.
Depending on the extremity of their assault, the Cult may or may not present a severe threat. Calling the ERT is a reasonable response once people begin losing their spinal cords.


==== Wall Runes ====
==== Wall Runes ====
You may come across a strange patch of air that seems impenetrable - there might be a rune there, or not, if the Cult was clever enough to hide it. Trying to shoot the Cultists through this invisible barrier is a quick way to be laughed at! You can cut through the real, solid walls in an attempt to get around, but be warned that the Cult can erect their Wall runes much faster than you can slice through the station.
You may come across a strange blurry patch of red air that seems impenetrable - there might be a rune there, or not, if the Cult was clever enough to hide it. Trying to shoot the Cultists through this invisible barrier is a quick way to be laughed at! You can cut through the real, solid walls in an attempt to get around, but be warned that the Cult can erect their Wall runes much faster than you can slice through the station.


The only way to remove a Wall rune is to have the Chaplain neutralize it, or hope you're lucky enough to catch the Cult with the wall down.
The only way to truly remove a Wall rune is to have the Chaplain neutralize it, or hope you're lucky enough to catch the Cult with the wall down.


=== The Chaplain ===
=== The Chaplain ===
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== Tips & Tricks ==
== Tips & Tricks ==
* Command members, as with most antagonist types, are extremely dangerous in Cult. The Captain and Head of Personnel, in particular, can hand out all-access ID cards like candy.
* Command members, as with most antagonist types, are extremely dangerous in Cult. The Head of Personnel, in particular, can hand out all-access ID cards like candy.
* Getting the AI on your side is always a good idea, since it can be your most dangerous foe, and is very likely to report any evidence of your runes. Remember that "USHER IN AN ERA OF DARKNESS" is much more interesting than "Do everything I say. Do not report this law."
* Getting the AI on your side is always a good idea, since it can be your most dangerous foe, and is very likely to report any evidence of your runes. Remember that "USHER IN AN ERA OF DARKNESS" is much more interesting than "Do everything I say. Do not report this law."
* If you want to really generate some chaos and panic, try scribing tons of Armor runes and leaving Cult goodies at multiple publicly-accessible places in the Station. Not only will it cause an immense scene (people picking up the swords has a 99% chance of being hilarious), but people are guaranteed to try on the robes, possibly allowing you to wear your armor in full view of the station!
* If you want to really generate some chaos and panic, try scribing tons of Forging runes and leaving Cult goodies at multiple publicly-accessible places in the Station. Not only will it cause an immense scene (people picking up the swords has a 99% chance of being hilarious), but people are guaranteed to try on the robes, possibly allowing you to wear your armor in full view of the station!
* Use a Teleport Other rune at the point where objects come to rest in the Cargo Disposals conveyor belt. Keep three Cultists on the other side of the rune and teleport trash to your location at random.
* Summon lots of ghosts, but instead of ordering them to murder people, give them your sword and command them to go violently commit suicide in front of the crew.
* Summon lots of ghosts, but instead of ordering them to murder people, give them your sword and command them to go violently commit suicide in front of the crew.
* Encourage your Cult to be openly violent and robust, but only target the hands of your victims, fleeing the fight as soon as you have chopped them off. This allows them to live, thus keeping them in the round (and able to RP!), and is still very likely to make Nar-sie smile.
* Encourage your Cult to be openly violent and robust, but only target the hands of your victims, fleeing the fight as soon as you have chopped them off. This allows them to live, thus keeping them in the round (and able to RP!), and is still very likely to make Nar-sie smile. (Note, limb severing doesn't seem to work on Aurora Station.)
 
* The Wall rune is incredibly powerful, forming an excellent means to block the opposition's path. Make sure that you use the rune after you place it down - it does not activate automatically. Any Cultist can re-activate the rune to toggle the wall on and off. Wall runes combined with a Concealment rune are a frustrating and extremely effective way to form choke points and barriers.
== History ==
* Be careful to note that if you create more than one valid destination rune in a teleportation network, using that network's rune will randomly pick between the available destinations. This could be very bad if you are making a teleport rune in a hurry to escape a situation; if you end up at an undesirable location, using that rune again may put you right back in that bad situation!  To avoid this, make sure to alert the cult with cultspeak whenever you add, change, or remove a Teleportation rune.
 
* If no one else is manufacturing talismans, it may be a good idea to make some yourself and pass them out to your fellow acolytes.  
In 2450 a Xenoarchaeologist expedition following explorer reports discovered ancient ruins hidden on the surface of an otherwise dead planet, labeled Xeron 4 in the Xeron star system. Alliance explorers had reported a large structure on the surface of the planet during a routine scouting mission. The following 12-person expedition discovered a massive subterranean structure beneath what was found to be a partially destroyed pyramid. The structure stretched deep underground, with probes estimating its full size and depth to be over 4 miles in total area.  
* Recommended talismans to keep on you:  teleport, communication, incapacitation, EMP, and tome summoning.
 
 
From the design of the structures, xenoarchaeologist soon theorized that it was a colossal, underground city surrounding one single place of worship. The underground labyrinth of carved out living areas were surrounding a single massive chasm carved from the rock, in which sat artifacts and columns covered in an unknown language. In the center a staircase of obsidian lead up to an altar slab, which expedition members claim defied attempts to date.
 
 
What happened next is debated by Alliance investigators. According to survivor accounts, one of the scientists began acting strange, and disappeared suddenly. After an hour of searching, she was eventually found inside a library full of rotted books, showing signs of psychological distress. She was taken from the temple to the ships medbay, and the doctor for the mission discovered that she had inflicted self-harm, cutting herself with one of the blades from the complex. She then allegedly attacked the doctor when he attempted to take the weapon from her, seriously wounding him and escaping the ship. Upon the return of three of the expedition members, they discovered she had begun drawing runes from the language of the temple all over the ship, using the blood of the deceased doctor.
 
 
Inside the temple itself, two expedition scientists were investigating the library. Most of the books were rotted from advanced age, and could not be handled without being destroyed. One archaeologist did manage to recover a tome, but investigation into its contents was delayed by more members of the expedition succumbing to psychological distress after handling temple artifacts.
 
 
The only two survivors, Dr. Jamaal Farah and the ship's pilot Lilly Carmichael, managed to escape the temple after the other expedition members suddenly turned violent. Their account holds that their partners began chanting in an unknown language, and self-mutilated. They witnessed several scientists drawing runes on the walls and floors with their own blood. Dr. Farah alleges that he saw one of the other expedition members attempting to escape with them being dragged up the steps of what he originally theorized was a sacrificial altar.  
 
 
Following their escape and recovery by Alliance authorities, both members were questioned about the incident. Horrified by their account, Alliance authorities dispatched a team to arrest the rest of the expedition, but Alliance officials breaching the temple and conducting a thorough search found every member left behind had died after their oxygen supplies ran out.
 
 
Sealing the temple and blacklisting the star system, its existence remains suppressed. Both Dr. Farah and Lilly Carmichael were eventually released, with Dr. Farah allowed to keep the book he discovered in the temple library on his person after an examination of it yielded nothing suspicious.


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{{Antagonists}}
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[[Category: Jobs]] [[Category:Antagonists]] [[Category:Pages]]

Текущая версия от 01:15, 10 ноября 2023

ENEMY
Должность
не определена


Cultist

Руководители: NAR'SIE, GEOMETER OF BLOOD
Сложность: Medium
Обязанности: Pray to your Dark Lord and supply Them with converts, servants, artifacts, and sacrifices. If They will it, summon the Geometer of Blood to this mortal coil!
Руководства: This is the guide
Доступ: Anywhere you had before your conversion or can sneak into.
Альтернативные названия: Отсутствуют

Файл:F19.png


You knew you were special, ever since the day you were shown the light. You kept it a secret in your heart; now, you can contain it no longer. Armed with Their gift, a precious book written in Their sacred tongue, you begin your dark work.

The cultists are a group of fanatical worshippers of Nar'sie, the Geometer of Blood. For whatever reason, they have chosen this shift as the moment when they will reveal their dark purpose.

Extended skillset - Your god imbues you with the ability to fight with the tools he provides.

Starting Out

You spawn as usual in your workplace area; your chatbox will indicate you have spawned as a Cultist. To coordinate with your fellow cultists OOCly, you should talk in AOOC to decide on a gimmick, or ask questions about mechanics. And Cult has a lot of mechanics.

You can distinguish your allies by the tiny green skull over their head, and regular crewmembers have no inherent way of knowing you are a cultist. To speak over long distances with your fellow cultists, you can use a communication talisman. It's best to keep a few of the talismans on you whenever you can. You can also talk in Cult Common (the prefix is ,f) locally, but it's obvious to anyone watching that this is a very strange language.

If you feel the need to beseech Nar'sie, using the Pray verb for direction is never a bad option, though a reply is not always guaranteed.

You begin with a tome, which allows you to scribe runes from your own blOoOoOOOOOoOoood. This tome is the key to most of your cult powers, and it also looks pretty evil, so don't lose it and keep it out of sight! Remember that when you scribe a rune or create a talisman, it's very obvious. Create runes in the shadows of maintenance!

Your mechanical goal is to summon Nar'sie, a ship-destroying force of cosmic evil. When Nar'sie is summoned, the round is more or less ended, as They destroy any tile they touch. Therefore, your roleplay goal can be whatever you want; converting a high-value target, stealing a valuable artifact, setting up a base on a nearby asteroid, the like.

A final note: If you want to check on whether a potential convert is antagonist-banned from Cult, has their preferences for Cult on, or are already another antagonist, use the Appraise Offering verb in the IC tab. It's also polite to ask in LOOC before converting someone!

Quick Start Guides

I have seen the terrible truth! How do I Cultist?

  • As soon as you submit to conversion, your character's old goals are gone, and you are devoted to the service of Nar'Sie. Pursue your goals with trickery, force, and most importantly, teamwork; but remember that it's okay to lose, so long as everyone got a thrilling and fun experience out of it.
  • Your allies will have a green skull above them. Regular crewmembers have no way of inherently knowing you are a cultist.
  • Use communication runes to coordinate. You can also talk in Cult Common (,f) locally, but it's obvious to observers that this is a very strange language. AOOC is good for making general plans and asking questions about game mechanics and lore. Communicate early and often - keep at least a few communication talismans with you!
  • If you didn't spawn with one, ask your new friends to make you a tome of your own ASAP; you can't draw runes without it!
  • Don't leave floor runes on the ground without reason; there can only be 25 at one time. Use talismans; they're unlimited.
  • Figure out how to ditch your job responsibilities ASAP without looking too suspicious so you can work on your goals before the shift ends.
  • Use Teleport runes and talismans to establish a safe house. Have an Artificer spookify the place, building and destroying walls and doors as needed.
  • Use the Tome and click "Scribe a Rune" to draw runes. Since what you're doing is plainly visible, audible, and freaky, only do so in a secluded area, away from cameras. The Tome is visible on your sprite when you hold it. You lose a very tiny amount of blood when drawing, but otherwise you don't take damage. To use a rune, click it with an empty active hand. To erase or configure runes, use the tome on the rune. The entries in "Read the Tome" may be inaccurate.
Here are the most useful runes.
  • Conversion. Makes new cultists out of non-cultists on the rune. Or if they resist, eventually burn them to death.
  • Communication. Allows you to broadcast a message to all cultists. Remember to state your name each time, as the spell won't identify you. Do so in private, if you care about stealth; you speak a freaky chant when activating. Extremely useful.
  • Forging. Gives you tough armor and a deadly weapon, and lets constructs heal themselves and change what type they are.
  • Summon Soul Stone. Capture a player's soul when they are in crit.
  • Construct. Makes a shell you can put a filled soul stone in to turn it into a construct that will obey the cult. Constructs have a variety of useful abilities, generally aren't affected by atmospherics or gravity, and can destroy walls and doors.
    • The Artificer construct can make a forge for you to turn your robes and small oxy tank into a insulated voidsuit and big oxy tank, red pylons that act as turrets when an animal is sacrificed to them, and altars for you to heal.
    • The Wraith construct can phase through walls all around the station and have decent damage; send them on spying, sabotage, and assassination missions.
    • The Juggernaut construct is immune to small amounts of damage, can destroy walls and doors in half the hits, deals as much damage as a cult sword, can reflect bullets, and has very high health.
  • Wall. Makes an impenetrable wall that can be turned on and off only by cultists.
  • Tome summoning. Give this to new cultists ASAP!
  • Teleportation. To teleport! Examine a rune to see what network it's on; use a tome on a rune to configure its network. It will teleport you to a random floor rune besides the one you used in the network. Cooldown is 5 seconds.
  • Incapacitation. Stuns non-cultists in a 5 tile radius.
  • Talisman creation. With a clean piece of paper on the rune, makes portable versions of compatible runes drawn next to it, so you can do magic on the go. Click a talisman with another talisman for compact storage; leave a few unbundled and renamed for quick access. Might want to make a folder out of a box (use the box when it's empty to unfold it) to store your talismans.
  • Blindness. Blinds non-cultists in a 3 tile radius, and leaves them with blurry vision afterwards for a while.
  • EMP. EMP's the surrounding area. 2 tile radius on floor, 1 tile radius on talisman. Doesn't affect cultists or their belongings.
  • Geometer: Summon Nar'Sie. Needs 9 cultists around the rune; apparitions don't count, but constructs do.
  • Runes not listed here: Apparition, Revival, Cultist summoning, Deafening, Blood boil, Blood drain, Freedom, Ethereal, Sacrificial, Concealment, Revealing, Visibility. View The Runes below to learn more.

My soul's been trapped in a Construct, what do?

  • You serve the cult and Nar'Sie. Do what they say.
  • You don't care about atmospherics; at worst, decompression might move you some. You also don't fall or slip.
  • If you're the first construct made this round, choose Artificer.
  • You can change what type of construct you are by activating a Forging rune drawn on the ground by a friendly cultist. This also resets your spell cooldowns and heals you completely.
  • You have spells in the upper right corner of your HUD and in your Spells tab.
  • You can destroy walls, doors, and windows by attacking them. Wraith and Artificer can destroy a reinforced plasteel wall in 9 hits, and a regular wall in 2; Juggernaut can do the same in 4 and 1 hits. Certain walls don't have floors under them; when destroyed, they will vent the area to space. Take advantage of this abilty, combined with the Artificer's constructions, to reshape and deny areas as you see fit.
  • You know two languages: Cult (,f) and Occult (,y). Only Cultists and other constructs understand Cult. Use Occult to broadcast to all constructs. You can also use AOOC to talk to fellow antags OOCly.
  • Your three options are:
  1. Artificer: You have 50 health and do 5-15 damage. Use your spells often!
    • Create a Daemon Forge in a safe place as the first thing. This lets cultists upgrade their armor into insulated voidsuits, letting them take advantage of vented areas and avoid electrocution.
    • Pump out as many altars as you can; the cultists can heal themselves at them.
    • Base-building tools:
    - Cultify Area, while converting doors, removes their ID locks. Handy!
    - Lesser Construction builds walls.
    - Create floor... makes a culty floor. Works on space tiles.
    - Red Pylons shed dim light. They can turn into turrets by click-dragging a small-ish animal onto them, then killing the animal. Mice, monkeys, slimes, and department pets are good candidates.
    • You can ignore the rest of the spells. Cultists can already make these things faster than you, but you can help if you like.
  2. Wraith: You have 100 health, move decently fast, and do 25 damage. Use Phase Shift (lets you move through walls for 5 seconds) to traverse the station. Has a short cooldown. If you land in a wall, you get pushed out. With Phase Shift, you can go anywhere in the station and wreak havoc; spy on the enemy, assassinate crewmembers, set up passageways for infiltration, vent key areas, etc etc...
  3. Juggernaut: You have 400 health, move slowly, and do 30 damage. You can make a tile impenetrable by using your Shield spell; good for dealing with cowards using ranged weapons. Phases out after 25 seconds; cooldown is 30 seconds. Ranged brute damage attacks (i.e. bullets) against you have a 70-80% chance of being deflected off of you, reducing their damage by 70%. You destroy walls, windows, and doors very quickly, which makes you good for breaching fortified areas.

I was a ghost, but then I stood on a rune, and now I'm an Apparition!

Fresh Apparition? Here's a rundown:

You have 300 health, can't be stunned, can't fall or slip, don't care about atmospherics other than being maybe moved by wind, and can't go into crit.

You can only speak and understand Cultish.

Ask your masters for a robe, sword, and tome to start you off, and ask them what they want you to do.

You can use runes and tools just like a crewmember cultist, too (see Cultist), but you can't help summon Nar'Sie. Make sure the person who summoned you has access to plenty of brute damage healing and stays conscious so they can sustain your existence (if nothing else, bother the resident Artificer to make altars so they can heal). Without aid, your summoner will go from full health to crit in 5 minutes. If you die, the cultist can summon you again, so long as another ghost doesn't get picked.

My soul was stolen, and now I'm a Shade.

Beg your master to just make a construct shell and let you be a construct. You're Ian with an attack and the ability to speak Cult. Sorry.

The Runes

Important Notes

Before you dive in, here are some important notes regarding runes:

  • There can only be twenty-five floor runes in existence at any one time. If you do not need a rune to stay somewhere, such as a wall or teleportation rune, it is highly advised to make a talisman of it instead or erase any other floor runes once you are done with them. Talismans have no limit.
  • You cannot draw a rune on another rune. You can, however, do things like have a rune under a grille, door, or bookcase, and then use it by viewing the turf with alt+click.
  • Null rods are capable of protecting their holder from the effects of most runes, and allows the bearer to destroy cult artifacts with ease.
  • The act of creating a rune is very obvious, with a large message, loud sound, and drip of blood made whenever you start making one. Make sure to do so only in privacy.
  • To erase or configure a rune, use a tome on it. Use alt+click to view the turf if you're having trouble targeting the rune.

Sentience Runes

These runes relate to the creation of workers and soldiers for your infernal army. You can brainwash the Unenlightened to submit to the Dark Lord's will and aid your cause, use captured souls to spawn solid ghosts and power eldritch constructs, beckon restless spirits into terrifyingly durable bodies, and even bring back the dead... though not always with the soul they started with.

Note: It is good practice to LOOC with your victim to confirm whether they are willing to participate as an antagonist.

Name Summary Detail Can make Talisman? Disappears after use?
Conversion Convert crew to your cause by putting them on the rune and hoping they submit before they die. Via force or guile, get a convertee onto the rune. Target will visibly writhe in and experience pain unless they can't feel pain; this usually means being berserk, having a mutation, or on oxycodone. They also take 5-20 burn damage, start hallucinating, and get a dialog to submit or resist.

If they resist or hesitate for more than 10 seconds, the target takes increasing burn damage. Burn gets worse the longer they resist or hesitate, accompanied by messages describing their blood boiling as corruption forces its way into their body and mind. After anywhere from 40 seconds to 2 and a half minutes, they start to seriously hallucinate and take brain damage along with the burn, with descriptions of their mind turning to ash as they begin to see a dark and incomprehensible figure. Damage and hallucination is taken every 10 seconds.

Can't be converted if they are dead. If they submit, they will be healed of their hallucination and brain damage, but not burn. If the target can't be culted due to account age, already being a different kind of antag, or due to jobban, they will be gibbed. Can be used on most humanoid species, dionae, IPCs, golems, and monkeys.
No No
Construct Makes a demonic machine frame, ready to host a captured soul and serve Nar'Sie. The rune makes a shell for making a construct. Use a filled soul stone (see below) on it to make either a Juggernaut, Wraith, or Artificer. They fly, so they don't care about atmospherics knocking them over, and they also don't breathe. They can't see in the dark, and radiate darkness. They all have the same attack speed. Draw a Forging rune to let your constructs heal themselves and change what kind of construct they are. All constructs can be healed by Artificers.

Expand for an overview of the constructs.

  • Juggernaut: 400 health. 30 damage per punch. Slow. Damage to it is reduced by 10 (maybe? maybe not). Smashes a reinforced plasteel wall in 4 hits, regular wall in 1, girder in 1. Energy projectiles have a high chance of being deflected, reducing damage to the Juggernaut by 70% and redirecting the projectile somewhere within 3 tiles, possibly back at the one who fired it. Can create an impenenetrable wall for 25 seconds via the Shield spell.
  • Wraith: 100 health. 25 damage per punch. Smashes a reinforced plasteel wall in 9 hits, regular wall in 2, girder in 1. Fast. Radiates less darkness than a juggernaut. Can walk through walls for 5 seconds via the Phase Shift spell.
  • Artificer: 50 health. 10 damage per punch. Smashes a reinforced plasteel wall in 9 hits, regular wall in 2, girder in 1. Fast. Radiates less darkness than a wraith. Can repair other constructs by clicking on them. Has several spells, useful for base-building and support.
    Expand to view Artificer spells.
    • Cultify area. Turns walls, floors, tables, grilles and doors into cult versions. Notably, doors become daemon stone doors- no ID needed. Once per 40 seconds.
    • Create empty shell. Same as the Construct rune. Once per three minutes.
    • Lesser construction. Makes a wall. Same as a steel wall, except cult flavored wall and girders. Once per ten seconds.
    • Create floor. Turns any floor into a cult floor, including space. Once every two seconds.
    • Summon soulstone. Same as the soul stone creation rune. Once every five minutes.
    • Red Pylon. Makes Pylons, which cast dim, red light. They can be upgraded with monkeys, slimes, rats, dogs, giant spider, small alien wildlife, walking tomatoes, walking mushrooms, lizards, foxes, chickens, goats, penguins, crabs, corgis, cats, carp, shades, parrots, bees, diona nymph, borers, and wizard familiars, by dragging and dropping the creature on the pylon, then killing it, to shoot lasor beams. Pew pew! Once turreted, it can't be moved. They do 3.5 damage twice a second with some armor piercing, and do 10 damage twice a second with more armor piercing and repair themselves if you shoot them with an energy weapon. They are immune to non-brute or explosion damage. Can be repaired by artificers. Once every twenty seconds.
    • Create daemon forge. Spawn a forge that lets you reforge some things into other nifty things, such as cult robes and hoods into voidsuits, small oxy tanks into large ones, books into tomes, metal swords into cult swords, desk lamps into red pylons, and regular backpacks into cult backpacks. Once every ten minutes.
    • Create altar. Spawn an altar that lets cultists heal themselves of 20 damage, fixing broken tendons, bones, and arteries, every 2 minutes, per cultist, per altar. Once every ten minutes.
Yes Yes
Soul Stone Creation Makes a soul stone, for capturing souls. Soul Stone: Used to trap souls to make Shades or constructs. Use it on a dying or dead mob to capture their soul. Can be used on most humanoid species, dionae, IPCs, golems, and monkeys. Cannot be used on silicons, non-humanoids, animals, anyone infested by cortical borers, SSD people, or apparitions. Can only hold one soul. Use to release the trapped soul as a Shade; click the Shade to put it back in. Use a soul stone on a construct shell to put the soul into it. Disappears after use.

Shade: 50 health. Deals 5-15 damage. Understands all languages. Can't fall. Can travel up and down if the way isn't blocked, no ladders required. Has collision like a solid mob. Doesn't get hungry. Decent speed. Other than that? It's Ian.
Yes Yes
Apparition A ghost standing on the rune is turned into a robust ally, at the cost of slowly draining your life. Any one ghost standing on this rune when activated, and isn't jobbaned from cult, will become an apparition. The summoning cultist doesn't have to stay on the rune, but they take one brute damage every three seconds - 100 damage every 5 minutes - while the apparition exists (except dionae, they take two damage and lose nutrition). Falling unconscious or being SSD will destroy the apparition and allow you to summon another one (so use the SLEEP verb if you wish to get rid of yours). If you have a piece of paper on the rune when activated, and write >Name< on the paper (including the ><), the apparition will take on that name. It seems a cultist can have multiple of these active at one time, but make sure you have the means to heal yourself of the damage. Two or three altars are capable of keeping up with the damage from one rune.
  • Apparitions: 300 health. Can use armor, tools, and machinery like a human. Doesn't feel pain, breathe, fall over, or have blood, and can't be stunned, poisoned, scanned in a body scanner, or go into crit or have an object embedded in them. They have incredible stamina, letting them fight for much longer. They can also sprint twice as long as a human, but only at 70% of the speed of a human. Cannot help summon Nar'Sie.
No No
Revival Sacrifice a corpse to bring back the dead... though not necessarily with the original soul. The sacrifical corpse and the corpse to revive must both be on the rune, as well as a ghost. The sacrifice cannot be one you have an objective to sacrifice. If no ghost is on the rune, a message will be broadcast to deadchat alerting them of the revival attempt. When the conditions are met, the sacrificial corpse will be gibbed, and the corpse to be revived will be possessed by the ghost and will be cultist. No Yes


Summoning Runes

These runes relate to creation of tools, weapons, armor, and obstacles, as well as making use of Redspace for transporting and even rescuing cultists. Also included is the most important rune of them all, used to finally pierce the veil and bring Nar'Sie into this reality.

Name Summary Detail Can make Talisman? Disappears after use?
Forging Dresses you in armored cult robes and gives you a deadly sword. So long as the body slots are free, dresses you in a cult hood, backpack, robes, and boots, and gives you a sword. The armor can be turned into a voidsuit using a daemon forge provided by an artificer. Allows constructs to change what type they are.
  • Armor details: Melee 50, Bullet 30, Laser 50, Energy 20, Bomb 25, Bio 10, Rad 0; protects against stunning/electrocution from tasers and stun batons; doesn't protect the hands. The boots silence your footsteps.
  • Voidsuit details: Melee 60, Bullet 50, Laser 30, Energy 15, Bomb 30, Bio 30, Rad 30, protects against stunning/electrocution including the hands, allowing it to act as insulated gloves. Slows you down like a regular RIG suit.
  • Sword details: 30 damage, 10 when thrown, can slowly destroy steel walls, damages internal organs, protects against shock when breaking electrified windows, can be stored on your belt, or in the armor slot of robes/voidsuit.
Yes Yes
Wall Makes an impenetrable wall, toggleable only by cultists. Using the rune causes an impassable red blur to appear on the tile, and causes two brute damage to the user. Clicking the blur makes the blur go away and the rune visible again, causing another two brute damage. The blur becomes invisble when a Concealmeant rune is used, and visible again when a Revealing rune is used. No No
Tome summoning Summons an arcane tome, for backup or to give to new acolytes. Summons a tome. The tome does 5-20 silent burn damage when hitting the Unenlightened on any intent - good for executing and sacrificing without drawing too much attention. Yes Yes
Cultist summoning Three cultists sacrifice their blood to summon a fellow acolyte from anywhere on the station to them. Requires at least 3 cultists to activate. Select your target from the list, and if they are not bound (in the ways that the Freedom rune neutralizes) they will appear on the rune laying down. Unlimited range. If only three cultists activated, the activators are stunned for 6-12 seconds and weakened for 2. Additionally, the activators take brute damage equal to 25 divided by the number of activators divided by two, rounded down. No Yes
Teleportation Teleport to another teleport rune in a messy fashion. When you create the rune, it will assigned randomly to a network, visible when you examine it - the four networks are Vernuth, Koglan, Irgros, or Akon. Use your tome on the rune to change which network it belongs to. When you use the rune, it will randomly pick one of the other runes on the same network and take you to it, blood and gibs spattering out of both runes as you are sucked through Redspace. You must wait five seconds before teleporting again. The floor runes do not disappear on use, but the talismans are either one use only, or have a time window of usability after it's first used. Make sure to configure which network the talisman's rune goes to before you create the talisman. Only floor runes are valid destinations. Teleportation runes only work on the station. Yes No, except for talismans
Geometer Summons Nar'Sie. Only needs one rune, but needs nine or more cultists surrounding it. Apparitions don't count, though constructs and people revived via Revival do. Must be activated on the station itself. No Yes, but won't work a second time

Offense Runes

These runes are the bread and butter of His army, allowing them to blind, deaf, and stun their enemies, destroy technology, boil their blood, and even transfer their life essence to you. Important to note is that these runse only affect non-cultists.

Name Summary Detail Can make Talisman? Disappears after use?
Blindness Blinds non-cultists for a decent duration. Within three tiles, blind non-cultists for 40 seconds, blur vision for 100 seconds. Twice that time if talisman. If floor rune, has 10% to permanently blind, 5% chance to permanently blur vision. The rune won't expend itself unless there is a non-cultist nearby. Yes Yes
Deafening Deafens non-cultists for a considerable duration. As a floor rune, deafens non-cultists in a 1 tile radius for 100 seconds, and has a 1% chance to permanently deafen. As a talisman, deafens non-cultists in a 5-tile radius for 200 seconds. Yes Yes
Incapacitation Confuses, silences non-cultists for a short duration, and freezes them for a very short duration. Confuses for 20 seconds, silences for 15 seconds, and makes them stand still and do nothing for 2 seconds. Affects non-cultist carbon-based mobs (includes IPCs) in 3 tiles as a talisman. As a floor rune, has a range of 5 tiles, and additionally knocks people down for 2 seconds. Silicons are knocked down for 3 seconds and silenced for 30. Yes Yes
EMP Send out an EMP blast in a short range. Disables all technology and damages silicons. Floor rune has a radius of 2 tile, talisman rune has a radius of 1 tile. Doesn't affect anything held by cultists. Yes Yes
Blood Boil Boil the blood of a non-cultist unlucky enough to be on the rune. Requires at least 3 cultists standing next to it. Deals 50 brute and 50 burn to the victim on the rune. The cultists take 15 brute each. May or may not activate all nearby blood boil runes when one rune is activated. If so, then it makes a good trap to lure people into. Otherwise, it's only good for weakening sacrifices or executions. Remember that straight up killing someone should generbe a last result; ahelp before doing so. No Yes
Blood Drain Drain the blood of your enemy, and put in into yourself. Does not heal. You and a non-cultist must stand on these runes. Deals 10 brute and 10 burn damage to the victim, and transfers 10 units of their blood to you. May or may not activate all nearby blood drain runes when one rune is activated. No Yes

Utility Runes

These runes do not fit into any other category. With these, you can speak across distances with your brothers and sisters, free a cultist of their chains from a distance, briefly leave your body, and even spill the blood of your victims to gain your god's approval.

Name Summary Detail Can make Talisman? Disappears after use?
Communication Broadcast messages to your fellow acolytes. Use it, type your message, and hit enter to broadcast a message to all cultists. It's bugged so that the recipient hears the message as though it's coming from themselves, so make sure to announce your name each time you use this. If you don't want to send a message, just type nothing and you will keep the rune. Yes Yes
Freedom Frees a fellow acolyte from restraints, remotely. Requires three cultists to activate. Unlimited range. Unbuckles, uncuffs, unmuzzles, and un-straitjackets the target, unwelds, unlocks and opens any lockers the target is in the same tile as, and unlocks and opens any locked doors the target is within 2 tiles of. No Yes
Ethereal Be a ghost. Your body is frozen on the rune, and takes 10 brute damage per 10 seconds. A special message announces you to the ghosts, so they may have an idea you're not just an ordinary one. Use this time to recruit for manifestations, pump ghosts for info, and scout. Don't forget to toggle darkness in the Ghost tab, and ghost sight/ears in the Preferences tab. No No
Sacrificial Sacrifice a body to appease your god. Put a non-cultist body on the rune, have three or more cultists nearby, activate, and the body gibs. Used to satisfy objectives, or as a hardcore form of Pray. (Though make sure to Pray before and afterwards, this rune doesn't seem to generate an admin message.) The sacrifice is deemed worthy if it is sufficient "rarity" (vaurca, diona, skeleton, apparition (!), zombie, shadow, golem, slime person, and terminator ), or just on a 80% success die roll, 40% if the sacrifice is dead. Must be humanoid, or have/be a brain, braincase, robot, or intellicard. No No

Metarunes

These runes alter other runes. These runes let you imprint runes on paper so you can take them with you, let you hide and unhide runes, and see hidden runes (and possibly other hidden things).

Name Summary Detail Can make Talisman? Disappears after use?
Talisman creation Create portable runes. Creates a talisman by putting a piece of clean paper on the rune, then drawing the rune you want to talismanify next to the creation rune. The talisman can be activated by using it. You can clip talismans together for easier storage, and even write on them (once created) to label them, as they're still paper. In fact, you can even disguise a talisman by making it the second in a stack of other normal papers. You may rename your talismans (right click->rename paper) so you know which is which, perhaps using a code to obfuscate its purpose to anyone who captures one. They can also be stored in folders (made by using an empty box, then using the resulting cardboard). No No
Concealment Hides runes from all but ghost sight. Makes runes in a four tile radius as invisible as ghosts. Has the same radius when used as a talisman. Yes Yes
Revealing Reveals Concealed runes. Reveals any runes hidden with Concealment within 6 tiles if a floor rune, or 4 tiles if a talisman. Yes Yes
Visibility Gives you the sight of the ethereal undead. Lets you see invisible things almost as a ghost would. Most practically, you can see runes hidden with Concealment anywhere you're able to see, and check if ghosts are standing on your Apparition or Revival runes. You only get a second or so of this sight, so you have to spam the rune. No No

Dark Tools, Dark Strategy

You begin the round with an arcane tome book. You are, otherwise, indistinguishable from any other member of the crew.

It is highly recommended that your first actions with are as follows:

  1. Use a communication rune in a secluded, camera-less area to introduce yourself to the cult ICly. You can state as much or as little about yourself as you want. Be warned that the Unenlightened, if they can see you, will hear you chant in your dark language when doing this.
  2. Use AOOC (like OOC, but with an A for Antag in front) to figure out what general plan you want to pursue with your allies, and ask questions about how the cult works. Remember, no IC information!

Remaining Unseen

Your cult is unknown to outsiders, but before the night is over, all will feel the power of Nar’sie. Still, a little prudence goes a long way. Cult implements are often visually sinister, consisting of black books and bloody motifs. Should you wish to remain unseen, take care to conduct your magicks and conversions in secluded, camera-less areas. Bathroom stalls, dorms, firefighting closets, maintenance, the adult section in the library, and the construction site are all publicly accessible, relatively secluded, and have no cameras.

Good, responsible roleplayers may find your runes and Tomes strange, suspicious, or even indicative of insanity, but will not jump immediately into action, opting instead to investigate. But remember, the moment you emerge with battle-robes and dark energy swords, all bets are off!

Spilling Blood in Their Name

Cultists are notoriously robust, with lots of powerful offensive options at their disposal. Your first instinct may be to use the Armor rune and start contributing prized specimens to Nar-sie's severed head collection.

Your Cult Blade might be obscenely powerful, but remember that it's a melee weapon! With teamwork and skill, Security can put you down before you can get a swing in (unless you're a manifested ghost, then you can likely take a nuclear warhead to the face and live). Not only that, but stabbing people left and right is the exact opposite of a fun and interesting round.

Playing by Man's Rules

Playing nicely, otherwise known as Peacecult, is an extremely challenging strategy, and requires top-notch roleplaying. Or very gullible characters. In Peacecult, you do not harm anyone at all - instead, you and your fellow Cultists preach the word of Nar-sie openly, inviting people to join your religion in a friendly and harmless fashion.

However, take note of the following risks:

  1. Attempting to convert a player sends them a message describing the agonizing pain they are going through, as they writhe on the ground visibly in pain. More often than not, this is a very quick way to get Security called on you.
  2. You may be outright ignored. See: playing the Chaplain. Nothing is more frustrating than trying to recruit followers to summon your all-powerful God of Blood, only to be snubbed by the Tajara as they flirt with one another in Hydroponics.
  3. Some Cult players go into the round expecting mayhem and murder; they may simply reject your idea.

If you manage to make Peacecult work, this can be quite a hilarious experience. Good luck! Bonus points if you talk the ERT into joining!

Surviving the Cult

So, your date with Lucas Greyer was interrupted by a gibbering band of madmen in robes with glowing swords. Well darn. There are a few things you need to know if you want to get out of this situation alive.

Identifying the Occult

Identifying the Cult is difficult. They have been very secretive about their religion, and it is impossible for your character to recognize it. You have never heard of Nar-sie in your life. Those Tomes sure look sinister! But then again, so does your average Dungeons & Dragons sourcebook.

Remember that just as the Cult is obligated to make the round fun and challenging for you, you are also obligated to do the same.

  • You have no earthly idea what the runes are. They are not "obviously evil". Calling for Blue Alert or interrogating nearby crew at the first sight of a rune is poor play.
  • Arcane Tomes are just that: weird books. Unless they were used to bash the Central Command Internal Affairs Agent's brains in, they are not suspicious.
  • Cult robes might sling off bullets, but they don't look armored. They're pretty kooky, though. They could have been a missing costume shipment, or maybe the Chaplain got drunk and flung off his clothes.
  • Cult Blades are as or more suspicious than fuel-tank bombs. They're vicious, incredibly sharp swords that glow and thrum like energy blades. Just touching them makes you feel horrendously ill, twisting your heart and filling your head with poisonous thoughts. If you're the Detective, consider these the holy grail of evidence.

Obviously, the onus is on the Cult to be discreet about their misdeeds. It will be immediately obvious if one draws a rune, but this in and of itself is nothing more than unsanitary graffiti; the cultist barely pricks their finger. Watching a Cultist disappear is obvious grounds for investigation. When in doubt, play it safe, try to think rationally and realistically, and don't be afraid to adminhelp if you need a second opinion.

Striking Back

The Cult wears extremely high-quality armor, and their swords can send someone into crit with four hits. For Security (or in the event of a militarized civilian crew), it is vital that you wear riot armor, or any other gear which excels at absorbing melee brute damage. Tasers and stun batons are nearly worthless against the armored Cult!

If the Cult is smart, their robes will have been upgraded to allow them to go into space, and will have built turrets in their strongholds. The turrets do burn damage; ablative armor will still work against their beams. Do not shoot the turrets with lasers- this will only make them more powerful!

They also may have created eldritch constructs - recognizeable as floating, spiky metal contraptions. They can all destroy walls and doors; some can phase through walls, while others are so durable that bullets bounce off them.

Depending on the extremity of their assault, the Cult may or may not present a severe threat. Calling the ERT is a reasonable response once people begin losing their spinal cords.

Wall Runes

You may come across a strange blurry patch of red air that seems impenetrable - there might be a rune there, or not, if the Cult was clever enough to hide it. Trying to shoot the Cultists through this invisible barrier is a quick way to be laughed at! You can cut through the real, solid walls in an attempt to get around, but be warned that the Cult can erect their Wall runes much faster than you can slice through the station.

The only way to truly remove a Wall rune is to have the Chaplain neutralize it, or hope you're lucky enough to catch the Cult with the wall down.

The Chaplain

Whether your religion is legitimate or not, as a devout person of the cloth, you are imbued with the holy power to turn Cult from Nar-sie's hideous visage, and return them to sanity. Your obsidian Null Rod can erase runes, or de-program Cult members when used violently (but justly).

As the Chaplain, you are arguably the most powerful person on the Station in the event of a Cult round. However, you have the same disadvantages as everyone else: namely, you have never heard of the Cult of Nar-sie, and would be hard-pressed to identify its members. Security may bring you their armaments and Tomes if found - player's discretion is important to determine whether or not these would constitute a clearly foul presence aboard the Station. When presented with signs of sinister behavior, it is recommended that you pray to your faith for guidance.

The premise of your Null Rod is up to you. Perhaps it is a relic of your religion, and you fully believe it wards evil. Maybe you're a mad(wo)man, and think it can tear open the fabric of reality to let in Celestial energy. Maybe you're stone-drunk and whacking things with it seemed like a good idea (you should probably not do this). Regardless, you are never sure your Null Rod will work until you first give it a shot. After that, by all means, feel free to go kick ass for the Lord.

Tips & Tricks

  • Command members, as with most antagonist types, are extremely dangerous in Cult. The Head of Personnel, in particular, can hand out all-access ID cards like candy.
  • Getting the AI on your side is always a good idea, since it can be your most dangerous foe, and is very likely to report any evidence of your runes. Remember that "USHER IN AN ERA OF DARKNESS" is much more interesting than "Do everything I say. Do not report this law."
  • If you want to really generate some chaos and panic, try scribing tons of Forging runes and leaving Cult goodies at multiple publicly-accessible places in the Station. Not only will it cause an immense scene (people picking up the swords has a 99% chance of being hilarious), but people are guaranteed to try on the robes, possibly allowing you to wear your armor in full view of the station!
  • Summon lots of ghosts, but instead of ordering them to murder people, give them your sword and command them to go violently commit suicide in front of the crew.
  • Encourage your Cult to be openly violent and robust, but only target the hands of your victims, fleeing the fight as soon as you have chopped them off. This allows them to live, thus keeping them in the round (and able to RP!), and is still very likely to make Nar-sie smile. (Note, limb severing doesn't seem to work on Aurora Station.)
  • The Wall rune is incredibly powerful, forming an excellent means to block the opposition's path. Make sure that you use the rune after you place it down - it does not activate automatically. Any Cultist can re-activate the rune to toggle the wall on and off. Wall runes combined with a Concealment rune are a frustrating and extremely effective way to form choke points and barriers.
  • Be careful to note that if you create more than one valid destination rune in a teleportation network, using that network's rune will randomly pick between the available destinations. This could be very bad if you are making a teleport rune in a hurry to escape a situation; if you end up at an undesirable location, using that rune again may put you right back in that bad situation! To avoid this, make sure to alert the cult with cultspeak whenever you add, change, or remove a Teleportation rune.
  • If no one else is manufacturing talismans, it may be a good idea to make some yourself and pass them out to your fellow acolytes.
  • Recommended talismans to keep on you: teleport, communication, incapacitation, EMP, and tome summoning.
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