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Showing content with the highest reputation on 10/23/2019 in all areas

  1. I've done a major upgrade to the wiki. As of today: Logging in to the wiki now uses your forum username/password. You no longer have to remember a separate username/password just for the wiki. Creating a wiki account is now automatic, when you log in via a forum account which doesn't have a wiki account. No more manually registering separate wiki accounts. Logging in will now synchronize your email, email verification status, displayname, etc with the forum, so it won't get out of date on the wiki. Game Admins now automatically get moderator permissions on the wiki, including the ability to view the list of unpatrolled edits, and to mark edits as patrolled. This enables game admins to keep an eye on the wiki. Players can no longer send each other email via the wiki. This had the potential to be annoying.
    6 points
  2. @PhantasmicDream Did a little sketch of her wonderful Skrell putting the charm on Jay. Needless to say, he's a good bartender for a reason. I took the sketch and did a little bit of colour and shade~ Sorta a colab, I suppose
    2 points
  3. When it comes to the ancient secrets of the universe, there aren't many people you can turn to for help. The chaplain has his godly magic, but knows next to nothing outside of his domain of work. Wizards... well, you're lucky if the worst that happens to you is you get turned into a corgi when you meet one. So who should you turn to when you come across some ancient artifact or book? How about the guy that has access to all the knowledge? The idea behind this to give the Librarian a minor duty that they can perform in their spare time. It's not mandatory, and can feed into RP with the mechanics you have to deal with to 'discover the secrets of the universe'. Ancient Items: At the start of the round, randomly spawned books, artifacts, and containers will appear. They'll rarely show up on the station, and more commonly be seen in space ruins and Lavaland. These 'ancient artifacts' are a bit similar in mechanics to strange objects, in which their exact use is unknown until studied. However, unlike strange objects which you just toss into the EXPERIMENTER to learn their use immediately, these artifacts take a bit more work. They'll vary in appearance depending on the possible results from unlocking them, giving you a hint as to what it may be. Decoding: In order to unlock or activate the artifact, you need to either do something specific with the item, or solve a puzzle of some kind. Before that though, you need to translate the inscription on the artifact. At the start of the round, a few different Ancient Languages will be randomly created. For simplicity, they'll be the normal alphabet scrambled in a random order or made up of numbers matching certain letters. The first step is to determine what language the artifact has on it. To help you, you can print out a 'Translation Text: (Ancient Language Name)' from the library computer. It'll take a bit of trial and error testing out the different languages, but you may be able to narrow it down depending on if letters or numbers are used. Once you figure out what language it is, you use your translation text to figure out what the message on the artifact is. After translating the message on the artifact, you will then have to do one of two things. The Word of Truth: The first possibility is a riddle or puzzle. The answer will usually be one word for simplicity, and must be spoken aloud. However, simply saying the word in Galactic Common won't work. you'll need to reverse translate the the word into the ancient language, and THEN say it to unlock it. If it is an especially rare artifact, you may even need to have the word spoken in the language of a certain species. Have fun trying to find a Kidan to speak the code word in Ancient Chittin. To prevent cheating, the artifact won't react to synthesized voices, such as the AI, borgs, or pAIs. Once you get the word spoken, the artifact will react and reveal it's true form. Fire Will Reveal the Truth: The second way an artifact will be revealed is though subjecting it to a certain stimulus. These can be anything from 'The secret will show when exposed to flame', to something like 'The artifact is awoken by the screams of a dozen people'. With those two as examples, you would have to either expose the artifact to fire, or get a dozen people to scream near the artifact. This has a lot of RP potential to it as you will have to often recruit people from around the station to help you unlock the artifact. Once the proper stimulus is used, the artifact will activate and reveal its purpose. Unlocking True Power: So you got a Vulp to swear in Canilunzt, or you got a miner to toss it in lava. The artifact is now unlocked! What did you get? The thing that is revealed is dependent on the type of artifact that you found. There are three different categories, each with their own table of potential items. Items: This artifact takes on the appearance of a rust and dirt covered... thingy. It's hard to say what it is, only that it's some sort of useable item. This can potentially be rare weapons like wizard staffs, cult clothes and weapons, alien tools, or even stuff that has been lost to history (return of removed items?). Or you could reveal a trombone. I mean... it's not the worst thing you can find. Ancient Text: These books are old, dusty, and full of cool secrets. Of course, whoever wrote it didn't want their secrets to be discoverd so easily, so the nature and use of the book is locked and hidden till the proper trigger is used. This book can potentially be one of several things. You have a chance of getting a single use wizard spell, such as the Recall spell. Great for those DnD games where you need to recall the d20 that jerk keeps throwing across the room. You may get a book that has a complete translation of a language, allowing you to instantly learn and speak it. The book may hold secret information that may be of value to others, such as which gene is linked to a certain genetic power. Worst case scenario, you uncover a generic book that a miner accidentally left on Lavaland. Ancient Container: This is the lootbox of ancient times. This box could potentially contain anything! It draws from both the book and item artifact table, and if you're really lucky, may actually contain multiple items. They're a bit harder to crack than the item or book artifact, but tend to have better rewards to make it worth the effort. However, with reward comes risks. The container has the potential to house something bad, like vampire bats or a gas trap that poisons you. And don't think about simply trying to break the container open. Doing so will destroy the contents. So that's my pitch for a new librarian/library mechanic. I'm aware that something like this would probably take a ton of coding, and I'm not expecting it to be something that's accepted. Still, it's fun to theorize about possible new mechanics. I'd love to hear any thoughts or suggestions on how this can be altered or improved.
    1 point
  4. Either you're in this situation, or someone you know is currently in this situation outlined in the title. I've seen it often enough that I wanted to make a super short, step-by-step guide to try and help these new players. Let's waste no more time. Step 0: If you ABSOLUTELY NEVER WANT TO LEARN CULT EVER AHelp, and ask to have your role offered to ghosts. Yeah it sucks that you've been suddenly pulled from the round, but if you have no interest in playing cult whatsoever, you should at least let someone from DChat have fun. Step 1: PICK UP THE TOME. If you're lucky, you've just been teleported to a fancy cult base, slammed on a rune and made a cultist. If you're unlucky you've been slammed on a rune hidden in plain sight and turned into a cultist. Either way, take a look around. You should see a tome like one of these... GRAB IT! It's your most important item. Even if you think it belongs to someone else, it doesn't. It's yours. They can make another if they have to. Step 2: COMMUNICATE. You've been given access to a powerful, magic radio. Say hello! But be careful! Non-cultists can hear you whisper, don't talk when you're near them. Ask what needs doing, and what's been done. The cult will need more members. Maybe you're robust, and want to snatch other players yourself. Maybe you just want to help the cult in general. Either way, you need to communicate with your fellow acolytes. Now that you have an objective... Step 3: DRAW A RUNE. Use the tome in your hands, and choose to scribe a rune. You should see a big intimidating list. There's a LOT of options here. For just starting out, you want to know 3 RUNES, we'll start with Teleport Rune. If you're in a base there should already be a teleport rune, its how you got here after all. You can click on these while standing on them, to teleport to any other Teleport Runes. Pretty much everyone should be placing these in secret areas on station. These often get found out by security so keep placing new ones. The next rune you should worry about when starting out is The Rite of Enlightenment. This rune is how people are turned into cultists. The important thing to notice the rune requires TWO cultists to activate. Meaning, if you want to cult someone, you're going to need a buddy. Likewise, if you see a fellow acolyte dragging a non-believer onto a rune, stand next to the rune. Just keep your eyes open. Step 3.5: THE RITE OF BINDING - The 3rd and final rune you should worry about is The Rite of Binding rune. Rite of Binding lets you create Talismans from paper. By placing a piece of paper onto a Rite of Binding, you can create any of the Talismans shown above. Outside the tome, Talismans are the most commonly used, and useful of the cult items, so learn how to make them! Find paper bins, click and drag them onto your sprite, throw down a rune in a secure location and get to writing! Now what Talismans are good to make...? Step 4: GET SOME TALISMANS! Every cultist should be carrying at least a few Talismans on them. They are very strong, and your main tools for reacting to situations, as drawing runes is too slow in many cases. There are 3 Talismans you should make and keep on you pretty much all the time. Talisman of teleport. Talisman of stunning. Talisman of shackling. A very basic cult load-out. The stun and cuff talismans are a cultists bread-and-butter for getting new members, and capturing security officers. The teleport talisman is great for a quick escape if you see a security coming. These are only the basics! There's a lot more Talismans to be played with. Step 5: LEARN MORE! Ask questions of your fellow cultists. Use the MHelp feature. Read the wiki. Cult has a TON of options available to them. I made this guide to detail the absolute basics so a fresh, mid-round cultists knows the bare-bones. The vast amount of options for cultists is completely overwhelming to new members. Every robust cultist has been in that same situation, so don't feel embarrassed or frustrated about it. Learn to convert other cultists Try out some of the fancier cult items like Unholy Water or a Veil Shifter. Try out some of the more utility runes like Rite of Spectral Manifestation (DChat's favorite) and Rite of Joined Souls to rescue fellow cultists from security. Look into more Talismans like the Talisman of Arming and the Talisman of Construction It will take a few cult rounds, but if you keep at it, you can one day become ROBUST and put on an amazing show for the observers.
    1 point
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