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== <div style="text-align: center;"> '''FOR THE LOVE OF NAR'SIE, PLEASE READ THE GUIDE''' </div> ==


[[File:Cult.png]] So you've joined the cult of the almighty Nar'Sie, but you don't know where to start? Then this is for you, apprentice.
{{JobPageHeader
|headerbgcolor = #8A0707
|headerfontcolor = white
|stafftype = ENEMY
|imagebgcolor = #B70303
|img_generic =
|img = Cultist.png
|jobtitle = Follower of Nar'Sie
|access = Whatever you have
|additional = Wherever a teleportation rune is
|difficulty = Medium
|superior = Nar'Sie, Cult Master
|duties = Sacrificing the needed target and Summoning Nar'Sie
|guides = This is the guide
|quote = <span style="color:red;">'''NAR'SIE HAS RISEN'''</span>
}}


As a cultist, you have an abundance of cult magics at your disposal, something for all situations. In order to use cult magic, you need an Arcane Tome and the correct word combination to form a rune. If you've started the round out as a cultist, you are given a talisman that you can use to spawn various objects (More on that later.), memories of your cult objectives, and the translation of two words. '''Remember these translations and be sure to share them with other cultists!'''
<i>"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."</i>


== "That's just a doodle!" ==
When you become a [[Cultist]] at round start, you will have a paper imbued with blood in your backpack. It's a special talisman, which can be invoked 5 times to spawn a regular 1-use talisman of your choice. Make sure to hide this from basically everyone not in your little book club or they will robust your ass.


{| border="2" cellspacing="1" cellpadding="2" align="left"
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.
! style='background-color:brown'|Name [[File:Fff.png|50px]]
 
! style='background-color:brown'|Descripition
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would've known?
|-
 
!Tome
 
!The Arcane Tome is the most important item for any cultist. It is used to draw runes with your blood. It also contains some basic info on the runes you can use. The tome can also be used as a potent weapon, each hit dealing random amount of damage, from 5 up to 25 per hit.
 
===The Beginning of a New Era===
The Geometer of Blood, Nar'Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!
 
At the beginning of a Cult round, several cultists will arrive on the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes, while the runed metal is used to make valuable structures; additional runes metal can be created by using the Twisted Construction ability on any ordinary plasteel.
 
The Cult has two major objectives. The first is to use an Offer rune to sacrifice a certain target to Nar'Sie. The target is shown to all cultists, and is often a high ranking member of the crew or a Security officer. Once the target has been sacrificed, Nar'Sie can be summoned in one of three predetermined locations on the station, using 9 cultists and/or constructs and after a 45-second rune drawing process. If Nar'sie is summoned, the Cult wins!
 
==Cultist Quick Guide==
 
Have you never played as a Cultist before, and find yourself subverted or starting off? Here's a quick primer on the most important aspects:
 
* <b>Communing:</b> The very first thing to do is find somewhere where you can be alone and talk to your fellow cultists using your Commune ability. Communing broadcasts messages to all other cultists, but <u>any nearby crew can see and hear you whispering, potentially revealing your cult.</u> Talk to your allies, find out where everybody else works and has access to, formulate a plan, and ask senior cultists for advice if needed.
* <b>Blood Magic:</b> By clicking the Blood Magic icon, you can prepare up to one spell from a variety of blood magicks. Preparing a spell takes a few seconds and leaves a blood splatter on the floor, so do it somewhere where nobody's looking. Once you have a spell prepared, click its icon to 'put it in your hand', and click on a target with it to use it. Starting off, the most important spells are generally Stun and Teleport.
* <b>Cult Bases:</b> By using your Ritual Dagger, you can create runes at your feet. To create a starting cult base, find somewhere secluded and safe to start placing runes. The most important rune is a Teleport rune, which lets any cultist warp to it using the Teleport blood magic spell or by clicking on a different rune. Commune once you have a Teleport rune up in a safe place, so others can join you. Make sure no non-cultists find your runes!
* <b>Runes:</b> Afterwards, place an Empower rune; standing on it lets you prepare four blood magic spells simultaneously. Finally, an Offer rune lets you convert others to your cause by dragging them onto it and clicking on it with an empty hand. Offering requires two cultists and/or constructs to be standing by the rune, so make sure you have a friend with you to help. There are other runes, but Teleport, Empower and Offer are the most important.
* <b>Conversions:</b> Once you have a base, you can begin Offering. While standing on the Empower rune, prepare a Stun, a Shadow Shackles, and two other spells; remember you can prepare multiple Stuns at once. Find a crewmember, Stun them, drag them somewhere secluded, Shackle them, remove their headset if the base is too far away, then drag them back to it, put them on the Offer rune, and use it with a friend or stand on and activate a Spirit rune next to it. Of course, if you have the means to abduct people without blood magic, feel free to use mundane methods. If they don't have a mindshield implant, they'll become a cultist; if they're implanted, like Security or the Heads, they'll explode violently and leave behind a soulstone. Either outcome is good for you.
* <b>Structures:</b> By using the Runed Metal cultist begin with (get more by using the Twisted Construction blood magic on plasteel), you can build one of four constructions: pylons, altars, archives and forges. Each cultist starts with enough metal to build 3 of the 4 options, so once you have a main base going, make sure someone's built at least one of each except for pylons; pylons only heal cultists, but the other three let you build useful items, weapons and tools. Don't build items unless you need them; once any item is built, that structure goes on a 4 minute cooldown. If you have the metal, building multiples of each structures isn't a bad idea.
* <b>Constructs:</b> When you sacrifice an implanted crewmember on an Offer rune, they'll leave behind a soulstone shard. Create a construct shell at an altar, and you can put the soulstone inside it to transform the soul within into a construct. Constructs come in three types: utility Artificers, tanky Juggernauts and sneaky assassin Wraiths. The first one you create should almost always be an Artificer, as they can create more soulstones and shells. If a soulstone is empty, using it on a corpse will attempt to put the corpse's soul into the shard, and you can release the soul as a much less useful Shade by clicking it in your hand.
* <b>Going Loud:</b> Unless your cultists are (un)godly talented and lucky, you'll eventually be caught out. Either someone will slip up, somebody will find your base, or your cult will grow so powerful that it becomes impossible to hide (red eyes, then a dark halo). Once you know the jig is up, start playing more aggressively; place extra Teleport runes and mini-bases around the station in case your main hideout gets raided, make more power moves to convert or kill crewmembers, and find some way to kill or subvert the AI if it hasn't been done.
* <b>Summoning Nar'Sie:</b> The first step to actually summoning your dark god is to Offer her desired target, randomly picked at the start of the round and shown in the top-right of your screen. Use teamwork and co-operation to take them down, drag them to your base, and sacrifice them. Once they've been offered, their icon is replaced with a list of three locations where Nar'Sie can be summoned. Head there, fortify the location, ideally have your Cult Master use Final Reckoning to bring the entire cult to the summoning spot, and begin drawing the final rune. Drawing the Nar'Sie rune requires a 3x3 area, takes 45 seconds, surrounds the drawer in forcefields, and tells the entire station where it's happening, so make your final stand against whatever's left of the crew! If you can hold out long enough to finish the rune, have 9 cultists and/or constructs stand on it (use the 'rest' button to lie down and make more room), click on it with an empty hand, and Nar'Sie will be summoned, giving your cult the win!
 
==The Cult Master and You [[File:Cultist.png|32px]]==
 
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar'Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!
 
<b>IMPORTANT:</b> The Cult Master is the only one capable of using the Final Reckoning, a single-use, extremely powerful ability suited for ending the round. It's highly recommended that a Cult Master not be selected until the cult is established; in fact, many cults choose not to pick a leader until they're ready to summon Nar'Sie.
 
 
===So, how does one become the Master?===
 
When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!
 
 
===Being The Master of Wrist Cutting===
 
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.
 
To summon Nar'Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.
 
 
Here is a quick reference guide on what you should be doing as the Cult Master:
 
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
# Beat back and silence any potential [[Security|intruders]] to your hideout.
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.
# Lead your brethren into battle when the time comes to face the crew head on!
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar'Sie herself!


You are also able to share your notes (and thus your translated words) by using your tome on another tome. Make sure you spawn one of these before you run out of talisman charges. Without it, you can't do anything.'''
|-
!Communications Talisman
!When used, a text window appears to allow you to broadcast whatever you want directly into the minds of all cultists and constructs in '''BOLD, CAPITAL, RED TEXT'''.
|-
!EMP Talisman
!Creates a high powered electromagnetic pulse which is mainly effective at taking out radios, draining energy-based weapons, stunning and damaging Cyborgs, damaging an AI and messing with other electronics.
|-
!Armor Talisman
!Summon a cultist body armor and hood which protect against close combat damage, as well as summoning the unholy cultist blade which is very powerful as it is cursed by Nar'Sie's dark power (Non-Cultists will have a "drunken" camera and when trying to use it will fall to the ground and take some damage).
|-
!Summon Soul Stone
!A capturing device use to trap the souls of dead/in Limbo mobs (doesn't work on humans who left their body) and when captured they will become a trapped shade which can be released out of its jail or it can be used on a construct shell.
|-
!Summon Construction Shell
!You summon a shell which cannot be picked up, it requires a filled soul stone to create either a Artificer, Juggernaut or Wraith.
|-
!Stun Talisman
!Creates a stun paper which when used on people will cause them to become temporarily paralyzed and unable to speak for 15 ticks (This paper can't be used on yourself or other cultists).
|-
|}


== "I'm not a witch I'm not a witch!" ==
Fantastic, you've joined a cult, and not because of the Koolaid.  At the beginning of the round, you start out with the talisman we mentioned earlier in your backpack. Depending on your experience with being a cultist, this talisman can either be your best friend, or your worst enemy. Every use of this talisman will do a small amount of damage to yourself as well as being exceptionally obvious to any passerby. It is incredibly versatile, yet if you're caught with it you will likely be killed. Avoid taking this out of your bag until you're positive nobody will walk in on your unholy deeds.


If you're in a position that would usually wander the halls, try to gather a word or two from your fellow cultists before you summon a tome of your very own! Communication talismans are great for this but remember not to get caught, when you use the talisman you also chant a phrase out loud that people might hear if they're close enough! Never use your PDA, as the AI can intercept your messages and catch you. And remember, '''if you get caught, you endanger the entire cult.'''
In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar'Sie needs a leader.


The Stun Talisman option will spawn you another piece of paper, to use this one you only need to click on somebody with the paper in your hand. It has the same effect as a parapen, stunning people immediately and rendering them unable to speak, this also works on cyborgs if you need to. Like a parapen, this item is risky if you don't have a way to either convert your victim, or kill them.


==="They gave me a word but didn't give me a jogging suit!"===
===Cult Master Powers===
Once you have your own tome, either put it away or put known words into your notes section if anyone else has shared their words. After you've set a word in your notes, when you Scribe Runes it will show the translated word instead of the original. You never need to check your notes once you've set them once!


===Culting and Not Getting Caught===
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:
You have your tome, you have some words, and you want to start scribing runes. A lot of jobs on the station have access to areas great for research, remember that a simple examination can tell the non-believers whether a rune was drawn in your blood or with crayon. Try to place runes in areas people rarely frequent, that the AI won't be watching like a hawk. While the AI can't actually see runes, he can easily inform security of suspicious activity and you'll be hung and burned at the stake before you can say PRAISE NAR'SIE!


And remember, maintenance tunnels are low access and you could easily be caught with your pants down before you ever see them coming.
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style="background-color:brown" width='64px' |
! style="background-color:brown" width='140px'|Name
! style="background-color:brown" width='830px'|Description
! style="background-color:brown" width='73px'|Cooldown
|-
|[[File:Final_Reckoning.png|64px]]
!Final Reckoning
|A single-use spell that brings the entire cult to the master's location. You cannot use this spell in an area where Nar'Sie can be summoned. Still useful for when it's time to summon Nar'Sie and you need the whole cult nearby to help defend and invoke. <b>Please note that this is a <u>one-use ability</u>. If you use it at the wrong time you can't try again.</b>


===Hooked on Phonics: CTHULHU EDITION===
|One Use
Now you've started researching words. The best way to do this is start by using two known words then going down the list to fill in the last word.
|-
|[[File:Mark_Target.png|64px]]
!Mark Target
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.  


A good way to start is by figuring out the Convert rune, Join-Blood-Self. '''The cult will always start with Join, Blood, Self, and Hell if all cultists share their words.''' Remember, if a rune is correct it will always be the same color (exception being armor runes.) Convert will always be a dark blood red color, teleport will be purple, etc. If you think you have the right rune word but you aren't sure, create another using the same three words, if it's the same color you likely have it right. With some practice this will become second nature.
After using this ability, it goes on a 120-second cooldown.


Once you have Join, Blood, and Self, you have a huge list of runes to choose from to research new words. The Blood Drain rune consists of Travel, Blood, and Self, so to find the Travel word you would go down the list of unknown words until you create a proper Blood Drain rune. Once you have Travel, you can easily move on to the Wall rune which is Destroy, Travel, Self, again you only require one word so just work your way down the list. You can do this with any rune you like until you've discovered every word and noted them in your Tome.
|120 Seconds
|-
|[[File:Eldritch_Pulse.png|64px]]
!Eldritch Pulse
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!


Here is a list to research:
After using this ability, it goes on a 15-second cooldown.


# Convert (join / blood / self)
|15 Seconds  
# Blood drain (you now have teleport) (travel)
|}
# Wall (destroy)
# Ghost (Hell)
# Summon tome (see)
# EMP (technology)
# Stun (hide)
# Notice (other)


With the final word researched you can and should now communicate your newly found knowledge, with the rune you just finished drawing.
==The Ritual Dagger [[File:Ritual_knife.png|32px]]==


==='''Communication is Key'''===
Your dagger is your most important tool and has several functions:
You, or another cultist has now translated all of the words. Hopefully you remembered to use the communication rune ''(Self-Other-Technology)'' to share this with the entire cult. With proper communication, you can do things like summon cultists to a meeting place, resurrect fallen allies, create teleportation networks for ease of escape or access to areas, supply the other cultists with armor, weapons, stun and teleport talismans, and whatever else you might think of. Be sure to inform your converted brothers about any runes or places of worship that you have set up, and if you're able, give them a tome of their own (Translated is good.) so they may help the cause.


A Cult that doesn't Communicate is a Dead Cult.
* You can draw runes with it.
* Hitting a cultist with it removes [[Chaplain|Holy Water]] from them.
* Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
* Hitting runes with it removes them.
* Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.
* Hitting a runed girder with it will disassemble the girder.
* Has 25% chance to block melee attacks.  


== The Runes ==
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers.  A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
Each rune contains three words combined to form a single rune through the "Scribe Rune" option. Runes can be destroyed by using your arcane tome on the rune, this will destroy the rune completely and you will need to scribe a new one.


There are 10 words used for rune scribing, what they translate to are: "travel", "self", "see", "Hell", "blood", "join", "technology", "destroy", "hide", and "other". Your Arcane tome, however, requires research and translation, each person who begins as a cultist remembers two words, including one of the following: "Join", "Blood", "Self", and "Hell" so that you always know the words for Convert and Summon Nar'Sie if you properly communicate.
==Blood Spells [[File:Bloodspells.png|32px]]==
'''Blood Spells''' are limited-use blood magic spells that dissipate after they're spent, and they're your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.


There are two ways to find out meaning of words. First, you can simply use sacrifice runes to sacrifice humans and monkeys, with each sacrifice comes a chance to suddenly remember a rune word, unfortunately sacrificing requires three people standing next to the rune for it to work. The other way is through trial and error. Knowing at least one word needed for a rune, you can find out the the other word(s) with only a few paper cuts involved. Don't forget: All proper runes always have fixed colors and sprites, while incorrect runes are random colors, the exception being Armor runes which will always be random colors.
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.


===How to use and unequip blood spells===
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you've chosen. '''To unequip the spell, press Q''' (works on /tg/ since Aug 2019) '''or click the same action button again. '''This will save the spell for later.


{| border="2" cellspacing="1" cellpadding="2" align="left" class="wikitable sortable"
=== List of Available Spells ===
! style='background-color:brown'|Name and Words
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style='background-color:brown'|Description
! style='background-color:brown' width='130px'|Name
! style='background-color:brown'|[[File:Fff.png|50px]]
! style='background-color:brown' width='700px'|Description
! style='background-color:brown' width='203px'|Health Cost/No. of Charges
|-
|-
!Convert Rune
join blood self
!The first rune that you are likely to use. To convert somebody, you need to place a live human, willing or otherwise on top of the rune and then "use" the rune with an empty hand. This will work on anyone who is not loyalty implanted or in possession of a null rod. Loyalty implants will not remove somebody's status as a cultist, only prevent them from being converted.
!No.
|-
|-
!Wall Rune
!Stun
destroy travel self
|A potent spell that will stun and mute victims. Simple, clean, and quite effective for a plethora of situations, howewer it becomes significantly weaker the bigger the cult gets:
!This rune magically thickens the air above it when used, making an impassible wall that stops projectiles, and all mobs trying to pass through it, including you. You invoke the rune to create a wall, and invoke it again to remove the wall.
*Before red eyes it [[Status_Effects#Paralyze|paralyzes]] for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment).
!No.
*With red eyes it paralyzes for 9.6 seconds, mutes for 7.2 seconds and cult-slurs speech for 18 seconds.
*With halos it paralyzes for 1.6 seconds, mutes for 1.2 seconds and cult-slurs speech for 3 seconds.
If used on a [[Cyborg|cyborg]] it stuns it as if hit by a heavy EMP regardless of how big the cult is. Anyone that has magic protection or is a [[Heretic|heretic]] is immune to it.
While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the [[Bartender]] has been handing out way too many [[Guide to food and drinks#Narsour|Narsours]]).
|1 charge, 10 HP
|-
|-
!Blood Boil Rune
!Teleport
destroy see blood
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be.
!This rune requires three cultists standing around it before you are able to use it. When invoked, it instantly deals 51 brute damage and 51 burn to all non cultists that can see the rune (Think of a flash bang, only it doesnt affect friendlys and puts enemies into critical). There is even a 5 percent chance that those inflicted by the rune will be gibbed. However, cultists in range of the rune will take 15 damage, with no additional effect if more than 3 cultists chant the rune. Also, as a potential bonus (Or negative effect), any rune that is visible from the blood boil rune (including the blood boil rune) has a 10 percent chance of exploding.
|1 charge, 7 HP
!No.
|-
|-
!Blood Drain Rune
!Electromagnetic Pulse
travel blood self
|A large spell that allows a user to channel dark energy into an EMP (range 5), causing all electronics in the area to malfunction or be disabled.
!This rune instantly heals you of some brute damage, at the expense a person placed on top of the rune. Whenever you invoke a drain rune, ALL drain runes on the station are activated, draining blood from anyone located on top of those runes.One drain gives up to 25HP per each victim, but you can repeat it if you need more. Draining only works on living people, so you might need to recharge your "Battery" once its empty. Blood hunger: Draining over 50 HP in one gulp intoxicates you, making you want more. You will keep slowly losing health until the hunger goes away or is satisfied.
|1 charge, 10 HP
!No.
|-
|-
!Raise Dead Rune
!Shadow Shackles
blood join hell
|A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted.  
!To make the rune work, you will need two bodies: a living one, and a dead one. Living body will provide the life essence, while the dead body will provide a vessel for your friend. Put a dead body on the rune, and then have the ghost of your friend stand directly on top of it. Then put a living human body on top of a different resurrect rune. Note that the living body can be yourself, so don't stand on the rune when invoking it if you dont want to sacrifice yourself. If everything is done right, the dead body will be alive and at full health again, controlled by the ghost who was on top of that rune, while the living guy is immediately gibbed.  
|4 Charges
!No.
|-
|-
!Summon Narsie Rune
!Twisted Construction
hell join self
|<u>A sinister spell used to convert:</u>
!This spell summons a huge all-consuming monstrosity from outer planes. It is often an objective to summon it so you need to know how to summon it. What you need is to have 9 cultists standing in circle around the rune. When you have enough people and the Horror is summoned, you can try to run away, or submit your mortal body to your god.
 
!No.
* Plasteel into Runed Metal.
* 50 Metal into a Construct Shell.
* Cyborgs directly into Constructs.
* Cyborg shells into construct shells.
* Airlocks into Brittle Cult Airlocks when on {{Combat_Mode}}. A weaker version of [[#Structures|Runed Airlocks]].
|1 Charge, 12 HP
|-
|-
!Communicate Rune
!Summon Ritual Dagger
self other technology
|Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself.  
!This spell allows you to easily (and very safely) communicate with your cult mates. Invoke it, type a message, and it will be transmitted to all cult members in fat, red letters so they surely won't miss it. You can get one with your starting talisman, and you can imbue a paper with it as well.  
|1 Charge
!Yes.
|-
|-
!EMP Rune
!Summon Combat Equipment
destroy see technology
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar'Sien bola, and a spare ritual dagger. Activate the spell and then click yourself. If you are already wearing items in those slots you will only summon the dagger and bola.  
!Remember those EMP grenades and that EMP wizard spell? This rune does exactly the same.The rune itself doesn't generate a strong pulse, and only disables items in small radius. Imbuing the rune into a talisman makes it a lot stronger.  
|1 Charge
!Yes.
|-
|-
!Manifest Rune
!Hallucinations
blood see travel
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.
!This rune is close to the resurrect spell, but works differently. It does not need any dead bodies or sacrifices, just you and a ghost both standing on top of a rune. You also might want to put a paper with a name on the rune if you want your manifested ghost to have a name, else he will appear as unknown. Once invoked, a new body will appear right where you stand. The body will last indefinitely as long as you are standing on the rune. You, however, will be constantly receiving damage. Once you die or leave the rune, the ghost is banished from the body, gibbing it in the process.
In practice its useless af.
!No.
|4 Charges
|-
|-
!Summon Tome Rune
!Conceal Presence
see blood hell
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. It can trick even the better of the crew into thinking there is nothing in your base.
!While just having a henchman cultist is useful, he will be of much more help if he has an arcane tome to create more runes. This rune simply summons a new arcane tome. Always have one hidden somewhere so that you can get a new tome in case you lose your current one.
|10 Charges
!Yes.
|-
!Blood Rites
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others.
<u>Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:</u>
 
 
# '''Blood Spear (150)''' summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone.
# '''Blood Bolt Barrage (300)''' temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard's arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and the [[Captain]]'s ego.
# '''Blood Beam (500)''' will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles.
|5 Charges
|-
|}
 
== Runes ==
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it.
 
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style='background-color:brown' width='130px'|Name
! style='background-color:brown' width='830px'|Description
! style='background-color:brown' width='73px' |Invokers Required
! style='background-color:brown' width='64px' |Phrase
! style='background-color:brown' width='64px' |Rune
|-
!{{anchor|Rite of Offering}}Offering Rune
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger when two cultists stand around the rune. Mindshield-implanted crew cannot be converted, only sacrificed, and need 3 cultists to stand around the rune (but constructs are no less dangerous than humans). - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b>
 
If the target is dead, ineligible for conversion or is the required sacrifice target, they'll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.
 
The pets of department heads may also be converted, which will turn them into cult pets that will attack any non-cultists they see and will revive dead cultists by dragging them onto revive runes.
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets
|Mah'weyh pleggh at e'ntrath!
|[[File:Sacrifice rune.png|64px]]
|-
!Empowering Rune
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it.
|1
|H'drak v'loso, mir'kanas verbot!
|[[File:Empowerrune.png|64px]]
|-
|-
!Teleport Rune
!Teleport Rune
travel self x
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.<br><b><u>Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!</u></b>
!Teleport rune is a special rune, as it only needs two words, with the third word being destination. Basically, when you have two runes with the same destination, invoking one will teleport you to the other one. If there are more than 2 runes, you will be teleported to a random one. Since there are 10 words, you can create 10 independent teleport networks. You can imbue a teleport rune into a talisman, which will then teleport you to the destination rune upon use.
|1
!Yes.
|Sas'so c'arta forbici!
|[[File:Teleport_rune.png|64px]]
|-
|-
!Teleport Other Rune
!Revive Rune
travel other x
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.
!This variation of the teleport rune allows you to teleport objects between the runes. You need to have 3 people standing by this rune to properly invoke it, so its utility isnt very high.
 
!Yes.
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.
|1
|Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
|[[File:Raisedead_rune.png|64px]]
|-
|-
!See Invisible Rune
!Barrier Rune
see hell join
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Costs 2 brute both to invoke and to deactivate. Has 100 health and the rune is destroyed if the barrier is destroyed.
!This nice rune does exactly as it says. It allows you to see invisible objects and people as long as you stay on top of the rune. Most importantly, it lets you see ghosts, this might help you when working in conjunction with a resurrection rune. But it also works on hidden runes, cloakers and aliens who use invisibility.
|1
!No.
|Khari'd! Eske'te tannin!
|[[File:Wall_rune.png|64px]]
|-
!Summoning Rune
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. <u>This rune will only work on the station</u>, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled.
|2
|N'ath reth sh'yro eth d'rekkathnor!
|[[File:Summon_rune.png|64px]]
|-
!Blood Boil Rune
|When invoked, it saps some health from the invokers to send three damaging pulses to any non-cultist who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.
Some species, such as golems, do not have blood, and thus are immune to this rune. People with magic immunity will be unaffected.
|3
|Dedo ol'btoh!
||[[File:Boil_rune.png|64px]]
|-
|-
!Hide Rune
!Rune of the Spirit Realm
hide see blood
|This rune gives you two powerful options:<br><br>
!This handy rune, which you can also make with your starting talisman, makes nearby runes invisible. Note, however, that you cannot invoke the runes if you can't see them, so you need to either use a "see invisible" rune, or use a reveal rune. This rune is useful for revealing support runes that you do not activate directly. For example, a teleport rune in a safe place where you can teleport to with a teleport talisman.
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. <u>This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.</u> If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.<br><br>
!No.
(2) To ascend as a dark spirit. This option will give you virtually unlimited knowledge. You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!
|1
|Gal'h'rfikk harfrandid mud'gib!
|[[File:Manifest_rune.png|64px]]
|-
|-
!Reveal Rune
!Apocalypse
blood see hide
|A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. Similar to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'Sie.</u><br>
!Need to activate that rune you have hidden, but dont know the words for a "see invisible" rune? Well now your hide rune always comes with its sister - the Reveal rune! Just reverse the wording order of the Hide rune, and you will get a rune that reveals all hidden runes in large area around itself.
 
!No.
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled
 
* If 1 - 10: Disease Outbreak + Mice Migration
* If 11 - 20: Radiation Storm
* If 21 - 30: Brand Intelligence
* If 31 - 40: Immovable Rod x3
* If 41 - 50: Meteor Wave
* If 51 - 60: Spider Infestation
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
* If 71 - 80: Space Vines, Grey Tide
* If 81 - 100: Nar'sian Portal Storm
|3
|Ta'gh fara'qha fel d'amar det!
||[[File:Apocalypse.png|96px]]
|-
|-
!Ghostself Rune
!Ritual of Dimensional Rending
hell travel self
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete.
!This rune allows you to leave your mortal body and become a ghost. This comes with all those benefits of being a ghost - being able to communicate with other ghosts, seeing invisible, and so on. Of course, you are unable to control your body as a ghost, and if you fly away, you will have no idea if something is happening to it. You can re-enter your body the same way as you re-enter corpse as a regular ghost. The body itself slowly receives damage while you are ghosted, and if it is removed from the rune, you will not be able to re-enter it so beware.
 
!No.
After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.
|9
|TOK-LYR RQA-NAP G'OLT-ULOFT!!
|[[File:Rune_large.png]]
|-
|-
!Imbue a Talisman Rune
|}
hell technology join
 
!This handy little rune imbues an empty piece of paper with the power of an adjacent rune. It only works with EMP, Summon Tome, Hide Rune, Reveal rune, Teleport, Notice, Blind and Deafen runes. Have a rune of mentioned type beside the imbue rune, put a paper on the imbue rune, invoke it.You will now have a 1-use talisman with the power of the target rune. Using a talisman drains alot of health, so be careful with it
== Structures ==
!No.
By using the twisted construction spell on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using "Conceal Runes" near these structures will make them turn invisible, and make runed doors look like regular airlocks.
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style="background-color:brown" width='64px' |
! style="background-color:brown" width='140px'|Name
! style="background-color:brown" width='830px'|Description
! style="background-color:brown" width='73px'|Cost
|-
|-
!Sacrifice Rune
|[[File:Altar.png|64px]]
hell blood join
!Altar
!The sacrifice rune is used to gain favour of your God by sacrificing different living things to it. It also might be your objective to sacrifice a specific person. You can sacrifice monkeys and humans, with all of them having different chance to gain favor of your God. If you are lucky enough, you will suddenly remember meaning of one of the rune words, possibly one you already know. You can sacrifice dead bodies and monkeys alone, but to sacrifice a living human or your target, you need to have 3 cultists chanting by the rune. Sacrificing a living human is very likely to yield a positive result for you
|A bloodstained altar dedicated to Nar'Sie. By using it, you are able to create an '''Eldritch Whetstone''' to sharpen your weapon, a '''Construct Shell''', or a '''Flask of Unholy Water''' which heals cultists and greatly reduces stuns or can be thrown to poison non-cultists. After creating an item with the altar, it needs 4 minutes to recharge.
!No.
|3 runed metal
|-
|-
!Summon Cultist Rune
|[[File:Forge.gif|64px]]
join other self
!Forge
!This rune allows you to summon any cultist to the rune. You need 3 cultists chanting for it to work, and the target must not be cuffed, buckled or hiding in a closet. Note that this rune drains quite alot of health from every chanting cultist.
|A forge used to craft the unholy weapons used by the armies of Nar'Sie. By using it, you are able to create a '''True Nar'sian Hardened Armor''' (a hardsuit with no slowdown), a '''Flagellant's Robe''' (which makes you faster at the cost of increasing damage taken by 45%), or a 30-damage '''Eldritch Longsword'''. The Eldritch Longsword fits in the suit storage slot of every type of cultist armor and has a 50% block chance. After creating an item with the forge, it needs 4 minutes to recharge.
!No.
|3 runed metal
|-
|-
!Free Cultist Rune
|[[File:Pylon.gif|64px]]
travel technolgy other
!Pylon
!A nice compliment to the summon rune, this rune also requires 3 cultists chanting by it to work. Activating it allows you to free any of your fellow cultist from many kinds restrictions: handcuffs, locked DNA machines, muzzles (but NOT straight jackets), both locked and welded closets.  
|A floating crystal that slowly heals those faithful to Nar'Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas).  
!No.
|4 runed metal
|-
|-
!Deafen Rune
|[[File:Archives.png|64px]]
hide other see
!Archives
!This rune temporarily makes all non-cultists in visible range deaf. You can imbue this rune into a talisman, it will have the same range, but the duration of deafness will be shorter
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a '''Zealot's Blindfold''' (which lets you see in the dark, gives you a medical hud, and is flash-proof), a '''Shuttle Curse''' (which, when used, delays the escape shuttle for 2 minutes) or a '''Veil Walker Set''', which includes the Veil Shifter (a 4 use teleporter which teleports you and anything dragged by you forward a medium distance with some randomness) and a Void Torch (which lets you teleport objects to other cultists). You can only use a certain amount of shuttle curses each round. After creating an item with the archives, they need 4 minutes to recharge.
!Yes.
|3 runed metal
|-
|-
!Blind Rune
|[[File:Runed_airlock.png|64px]]
destroy see other
!Runed door
!Blind rune works exactly the same way as the deafen rune, except it blinds everyone in visible range
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.
!Yes.
|1 runed metal
|-
|-
!Stun Rune
|[[File:Cultgirder.png|64px]]
join hide technology
!Runed girder
!Unlike other runes, this ons is supposed to be used in talisman form. When invoked directly, it simply releases some dark energy, briefly stunning everyone around. When imbued into a talisman, you can force all of its energy into one person, stunning him so hard he cant even speak. However, effect wears off rather fast. This talisman is basically a cult version of stun baton. Stun time is rather short (15 ticks), and mute time is even shorter (5 ticks) but unlike other weapons, it can be concealed and not visible when held in hand. Use it to stun candidates for conversion in case they refuse to join you, or robust the security with these.
|A wall girder that can instantly be disassembled with your ritual dagger.  
!Yes.
|1 runed metal
|-
|-
!Armor Rune
hell destroy other
!Cultists now have access to real weapons and hooded robes that double as armor. There is the Cult Blade (An energy sword), Cult robes (armored robes), and Cult Hoodie (armored hoodie), as well as a backpack (the Chaplain's trophy rack), and Cult Boots (essentially grey jackboots). To invoke, simply activate the rune with an open hand to recieve the cult blade, likewise with the robes and hoodie. Just have the slots open. These will robust people and borgs very fast.
!Yes.
|}
|}


== Journal of the Arch Heretic (Cultists can not into space) ==
== Constructs ==
Today was a good day for the True Believers. We managed to get to the abandoned shuttle and set up camp there. I had the time to read through my book and translate everything and gathered everyone at the [[White Ship]] to lay seige to the station. We even managed to steal a communications board and killed the research director for his ID card to keep the shuttle from ever coming. The more ghost legions we sent to the station, the more bodies they sent back to us, allowing a way for the etherals to stay tied to this mortal realm. It took a while but we located the captain, killed him and sacrificed his body to the great one. All we left behind on the station was our mark, blood, gibs, and the bodies of the many non believers. They are sending our escape shuttle to another station....and we will cleanse that station too. Below I have listed the most effective means of showing the feeble minded the might of Nar-Sie. Even the Singularity is no match for great Nar-Sie.
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:
 
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.
 
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.
 
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.
 
 
==The Inevitable Discovery==
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You'll have to make a stand and fight off the rest.
 
 
<span style="color:maroon;"><u>'''The veil weakens as your cult grows, your eyes begin to glow...'''</u></span>
* Once the blood cult reaches '''20%''' of the active player population, everyone in the cult will receive a notice that the cult is "rising" - and after a moderate delay, the eyes of all existing and new cultists will be permanently <span style="color:red;">'''red'''</span>. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.
 
<span style="color:red;"><u>'''Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!'''</u>
* Once the blood cult reaches '''40%''' of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a <span style="color:red;">'''blood-red cult halo'''</span>, '''permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.''' If you've managed to get this far, you ''should'' have no problems defeating the crew in a head-on battle if you can deal with Security.
 
 
==Threats to the Cult==
 
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station's crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.
 
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===
 
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.
 
== Cultist Tips ==
* '''You can solo convert non mindshielded crew by using a Spirit Realm rune and summoning a cult ghost.'''
* Cultists can know a rune's name and effects by examining it.
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality. The dagger also serves as an excellent last resort as it deals 25 damage when thrown.
* Always be ready to summon a cultist in trouble. <b>Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive</b>.
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.
* The chaplain's weapon makes them immune to most of your magic. Don't attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed.
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade. However shades only count as cultists by invocation runes until after one minute of being released from the shade.
* Shades can ventcrawl around the station (alt-click).
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape.
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate. The AI satellite even contains some spare plasma and metal that you can use to produce plasteel (if you can convince it to let you in.)
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don't forget your crowbar!
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie rune.
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar'Sie rune).
*If the Harvesters bring enough people to Nar'Sie you may or may not get a special ending.
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are '''anti-magic''' and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.
*Use the conceal presence spell on a teleport rune to create a hidden teleport destination, perfect for safely escaping to.
*Blood gathered from the blood rites spell can heal cultists instantly. You can also sap 50 units of blood directly from living people.
 
== Nar'Sie ==
 
<center>
[[File:Narsie.gif|512px]]
 
Once you've completed the ritual, Nar'Sie will come forth.
 
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.
 
Few things are capable of challenging Nar'Sie's sheer power.
</center>
 
==How to Fight A Blood Cult: A Guide for the Common Spaceman==
 
'''The Cult of Nar'Sie''' may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:
 
===[[Chaplain]][[File:Generic_chaplain.png]]===
The Chaplain is immune to conversion and is able to turn normal water into '''Holy Water''', which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed.
 
'''When cult activity is confirmed:''' Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective.
 
'''(Optional) when brig has holy water secured:''' Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them.
 
'''(Optional) if the AI has not been moved:''' Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI's chamber.
 
'''When you are safe in the brig:''' You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.
 
 
====Purified Soulstones and Constructs====
Anyone (not only chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.
 
===[[Security]][[File:Generic_hos.png]]===
 
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it's probably your fault if you fail.
 
====How to Deconvert a Cultist with Holy Water====
'''Step 1: Find a suspected cultist.''' If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone's workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say <span style="color:red;">'''"his/her eyes are glowing an unnatural red!"'''</span>. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads.
 
'''Step 2: Arrest the suspected cultist.''' Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room.
 
'''Step 3: Check the suspect's bag for a ritual dagger '''(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can't be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn.
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.
 
'''Step 4: Force feed the confirmed cultist at least 25 units of Holy Water'''. Use '''30 units''' to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don't resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells.
 
'''Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.''' Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default.
<br><br>
 
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: '''"-Name- looks like he/she just reverted to his/her old faith!"'''<br>
<br>
Deconverted cultists do not keep their memories from their time in the cult.
 
====If Shit Hits the Fan====
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. <br>
 
Here are some tips and tricks for security:
 
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick.
* Zealot's Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]].
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies.  
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don't just go randomly implanting people until you know who is really on your side.
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look life officers. Don't expect this to happen often, but the possibility is there.
 
===[[Medbay]][[File:MedicalDoctor.png]]===
 
If you work in the Medbay it's not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. <br>
 
Here are some general tips and tricks for Medbay workers:
 
'''[[Medical Doctor|Medical Doctors]]:''' Examine people before healing them, to check for glowy eyes or cult gear. If you don't see anything obvious, then try to do your job as normal. <br>If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them.
 
'''[[Chemist|Chemists]]:''' You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won't be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security.  
 
'''[[Geneticist|Geneticists]]:''' You can try to find powers such as thermal vision or hulk, and then make injectors to give to [[security]] (or use yourself).  
 
<br>
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don't try to fight them unless you know what you're doing.
 
 
 
===[[Cargo]][[File:Generic_cargo.png]]===
 
'''Order Religious Supplies crates.''' If the Chaplain is nowhere to be seen and security don't have any holy water, order this as fast as possible. The crate contains holy water.
 
'''Order [[Security_items#Mindshield_Implant|Mindshield Implants]].''' If people really don't want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more.
 
'''Order guns.''' If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don't know who is a cultist. Prefer using non-lethals if holy water is available.
 
 
 
===[[Science]][[File:scientist_generic.png]]===
 
'''[[Guide_to_Ordnance|Ordnance]]''': While bombs should be the crew's last resort, they are the strongest weapon you can use to stop a Nar'Sie summoning. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult.
 
'''[[Roboticist]]''': [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it.
 
'''[[Guide to xenobiology|Xenobiologist]]''': Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target.
 
 
===[[Engineering]][[File:Generic_engineer.png]]===
 
'''[[Engineer]]''': Normally, cultists don't sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don't need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you.  


=== How to into Space ===
'''[[Atmospheric Technician]]''': You don't need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists. Repair any hull breaches resulting from combat.
The biggest problem facing the cult is getting caught early or not being able to research words. Here is a fun and easy way to to get into space to safely research. Get a toolbox, a firesuit, gloves if possible and a few cups of robust coffee.  Proceed to the chapel and if the chaplain is there, ask him to massdrive you, sending you to the derelict. If the chaplain isnt there, break down the wall and grab a coffin to put into the mass driver.Once you have hit the derelict, drink your coffee and go into the pressurized and warm environment to the east. A space suit will be north from there. As a note, the abandoned ship makes the best base with wall runes as it cannot be broken into except by the chaplain.


=== Ghost Legion ===
===[[Botany]][[File:Generic_botanist.png]]===
If you were smart, you researched your words and you can now manifest an army. This requires a medibot (but medibots are useless now) for sustained use. What you need will be an active teleport rune that goes to the main station, 3 or 4 cult armor runes and a manifest ghost rune. Manifest as many ghosts as you have armor for, have them teleport to the station to MAIM BURN AND KILL.


=== Summoning Others by Yourself ===
'''Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].''' Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges.  
If you are by yourself, you can still summon your cultist friends. Set up a manifest ghost next to a summon cultist (or free cultist) rune and manifest two ghosts. Have the two ghosts help summon your friend.


=== No Medibot ===
=== [[Traitor]] ===
On the chance that you are on the mining station or just dont have a medibot, you can still heal yourself. Set up a blood drain rune next to a manifest ghost rune. Manifest the ghost and have him stand on the blood drain rune and drain him of life. Rinse and repeat as needed.
It's possible to force a cultist to reveal information by using the hypnotic flash available to traitors, as hypnosis has a greater influence over a person's mind than the influence of Nar'Sie ([[Rules#Antagonist_Directive_Priorities|check the antagonist directive priorities on the rules page here]]). A [[Byond the impossible|very trustworthy security force]] could use this to negotiate with a traitor and gain an insane advantage. This will not work on deconverted cultists, as they lose their memory of the time they were in the cult.


=== [[Construct]]s ===
{{Jobs}}
Using the supply-paper starting cultists are granted from their dark lord, they are able to create an army of shades and constructs. This can be used to bring those to your side who typically would never do so on their own, like the chaplain or security officers. A wise move is to create an artificer first, which saves you valuable points on the supply-paper.
{{Game modes}}


[[Category:Game Modes]] [[Category:Guides]]
[[Category:Jobs]]
[[Category:Game Modes]]
[[Category:Guides]]

Latest revision as of 14:37, 12 June 2024

ENEMY STAFF

Follower of Nar'Sie
Access: Whatever you have
Additional Access: Wherever a teleportation rune is
Difficulty: Medium
Supervisors: Nar'Sie, Cult Master
Duties: Sacrificing the needed target and Summoning Nar'Sie
Guides: This is the guide
Quote: NAR'SIE HAS RISEN


"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."


Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.

Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would've known?


The Beginning of a New Era

The Geometer of Blood, Nar'Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!

At the beginning of a Cult round, several cultists will arrive on the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes, while the runed metal is used to make valuable structures; additional runes metal can be created by using the Twisted Construction ability on any ordinary plasteel.

The Cult has two major objectives. The first is to use an Offer rune to sacrifice a certain target to Nar'Sie. The target is shown to all cultists, and is often a high ranking member of the crew or a Security officer. Once the target has been sacrificed, Nar'Sie can be summoned in one of three predetermined locations on the station, using 9 cultists and/or constructs and after a 45-second rune drawing process. If Nar'sie is summoned, the Cult wins!

Cultist Quick Guide

Have you never played as a Cultist before, and find yourself subverted or starting off? Here's a quick primer on the most important aspects:

  • Communing: The very first thing to do is find somewhere where you can be alone and talk to your fellow cultists using your Commune ability. Communing broadcasts messages to all other cultists, but any nearby crew can see and hear you whispering, potentially revealing your cult. Talk to your allies, find out where everybody else works and has access to, formulate a plan, and ask senior cultists for advice if needed.
  • Blood Magic: By clicking the Blood Magic icon, you can prepare up to one spell from a variety of blood magicks. Preparing a spell takes a few seconds and leaves a blood splatter on the floor, so do it somewhere where nobody's looking. Once you have a spell prepared, click its icon to 'put it in your hand', and click on a target with it to use it. Starting off, the most important spells are generally Stun and Teleport.
  • Cult Bases: By using your Ritual Dagger, you can create runes at your feet. To create a starting cult base, find somewhere secluded and safe to start placing runes. The most important rune is a Teleport rune, which lets any cultist warp to it using the Teleport blood magic spell or by clicking on a different rune. Commune once you have a Teleport rune up in a safe place, so others can join you. Make sure no non-cultists find your runes!
  • Runes: Afterwards, place an Empower rune; standing on it lets you prepare four blood magic spells simultaneously. Finally, an Offer rune lets you convert others to your cause by dragging them onto it and clicking on it with an empty hand. Offering requires two cultists and/or constructs to be standing by the rune, so make sure you have a friend with you to help. There are other runes, but Teleport, Empower and Offer are the most important.
  • Conversions: Once you have a base, you can begin Offering. While standing on the Empower rune, prepare a Stun, a Shadow Shackles, and two other spells; remember you can prepare multiple Stuns at once. Find a crewmember, Stun them, drag them somewhere secluded, Shackle them, remove their headset if the base is too far away, then drag them back to it, put them on the Offer rune, and use it with a friend or stand on and activate a Spirit rune next to it. Of course, if you have the means to abduct people without blood magic, feel free to use mundane methods. If they don't have a mindshield implant, they'll become a cultist; if they're implanted, like Security or the Heads, they'll explode violently and leave behind a soulstone. Either outcome is good for you.
  • Structures: By using the Runed Metal cultist begin with (get more by using the Twisted Construction blood magic on plasteel), you can build one of four constructions: pylons, altars, archives and forges. Each cultist starts with enough metal to build 3 of the 4 options, so once you have a main base going, make sure someone's built at least one of each except for pylons; pylons only heal cultists, but the other three let you build useful items, weapons and tools. Don't build items unless you need them; once any item is built, that structure goes on a 4 minute cooldown. If you have the metal, building multiples of each structures isn't a bad idea.
  • Constructs: When you sacrifice an implanted crewmember on an Offer rune, they'll leave behind a soulstone shard. Create a construct shell at an altar, and you can put the soulstone inside it to transform the soul within into a construct. Constructs come in three types: utility Artificers, tanky Juggernauts and sneaky assassin Wraiths. The first one you create should almost always be an Artificer, as they can create more soulstones and shells. If a soulstone is empty, using it on a corpse will attempt to put the corpse's soul into the shard, and you can release the soul as a much less useful Shade by clicking it in your hand.
  • Going Loud: Unless your cultists are (un)godly talented and lucky, you'll eventually be caught out. Either someone will slip up, somebody will find your base, or your cult will grow so powerful that it becomes impossible to hide (red eyes, then a dark halo). Once you know the jig is up, start playing more aggressively; place extra Teleport runes and mini-bases around the station in case your main hideout gets raided, make more power moves to convert or kill crewmembers, and find some way to kill or subvert the AI if it hasn't been done.
  • Summoning Nar'Sie: The first step to actually summoning your dark god is to Offer her desired target, randomly picked at the start of the round and shown in the top-right of your screen. Use teamwork and co-operation to take them down, drag them to your base, and sacrifice them. Once they've been offered, their icon is replaced with a list of three locations where Nar'Sie can be summoned. Head there, fortify the location, ideally have your Cult Master use Final Reckoning to bring the entire cult to the summoning spot, and begin drawing the final rune. Drawing the Nar'Sie rune requires a 3x3 area, takes 45 seconds, surrounds the drawer in forcefields, and tells the entire station where it's happening, so make your final stand against whatever's left of the crew! If you can hold out long enough to finish the rune, have 9 cultists and/or constructs stand on it (use the 'rest' button to lie down and make more room), click on it with an empty hand, and Nar'Sie will be summoned, giving your cult the win!

The Cult Master and You

The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar'Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!

IMPORTANT: The Cult Master is the only one capable of using the Final Reckoning, a single-use, extremely powerful ability suited for ending the round. It's highly recommended that a Cult Master not be selected until the cult is established; in fact, many cults choose not to pick a leader until they're ready to summon Nar'Sie.


So, how does one become the Master?

When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!


Being The Master of Wrist Cutting

So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.

To summon Nar'Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.


Here is a quick reference guide on what you should be doing as the Cult Master:

  1. Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
  2. Beat back and silence any potential intruders to your hideout.
  3. Stay back and relay information and orders with use of the Spirit Realm rune, and let your goons handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
  4. Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
  5. While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.
  6. Lead your brethren into battle when the time comes to face the crew head on!
  7. Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar'Sie herself!


In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar'Sie needs a leader.


Cult Master Powers

As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:

Name Description Cooldown
Final Reckoning A single-use spell that brings the entire cult to the master's location. You cannot use this spell in an area where Nar'Sie can be summoned. Still useful for when it's time to summon Nar'Sie and you need the whole cult nearby to help defend and invoke. Please note that this is a one-use ability. If you use it at the wrong time you can't try again. One Use
Mark Target Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.

After using this ability, it goes on a 120-second cooldown.

120 Seconds
Eldritch Pulse Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!

After using this ability, it goes on a 15-second cooldown.

15 Seconds

The Ritual Dagger

Your dagger is your most important tool and has several functions:

  • You can draw runes with it.
  • Hitting a cultist with it removes Holy Water from them.
  • Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
  • Hitting runes with it removes them.
  • Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.
  • Hitting a runed girder with it will disassemble the girder.
  • Has 25% chance to block melee attacks.

If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, if you get caught, you endanger the entire cult.

Blood Spells

Blood Spells are limited-use blood magic spells that dissipate after they're spent, and they're your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. However, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.

A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.

How to use and unequip blood spells

After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you've chosen. To unequip the spell, press Q (works on /tg/ since Aug 2019) or click the same action button again. This will save the spell for later.

List of Available Spells

Name Description Health Cost/No. of Charges
Stun A potent spell that will stun and mute victims. Simple, clean, and quite effective for a plethora of situations, howewer it becomes significantly weaker the bigger the cult gets:
  • Before red eyes it paralyzes for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment).
  • With red eyes it paralyzes for 9.6 seconds, mutes for 7.2 seconds and cult-slurs speech for 18 seconds.
  • With halos it paralyzes for 1.6 seconds, mutes for 1.2 seconds and cult-slurs speech for 3 seconds.

If used on a cyborg it stuns it as if hit by a heavy EMP regardless of how big the cult is. Anyone that has magic protection or is a heretic is immune to it. While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the Bartender has been handing out way too many Narsours).

1 charge, 10 HP
Teleport A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be. 1 charge, 7 HP
Electromagnetic Pulse A large spell that allows a user to channel dark energy into an EMP (range 5), causing all electronics in the area to malfunction or be disabled. 1 charge, 10 HP
Shadow Shackles A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. 4 Charges
Twisted Construction A sinister spell used to convert:
  • Plasteel into Runed Metal.
  • 50 Metal into a Construct Shell.
  • Cyborgs directly into Constructs.
  • Cyborg shells into construct shells.
  • Airlocks into Brittle Cult Airlocks when on Combat Mode Enable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm them if on, or Help them if off. Prevents you from switching places or being pushed when colliding with people. . A weaker version of Runed Airlocks.
1 Charge, 12 HP
Summon Ritual Dagger Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. 1 Charge
Summon Combat Equipment A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar'Sien bola, and a spare ritual dagger. Activate the spell and then click yourself. If you are already wearing items in those slots you will only summon the dagger and bola. 1 Charge
Hallucinations A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.

In practice its useless af.

4 Charges
Conceal Presence A multi-function spell that alternates between hiding and revealing nearby runes and cult structures. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make runed airlocks look like basic maintenance airlocks but only cultists will have access. Has a range of 5 tiles. It can trick even the better of the crew into thinking there is nothing in your base. 10 Charges
Blood Rites A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others.

Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:


  1. Blood Spear (150) summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone.
  2. Blood Bolt Barrage (300) temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the Wizard's arcane barrage. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and the Captain's ego.
  3. Blood Beam (500) will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles.
5 Charges

Runes

The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it.

Name Description Invokers Required Phrase Rune
Offering Rune Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger when two cultists stand around the rune. Mindshield-implanted crew cannot be converted, only sacrificed, and need 3 cultists to stand around the rune (but constructs are no less dangerous than humans). - therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!

If the target is dead, ineligible for conversion or is the required sacrifice target, they'll be sacrificed instead, gibbing them and creating a Soulstone Shard that can be used to power a construct.

The pets of department heads may also be converted, which will turn them into cult pets that will attack any non-cultists they see and will revive dead cultists by dragging them onto revive runes.

1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets Mah'weyh pleggh at e'ntrath!
Empowering Rune Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it. 1 H'drak v'loso, mir'kanas verbot!
Teleport Rune This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.
Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!
1 Sas'so c'arta forbici!
Revive Rune Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.

Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.

1 Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
Barrier Rune When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Costs 2 brute both to invoke and to deactivate. Has 100 health and the rune is destroyed if the barrier is destroyed. 1 Khari'd! Eske'te tannin!
Summoning Rune This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. This rune will only work on the station, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. 2 N'ath reth sh'yro eth d'rekkathnor!
Blood Boil Rune When invoked, it saps some health from the invokers to send three damaging pulses to any non-cultist who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.

Some species, such as golems, do not have blood, and thus are immune to this rune. People with magic immunity will be unaffected.

3 Dedo ol'btoh!
Rune of the Spirit Realm This rune gives you two powerful options:

(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form. If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.

(2) To ascend as a dark spirit. This option will give you virtually unlimited knowledge. You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!

1 Gal'h'rfikk harfrandid mud'gib!
Apocalypse A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. Similar to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'Sie.


If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled

  • If 1 - 10: Disease Outbreak + Mice Migration
  • If 11 - 20: Radiation Storm
  • If 21 - 30: Brand Intelligence
  • If 31 - 40: Immovable Rod x3
  • If 41 - 50: Meteor Wave
  • If 51 - 60: Spider Infestation
  • If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
  • If 71 - 80: Space Vines, Grey Tide
  • If 81 - 100: Nar'sian Portal Storm
3 Ta'gh fara'qha fel d'amar det!
Ritual of Dimensional Rending This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete.

After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.

9 TOK-LYR RQA-NAP G'OLT-ULOFT!!

Structures

By using the twisted construction spell on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using "Conceal Runes" near these structures will make them turn invisible, and make runed doors look like regular airlocks.

Name Description Cost
Altar A bloodstained altar dedicated to Nar'Sie. By using it, you are able to create an Eldritch Whetstone to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns or can be thrown to poison non-cultists. After creating an item with the altar, it needs 4 minutes to recharge. 3 runed metal
Forge A forge used to craft the unholy weapons used by the armies of Nar'Sie. By using it, you are able to create a True Nar'sian Hardened Armor (a hardsuit with no slowdown), a Flagellant's Robe (which makes you faster at the cost of increasing damage taken by 45%), or a 30-damage Eldritch Longsword. The Eldritch Longsword fits in the suit storage slot of every type of cultist armor and has a 50% block chance. After creating an item with the forge, it needs 4 minutes to recharge. 3 runed metal
Pylon A floating crystal that slowly heals those faithful to Nar'Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas). 4 runed metal
Archives A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold (which lets you see in the dark, gives you a medical hud, and is flash-proof), a Shuttle Curse (which, when used, delays the escape shuttle for 2 minutes) or a Veil Walker Set, which includes the Veil Shifter (a 4 use teleporter which teleports you and anything dragged by you forward a medium distance with some randomness) and a Void Torch (which lets you teleport objects to other cultists). You can only use a certain amount of shuttle curses each round. After creating an item with the archives, they need 4 minutes to recharge. 3 runed metal
Runed door Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back. 1 runed metal
Runed girder A wall girder that can instantly be disassembled with your ritual dagger. 1 runed metal

Constructs

Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:

  • A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
  • An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.

When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.

A complete guide to constructs can be found here. Artificers will poop out new Soulstone Shards and Shells, wraiths can kill the AI, and Juggernauts are great tanks.


The Inevitable Discovery

As the cult rises in power, you and your brethren will begin to undergo some revealing effects caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by unfriendly crewmembers, and after a certain point, there will be no way to hide from the crew. You'll have to make a stand and fight off the rest.


The veil weakens as your cult grows, your eyes begin to glow...

  • Once the blood cult reaches 20% of the active player population, everyone in the cult will receive a notice that the cult is "rising" - and after a moderate delay, the eyes of all existing and new cultists will be permanently red. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.

Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!

  • Once the blood cult reaches 40% of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a blood-red cult halo, permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one. If you've managed to get this far, you should have no problems defeating the crew in a head-on battle if you can deal with Security.


Threats to the Cult

Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station's crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.

Security and the Chaplain

Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.

Cultist Tips

  • You can solo convert non mindshielded crew by using a Spirit Realm rune and summoning a cult ghost.
  • Cultists can know a rune's name and effects by examining it.
  • Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality. The dagger also serves as an excellent last resort as it deals 25 damage when thrown.
  • Always be ready to summon a cultist in trouble. Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive.
  • Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.
  • The chaplain's weapon makes them immune to most of your magic. Don't attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed.
  • Keeping a shade in a Soulstone Shard with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade. However shades only count as cultists by invocation runes until after one minute of being released from the shade.
  • Shades can ventcrawl around the station (alt-click).
  • Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape.
  • Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate. The AI satellite even contains some spare plasma and metal that you can use to produce plasteel (if you can convince it to let you in.)
  • The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don't forget your crowbar!
  • Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie rune.
  • A construct can quickly take down an AI. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.
  • Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar'Sie rune).
  • If the Harvesters bring enough people to Nar'Sie you may or may not get a special ending.
  • You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are anti-magic and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.
  • Use the conceal presence spell on a teleport rune to create a hidden teleport destination, perfect for safely escaping to.
  • Blood gathered from the blood rites spell can heal cultists instantly. You can also sap 50 units of blood directly from living people.

Nar'Sie

Once you've completed the ritual, Nar'Sie will come forth.

Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.

Few things are capable of challenging Nar'Sie's sheer power.

How to Fight A Blood Cult: A Guide for the Common Spaceman

The Cult of Nar'Sie may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:

Chaplain

The Chaplain is immune to conversion and is able to turn normal water into Holy Water, which can deconvert cultist back into normal people. With a Null rod in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed.

When cult activity is confirmed: Make sure you have your Null rod weapon and Holy Book with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective.

(Optional) when brig has holy water secured: Grab a Fire Extinguisher from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents Wraiths from jaunting over them.

(Optional) if the AI has not been moved: Have the AI let you into its chamber, so you can bless it. Many cults will kill the AI early, by constructing a Wraith. The wraith can easily jaunt in, appear right in front of the AI and kill it. You can prevent this by blessing most tiles in the AI's chamber.

When you are safe in the brig: You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.


Purified Soulstones and Constructs

Anyone (not only chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create purified constructs, which will help the crew.

Security

Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy constructs. Remember: the safety of the station and its staff are on the line, and it's probably your fault if you fail.

How to Deconvert a Cultist with Holy Water

Step 1: Find a suspected cultist. If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone's workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say "his/her eyes are glowing an unnatural red!". If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads.

Step 2: Arrest the suspected cultist. Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room.

Step 3: Check the suspect's bag for a ritual dagger (or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can't be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn. Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. A good one to watch out for is if they have hidden their dagger in their boots if they are wearing Jackboots or Workboots.

Step 4: Force feed the confirmed cultist at least 25 units of Holy Water. Use 30 units to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don't resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells.

Step 5: Mindshield Implant the cultist. Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. Security and the Captain are implanted by default.

Like with revs, you will see a big purple message when a nearby person is deconverted: "-Name- looks like he/she just reverted to his/her old faith!"

Deconverted cultists do not keep their memories from their time in the cult.

If Shit Hits the Fan

If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting.

Here are some tips and tricks for security:

  • Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick.
  • Zealot's Blindfolds protect against flashes, but not against bangs. Use flashbangs.
  • Consider arming deconverted and implanted former cultists. They should be your confirmed allies.
  • Constructs cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.
  • Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don't just go randomly implanting people until you know who is really on your side.
    • Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look life officers. Don't expect this to happen often, but the possibility is there.

Medbay

If you work in the Medbay it's not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well.

Here are some general tips and tricks for Medbay workers:

Medical Doctors: Examine people before healing them, to check for glowy eyes or cult gear. If you don't see anything obvious, then try to do your job as normal.
If you have holy water you can be extra helpful by building a smoke machine. Print the board from the medical techfab or ask the AI to let you into the tech storage so you can grab it. Print stock parts and cable coil from an autolathe. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them.

Chemists: You can create non-lethal syringes with Chloral Hydrate or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won't be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with cablecuffs and bring them to the brig for deconversion. You can also make combat drugs and hand them to security.

Geneticists: You can try to find powers such as thermal vision or hulk, and then make injectors to give to security (or use yourself).


Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don't try to fight them unless you know what you're doing.


Cargo

Order Religious Supplies crates. If the Chaplain is nowhere to be seen and security don't have any holy water, order this as fast as possible. The crate contains holy water.

Order Mindshield Implants. If people really don't want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more.

Order guns. If you have a way to open the crates, then guns could help give you or security the upper hand. Remember, be careful about who you shoot if you don't know who is a cultist. Prefer using non-lethals if holy water is available.


Science

Ordnance: While bombs should be the crew's last resort, they are the strongest weapon you can use to stop a Nar'Sie summoning. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult.

Roboticist: Exosuits are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it.

Xenobiologist: Some slime cores, such as those from Sepia Slimes can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target.


Engineering

Engineer: Normally, cultists don't sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup telecomms in case a wraith wrecks it (cultists don't need telecomms). You can also try asking the AI let you move its core to a hidden location if you can make it trust you.

Atmospheric Technician: You don't need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists. Repair any hull breaches resulting from combat.

Botany

Grow Holymelons. Not only can they be ground for holy water, but they also have anti-magic properties. Keep a Holymelon in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges.

Traitor

It's possible to force a cultist to reveal information by using the hypnotic flash available to traitors, as hypnosis has a greater influence over a person's mind than the influence of Nar'Sie (check the antagonist directive priorities on the rules page here). A very trustworthy security force could use this to negotiate with a traitor and gain an insane advantage. This will not work on deconverted cultists, as they lose their memory of the time they were in the cult.

Jobs on /tg/station


Command
Captain, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster, Bridge Assistant

Security
Head of Security, Security Officer, Warden, Detective, Veteran Security Advisor, Prisoner

Engineering
Chief Engineer, Station Engineer, Atmospheric Technician

Science
Research Director, Geneticist, Scientist, Roboticist

Medical
Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Coroner

Supply
Quartermaster, Cargo Technician, Shaft Miner, Bitrunner, Cargorilla

Service
Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist

Non-human
AI, Human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Spy, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone, Voidwalker

Special
CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland or Space Role, CentCom Intern
Game Modes on /tg/station

Traitor


Changeling


Nuclear Emergency


Revolution


Blood Cult


Wizard


Heretic


Other Modes