Difference between revisions of "Construct"

From Paradise Station Wiki
Jump to navigation Jump to search
m (Just a quick note that juggernauts can block lasers.)
(Spacing)
 
(31 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{Stub}}
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkred
|colour = 453249
|headerfontcolor = white
|hcolour = red
|stafftype = PARANORMAL
|stafftype = PARANORMAL
|imagebgcolor = gray
|img_generic = Shade.png
|img = Shade.png
|img = Shade.png
|jobtitle = Shade or Construct
|jobtitle = Shade or Construct
Line 11: Line 8:
|difficulty = Easy
|difficulty = Easy
|superior = Your master.
|superior = Your master.
|duties = Follow your masters commands and protect them.
|duties = Be spooky, try to obey your master's unrealistic orders and fail miserably.
|guides = No external guides.
|guides = No external guides.
}}
}}<div style="float: right;">{{JobAntag}}</div>
Cultists or a wizard can smuggle supplies to create more shades or even constructs onto the station!
 
[[Cultist]]s or a [[wizard]] can smuggle supplies to create more shades or even constructs onto the station! Depending on who was responsible for the creation of the '''construct''', you may wind up with different looking minions. Prepare for spooky times, ghostly shenanigans and probable mass murder if there is an overabundance of you hanging around the station.


==Overview==
==Overview==
Shades and constructs are slaved to their masters will. Shade and constructs have to follow the orders of their master at any cost. They are capable of grasping intent, unlike synthetic beings. Shades as well as any constructs are EVA capable and can manouver in space without outside aid. Should a shade or construct die, it leaves behind ectoplasma which can be used to make ghost-burgers. Constructs aiding [[Cultist|cultists]] often have problems figuring out who to attack and who to defend, due to their inability to identify cultists.
Shades and constructs are slaved to their masters will. Shade and constructs have to follow the orders of their master at any cost. Shades as well as any constructs are EVA capable and can manouver in space without outside aid. Should a shade or construct die, it leaves behind ectoplasma which can be used to make [[Guide to Food#Burgers, Sandwiches and Main Courses|ghost-burgers]] (Or just eaten if you're disgusting like that). Constructs that were produced by a [[cultist]] are considered cultists for the purpose of communication and identifying friendly individuals.


Some constructs have special abilities, wich can be used similar to mime-, changeling- and wizard-abilities via the tabs on the right side of the SS13 interface. All constructs are immune to being stunned, but similarly their attacks have no stun chance like regular attacks.
Some constructs have special abilities, wich can be used similar to [[mime]]-, [[changeling]]- and [[wizard]]-abilities via the tabs on the right side of the SS13 interface. All constructs are immune to being stunned, but similarly their attacks have no stun chance like regular attacks. Most cannot be healed through conventional means either, requiring assistance from a specific type construct or to be recaptured in their stone. They are essentially very dangerous simple mobs.


=[[File:Soulstone.png|64px]]Soulstone=
=[[File:Soulstone.png|64px]]Soulstone=
<br>
Fragments of a far greater treasure from a bygone time, soulstones are all that remains of it, capable of tearing the soul of a body from it's current home and imprisoning it within the shard, enslaving them to the will of their taker.
 
Soulstones are used to house souls. They can be used to release said souls, into the form of a shade. Soul stones can only be used on dead or critical (below 0% HP) humans. When you do so it captures their soul into a shard. They will then become a 'Shade of X' where X was their name when alive, and they will exist in the shard.
Soulstones are used to house souls. They can be used to release said souls, into the form of a shade. Soul stones can only be used on dead or critical (below 0% HP) humans. When you do so it captures their soul into a shard. They will then become a 'Shade of X' where X was their name when alive, and they will exist in the shard.


Clicking on the soulstone will then allow you to summon the shade, or it can be inserted into a construct-shell to be made into one of the various kinds of constructs.
Clicking on the soulstone will then allow you to summon the shade, or it can be inserted into a construct-shell to be made into one of the various kinds of constructs.


=[[File:Shade.png|64px]]Shade=
The chaplain also possesses a soulstone at roundstart. Keep in mind however that the [[Advanced Rules|rules]] still apply and that consideration of them in making constructs out of crew is heavily advised.
<br>
 
Soulstones can be purified by any non-Cult crewmember by slapping them with a Bible, however,  Cultists can re-corrupt purified soulstones by striking them with a cultist dagger.
 
=[[File:Shades.gif]]Shade=
Shades are red ghosts, and are solid in the same way humans are. When released, the receive the message:  
Shades are red ghosts, and are solid in the same way humans are. When released, the receive the message:  


Line 35: Line 37:
Shades are fairly limited in what they can do. They cannot interact with objects, and when clicking on a human or other mob, will attack them for 7 brute damage.
Shades are fairly limited in what they can do. They cannot interact with objects, and when clicking on a human or other mob, will attack them for 7 brute damage.


Shades are fragile, but being recaptured into their soulstone heals them.
Shades are fragile, but being recaptured into their soulstone heals them. When being used by a [[cultist]], they can fulfill the invoker requirement for various runes, even summoning if you're desperate/can't capture someone for your life.


=[[File:Juggernaut.png|64px]] Juggernaut=
=[[File:Juggernauts.gif]] Juggernaut=
<br>
Juggernauts are strong, slow and have lots of health. They can destroy any wall by simply punching it and do more damage than Harvesters. They cannot be pushed or grabbed and make excellent body shields. Juggernauts are immune to any weapon of force 10 or below, such as fire extinguishers, harm batons, and large air tanks as well as having a chance to block laser based weaponry used against them. They also have the magic spell to create force walls to keep that piece of shit [[engineer]] from venting your base to space, or to escape from the bloodthirsty [[Security Officer|sec squad]] chasing them through maintenance.
Juggernauts are strong, slow and have lots of health. They can destroy any wall by simply punching it and do more damage than Harvesters. They cannot be pushed or grabbed and make excellent body shields. Juggernauts are immune to any weapon of force 10 or below, such as fire extinguishers, harm batons, and large air tanks as well as having a chance to block laser based weaponry used against them. They also have the magic spell to create force walls.
* Force Wall, 30 cool down (Creates an impassable, indestructible barrier on the juggernaut's location. Will eventually disappear.)
* Force Wall, 30 cool down


=[[File:Wraith.png|64px]] Wraith=
=[[File:Wraiths.gif]] Wraith=
<br>
The Wraith is a tiny bit more fragile than a human, but has a strong melee attack. The Wraith is capable of phasing through doors and walls using the Ethereal Jaunt ability. Very useful for killing off key persons far away from the Cult's reach, wherever they may be. One of their most popular uses includes eliminating the [[AI]] or assassinating hard to reach personnel by surprise such as certain security ([[Warden]]) or other Heads of Staff that won't stick their heads out of their offices.
The Wraith is a tiny bit more fragile than a human, but has a strong melee attack. The Wraith is capable of phasing through doors and walls using the Ethereal Jaunt ability. Very useful for killing off key persons far away from the Cult's reach, wherever they may be.
*Ethereal Jaunt
*Ethereal Jaunt,


=[[File:Artificer.png|64px]] Artificer=
=[[File:Artificers.gif]] Artificer=
<br>
The artificer is even more fragile than a shade. Not suited for fighting but for construction purposes, the Artificer can however repair other constructs by ''attacking them''. The Artificer has the following commands in the Spells tab. They essentially serve the purpose of expanding and maintaining your construct army, as well as a powerful support unit. Magic missile paired with a wraith's slicing attacks is a deadly combo.
The artificer is even more fragile than a shade. Not suited for fighting but for construction purposes, the Artificer can however repair other constructs by ''attacking them''. The Artificer has the following commands in the Spells tab.
* Artificer, 180 cool down (Creates empty construct shell)
* Artificer, 180 cool down (Creates empty construct shell)
* Lesser Construction, 10 cool down (Creates wall)
* Lesser Construction, 10 cool down (Creates wall)
Line 56: Line 55:
* Lesser Magic Missile, 40 cooldown
* Lesser Magic Missile, 40 cooldown


=Behemoth=
=[[File:Harvesters.gif]] Harvester=
<br>
The pinnacle of occult technology, Behemoths are the ultimate weapon in a Cult's arsenal.
 
=[[File:Harvester.png|64px]] Harvester=
<br>
<br>
The Harvester only spawns should Nar'Sie tear through The Veil, they will stun and drag anyone they find back to their deity. It's also able to release a paralyzing smoke that will knock out anyone who doesn't have internals on. The cultists who summoned Nar'Sie will turn into these when he is summoned, dead Harvesters can respawn by clicking on Nar'Sie.
The Harvester only spawns should Nar'Sie tear through The Veil, they will stun and drag anyone they find back to their deity. It's also able to release a paralyzing smoke that will knock out anyone who doesn't have internals on, along with the ability to instantly destroy walls (standard and reinforced). The [[cultist]]s who summoned Nar'Sie will turn into these when he is summoned, dead Harvesters can respawn by clicking on Nar'Sie. They have a pathetic attack and are kind of terrible at everything, but they have the benefit of massed forces to overwhelm anyone that survived the cult up until the summoning.
*Paralysing Smoke
*Paralysing Smoke


{{JobsTable}}
{{JobsTable}}


[[Category: Jobs]]
[[Category:Jobs]]

Latest revision as of 19:52, 26 November 2023

PARANORMAL

Shade.png
Shade or Construct

Superiors: Your master.
Difficulty: Easy
Guides: No external guides.
Access: Depends on how corporeal you are.
Duties: Be spooky, try to obey your master's unrealistic orders and fail miserably.

Cultists or a wizard can smuggle supplies to create more shades or even constructs onto the station! Depending on who was responsible for the creation of the construct, you may wind up with different looking minions. Prepare for spooky times, ghostly shenanigans and probable mass murder if there is an overabundance of you hanging around the station.

Overview

Shades and constructs are slaved to their masters will. Shade and constructs have to follow the orders of their master at any cost. Shades as well as any constructs are EVA capable and can manouver in space without outside aid. Should a shade or construct die, it leaves behind ectoplasma which can be used to make ghost-burgers (Or just eaten if you're disgusting like that). Constructs that were produced by a cultist are considered cultists for the purpose of communication and identifying friendly individuals.

Some constructs have special abilities, wich can be used similar to mime-, changeling- and wizard-abilities via the tabs on the right side of the SS13 interface. All constructs are immune to being stunned, but similarly their attacks have no stun chance like regular attacks. Most cannot be healed through conventional means either, requiring assistance from a specific type construct or to be recaptured in their stone. They are essentially very dangerous simple mobs.

Soulstone.pngSoulstone

Fragments of a far greater treasure from a bygone time, soulstones are all that remains of it, capable of tearing the soul of a body from it's current home and imprisoning it within the shard, enslaving them to the will of their taker.

Soulstones are used to house souls. They can be used to release said souls, into the form of a shade. Soul stones can only be used on dead or critical (below 0% HP) humans. When you do so it captures their soul into a shard. They will then become a 'Shade of X' where X was their name when alive, and they will exist in the shard.

Clicking on the soulstone will then allow you to summon the shade, or it can be inserted into a construct-shell to be made into one of the various kinds of constructs.

The chaplain also possesses a soulstone at roundstart. Keep in mind however that the rules still apply and that consideration of them in making constructs out of crew is heavily advised.

Soulstones can be purified by any non-Cult crewmember by slapping them with a Bible, however, Cultists can re-corrupt purified soulstones by striking them with a cultist dagger.

Shades.gifShade

Shades are red ghosts, and are solid in the same way humans are. When released, the receive the message:

You have been released from your prison, but you are still bound to Y's will. Help them succeed in their goals at all costs. Where Y is the person who captured their soul.

Shades are fairly limited in what they can do. They cannot interact with objects, and when clicking on a human or other mob, will attack them for 7 brute damage.

Shades are fragile, but being recaptured into their soulstone heals them. When being used by a cultist, they can fulfill the invoker requirement for various runes, even summoning if you're desperate/can't capture someone for your life.

Juggernauts.gif Juggernaut

Juggernauts are strong, slow and have lots of health. They can destroy any wall by simply punching it and do more damage than Harvesters. They cannot be pushed or grabbed and make excellent body shields. Juggernauts are immune to any weapon of force 10 or below, such as fire extinguishers, harm batons, and large air tanks as well as having a chance to block laser based weaponry used against them. They also have the magic spell to create force walls to keep that piece of shit engineer from venting your base to space, or to escape from the bloodthirsty sec squad chasing them through maintenance.

  • Force Wall, 30 cool down (Creates an impassable, indestructible barrier on the juggernaut's location. Will eventually disappear.)

Wraiths.gif Wraith

The Wraith is a tiny bit more fragile than a human, but has a strong melee attack. The Wraith is capable of phasing through doors and walls using the Ethereal Jaunt ability. Very useful for killing off key persons far away from the Cult's reach, wherever they may be. One of their most popular uses includes eliminating the AI or assassinating hard to reach personnel by surprise such as certain security (Warden) or other Heads of Staff that won't stick their heads out of their offices.

  • Ethereal Jaunt

Artificers.gif Artificer

The artificer is even more fragile than a shade. Not suited for fighting but for construction purposes, the Artificer can however repair other constructs by attacking them. The Artificer has the following commands in the Spells tab. They essentially serve the purpose of expanding and maintaining your construct army, as well as a powerful support unit. Magic missile paired with a wraith's slicing attacks is a deadly combo.

  • Artificer, 180 cool down (Creates empty construct shell)
  • Lesser Construction, 10 cool down (Creates wall)
  • Floor Construction, 2 cool down (Creates floor with cultist tiles)
  • Summon Soulstone, 300 cool down
  • Lesser Magic Missile, 40 cooldown

Harvesters.gif Harvester


The Harvester only spawns should Nar'Sie tear through The Veil, they will stun and drag anyone they find back to their deity. It's also able to release a paralyzing smoke that will knock out anyone who doesn't have internals on, along with the ability to instantly destroy walls (standard and reinforced). The cultists who summoned Nar'Sie will turn into these when he is summoned, dead Harvesters can respawn by clicking on Nar'Sie. They have a pathetic attack and are kind of terrible at everything, but they have the benefit of massed forces to overwhelm anyone that survived the cult up until the summoning.

  • Paralysing Smoke
CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield Officer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft MinerExplorer
JanitorChefBartenderBotanistClownMimeChaplainLibrarian
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianLavaland EliteMindflayerMorphNuclear AgentPulse DemonRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderTraitorVampireWizardXenomorphZombie
Central Command OfficerDeath CommandoEmergency Response TeamHighlanderTradersSpecial Event RolesSuper HeroesSyndicate Infiltration TeamCluwne