User talk:ChangelingRain

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ENEMY STAFF

Servant of Ratvar
Access: Whatever you have
Additional Access: Anyone that you can use a Spatial Gateway to get to, all-access if you have a loaded Fabricator and don't need stealth anymore
Difficulty: Medium to Unwinnable
Supervisors: Ratvar
Duties: Make a cache, complain about not having any stuns, even though you do, make a cache, fail to convert a borg you used the visor on, make a cache
Guides: This is the guide
Quote: "Ratvar is a dumb na-" "QVR, URNGUR'A!!"


While Nar-Sie is an elder god, she is not the only one. There are other elder gods in the universe, and one in particular holds a fierce grudge against Nar-Sie: Ratvar, the Clockwork Justiciar. An amalgamation of parts, steam, and cogs, Ratvar seeks nothing more than Nar-Sie's utter annihilation. Unfortunately, his exile to Reebe - a plane of complete nothingness - makes celestial warfare somewhat difficult. To these ends, he has enslaved mortals to do his bidding and ensure the downfall of the Geometer.

Assuming you're one of those slaves, you've come to the right place.

Summary

Assuming you've had experience with Nar-Sie and their cult, you might assume that Ratvar's servants operate in a similar fashion. In this, you would be both correct and incorrect. While both cults rely on forced conversion tactics and ultimately serve their respective gods, the similarities end there. The Ratvarian cult is focused primarily on subtlety, sabotage, and base-building, whereas the Nar-Sian cult is focused on sowing chaos, paranoia, and dissent among the crew's ranks.

In addition, unlike Nar-Sie, Ratvar is capable of converting silicon lifeforms. Cyborgs and AIs are both valid targets for conversion. Converted cyborgs will have yellow eyes, visible immediately unless headlights are on (and even then a close examination reveals them), and AIs will outright turn brass-framed, be unable to speak in anything but Ratvarian, cannot be carded, can listen in through cameras, and they will not lose power as long as they are on a Clockwork Floor or near a Sigil of Transmission.

Ratvar's servants must to fulfill his will; His only goal is to escape Reebe once and for all, and to do that his servants must construct and protect the Ark of the Clockwork Justicar.

Luckily, you are not alone in this. As a servant, you have a wide variety of tools at your disposal.

The Clockwork Slab

If you've had experience with the Nar-Sian cult, then you can think of the clockwork slab as Ratvar's equivalent of the arcane tome. However, the slab boasts superior utility, and slightly superior portability, to the tome. All initial servants start with a clockwork slab and can create more through scripture (more on that later).

The clockwork slab has five functions:

  • Recital Allows you to recite and Quickbind scripture. You can also toggle to and from Recollection.
  • Recollection Displays in-game documentation. You can also toggle to and from Recital.
  • The Hierophant Network action button Allows discreet communication between all Servants.
  • Up to Five Quickbind action buttons Allows for quickly invoking Quickbound scriptures when holding the slab. One to Four start off bound to Geis, Replicant, Sigil of Submission, and Replica Fabricator, respectively.
  • Can be examined to see all components in the slab, plus the total components available to the slab when including the global cache.

Clockwork slabs will generate a component of a random or target type every 45 seconds(plus 15 seconds for each additional human or silicon Servant above 6), provided they're being held by a mob or are in a mob's storage. Generating a component also prevents all other slabs held by that mob from generating components; spread slabs out, don't hold multiple.

Using a slab on another slab, a person holding a slab, or a Tinkerer's Cache will transfer all components in the slab to the target slab, the person's highest-component slab, or the global cache, respectively.
Components placed in a slab will also be placed in the global cache automatically.

Every human Servant should have a slab! Slabs are key to the success of Ratvar's agenda.

New Servant Checklist

So the round started, and you're a Servant? Good! There's a few things that you should do before you begin purging all those pesky untruths. Any unfamiliar terms are covered later in the page.

  • Use your slab's Hierophant Network button to alert your teammates of your rank, position, etc.
  • Develop a base for your operations, preferably after coordinating on placement with other Servants - make a Tinkerer's Cache, then make a Replica Fabricator(once Scripts are unlocked) for making Clockwork Walls.
  • Start expanding your ranks by forced conversion; cast Geis out of sight of your target, then rush at them for a quick conversion; do this with a partner if you have scripts unlocked, to make sure they can't resist.
  • Increase your component generation by handing out Clockwork Slabs, making Clockwork Walls near Tinkerer's Caches, and, once Applications are unlocked, making Tinkerer's Daemons.
  • Stay in touch with your teammates via Hierophant Network, and be prepared to help them if things go south.

Components, Scripture, and CV

Servants of Ratvar don't sacrifice their own blood to use rituals. Instead, they use something called components. In a literal sense, these are parts of Ratvar's body that have rusted and fallen free during his imprisonment. Despite this, the parts hold power on their own and are utilized by Ratvar's servants to power their rites - what they call scripture. Scripture has multiple tiers; each tier is permanently unlocked after the cult's power reaches a certain point. For instance, Applications are unlocked once the cult has at least 9 servants, 100 CV worth of structures, and 3 caches.

There are five component types:

  • Belligerent Eyes possess the power to focus on certain things and grant malevolent sentience.
  • Vanguard Cogwheels are almost indestructible and serve in protection.
  • Geis Capacitors can manipulate the mind.
  • Replicant Alloy is very strong but can be melted and molded by force of will.
  • Hierophant Ansibles can send massive amounts of data in an instant.

Most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the clockwork slab used, or from the global cache accessed by Tinkerer's Caches. The global cache can store any number of components, but scripture will prioritize drawing components from the slab used before the global cache.

When a tier of scripture is locked or unlocked, all servants will be immediately alerted.

You might be wondering, "What's CV and why do we need 200 of it? Will it kill my children?" No, it won't, but it's still important. "CV" is the abbreviation for "Construction Value", which is gained by building Ratvarian structures or turfs. For instance, the Tinkerer's Cache (an extremely important structure) grants 10 CV. It is also granted by clockwork floors and walls - which are useful in their own right - and is a required threshold to gain more powerful scripture.

Global Records

You may be thinking that this is a lot of information to keep track of; it is,and that is why you have the Global Records alert, which appears in the top left.
Mousing over that alert will show you a variety of information on the cult's status, including the number of servants, number of Tinkerer's Caches, CV, if Tinkerer's Daemons are active, if an unconverted AI exists, what Generals can be invoked, and what tiers of scripture are unlocked.

Driver Scripture

Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.

Scripture names in italics signify important scripture necessary to success.

Image Name Component Cost Description Invocation Time Invokers Required
N/A Belligerent N/A Chanted - the invoker must stand still to cause continuous effects.

Every few seconds, the invoker utters an invocation that forces all non-Servants nearby to walk instead of run.
The invocation also does minor damage, up to a maximum of 30 damage per recital.

Every 2s up to 30s 1
Sigil of Transgression 1 Belligerent Eye Creates a nearly invisible Sigil that, when crossed by a non-Servant, will explode, briefly knocking them down, doing minor damage, and applying Belligerent. 5s 1
N/A Vanguard N/A The invoker gains 30 seconds of stun immunity.

At the end of the 30 seconds, 25% of all stuns absorbed by the Vanguard affect the invoker.

3s 1
Sentinel's Compromise 1 Vanguard Cogwheel Charges the invoker's slab with healing power to heal a target Servant of all brute, burn, and oxygen damage and purge holy water from them.

This will use Vitality if possible, causing toxin damage if it cannot use Vitality.

3s 1
Geis N/A Charges the invoker's slab with divine energy to bind the next target attacked in melee within 5 seconds.

The bound target is unable to talk for 5 seconds and can be pulled around by Servants, but will automatically escape after 15 seconds.
Using Geis on an already bound target resets the escape timer and mutes the target again.

5s 1
Sigil of Submission 1 Geis Capacitor Creates a Sigil that, when crossed by a non-Servant, will attempt to convert them after 15 seconds if they remain on the Sigil.

It can be instantly activated with 3 nearby Servants.

5s 1
Replicant N/A Creates a Clockwork Slab and attempts to put it in the invoker's hands. 1s 1
Replica Fabricator 1 Replicant Alloy Creates a Replica Fabricator, which can be used to replace walls, floors, tables, windows, windoors, and airlocks with Clockwork variants.

The Fabricator can construct Clockwork Walls on Clockwork Floors and deconstruct Clockwork Walls to Clockwork Floors.
The Fabricator can consume floor tiles, rods, metal, plasteel, and brass for power.
Use the Fabricator in-hand to produce 5 Brass Sheets at a cost of 1250W power.

5s 1
Spatial Gateway N/A Creates a one-way Gateway to a target conscious servant or Clockwork Obelisk with 1 use and a duration of 4 seconds per Servant who helped invoke it.

Spatial Gateways to Clockwork Obelisks receive doubled duration and uses.

8s Minimum 1
Wraith Spectacles 1 Hierophant Ansible Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision.

Wraith Spectacles will, however, damage your vision if worn for more than five minutes without periods of rest.

5s 1

Cyborg Scripture

Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.

Image Name Component Cost Description Invocation Time Invokers Required
Judicial Marker N/A Charges the invoker's slab with judicial force to place a Judicial Marker at a target location within the next 5 seconds. 3s 1
Linked Vanguard N/A Charges the invoker's slab with defensive strength to grant a target Servant and themselves Vanguard, as the scripture, within the next 5 seconds. 3s 1

Script Scripture

Below is a list of all Script scripture. Script scriptures require 50 CV to unlock.

Scripture names in italics signify important scripture necessary to success.

Image Name Component Cost Description Invocation Time Invokers Required
Ocular Warden

2 Belligerent Eyes
1 Vanguard Cogwheel

Creates an Ocular Warden, which will automatically damage nearby non-Servants within 3 tiles of it and generate Vitality from each attack.

It requires 25W to attack, 125W per second.

8s 2
Judicial Visor

2 Belligerent Eyes
1 Replicant Alloy

Creates a Judicial Visor, which protects from flashes and can create a Judicial Marker at any location in view.

Judicial Markers immediately apply Belligerent's effect and briefly knock down, and anyone still near the marker after 3 seconds will take high damage.

5s 1
Vitality Matrix

2 Vanguard Cogwheels
1 Geis Capacitor

Creates a hard-to-see Sigil that, when crossed by a non-Servant, will rapidly drain them of health and produce Vitality. 6s 1
Prolonging Prism

2 Vanguard Cogwheels
1 Replicant Alloy

Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by 2 minutes when activated.

Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism.
It requires 2500W of power to activate, and the cost to activate it is increased by 1500W for every previous activation.

8s 2
Interdiction Lens

1 Belligerent Eye
2 Geis Capacitors

Creates an Interdiction Lens, which imposes an Interdiction Field on the nearby area as long as it remains active.

The Interdiction Field will gradually drain power from APCs, SMES units, and non-Servant cyborgs, storing drained power globally, then immediately disrupt all cameras and radios in the Field.

8s 2
Mania Motor

2 Geis Capacitors
1 Hierophant Ansible

Creates a Mania Motor, which causes minor damage and a variety of negative mental effects in nearby non-Servant humans.

The effects will linger even if targets leave its range or the Mania Motor is turned off, though both of these things will cause the effects to fall off much more rapidly.
It requires 150W of power to run.

8s 2
Tinkerer's Daemon

1 Geis Capacitor
2 Replicant Alloy

Creates a Tinkerer's Daemon, which will produce a component of either a chosen or random type every 7 seconds while active.

It requires 50W of power to produce any component, plus an additional 50W of power for every 5 of the produced component in the global cache.
Active Tinkerer's Daemons must be outnumbered by Servants at a rate of 5 to 1; you can have 1 active Daemon for every 5 Servants.

8s 2
Function Call

2 Replicant Alloy
1 Hierophant Ansible

Provides the invoker with the abilities to call forth a Ratvarian spear and to summon a set of Ratvarian armor at any time.

The spear does moderate damage in melee and adds some Vitality to the global pool when attacking.
The armor provides extreme melee protection, will consume Vitality to heal the user, and cannot be removed by others.

5s 1
Tinkerer's Cache

1 Belligerent Eye
2 Hierophant Ansibles

Creates a Tinkerer's Cache, which stores items that can be accessed from any cache. 5s 1
Clockwork Obelisk

1 Vanguard Cogwheel
2 Hierophant Ansibles

Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves as a target for Spatial Gateways.

Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.
Spatial Gateway functions as the Driver, but with a duration of 10 seconds and 5 uses, in addition to being two-way, allowing passage from either side of the Gateway.
Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it.
Spatial Gateways to a Clockwork Obelisk receive double duration and uses.
It requires 50W of power to Hierophant Broadcast and 2000W of power to create a Spatial Gateway.

8s 2

Judgement Scripture

Below is the Judgement scripture. The Judgement scripture requires 12 Human or Silicon Servants and 300 CV to unlock.

Scripture names in italics signify important scripture necessary to success.

Appearances Name Component Cost Description Invocation Time Invokers Required


Ark Opening

Ark Active

Ark Approaching

Ark of the
Clockwork Justiciar

5 Belligerent Eyes
5 Vanguard Cogwheels
5 Geis Capacitors
5 Replicant Alloy
5 Hierophant Ansibles

Must consume additional
components to activate
once constructed:
15 Belligerent Eyes
15 Vanguard Cogwheels
15 Geis Capacitors
15 Replicant Alloy
15 Hierophant Ansibles

Summons the Ark of the Clockwork Justiciar, a massive Spatial Gateway to Reebe, the Celestial Derelict.

If the Ark survives for 5 minutes, it will activate, summoning Ratvar, the Clockwork Justiciar in a massive, station-converting blast.
It will periodically give indication of its general position to everyone on the station as well as being loud enough to be heard throughout the entire sector.
In addition, it will convert an increasingly large area as it gets closer to activating, revealing the general area of its construction.
Protect it at all costs.

15s 6

Structures, Sigils, Objects, Constructs, and Cyborgs

This is a listing of the various structures and constructs available to the Servants of Ratvar.

Structures

Clockwork Structures with effects become up to 50% less effective(at 25% of maximum Health) as they lose Health.

Most Clockwork Structures can be unsecured from the floor with a wrench, though this will damage them for about 25% of their maximum Health.
This only applies to actual structures; windows, tables, and walls all have their own deconstruction/unsecuring steps.

Image Name Health Description Usage Tip Construction Value
Clockwork Floor N/A A Clockwork Floor produced with brass or by a Replica Fabricator.

Replica Fabricators can fabricate a Clockwork Wall on a Clockwork Floor for a cost of 1000W power.

Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar. 1
Brass Window 80 A Brass Window produced with brass or by a Replica Fabricator. Provides a very small amount of CV and is a reasonable barrier. 1
Brass Window 120 A Brass Window produced with brass or by a Replica Fabricator. Provides a small amount of CV and is a reasonable barrier. 2
Brass Table 200 A Brass Table produced with brass or by a Replica Fabricator.

Brass Tables can be removed by welding them, then wrenching or screwdrivering them.

Provides a small amount of CV and a place to store items. 2
Wall Gear 100 A Wall Gear produced with brass, by a Replica Fabricator, or by breaking down a Clockwork Wall.

Wall Gears can be climbed, like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver.

Wall Gears can be plated with brass to construct a Clockwork Wall. 3
Brass Windoor 200 A Brass Windoor produced with brass or by a Replica Fabricator. Brass Windoors only allow servants to pass. 3
Clockwork Wall N/A A Clockwork Wall produced with brass or by a Replica Fabricator.

Replica Fabricators can deconstruct Clockwork Walls for a refund of 1000W power.

Clockwork Walls will cause Tinkerer's Caches to generate components gradually. 5
Pinion Airlock 240 A Pinion Airlock produced with brass or by a Replica Fabricator.

Pinion Airlocks can be removed by wrenching them, then crowbarring the gear off.

Pinion Airlocks are difficult to remove and only allow servants to pass. 5
Tinkerer's Cache 80 Tinkerer's Caches can store any number of components, which are considered to be in a Global Cache.

Provided at least one Tinkerer's Cache exists, Clockwork Slabs will draw components from the global cache after drawing the maximum they can from their own components.
Using a Clockwork Slab on a Cache will transfer all of the components in the slab to the global cache.

Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 35 seconds, plus 5 seconds for each other linked cache. 10
Ocular Warden 25 Ocular Wardens will automatically damage a target non-Servant that can see it within 3 tiles of it.

If the target has x-ray vision, it will attack them through walls.

Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. 15
Interdiction Lens 100 Interdiction Lenses will drain power from APCs, SMES units, and non-Servant cyborgs and transfer that power into any nearby Sigils of Transmission or the area's APC, then immediately attempt to disrupt all cameras and radios in the Field.
If it finds no disruptable objects and drains no power, it will shut off for 2 minutes. 20
Prolonging Prism 125 Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by 2 minutes when activated.

It requires 2500W of power to activate, and the cost to activate it is increased by 75W for every 10 CV and 750W for every previous activation.

Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism.
Mania Motor 100 Creates a Mania Motor, which causes minor damage and a variety of negative mental effects in nearby non-Servant humans, potentially up to and including conversion.

The effects will linger even if targets leave its range or the Mania Motor is turned off, though both of these things will cause the effects to fall off much more rapidly.
It requires 150W of power to run.

Mania Motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking. 20
Tinkerer's Daemon 100 Tinkerer's Daemons will produce a component of either a chosen or random type every 7 seconds while active.

It requires 50W of power to produce any component, plus an additional 50W for every 5 of the component that exists in the global cache.

You can only have 1 active Tinkerer's Daemon for every 5 Servants.

Use them to augment generation of components that are being heavily used.

20
Clockwork Obelisk 150 Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways.

Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.
Spatial Gateway opens a two-way gateway to a target Servant or Obelisk.
It requires 50W of power to Hierophant Broadcast and 2000W of power to create a Spatial Gateway.

Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it. 20

Sigils

Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-Servant hitting them with an item or simply striking them with an open hand.

You can stack multiple Sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps.

Image Name Description Usage Tip
Sigil of Transgression Sigils of Transgression are nearly invisible, and, when crossed by a non-Servant, will lock that non-Servant in place for about 7 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection.

The Sigil does not mute the target, and is immediately consumed when stunning a target.

Try stacking a Sigil of Submission and a Sigil of Transgression for a conversion trap.
Vitality Matrix Vitality Matrices, when crossed by a non-Servant, will drain them of health, which fills all Matrices with Vitality, after a brief delay.

When crossed by a Servant, however, it will use drained Vitality to rapidly heal them of all damage until it runs out of Vitality. It cannot do both at once.
The Vitality Matrix can also revive dead Servants at a cost of 20 Vitality plus all of that Servant's non-oxygen damage in Vitality, in addition to consuming the Matrix.

Use the Vitality Matrix to heal usually difficult-to-remove damage such as cloneloss.
Sigil of Submission Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 7 seconds if they remain on the Sigil for that time.

The Sigil announces conversion attempts over the Hierophant Network, though it will not announce if the target moves off the Sigil first and avoids conversion.

Both successful and unsuccessful conversion attempts will stun and mute the target.
Sigil of Accession Sigil of Accession are much like Sigils of Submission, except they remain after converting most targets.

Converting a mindshielded target in this fashion consumes the Sigil as normal, however.
Sigils of Accession are otherwise identical to Sigils of Submission in function.

Sigils of Accession are slightly more efficient than Geis for conversion time, though they're unlocked much later.
Sigil of Transmission Sigils of Transmission will power Clockwork Structures within 2 tiles and start with 2500W of power.

The Sigil can be charged with Brass Sheets at a rate of 250W per sheet.
Using a Replica Fabricator on it will rapidly charge that Fabricator.

When crossed by a Servant cyborg, it will attempt to recharge that cyborg.

Objects

Image Name Description Usage Tip
Brass Sheets Brass sheets can be produced directly from a Fabricator.

Brass can be used to construct various brass objects or used to fuel Replica Fabricators and Sigils of Transmission.

Brass is a useful way to create structures in places that lack objects for a Replica Fabricator to replace.
Judicial Visor Judicial Visors can create a 3x3 Judicial Marker at any location in view.

Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area.

Judicial Visors protect from flashes and the Judicial Marker stun is long enough to convert with Geis if done quickly.
Wraith Spectacles Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision.

Wraith Spectacles can be worn for about a minute before they start to inflict permanent vision damage.

Use Wraith Spectacles to quickly check if anyone is near your base before exiting.
Clockwork Armor Clockwork Armor provides exceptional melee armor(80%), bullet armor(70%), and bomb protection(60%) at the cost of a slight increase in laser damage(25%). Clockwork Gauntlets provide shock protection.
Ratvarian Spear Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.

Attacking a pulled human with the spear will do massive damage to them and stun.
Throwing the spear will do massive damage and stun the target, unless the target is a Servant.

Ratvarian Spears last for 3 minutes once summoned.

Throw the spear at a cyborg, walk up to it, prepare Geis, and use the Judicial Visor on it to secure a conversion.

Replica Fabricator Replica Fabricators can be used to replace a number of objects, including floors and walls, with Clockwork variants.

Replica Fabricators can also be used to repair clockwork structures and constructs at a rate of 25W power to 1 health.
The Fabricator can consume floor tiles, rods, metal, plasteel, and brass for power at rates of 2:25W, 1:25W, 1:50W, 1:125W, and 1:250, respectively.
Use the Fabricator in-hand to produce 5 brass sheets at a cost of 1250W power.

Replica Fabricators start with 2250W power and gain 12.5W per second.
Soul Vessel Soul Vessels can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled.

You can attack a dead or unconscious non-Servant human with the Soul Vessel to capture their consciousness as an alternative to using it in-hand to attract a spirit.

Soul Vessels can be used as a teleport target for Spatial Gateway.
Cogscarab Shell Cogscarab Shells can be powered by a Soul Vessel to produce a Cogscarab, which is weak, but has a fast inbuilt Fabricator that charges twice as fast, access to the Hierophant Network via :b, and a set of fast tools. The Cogscarab Shell is absolutely useless without a Soul Vessel, and should not be created without one.
Anima Fragment Shell Anima Fragment Shells can be powered by a Soul Vessel to produce an Anima Fragment, which has low health with gradual regeneration, powerful melee attacks, and high speed, but temporarily slows down when attacked. The Anima Fragment Shell is absolutely useless without a Soul Vessel, and should not be created without one.

Cyborgs

Image Module Scripture Other Tools Playstyle Tips
Standard Judicial Marker, Linked Vanguard, Tinkerer's Cache Ratvarian Spear, Cyborg Fabricator You have basic construction ability, and can make a wall and cache for component production.

However, your real use is in combat; Linked Vanguard allows you to charge at enemies that would normally disable you and attack them with your spear and judicial markers.

Engineering Replicant, Cogscarab Shell, Soul Vessel, Sigil of Transmission, Interdiction Lens Cyborg Fabricator As you have only relatively basic tools, your use is to, more or less, create 5 layers of clockwork walls around the clockcult's base.

You cannot make cogscarabs with soul vessels yourself, but once you have a cogscarab up you can yell at it to make more, allowing some degree of self-replication.
In addition, you are capable of producing power for clockwork structures and other cyborgs.

Janitor Replicant, Sigil of Transgression, Ocular Warden, Mania Motor, Tinkerer's Daemon Cyborg Fabricator As a Janitor cyborg, you use is similar to an Engineering cyborg, except you create active defenses instead of passive ones.

Use all of your tools to reinforce a clockcult base in conjunction with an Engineering cyborg or a helpful human Servant.

Medical Linked Vanguard, Sentinel's Compromise, Vitality Matrix, Mending Mantra, Fellowship Armory Ratvarian Spear As a Medical cyborg, you exist to heal and defend other Servants; with Sentinel's Compromise you are extremely able to revive allies during combat.

You're a combat medic; with Linked Vanguard and Sentinel's Compromise, you are very difficult to kill or disable while attacking with your spear.

Peacekeeper Belligerent, Judicial Marker, Taunting Tirade, Volt Void Ratvarian Spear You exist to fucking murder any enemies of Ratvar; with your combination of scripture, you are extremely suited to disabling and killing large numbers of enemies.
Service Replicant, Tinkerer's Cache, Spatial Gateway, Fellowship Armory, Clockwork Obelisk Truesight Lens As a Service borg, you exist to assist other Servants; you can hand out slabs, make caches, equip allies with armor, and create gateways to allies or obelisks.

Your biggest strength is probably communication; with a Clockwork Obelisk, you can talk in extremely large text, which is wonderful for coordinating Servants.

Miner Linked Vanguard, Spatial Gateway, Volt Void Ratvarian Spear, Truesight Lens As a Miner cyborg, you're mostly defensive combat-based; you're able to avoid stuns with Linked Vanguard and your own kinetic accelerator.

With your Truesight Lens, you can spot people assembling outside a clockcult base, or notice people with the Chameleon mutation fading out, allowing you to attack them with Volt Void before they realize you know they're there.

Threats to the Enlightened

Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.

Nar-Sian Dogs

The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. As such, Ratvarian magic will be more effective against Nar-Sian cultists. The opposite is also true; much of Nar-Sie's magic is more effective against Ratvar's servants.

Security and the Chaplain

Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.

It should be one of the servants' top priorities to infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.

Ratvar

Once you've defended the Ark for enough time, Ratvar will come forth.

His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.

Few things are capable of challenging Ratvar's sheer power.

One of them is Nar-Sie.

If Ratvar and Nar-Sie encounter one another,

Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟


Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role
Game Modes on beestation

Traitor


Changeling


Nuclear Emergency


Revolution


Blood Cult


Clockwork Cult


Wizard


Heretics


Other Modes