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{{Important
'''Traits''' are modifiers to your character in Space Station 13. Inspired by similar mechanics from many games (especially roguelikes, ala Cataclysm: Dark Days Ahead), they impact the way you play the game in small (or sometimes large) ways by adding passive mechanical bonuses and drawbacks.
|Title=Hey! Listen!
|Image=Paper.png
|Note=Information on this page is subject to change at any time. Expect frequent updates as changes are made.<br>
'''Last Updated:''' Sep. 18, 2017<br>
'''Changes since last update:''' Basics of the new servants have been added.
|Color=#BE8700
}}


{{JobPageHeader
== Getting Traits ==
|headerbgcolor = #BE8700
|headerfontcolor = black
|stafftype = ENEMY
|imagebgcolor = #E6A500
|img_generic =
|img = servant_of_ratvar.png
|jobtitle = Servant of Ratvar
|access = Maintenance
|additional = Anywhere you can Warp or fabricate to
|difficulty = Medium to Hard
|superior = Ratvar
|duties = Forget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry mech
|guides = This is the guide
|quote = "What's this lantern thi-" "QVR, URNGUR'A!!"
}}


Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him.
Traits are modified through the game preferences menu by clicking on Configure Traits. Doing so will open your trait setup.


If you're one of these servants and you have no idea what to do, you've come to the right place.
[[File:Trait_menu.png|right]]


== Introduction and Key Points ==
Traits are organized alphabetically and by quality, in descending order: positive, negative, and neutral. You can see their names, and next to those, a short gameplay descriptor on what they do. To the right of that is a button to either take the trait or lose it. Whenever you spawn in, either through latejoining or when the round starts, your trait setup will be locked in, preventing you from modifying it again until the next round starts.


Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
Traits use a point system, called '''trait balance,''' which defaults to 0. This is used to balance the traits you take, and designed in such a way that every positive trait requires some drawbacks. Positive traits take from this balance, negative traits add to it, and neutral traits don't affect it at all.  


As a servant, you start on a z-level entirely separate from the station, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the station crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the station, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the '''Ark of the Clockwork Justiciar''', which you will need to defend.
You cannot buy a positive trait unless you have the balance for it, but you can take any amount of negative traits. For instance, if you take the Poor Aim trait, you now have a trait balance of 1 and can purchase any one trait that has a balance cost of -1, like Night Vision. If you were to also take Nearsighted, you would have a trait balance of 2, and could take a trait with a cost of -2, like Skittish or Self-Aware. In this case, you could also take two traits that cost -1. Simple stuff!


From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence; then, after a five-minute grace period, portals will open up on the station and allow the crew access to Reebe, from an area in the south that no servants can access. ''As a servant, your goal is to build defenses and sabotage the station to protect the Ark until it activates.''
Regardless of balance points, you can only have six total traits at a time. Unspent balance is left unused.


While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible.
Example trait setup, using the right image as a reference:
* Starting points: 0
* You want to take Self-Aware and Night Vision, meaning you'll need 3 points.
* You take Nearsighted to gain 1 point.
* You take Poor Aim to gain 1 point.
* You now have 2 points, so you take Self-Aware for 2.
* You decide not to take Night Vision, and instead you want Skittish.
* You remove Self-Aware to regain the spent points, and remove Nearsighted. You now have 1 point.
* You take Pacifism to gain 2 points.
* You take Prosopagnosia to gain 1 point.
* You take Self-Aware again and then take Skittish. You now have 0 points.


=== The Clockwork Slab [[File:clockwork_slab.gif]] ===
This setup coincides with the point costs (0 - 1 - 2 - 1 + 2 + 2 = 0) as well as the trait limit (5/6). If you wanted, you could also take an additional negative trait or a neutral trait to get your maximum traits.


If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times.
Keep in mind that there's nothing forcing you to take the maximum amount of traits, spend all your points, or even use traits at all. You are able to enter the game and play even with no traits, so don't let it concern you too badly!


The clockwork slab has several functions:
<br /><br /> <!-- this is to add some white space between the bottom entry and the list so it doesn't format weirdly with the image -->
* '''Recital''' lets you recite ''scripture,'' the clockwork cult's special powers and abilities. Most structures come from scripture.
* '''Recollection''' displays an in-game guide for being a servant. You can toggle freely between this and Recital.
* '''Up to Five Quickbind action buttons''' allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.


Clockwork slabs also generate a very small amount of power every second. ''Every human servant should have a slab!'' They're the key to any cult's success and you should have one at all times.
== List of Traits ==


=== Your HUD [[File:Clockinfo.png|32px]] [[File:Hierophant_network.png|32px]] ===
Below is a list of all positive, negative, and neutral traits in the game, including their balance costs and actual gameplay effects. If you don't see a trait on here, that means it's missing - please update the list to include it! Conversely, any traits on this list that are not in-game have likely been removed, so you are free to remove them. from this list to avoid misinformation.


As a servant, you'll have several elements on your HUD that are all very important.
----


[[File:Clockinfo.png|32px]] The '''global records display''' can be found in the top-right corner. Hovering over it will give you a short rundown of the status of the entire cult, including number of servants, stored power, and the Ark time left for its current phase. You should refer to this often to get a feeling for the state of your cult.
=== Positive Traits ===


Positive traits take from trait balance and have useful or beneficial effects.


 
{| style='text-align:center; background-color:#FFFFFF;' border=1 cellspacing=0 cellpadding=6
[[File:Hierophant_network.png|32px]] The '''Hierophant Network''' is '''''INCREDIBLY IMPORTANT!''''' Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you.
! style='background-color:#66ff55;' width='75px'|Trait Name
 
! style='background-color:#66ff55;' width='10px'|Balance
=== Power ===
! style='background-color:#66ff55;' width='75px'|Entry Description
 
! style='background-color:#66ff55;' width='100px'|Gameplay Effects
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in Watts like normal electricity. Just any power doesn't work for servants' tools, though. Power can be generated in various ways through different items and structures. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.
|-
 
|style='background:#bbffaa;' | Alcohol Tolerance
Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture!
|style='background:#bbffaa;' | -1
'''50 kW''' unlocks the Script tier.
|style='background:#bbffaa;' | ''"You become drunk more slowly and suffer fewer drawbacks from alcohol."''
'''100 kW''' unlocks the Application tier,
|style='background:#bbffaa;' | You only take 70% of the drunkenness from alcohol, and some negative effects (i.e. jittering) won't affect you.
 
|-
== The City of Cogs and the Ark ==
|style='background:#bbffaa;' | Freerunning
 
|style='background:#bbffaa;' | -2
Here is a map of the City of Cogs:
|style='background:#bbffaa;' | ''"You're great at quick moves! You can climb tables more quickly."''
 
|style='background:#bbffaa;' | You climb tables 20% faster.
[[File:City_of_cogs_with_key.png|500px]]
|-
 
|style='background:#bbffaa;' | Light Step
* '''The <span style='color:#4800FF'>violet</span> room contains the Ark, which you need to defend.'''
|style='background:#bbffaa;' | -1
* '''The <span style='color:#FF6A00'>orange</span> room contains camera observation consoles, which let you watch the station from afar and warp there. There are also two ''cogscarab shells'' here; any ghost can activate one to become a cogscarab, which is a tiny little clockwork construction drone built to build and reinforce! They can't recite scripture or leave Reebe, however.'''
|style='background:#bbffaa;' | ''"You walk with a gentle step, making stepping on sharp objects quieter and less painful.''"
* '''The <span style='color:#FF0000'>red</span> area is where the crew will warp in once the Ark activates. You cannot access it, and must build under the assumption that the crew will enter from there.
|style='background:#bbffaa;' | Stepping on sharp things, like glass shards and d4s, is 20% quieter than normal. Additionally, stepping on them without shoes will deal 25% less damage than normal.
* The <span style='color:#FF00DC'>pink</span> room contains the herald's beacon. If enough servants vote to activate it by interacting with it, the servants will become much stronger ''but forfeit their stealth by alerting the crew to their presence early.'' Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide!
|-
* The <span style='color:#0094FF'>blue</span> room contains a wardrobe, mirror, and dresser for disguising yourself, in addition to five spare clockwork slabs.
|style='background:#bbffaa;' | Night Vision
* The <span style='color:#00FF21'>green</span> room contains a list of frequencies as well as four intercoms that can be tuned to any frequency. Use this to spy on Security, Command, or other departments.
|style='background:#bbffaa;' | -1
* The <span style='color:#00FFFF'>teal</span> room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds.
|style='background:#bbffaa;' | ''"You can see slightly more clearly in full darkness than most people."''
* '''The large area between the red area and all of the other rooms is empty space to build in.''' This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between!
|style='background:#bbffaa;' | Your vision in darkness is very slightly brighter, and you can see the 3x3 area around you without a blur.
 
=== The Ark ===
 
The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) ''Defend the Ark with your life'' - if the Ark is destroyed, ''the round ends instantly with a cult loss.'' If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar.
 
The Ark has five "phases", listed below. In each phase, you can examine the Ark or check your global info alert to see the remaining time until its activation.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='96px'|Appearances
! style='background-color:#E6A500;' width='150px'|Duration(s)
! style='background-color:#E6A500;' width='400px'|Description
|- style="text-align: center;"
![[File:Arkhalted.png]]
Build Phase<br>
Prep Phase
|30-35 minutes (charge-up)<br>5 minutes (grace period)
|The Ark starts in this state, during which it is silent. This entire phase marks the time during which the servants should build fortifications and actively prepare to defend the Ark. After the first phase passes, there is a 30-second warning for all servants to get back to Reebe. Once this time is up, ''all servants will become marked and visible to all non-servants, and a station-wide announcement will inform the crew of the Ark's presence.'' There is then a five-minute grace period during which neither side can attack, for servants to finalize preparations and the crew to get ready for the assault.
|- style="text-align: center;"
![[File:Arkopening.gif]]
Defense Phase
|4 minutes
|When this phase begins, portals to Reebe will open up everywhere across the station in nearly every room over a one-minute timespan. Crew can enter these portals to emerge in one of the three spawn rooms, and cannot return to the station. This phase consists of the crew's first massive assault on Reebe, and is generally the hardest phase as the crew is at full strength.
|- style="text-align: center;"
![[File:Arkactive.gif]]
Assault Phase
|4 minutes
|This timespan marks the middle of the crew's attack period. Any stragglers from the station have likely ended up on Reebe by this point (as well as anyone who took extra time to arm themselves) and will be actively trying to kill you. If you managed to fend off the initial assault, the worst should be over, but always keep an eye out for one-man armies.
|- style="text-align: center;"
![[File:Arkclosing.gif]]
Cleanup Phase
|2 minutes
|If you've made it to this point, congratulations; your victory is almost certainly assured by now. At this point, the crew has likely been butchered, converted, or both, and there is little to no resistance remaining to attempt to stop the Ark. During this lull, you should heal or revive any dead or dying servants, destroy any enemy corpses with vitality matrices, repair structures, and ensure nobody sneaks up on the Ark.
|}
 
= Everything beyond this point is under construction and is not guaranteed to be current! =
 
== 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.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='140px'|Component Cost
! style='background-color:#E6A500;' width='659px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
!N/A
|Belligerent
|N/A
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
Every few seconds, the invoker utters an invocation that forces all non-Servants nearby to walk instead of run.<br>
The invocation also does minor damage, up to a maximum of 30 damage per recital.
|Every 2s up to 30s
|1
|- style="text-align: center;"
![[File:Judicialvisor.png]]
|Judicial Visor
|1 Belligerent Eye
|Creates a Judicial Visor, which protects from flashes and can smite an area to apply Belligerent and briefly stun.<br>
The smote area will explode after 3 seconds, doing high damage and briefly stunning.
|1s
|1
|- style="text-align: center;"
!N/A
|Vanguard
|N/A
|The invoker gains 20 seconds of stun immunity.<br>
At the end of the 20 seconds, 25% of all stuns absorbed by the Vanguard affect the invoker. If the invoker was stunned above a certain threshold, they will instead go unconscious for 50% of all stuns they absorbed.
|3s
|1
|- style="text-align: center;"
![[File:Sentinels compromise.png]]
|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.<br>
However, this causes 50% of the total damage that Servant had as toxin damage.
|3s
|1
|- style="text-align: center;"
![[File:Guvax.png]]
|''Geis''
|N/A
|Charges the invoker's slab with divine energy to bind and pull the next non-Servant attacked in melee within 10 seconds.<br>
The bound target will remain bound for <b>20</b> seconds and be muted for <b>12-14</b> seconds; additional applications of <b>Geis</b> from other Servants refresh these times.<br>
Hitting the binding with your slab will dispel it after a brief delay.<br>
<b>While the binding exists, you cannot recite any scripture, so make sure to place a Sigil of Submission before use.</b>
|2s
|1
|- style="text-align: center;"
![[File:Sigilofsubmission.png]]
|Sigil of Submission
|1 Geis Capacitor
|Creates a Sigil that, when crossed by a non-Servant, will attempt to convert them after 8 seconds if they remain on the Sigil for that time.<br>
Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
|6s
|1
|- style="text-align: center;"
![[File:Clockworkslab.png]]
|Replicant
|N/A
|Creates a Clockwork Slab and attempts to put it in the invoker's hands.
|1s
|1
|- style="text-align: center;"
![[File:Tinkererscache.png]]
|''Tinkerer's Cache''
|1 Replicant Alloy
'''For every 5 Caches;'''<br>
2 Belligerent Eyes<br>
2 Vanguard Cogwheels<br>
2 Geis Capacitors<br>
2 Hierophant Ansibles
|Creates a Tinkerer's Cache, which can store any number of components, which it will share with all other Caches and Slabs.<br>
''Provided at least one Tinkerer's Caches exists'', Clockwork Slabs will draw components from the global cache after drawing the maximum it can from its own components.<br>
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.<br>
'''Caches cost additional resources to construct for ''every 5 existing Caches''.'''
|5s
|1
|- style="text-align: center;"
![[File:Wraithspectacles.png]]
|Wraith Spectacles
|N/A
|Creates a pair of Wraith Spectacles, which grant True Sight; effectively x-ray vision.<br>
Wraith Spectacles will, however, damage your vision if worn for more than a minute without periods of rest.
|1s
|1
|- style="text-align: center;"
![[File:Sigiloftransgression.png]]
|Sigil of Transgression
|1 Hierophant Ansible
|Creates a nearly invisible Sigil that, when crossed by a non-Servant, will lock them in place for about 7 seconds while emitting a bright flash that will temporarily blind non-servants lacking eye protection.<br>
The Sigil does not mute the target, and, due to how it stuns, they can easily be pushed off of it.<br>
You can stack multiple Sigils of different types on a single tile; Try this with a Sigil of Submission and a Sigil of Transgression.
|5s
|1
|-
|-
|}
|style='background:#bbffaa;' | Self-Aware
 
|style='background:#bbffaa;' | -2
====Cyborg Scripture====
|style='background:#bbffaa;' | ''"You know your body well, and can accurately assess the extent of your wounds."''
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
|style='background:#bbffaa;' | When checking yourself for injuries, you can see the exact amount of brute and burn damage. You can also tell if you have toxin or oxygen damage.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='140px'|Component Cost
! style='background-color:#E6A500;' width='660px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
![[File:Judicial.png]]
|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
|- style="text-align: center;"
![[File:Vanguard.png]]
|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
|-
|-
|}
|style='background:#bbffaa;' | Skittish
 
|style='background:#bbffaa;' | -2
=== Script Scripture ===
|style='background:#bbffaa;' | ''"You can conceal yourself in danger. Ctrl-shift-click a closed locker to jump into it, as long as you have access."''
 
|style='background:#bbffaa;' | Ctrl-shift-clicking on a locker will, if you can open it, cause you to jump in and lock the door behind you.
Below is a list of all Script scripture. Script scriptures require '''6 Human or Silicon Servants''' and a '''Tinkerer's Cache''' to unlock.
 
Scripture names in ''italics'' signify important scripture necessary to success.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='140px'|Component Cost
! style='background-color:#E6A500;' width='660px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
![[File:Ocularwarden.png]]
|Ocular Warden
|
2 Belligerent Eyes<br>
1 Replicant Alloy
|Creates an Ocular Warden, which will automatically damage a target non-Servant that it can see within 3 tiles of it.<br>
Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision.
|12s
|1
|- style="text-align: center;"
![[File:Vitalitymatrix.png]]
|Vitality Matrix
|
1 Belligerent Eye<br>
2 Vanguard Cogwheels
|Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, producing Vitality, after a brief delay.<br>
When crossed by a Servant, however, it will use Vitality to rapidly heal them of all damage. It cannot do both at once.<br>
The Vitality Matrix can also revive dead Servants at a cost of 150 Vitality.
|6s
|1
|- style="text-align: center;"
!N/A
|Mending Mantra
|
2 Vanguard Cogwheels<br>
1 Replicant Alloy
|'''Chanted - the invoker ''must stand still'' to cause continuous effects.'''<br>
Repairs nearby Clockwork Structures and Constructs by <b>10</b> health per chant.<br>
Human Servants wearing Clockwork Armor will be healed for <b>2.5</b> health for each piece of Clockwork Armor they are wearing.
|Every 2s up to 20s
|1
|- style="text-align: center;"
![[File:Clockworkproselytizer.png]]
|''Replica Fabricator''
|
1 Geis Capacitor<br>
2 Replicant Alloy
|Creates a Replica Fabricator, which can be used to replace walls, floors, tables, windows, windoors, and airlocks with Clockwork variants.<br>
The Fabricator can construct Clockwork Walls on Clockwork Floors and deconstruct Clockwork Walls to Clockwork Floors.<br>
The Fabricator can consume floor tiles, rods, metal, plasteel, and brass for power.<br>
The Fabricator will gradually recharge and can be used to repair Clockwork Structures.<br>
Use the Fabricator in-hand to produce '''5''' Brass Sheets at a cost of '''1250W''' power.
|2s
|1
|- style="text-align: center;"
![[File:Ratvarspear.png]]
|Function Call
|
2 Replicant Alloy<br>
1 Hierophant Ansible
|Provides the invoker with the ability to call forth a Ratvarian spear '''once every 3 minutes''' at any time, with the spear lasting for 3 minutes.<br>
The spear does moderate damage in melee, with bonus damage to cyborgs and cultists.<br>
Damage done by the spear produces Vitality equal to a percentage of the damage done.<br>
Throwing the spear at a mob will do '''massive damage''', break the spear, and stun the target.
|2s
|1
|- style="text-align: center;"
![[File:Spatialgateway.gif]]
|Spatial Gateway
|
1 Vanguard Cogwheel<br>
2 Hierophant Ansibles
|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'''''.<br>
Spatial Gateways to Clockwork Obelisks receive doubled duration and uses.
|8s
|Minimum 1
|-
|-
|}
|style='background:#bbffaa;' | Spiritual
 
|style='background:#bbffaa;' | -1
=== Application Scripture ===
|style='background:#bbffaa;' | ''"You're in tune with the gods, and your prayers may be more likely to be heard by the gods. Or not."''
 
|style='background:#bbffaa;' | When you pray, administrators online will see a special notice next to your name. This doesn't mean they have to respond, though.
Below is a list of all Application scripture. Application scriptures require '''9 Human or Silicon Servants''', '''3 Tinkerer's Caches''', and '''100 CV''' to unlock.
 
Scripture names in ''italics'' signify important scripture necessary to success.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='140px'|Component Cost
! style='background-color:#E6A500;' width='660px'|Description
! style='background-color:#E6A500;' width='70px'|Invocation Time
! style='background-color:#E6A500;' width='50px'|Invokers Required
|- style="text-align: center;"
![[File:Fellowshiparmor.png]]
|Fellowship Armory
|
4 Vanguard Cogwheels<br>
2 Replicant Alloy<br>
2 Hierophant Ansibles
|Equips all Servants visible to the invoker with powerful but obvious brass armor.<br>
The armor includes a suit, helmet, gauntlets, and boots, and anything a servant is wearing in those slots will prevent it from being equipped.<br>
The helmet, armor, and gauntlets provide massive melee, bullet, and bomb protection, but a weakness to lasers.<br>
'''Each nearby living Servant decreases the invocation time by 1 second.'''
|10s -1s per other Servant
|1
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
|Memory Allocation
|
2 Belligerent Eyes<br>
2 Vanguard Cogwheels<br>
4 Geis Capacitors
|Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter that lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health.<br>
Marauders cannot move too far from their hosts, and will take damage at an increasing rate as they grow farther away. However, if a Marauder stays close to its host, they will gradually heal.<br>
Marauders may Block attacks, negating the damage from them, and may immediately Counter Blocked attacks, attacking whoever tried to attack them.
|15s
|1
|- style="text-align: center;"
![[File:Sigiloftransmission.png]]
|Sigil of Transmission
|
2 Vanguard Cogwheels<br>
2 Geis Capacitors<br>
4 Hierophant Ansibles
|Creates a Sigil that can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.<br>
While active, it will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants.<br>
It can also be charged with Brass Sheets at a rate of '''250W''' per sheet.<br>
When crossed by a Servant cyborg, it will attempt to recharge that cyborg.<br>
Using a Replica Fabricator on it will rapidly charge that Fabricator.
|7s
|1
|- style="text-align: center;"
![[File:Mendingmotor.png]]
|Prolonging Prism
|
5 Vanguard Cogwheels<br>
2 Geis Capacitors<br>
2 Replicant Alloy
|Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by '''2 minutes''' when activated.<br>
Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism.<br>
It requires '''3000W''' of power to activate, and the cost to activate it is increased by '''1250W''' for every previous activation.
|8s
|2
|- style="text-align: center;"
![[File:Maniamotor.png]]
|Mania Motor
|
5 Geis Capacitors<br>
2 Replicant Alloy<br>
2 Hierophant Ansibles
|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.<br>
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.<br>
It requires '''150W''' of power to run.
|8s
|2
|- style="text-align: center;"
![[File:Tinkerer's_daemon.png]]
|''Tinkerer's Daemon''
|
2 Belligerent Eyes<br>
2 Geis Capacitors<br>
5 Replicant Alloy
|Produces a Tinkerer's Daemon, which will produce a component of either a chosen or random type every 7 seconds while active.<br>
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.<br>
'''''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
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
|Clockwork Obelisk
|
2 Belligerent Eyes<br>
2 Vanguard Cogwheels<br>
5 Hierophant Ansibles
|Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves as a target for Spatial Gateways.<br>
Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br>
Spatial Gateway functions as the Script, but with a duration of 10 seconds and 5 uses, in addition to being '''two-way''', allowing passage ''from either side of the Gateway''.<br>
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.<br>
Spatial Gateways to a Clockwork Obelisk receive double duration and uses.<br>
It requires '''50W''' of power to Hierophant Broadcast and '''2000W''' of power to create a Spatial Gateway.
|8s
|2
|-
|-
|style='background:#bbffaa;' | Voracious
|style='background:#bbffaa;' | -1
|style='background:#bbffaa;' | ''"Nothing gets between you and your food. You eat twice as fast everyone else!"''
|style='background:#bbffaa;' | The click delay when eating food and drinking drinks is halved.
|}
|}




=== Judgement Scripture ===
----


Below is the Judgement scripture.
=== Negative Traits ===
The Judgement scripture requires '''12 Human or Silicon Servants''', '''5 Tinkerer's Caches''', '''300 CV''', and that '''all active AIs are Servants''' to unlock.


Scripture names in ''italics'' signify important scripture necessary to success.
Negative traits add to the trait balance, and have detrimental effects.


{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| style='text-align:center; background-color:#FFFFFF;' border=1 cellspacing=0 cellpadding=6
! style='background-color:#E6A500;' width='96px'|Appearances
! style='background-color:#ff6655;' width='75px'|Trait Name
! style='background-color:#E6A500;' width='140px'|Name
! style='background-color:#ff6655;' width='10px'|Balance
! style='background-color:#E6A500;' width='160px'|Component Cost
! style='background-color:#ff6655;' width='75px'|Entry Description
! style='background-color:#E6A500;' width='524px'|Description
! style='background-color:#ff6655;' width='100px'|Gameplay Effects
! style='background-color:#E6A500;' width='70px'|Invocation Time
|-
! style='background-color:#E6A500;' width='50px'|Invokers Required
|style='background:#ffbbaa;' | Heavy Sleeper
|- style="text-align: center;"
|style='background:#ffbbaa;' | +1
!
|style='background:#ffbbaa;' | ''"You sleep like a rock! Whenever you're put to sleep, you sleep for a little bit longer."''
[[File:Arkopening.gif]]<br>Ark Opening<br>[[File:Arkclosing.gif]]<br>Ark Active<br>[[File:Arkactive.gif]]<br>Ark Approaching
|style='background:#ffbbaa;' | All unconsciousness effects are increased in duration by an amount between 25% and 30%.
|
|-
'''''Ark of the'''''<br>
|style='background:#ffbbaa;' | Nearsighted
'''''Clockwork Justiciar'''''
|style='background:#ffbbaa;' | +1
|
|style='background:#ffbbaa;' | ''"You are nearsighted without prescription glasses, but spawn with a pair."''
5 Belligerent Eyes<br>
|style='background:#ffbbaa;' | Anything far away from you is difficult to see. Unlike genetic mutation nearsightedness or nearsightedness caused by eye damage, this variety ''cannot'' be cured. without admin intervention. Any new bodies created through cloning will suffer the same issue, so you can't circumvent it that way.
5 Vanguard Cogwheels<br>
5 Geis Capacitors<br>
5 Replicant Alloy<br>
5 Hierophant Ansibles<br>
<br>
'''Must consume additional'''<br>
'''components to activate'''<br>
'''once constructed:'''<br>
15 Belligerent Eyes<br>
15 Vanguard Cogwheels<br>
15 Geis Capacitors<br>
15 Replicant Alloy<br>
15 Hierophant Ansibles<br>
|Summons the '''Ark of the Clockwork Justiciar''', a massive Spatial Gateway to Reebe, the Celestial Derelict.<br>
If the Ark survives for 5 minutes, it will activate, summoning '''Ratvar, the Clockwork Justiciar''' in a massive, station-converting blast.<br>
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.<br>
In addition, it will convert an increasingly large area as it gets closer to activating, revealing the general area of its construction.<br>
'''''Protect it at all costs.'''''
|15s
|6
|-
|-
|}
|style='background:#ffbbaa;' | Pacifist
 
|style='background:#ffbbaa;' | +2
== Structures, Sigils, Objects, Constructs, and Cyborgs ==
|style='background:#ffbbaa;' | ''"The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone."''
 
|style='background:#ffbbaa;' | You are incapable of directly hurting any other creatures. You cannot fire guns, use harm intent, or swing weapons. Stun batons can still stun, but that's the extent of it. '''''Note:''' If you spawn as an antagonist, Pacifist is automatically disabled.''
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.
 
All Clockwork Structures can be unsecured from the floor with a wrench.<br>
This only applies to actual Clockwork Structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='73px'|Name
! style='background-color:#E6A500;' width='40px'|Health
! style='background-color:#E6A500;' width='560px'|Description
! style='background-color:#E6A500;' width='280px'|Usage Tip
! style='background-color:#E6A500;' width='80px'|Construction Value
|- style="text-align: center;"
![[File:Clockfloor.png]]
|Clockwork Floor
|N/A
|A Clockwork Floor produced with brass or by a Replica Fabricator.<br>
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
|- style="text-align: center;"
![[File:Brass window single.png]]
|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
|- style="text-align: center;"
![[File:Brass window.png]]
|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
|- style="text-align: center;"
![[File:Brass table.png]]
|Brass Table
|200
|A Brass Table produced with brass or by a Replica Fabricator.<br>
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
|- style="text-align: center;"
![[File:Wallgear.png]]
|Wall Gear
|100
|A Wall Gear produced with brass, by a Replica Fabricator, or by breaking down a Clockwork Wall.<br>
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
|- style="text-align: center;"
![[File:Brass windoor.png]]
|Brass Windoor
|200
|A Brass Windoor produced with brass or by a Replica Fabricator.
|Brass Windoors only allow servants to pass.
|3
|- style="text-align: center;"
![[File:Clockwall.png]]
|Clockwork Wall
|N/A
|A Clockwork Wall produced with brass or by a Replica Fabricator.<br>
Replica Fabricators can deconstruct Clockwork Walls for a refund of 1000W power.
|Clockwork Walls will cause Tinkerer's Caches to generate components gradually.
|5
|- style="text-align: center;"
![[File:Pinion airlock.png]]
|Pinion Airlock
|240
|A Pinion Airlock produced with brass or by a Replica Fabricator.<br>
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
|- style="text-align: center;"
![[File:Tinkererscache.png]]
|''Tinkerer's Cache''
|80
|Tinkerer's Caches can store any number of components, which are considered to be in a ''Global Cache''.<br>
''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.<br>
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
|- style="text-align: center;"
![[File:Ocularwarden.png]]
|Ocular Warden
|25
|Ocular Wardens will automatically damage a target non-Servant that can see it within 3 tiles of it.<br>
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
|- style="text-align: center;"
![[File:Mendingmotor.png]]
|Prolonging Prism
|125
|Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by '''2 minutes''' when activated.<br>
It requires '''3000W''' of power to activate, and the cost to activate it is increased by '''1250W''' for every previous activation.
|Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism.
|- style="text-align: center;"
![[File:Maniamotor.png]]
|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.<br>
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.<br>
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
|- style="text-align: center;"
![[File:Tinkerer's_daemon.png]]
|''Tinkerer's Daemon''
|100
|Tinkerer's Daemons will produce a component of either a chosen or random type every 7 seconds while active.<br>
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.<br>
Use them to augment generation of components that are being heavily used.
|20
|- style="text-align: center;"
![[File:Clockworkobelisk.png]]
|Clockwork Obelisk
|150
|Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways.<br>
Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating.<br>
Spatial Gateway opens a two-way gateway to a target Servant or Obelisk.<br>
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
|-
|-
|}
|style='background:#ffbbaa;' | Poor Aim
 
|style='background:#ffbbaa;' | +1
=== Sigils ===
|style='background:#ffbbaa;' | ''"You're terrible with guns and can't line up a straight shot to save your life. Dual wielding is right out."''
 
|style='background:#ffbbaa;' | Any shots you fire with projectile weapons are shifted randomly by up to 25 degrees.
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.
 
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='605px'|Description
! style='background-color:#E6A500;' width='274px'|Usage Tip
|- style="text-align: center;"
![[File:Sigiloftransgression.png]]
|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.<br>
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.
|- style="text-align: center;"
![[File:Vitalitymatrix.png]]
|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.<br>
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.<br>
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.
|- style="text-align: center;"
![[File:Sigilofsubmission.png]]
|Sigil of Submission
|Sigils of Submission, when crossed by a non-Servant, will attempt to convert them after 8 seconds if they remain on the Sigil for that time.<br>
|Both successful and unsuccessful conversion attempts will stun and mute the target and send an announcement over the Hierophant Network.
|- style="text-align: center;"
![[File:Sigiloftransmission.png]]
|Sigil of Transmission
|Sigils of Transmission can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.<br>
While active, it will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants.<br>
The Sigil can be charged with Brass Sheets at a rate of '''250W''' per sheet.<br>
Using a Replica Fabricator on it will rapidly charge that Fabricator.
|When crossed by a Servant cyborg, it will attempt to recharge that cyborg.
|-
|-
|}
|style='background:#ffbbaa;' | Prosopagnosia
 
|style='background:#ffbbaa;' | +1
=== Objects ===
|style='background:#ffbbaa;' | ''"You have a mental disorder that prevents you from being able to recognize faces at all."''
 
|style='background:#ffbbaa;' | Examining someone will always show them as Unknown, regardless of appearance, ID, etc.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='80px'|Name
! style='background-color:#E6A500;' width='605px'|Description
! style='background-color:#E6A500;' width='275px'|Usage Tip
|- style="text-align: center;"
![[File:Brass.png]]
|Brass Sheets
|Brass sheets can be produced directly from a Fabricator.<br>
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.
|- style="text-align: center;"
![[File:Judicialvisor.png]]
|Judicial Visor
|Judicial Visors can smite areas to apply Belligerent and briefly stun.<br>
The smote area will explode after 3 seconds, doing high damage and briefly stunning.
|Judicial Visors protect from flashes.
|- style="text-align: center;"
![[File:Wraithspectacles.png]]
|Wraith Spectacles
|Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision.<br>
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.
|- style="text-align: center;"
![[File:Fellowshiparmor.png]]
|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.
|- style="text-align: center;"
![[File:Ratvarspear.png]]
|Ratvarian Spear
|Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.<br>
Damage done by the spear produces Vitality equal to a percentage of the damage done.<br>
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.
|- style="text-align: center;"
![[File:Clockworkproselytizer.png]]
|''Replica Fabricator''
|Replica Fabricators can be used to replace a number of objects, including floors and walls, with Clockwork variants.<br>
Replica Fabricators can also be used to repair clockwork structures and constructs at a rate of '''25W''' power to '''1''' health.<br>
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.<br>
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.
|-
|-
|}
|style='background:#ffbbaa;' | Prosthetic Limb
 
|style='background:#ffbbaa;' | +1
=== Constructs ===
|style='background:#ffbbaa;' | ''"An accident caused you to lose a limb. Because of this, you now have a random prosthetic!"''
 
|style='background:#ffbbaa;' | One of your arms or legs is replaced with a surplus prosthetic, which are very fragile and need tools to repair.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='73px'|Name
! style='background-color:#E6A500;' width='40px'|Health
! style='background-color:#E6A500;' width='520px'|Description
! style='background-color:#E6A500;' width='320px'|Playstyle Tips
|- style="text-align: center;"
![[File:Clockworkmarauder.gif]]
|Clockwork Marauder
|300
|Clockwork Marauders exist to defend their host, and can Block attacks and may immediately Counter Blocked attacks, attacking whoever attacked them.<br>
Marauders become unable to emerge if they are forced to recall while their host is above 65% health.
|Stay close to your host; if you're directly adjacent to them, both you and they will gradually heal.<br>
Block attacks to your host whenever possible.<br>
Use :b to communicate with your host.
|-
|-
|}
|style='background:#ffbbaa;' | Reality Dissociation Syndrome
 
|style='background:#ffbbaa;' | +2
=== Cyborgs ===
|style='background:#ffbbaa;' | ''"You suffer from a severe disorder that causes very vivid hallucinations. Mindbreaker toxin can suppress its effects, and you are immune to mindbreaker's hallucinogenic properties."''
 
|style='background:#ffbbaa;' | You suffer from intense, constant hallucinations. These include normal hallucinations but can also be strange, unique effects that can't be induced by anything else. '''Having this does not give you a license to act in an antagonistic manner.'''
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='32px'|Image
! style='background-color:#E6A500;' width='73px'|Module
! style='background-color:#E6A500;' width='280px'|Scripture
! style='background-color:#E6A500;' width='120px'|Other Tools
! style='background-color:#E6A500;' width='480px'|Playstyle Tips
|- style="text-align: center;"
![[File:RatvarStandard.png]]
|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.<br>
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.
|- style="text-align: center;"
![[File:RatvarEngineering.png]]
|Engineering
|Replicant, Sigil of Transmission
|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.<br>
In addition, you are capable of producing power for clockwork structures and other cyborgs.
|- style="text-align: center;"
![[File:RatvarJanitor.png]]
|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.<br>
Use all of your tools to reinforce a clockcult base in conjunction with an Engineering cyborg or a helpful human Servant.
|- style="text-align: center;"
![[File:RatvarMedical.png]]
|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.<br>
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.
|- style="text-align: center;"
![[File:RatvarPeacekeeper.png]]
|Peacekeeper
|Belligerent, Judicial Marker
|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.
|- style="text-align: center;"
![[File:RatvarService.png]]
|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.<br>
Your biggest strength is probably communication; with a Clockwork Obelisk, you can talk in extremely large text, which is wonderful for coordinating Servants.
|- style="text-align: center;"
![[File:RatvarMiner.png]]
|Miner
|Linked Vanguard, Spatial Gateway
|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.<br>
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 before they realize you know they're there.
|-
|-
|style='background:#ffbbaa;' | Social Anxiety
|style='background:#ffbbaa;' | +1
|style='background:#ffbbaa;' | ''"Talking to people is difficult for you, and you often stutter or even lock up."''
|style='background:#ffbbaa;' | You periodically stutter, and there is a very low chance every second for you to become incapable of speech for a time.
|}
|}


== 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.
----


=== [[Cult|Nar-Sian Dogs]] [[File:Cultist.png]] ===
=== Neutral Traits ===


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.
Neutral traits cost no points and do not impactfully alter the way the game plays.


=== Security and the Chaplain [[File:Generic_hos.png]][[File:Generic_chaplain.png]] ===
{| style='text-align:center; background-color:#FFFFFF;' border=1 cellspacing=0 cellpadding=6
 
! style='background-color:#5566ff;' width='75px'|Trait Name
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.
! style='background-color:#5566ff;' width='10px'|Balance
 
! style='background-color:#5566ff;' width='75px'|Entry Description
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.
! style='background-color:#5566ff;' width='100px'|Gameplay Effects
 
|-
== Ratvar ==
|style='background:#aabbff;' | Ageusia
 
|style='background:#aabbff;' | 0
<center>
|style='background:#aabbff;' | ''"You can't taste anything! Toxic food will still poison you."''
[[File:Ratvar.gif]]
|style='background:#aabbff;' | Food, drinks, and reagents have no taste to you. However, toxic food will still incur nausea.
 
|-
Once you've defended the Ark for enough time, Ratvar will come forth.
|style='background:#aabbff;' | Deviant Tastes
 
|style='background:#aabbff;' | 0
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
|style='background:#aabbff;' | ''"You dislike food that most people enjoy, and find delicious what they don't."''
 
|style='background:#aabbff;' | Your liked and disliked foods are swapped. This means that for humans you will suddenly like raw and gross foods, but disliked fried and junk food. This differs between species, so being a lizard or moth will cause you to like and dislike different things.
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.̛̟
</center>
 
 
 
{{Jobs}}
{{Game modes}}
[[Category: Jobs]] [[Category:Game Modes]]

Latest revision as of 01:34, 19 February 2018

Traits are modifiers to your character in Space Station 13. Inspired by similar mechanics from many games (especially roguelikes, ala Cataclysm: Dark Days Ahead), they impact the way you play the game in small (or sometimes large) ways by adding passive mechanical bonuses and drawbacks.

Getting Traits

Traits are modified through the game preferences menu by clicking on Configure Traits. Doing so will open your trait setup.

Traits are organized alphabetically and by quality, in descending order: positive, negative, and neutral. You can see their names, and next to those, a short gameplay descriptor on what they do. To the right of that is a button to either take the trait or lose it. Whenever you spawn in, either through latejoining or when the round starts, your trait setup will be locked in, preventing you from modifying it again until the next round starts.

Traits use a point system, called trait balance, which defaults to 0. This is used to balance the traits you take, and designed in such a way that every positive trait requires some drawbacks. Positive traits take from this balance, negative traits add to it, and neutral traits don't affect it at all.

You cannot buy a positive trait unless you have the balance for it, but you can take any amount of negative traits. For instance, if you take the Poor Aim trait, you now have a trait balance of 1 and can purchase any one trait that has a balance cost of -1, like Night Vision. If you were to also take Nearsighted, you would have a trait balance of 2, and could take a trait with a cost of -2, like Skittish or Self-Aware. In this case, you could also take two traits that cost -1. Simple stuff!

Regardless of balance points, you can only have six total traits at a time. Unspent balance is left unused.

Example trait setup, using the right image as a reference:

  • Starting points: 0
  • You want to take Self-Aware and Night Vision, meaning you'll need 3 points.
  • You take Nearsighted to gain 1 point.
  • You take Poor Aim to gain 1 point.
  • You now have 2 points, so you take Self-Aware for 2.
  • You decide not to take Night Vision, and instead you want Skittish.
  • You remove Self-Aware to regain the spent points, and remove Nearsighted. You now have 1 point.
  • You take Pacifism to gain 2 points.
  • You take Prosopagnosia to gain 1 point.
  • You take Self-Aware again and then take Skittish. You now have 0 points.

This setup coincides with the point costs (0 - 1 - 2 - 1 + 2 + 2 = 0) as well as the trait limit (5/6). If you wanted, you could also take an additional negative trait or a neutral trait to get your maximum traits.

Keep in mind that there's nothing forcing you to take the maximum amount of traits, spend all your points, or even use traits at all. You are able to enter the game and play even with no traits, so don't let it concern you too badly!



List of Traits

Below is a list of all positive, negative, and neutral traits in the game, including their balance costs and actual gameplay effects. If you don't see a trait on here, that means it's missing - please update the list to include it! Conversely, any traits on this list that are not in-game have likely been removed, so you are free to remove them. from this list to avoid misinformation.


Positive Traits

Positive traits take from trait balance and have useful or beneficial effects.

Trait Name Balance Entry Description Gameplay Effects
Alcohol Tolerance -1 "You become drunk more slowly and suffer fewer drawbacks from alcohol." You only take 70% of the drunkenness from alcohol, and some negative effects (i.e. jittering) won't affect you.
Freerunning -2 "You're great at quick moves! You can climb tables more quickly." You climb tables 20% faster.
Light Step -1 "You walk with a gentle step, making stepping on sharp objects quieter and less painful." Stepping on sharp things, like glass shards and d4s, is 20% quieter than normal. Additionally, stepping on them without shoes will deal 25% less damage than normal.
Night Vision -1 "You can see slightly more clearly in full darkness than most people." Your vision in darkness is very slightly brighter, and you can see the 3x3 area around you without a blur.
Self-Aware -2 "You know your body well, and can accurately assess the extent of your wounds." When checking yourself for injuries, you can see the exact amount of brute and burn damage. You can also tell if you have toxin or oxygen damage.
Skittish -2 "You can conceal yourself in danger. Ctrl-shift-click a closed locker to jump into it, as long as you have access." Ctrl-shift-clicking on a locker will, if you can open it, cause you to jump in and lock the door behind you.
Spiritual -1 "You're in tune with the gods, and your prayers may be more likely to be heard by the gods. Or not." When you pray, administrators online will see a special notice next to your name. This doesn't mean they have to respond, though.
Voracious -1 "Nothing gets between you and your food. You eat twice as fast everyone else!" The click delay when eating food and drinking drinks is halved.



Negative Traits

Negative traits add to the trait balance, and have detrimental effects.

Trait Name Balance Entry Description Gameplay Effects
Heavy Sleeper +1 "You sleep like a rock! Whenever you're put to sleep, you sleep for a little bit longer." All unconsciousness effects are increased in duration by an amount between 25% and 30%.
Nearsighted +1 "You are nearsighted without prescription glasses, but spawn with a pair." Anything far away from you is difficult to see. Unlike genetic mutation nearsightedness or nearsightedness caused by eye damage, this variety cannot be cured. without admin intervention. Any new bodies created through cloning will suffer the same issue, so you can't circumvent it that way.
Pacifist +2 "The thought of violence makes you sick. So much so, in fact, that you can't hurt anyone." You are incapable of directly hurting any other creatures. You cannot fire guns, use harm intent, or swing weapons. Stun batons can still stun, but that's the extent of it. Note: If you spawn as an antagonist, Pacifist is automatically disabled.
Poor Aim +1 "You're terrible with guns and can't line up a straight shot to save your life. Dual wielding is right out." Any shots you fire with projectile weapons are shifted randomly by up to 25 degrees.
Prosopagnosia +1 "You have a mental disorder that prevents you from being able to recognize faces at all." Examining someone will always show them as Unknown, regardless of appearance, ID, etc.
Prosthetic Limb +1 "An accident caused you to lose a limb. Because of this, you now have a random prosthetic!" One of your arms or legs is replaced with a surplus prosthetic, which are very fragile and need tools to repair.
Reality Dissociation Syndrome +2 "You suffer from a severe disorder that causes very vivid hallucinations. Mindbreaker toxin can suppress its effects, and you are immune to mindbreaker's hallucinogenic properties." You suffer from intense, constant hallucinations. These include normal hallucinations but can also be strange, unique effects that can't be induced by anything else. Having this does not give you a license to act in an antagonistic manner.
Social Anxiety +1 "Talking to people is difficult for you, and you often stutter or even lock up." You periodically stutter, and there is a very low chance every second for you to become incapable of speech for a time.



Neutral Traits

Neutral traits cost no points and do not impactfully alter the way the game plays.

Trait Name Balance Entry Description Gameplay Effects
Ageusia 0 "You can't taste anything! Toxic food will still poison you." Food, drinks, and reagents have no taste to you. However, toxic food will still incur nausea.
Deviant Tastes 0 "You dislike food that most people enjoy, and find delicious what they don't." Your liked and disliked foods are swapped. This means that for humans you will suddenly like raw and gross foods, but disliked fried and junk food. This differs between species, so being a lizard or moth will cause you to like and dislike different things.