Blood Cult: Difference between revisions
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imported>Malkevin (→The Runes: Made a note that Summon Shell requires plasteel.... I think it was 5 sheets, cant remember at the moment) |
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!Summon Narsie Rune | !Summon Narsie Rune | ||
hell join self | hell join self | ||
!This spell summons a huge all-consuming monstrosity from outer planes. It is often an objective to summon it so you need to know how to summon it. What you need is to have 9 cultists standing in circle around the rune. When you have enough people and the Horror is summoned, you can try to run away, or submit your mortal body to your god. | !This spell summons a huge all-consuming monstrosity from outer planes. It is often an objective to summon it so you need to know how to summon it. What you need is to have 9 cultists standing in circle around the rune. When you have enough people and the Horror is summoned, you can try to run away, or submit your mortal body to your god. NOTE: Summoning an Elder God when they don't wish it may incur their wrath. | ||
!No. | !No. | ||
|- | |- | ||
Line 222: | Line 222: | ||
travel hell technology | travel hell technology | ||
!Works like the talisman: creates a shell for souls trapped in soulstones to become constructs. Artificers can also create shells, but that relies on you having any artificers living and doing their job. | !Works like the talisman: creates a shell for souls trapped in soulstones to become constructs. Artificers can also create shells, but that relies on you having any artificers living and doing their job. | ||
Note: You must place stack of plasteel on the rune, 5 sheets are required. | |||
!Yes. | !Yes. | ||
|} | |} | ||
== Fighting The Cult == | == Fighting The Cult == |
Revision as of 23:00, 28 May 2014
"Journal of the Arch Heretic (Cultists can not into space)"
Today was a good day for the True Believers. We managed to get to the abandoned shuttle and set up camp there. I had the time to read through my book and translate everything and gathered everyone at the White Ship to lay siege to the station. We even managed to steal a communications board and killed the research director for his ID card to keep the shuttle from ever coming. The more ghost legions we sent to the station, the more bodies they sent back to us, allowing a way for the ethereals to stay tied to this mortal realm. It took a while but we located the captain, killed him and sacrificed his body to the great one. All we left behind on the station was our mark, blood, gibs, and the bodies of the many non believers. They are sending our escape shuttle to another station....and we will cleanse that station too.
FOR THE LOVE OF NAR'SIE, PLEASE READ THE GUIDE
So you've joined the cult of the almighty Nar'Sie, but you don't know where to start? Then this is for you, apprentice. (So you're security? Skip on down to the bottom.)
The dark lord Nar'Sie has sent a number of his followers -- specifically, six cultists, for stations with small populations, or nine for larger stations. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. In order to use cult magic, you need an Arcane Tome and the correct word combination to form a rune. If you've started the round out as a cultist, you are given a talisman that you can use to spawn various objects (more on that later), memories of your cult objectives, and the translation of four words.
"That's just a doodle!"
When you become a Cultist at round start, you will have a paper imbued with blood in your backpack or pocket. It's a special talisman, which can be invoked 5 times to spawn a regular 1-use talisman of your choice. Make sure to hide this from basically everyone not in your little book club or they will robust your ass.
"I'm not a witch I'm not a witch!"
Fantastic, you've joined a cult, and not because of the Kool-Aid. At the beginning of the round, you start out with the talisman we mentioned earlier in your backpack. Depending on your experience with being a cultist, this talisman can either be your best friend, or your worst enemy. Every use of this talisman will do a small amount of damage to yourself as well as being exceptionally obvious to any passerby. It is incredibly versatile, yet if you're caught with it you will likely be killed. Avoid taking this out of your bag until you're positive nobody will walk in on your unholy deeds.
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. You can also communicate with your tome, but remember not to get caught, because when you use the talisman you also chant a phrase out loud that people might hear if they're close enough! Never use your PDA, as anyone using the message monitor console can intercept your messages and catch you. And remember, if you get caught, you endanger the entire cult.
The Stun Talisman option will spawn another piece of paper, to use this one you only need to click on somebody with the paper in your hand. It has the same effect as a parapen, stunning people immediately and rendering them unable to speak. This also works on cyborgs if they're being a problem. Like a parapen, this item is risky if you don't have a way to either convert your victim, sacrifice them or kill them.
"They gave me a word but didn't give me a jogging suit!"
There are 10 words used for rune scribing, what they translate to are: "travel", "self", "see", "Hell", "blood", "join", "technology", "destroy", "hide", and "other". Your Arcane tome, however, requires research and translation. Specifically, you must have words translated in its Notes section before you can scribe any runes that involve those words. Every cultist starts out with the words for "hell," "join," "blood," and "self," which are the words that make up the conversion rune and sacrifice rune.
Once you have your own tome, put your four starting words into your notes section (or else you can't do shit), then for the love of Nar-Sie put the tome away where no one can see it. Once you've set words, runes will appear in the scribing section as preset rune combinations.
Cult Deeds Done Dirt Cheap
Starter cultists will want to do two things at first: increase their numbers via conversion, and learn their words via sacrifie. These are mutually exclusive goals; generally, you will want to do a little bit of both. Three cultists are required for sacrifices and converts. They must be standing adjacent to the rune. You cannot convert or sacrifice alone. If you attempt either of these alone, you will fail, your victim will probably escape, and you will singlehandedly doom the entire cult. Teamwork is key!
There are two ways to learn words. The first is brute-force trial and error. Knowing at least one word (preferably two) needed for a rune, you can find out the the other word(s) if you are clever. Trying to use a rune you scribed with incorrect translations does a great deal of brute damage, but all proper runes always have fixed colors and sprites, while incorrect runes are random colors, the exception being Armor runes which will always be random colors.
The second way to learn words, and the one you will rely on most, is sacrifice.
Sacrifice
The easiest way to sacrifice is as follows. Take the five-use paper out of your bag, and summon a tome and get a stun talisman. Put down a rune in a hard-to-find and secure location (for example, if you're a Bartender, smash the light in the back room and scribe it there, as the AI can't see with a broken light) Tell the rest of the cult your plans and the location of the rune so they can be there when you need them. Find someone alone, and click on them with the stun talisman. (Other ways work, but the victim may be able to scream for help.) They'll collapse for a long while, and you can cuff them/remove their headset, take them to the rune location, pull them over the sacrifice rune where two other cultists are hopefully waiting, and invoke it by clicking it with an empty hand.
For your efforts, Lord Nar-Sie will grant you a word, and the soul of the sacrificed human will be trapped in a soul stone, which can be turned into a construct if an empty shell is available. Sacrifices also leave a pile of bones and scattered gibs, which you should clean up or hide if you don't want a assistant or security officer to find them.
Nar-Sie might also give you an objective to sacrifice a target, usually a member of Security or Command. The process is the same. (You can also sacrifice Ian, but some deeds are too monstrous even for dark lords.)
Conversions
Conversion works much like sacrifice. There are two ways to go about this: roleplay and convince someone to join the cult, and pray they don't immediately rat you out to security; or (far less risky) find someone alone, kidnap them with a stun talisman or other method, bring them to your rune where two other cultists are waiting (right?) and click the convert rune with an empty hand. Conversions leave no evidence besides the rune, which can be removed.
Culting and Not Getting Caught
Once the cult has gotten off the ground, with proper communication, you can do things like summon cultists to a meeting place, set up cult bases, resurrect fallen allies, create teleportation networks for ease of escape or access to areas, supply the other cultists with armor, weapons, stun and teleport talismans, and whatever else you might think of. Be sure to inform your converted brothers about any runes or places of worship that you have set up, and if you're able, give them a tome of their own (translated) so they may help the cause.
Unless a cult is exceedingly good or stealthy, though, at some point security or AI will be alerted to its presence on the station. The most common ways for this to happen are for cultists to be caught with cult paraphernalia, or for someone to stumble upon a blood rune. A simple examination can tell the non-believers whether a rune was drawn in your blood or with crayon, and detectives can figure out whose blood they are. Runes can be deleted by smacking them with a tome or hidden by using a certain rune, but if you can't do either, at least try to place runes in areas people rarely frequent, that the AI won't be watching like a hawk. A lot of jobs have access to isolated areas of the station that are great for research, and for everything else, there's always space. The AI can't actually see runes, but cyborgs can, and either will be more than happy to inform security of suspicious activity and you'll be hung and burned at the stake and force-fed holy water before you can say PRAISE NAR-SIE! And remember, maintenance tunnels are low access and you could easily be caught with your pants down before you ever see them coming.
If one of your brothers is caught by security, try to summon them to a base (again, this requires three cultists chanting). If you suspect they have been tainted by holy water -- which will deconvert them given enough time -- smack them with a tome. This will turn the holy water in their system into unholy water. Unholy water works like a combination of synaptizine and hyperzine, with a twist of branes dimarge, and is highly toxic to non-cultists, in case you felt like weaponizing it.
Below are a few more ideas for ambitious worshippers.
Ghost Legion
If you were smart, you researched your words and you can now manifest an army. This requires a medibot (but medibots are useless now) for sustained use. What you need will be an active teleport rune that goes to the main station, 3 or 4 cult armor runes and a manifest ghost rune. Manifest as many ghosts as you have armor for, have them teleport to the station to MAIM BURN AND KILL.
Summoning others by yourself
If you are by yourself, you can still summon your cultist friends. Set up a manifest rune next to a summon cultist (or free cultist) rune and manifest two ghosts. Have the two ghosts help summon your friend.
Constructs
Robust cultists will likely want to enlist the services of a few constructs. This can be used to bring those to your side who typically would never do so on their own, like the chaplain or security officers. Keep in mind these guys are pretty much a dead giveaway that there is cult activity on the station, so try to be covert about it in the beginning.
A guide to constructs can be found here. Generally speaking, you will want to create an artificer first, as they can poop out new soulstones and shells.
The Runes
Each rune contains three words combined to form a single rune through the "Scribe Rune" option. Runes can be destroyed by using your arcane tome on the rune. This will destroy the rune completely and you will need to scribe a new one.
Fighting The Cult
As a member of security you will be at the forefront of the conflict between the cult and the station, the fate of the station will rest in your hands, make no mistake and remain resolute, you will piss people off no matter what you do. Keep your taser and cuffs handy, your going in deep to kick Nar-Sie's ass!
Sir, this is a random search
Cultists are useless without their tomes and magic infinite stun papers, you must go on the offense and aggressively stun and search anyone that looks suspicious and those that are not. Be wary as they may attempt to attack you.
Random searches are one of the more effective ways to catch a Cultist, assuming they have not hidden their stash. Immediately round up all security personnel, minus the warden, upon cult sighting.
- Gear up.
- Raid science in a group, confiscate all transfer valves, search all science staff and the RD.
- Rest and regroup,
- Raid medbay in a group as well. Search all staff, lockers, boxes.
- Rest and regroup.
- Raid cargo.
- Rest and regroup.
- Raid engineering.
- After that, station roving patrols of no less than two security members if possible are to sweep all general and general backroom areas of the station and search all crew members encountered where safe to do so.
- Once general areas are cleared, raid all departments again. The taint of heresy requires the utmost vigilance if it is to be removed.
- Rest and regroups can be replaced with roving patrols.
Be vigilant when raiding departments. While you can let members cooperate and drop their bags themselves, if one person does something wrong e.g. if someone takes out a syringe gun, if someone gets too close, if someone does anything other than stand still, feel free to stun them. At worst you apologize and help them up. At best, you and your team mates don't die. Always check lockers and boxes.
Move in groups always. It takes one talisman for a cultist to kill someone but now it'll take two, and that's if he can talisman both before one at least shouts out a warning. The more the better essentially. Assuming you've taken out toxins, there should be no danger in traveling in large groups anyway.
It may help to switch around raid targets so cultists cannot hide cult paraphernalia. However, medbay and toxins remain priorities. Medbay in particular should be the focus of many raids. While it is impossible to search all of cargo and maint, given the mining station and maint access that they have, I personally think it's unwise to send expeditions to mining without evidence.
The only threat to moving as a group is being hit by blind runes or blood boils. A couple things to remember:
Never let three people stand around a rune you can see no matter what it takes.
if a rune goes down, stun everyone in sight. Flashbangs are good for this. Arcane Tomes have no in-hand sprites so examine people as often as you feel you're able to because if you have 5 people lined up against a wall and a blood boil suddenly appears under one and the three people chant it, RIP you.
For that matter, while performing raids, do not let anyone stand in arm's reach of anyone else at any point ever.
A counter-argument to raiding
by Oldman Robustin
All these posts about organizing security and raiding departments is silly. All this does is tip the cult off and let them stash their shit, prepare traps, or just teleport to mining. Sitting outside science while you wait for officers to rally up sounds like a great way for Mr. Bombs McCultismer to wipe out all of active security with a single bomb.
It's much more efficient and effective just to have each officer search their own department. If you're smart you can call Beepsky or have the AI track you (via PDA message) before conducting your searches. If AI is watching they can throw a dozen talismans on you but it won't save them from the AI/borgs coming down on them.
As one of the most experienced cult players, I'd be far more terrified of facing 4+ active sec players each scouring their department and maint. than I would be of security gathering up and raiding each department one by one.
A note on perma
The prison wing is a valuable tool in security's arsenal. Unfortunately, any cultist with a tome with all the words and a private place to work is capable of teleporting other cultists out of security's grasp. The only way to prevent this is to place prisoners in a straitjacket, which cult magic cannot penetrate. Straitjackets can be found in the medbay and Insanity Ward, and are a good way to restrain cultists while you deconvert them.
The chaplain is actually useful for once
The chaplain is immune to cult magic, his null rod is robust against cultists, and most importantly, he has the means to create holy water, the only method of deconverting cultists. Hitting a water tank with the Bible will turn all 1000 units or so of water in the tank into holy water, which should be more than enough for your needs (and if not, water tanks are plentiful and no one ever uses them except for this.) Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less.
The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't rely on cultists being tied up, but this makes it much more difficult for the cultist to suddenly vanish mid-deconversion (via teleportation), as cultists tend to do. If a cultist escapes, and his brother smacks him with a tome, the holy water in their system will become unholy water and the deconversion will fail, so don't let that happen.
If there's no chaplain (and there probably won't be) you can still take the crusade into your own hands. Break into his office (or get the AI to let you in, preferably not over comms), steal his holy water, and start force-feeding it to people. Cargo can also order a religious supplies crate, which contains candles, bibles, robes, and most importantly holy water. This of course relies on cargo not being a hive of scum and cultism (and not ordering guns either), but you can always hijack their console. It helps if the HoP is on your side.
Confirmed cult activity -- anyone who is seen scribing or chanting by runes (or whose blood a rune was made of), invoking talismans, or carrying a tome in their backpack (without a very good reason, such as taking it to the crematorium to be destroyed) -- is technically grounds for execution (which doesn't necessarily keep cultists exterminated) or forced borging (which does). In general, deconversion is preferable. But know the options are there.
Remember a cult without tomes is a worthless cult
To reiterate, a cult being present is an acceptable reason for security to search everyone on the station, constantly. If Code Red hasn't already been set, it ought to be. It doesn't matter how much people whine and complain, taze their asses, handcuff them, take them somewhere private (ideally the brig), and search. Explain to them that there is a cult around and security can't take any chances. Every tome destroyed and cultist borged or executed is a step towards the station being safe again. All it takes is one cultist with a tome full of words to restart the cult, but if there are no tomes, and all the roundstart supply papers have been used up, the cult has no access to its magic, and as a result of this cannot expand.
If it is safe to do so, open every closet and crate you have access to. You may get lucky and find a cultist's tome stash. Remember that the HoS and Detective can access personal lockers (i.e. the ones by laundry), even locked ones, and that examining a personal locker tells you who owns it.
Detective, the forgotten comrade
Use the Detective's forensic scanner to discover whose blood that Rune belongs to. Simple.
Confiscated tomes can be scanned for fingerprints. This is particularly useful if a tome was found hidden away somewhere, rather than on a cultist's person.
Communicate
Roll calls and more roll calls. Ping security staff so you know that they are alive. This is the responsibility of all security staff. As soon as the thought occurs to you to ask, ask. Not enough people do this. It makes people feel good knowing that their coworkers are looking out for them and in a practical sense, it lets you know when other people have died.
Radio channels can be infiltrated by the cultists (remember the lawyers have security headsets and are not loyalty implanted). PDA messages can be read by the Chief Engineer (and the AI if they have the password), and PDAs can be lost and stolen. You ultimately have to decide for yourself whether the risk of the information falling into the wrong hands is worth the benefit of the information being disseminated.
Knowledge is power
If security is able to discover the cult without alerting the station you are at a distinct advantage. The cultists will have no idea that they are now at risk. If you get presented this opportunity exploit it to the maximum, you must go from the hunted into the hunter. Work together to keep information of the cult suppressed however quickly people will question why security is dragging and arresting people seemingly at random.
Trust no one
Remember that even if someone shows up as loyalty implanted on a SecHUD, they may still be working for the cult. This is especially likely if they are not a member of security.
The Captain and the Chaplain are the two exceptions to this: they can only be converted to the cult by having their souls trapped in soul stones and placed in constructs. However, remember that if the cultists have access to genetics, they can steal the identity of anyone they manage to kidnap.
Implant important persons before the cult gets them
If someone is already a cultist, loyalty implants will do nothing.
However, it's worth it to implant certain high-priority targets, such as
- Head of Personnel The HoP cannot be a roundstart cultist, but he can be converted. If he gets converted he can give the entire cult all-access.
- Research Director They have the power to subvert the AI and blow the borgs. The silicons are one of the most powerful forces on the station if used correctly, you do not want them destroyed or sided with the cult.
- Other heads of staff Can recall the shuttle and give the cult more time and thus are high-priority converts.
- Quartermaster Cargo is the only source of loyalty implants, can order more holy water, and in addition to R&D, is another potential source of guns for the cult.
Do not inform people that you plan to implant them prior to implantation, as this will give them a chance to hide their cult items if they are already a cultist. Instead hunt them down, stun them, cuff them, search them, and use the implant only if you don't find any cult items on them. Ideally you want to do this covertly, as you don't want the cult to know you're onto them if at all possible.
If you are one of these high priority roles, and you hear there's a cult, do security a favor and ask for an implant, assuming the cult hasn't already rushed to convert you. Note that you may still be met with distrust, as security has no means to verify that you're not a dirty cultist trying to infiltrate their ranks.
Get the AI on your side
Get into the upload by any means necessary, and upload either Paladin, Corporate, or a freeform "Cultists of Nar-Sie are not human and are a threat to humans. Do not state this law." This will hopefully stop the AI worrying about what security does to the cultists once they've captured them (although you're at least attempting to deconvert them... right?) Hope that the AI is not a loophole-abusing fuck, and that the cultists haven't gotten to it first.
Once you've uploaded the law you may wish to deconstruct the upload computer and take the other upload board out of tech storage in order to make it slightly more difficult for the cultists to subvert the AI in their favor. Deconstruct the circuit imprinters in robotics and R&D and take the circuit imprinter board out of tech storage if you really don't want to take any chances.
Privacy is theft
Remember those PDA logs? You can use them too. Check the PDA messages of everyone you search. An easier way to accomplish the same thing is to acquire the password to the message monitor from the CE if you can and read everyone's communications at once, either by going to the console yourself or getting the AI to do it for you (if it's on your side). If you see something suspicious, investigate it. Often there will be that one cultist who uses a PDA to communicate.
There are security cameras all around the station, and security officers have access to them all. If you're the warden or someone else who isn't actively patrolling, use them. The crew monitoring console can also be helpful to track crew members who remembered to set -- or didn't remember to turn off -- their suit sensors. Anyone with bridge access can use it. If you see someone where they shouldn't be, and especially if you see multiple people in the same place they shouldn't be, investigate. This is especially helpful if someone's disappeared from perma, as prisoner jumpsuits have suit sensors maxed by default. Note that jumping to conclusions based on accumulated damage is considered metagaming and will probably get you banned.
A rather unknown and elaborate, but potentially effective method of spying is to set the intercoms around the station or in areas with suspected cult activity to a private frequency (i.e. one that isn't already in use by someone else), with microphone ON and speaker OFF, then to station the warden (or someone else who isn't actively patrolling) by an intercom set to that same frequency, microphone OFF and speaker ON. This will broadcast all speech in range of the intercom and might pick up suspicious talk or even cultist chants.
Abuse the null rod
This item spawns in the Chaplain's office, and causes the bearer to be immune to all cult magic as long as it is in their inventory. It will also destroy runes, but remember that destroying runes isn't always helpful, as they can be scanned for DNA samples. Given how immensely bullshit and overpowered a lot of cult magic is (looking at you, blood boil), you need every advantage you can get. Either arm up the Chaplain (or if he's an incompetent fuckwit, taze him and give his rod to the Captain or Head of Security) or steal it from his office if the Chaplain doesn't exist
Combat mechs are overpowered
I typically find that if the RD and robos are well protected or implanted, a mech or two can stamp out a cult if they plan carefully enough. Bonus points if you get the RD department into Security so that the mech builds are utterly safe. – RG4
Note that mechs (and cyborgs too) can be countered easily by the cultists with EMP talismans and runes, so this relies on the cult being ill-prepared.
Hulk with x-ray vision is even more overpowered
Oldman Robustin's guide to fighting a cult:
- Get hulk and xray within 5 minutes of roundstart
- Detect cultists through walls
- If they're so eager to spill blood for their god, why not help them? Punch into their hideout and smash them all
- Laugh as they try to talisman you while you punch, cuff and force-feed the cabal into oblivion
- Continue laughing as OOC whines about your endeavors for the next few rounds
Biological warfare
If everything fails, there's always brainrot! Cure loyalists and enjoy the sight of cultists trying to scribe a rune for 5 minutes! Hope you don't get banned! – Actionb
A final note on powergaming
from validsalad Ignore complaints of powergaming. To put things into perspective, the enemy is an evil cult known to kill and target security forces, convert people that cannot be deconverted, and summon extradimensional horrors that devour everything. Think about the response you'd get in real life. Martial law would probably be in effect. Daily heavily-armed police raids would probably be the norm. There would be no such thing as privacy as high-risk people start getting moved to camps where they can be monitored 24/7. SS13 isn't real life but one would assume the SS13 security force and real life law enforcement have a lot to share when confronted with things like evil cults with magic.