Blood Cult

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Sacrifice Cult

Sacrifice Cult - Cult has received a massive overhaul to how it works, focusing more on cult magics and sacrificing unbelievers. The most important changes are:

  • Cult starts off with a lot more cultists, 6 cultists below 30 players and 9 above.
  • Cultists start off with join, blood, self, and hell. These give the runes for the sacrifice and convert.
  • Conversions now require three cultists
  • Converts no longer reward words, words must be obtained via sacrifice
  • Sacrificing players traps their soul in a soul stone, which can then be used on construct shells to implant the souls in them
  • Constructs shells can be summoned via a new rune (travel, hell, technology)
  • You can no longer convert the sacrifice target
  • Wrote a system to allow all mob types to be sacrificable - currently only corgis are in the new system
  • Sacrificing corgis or summoning Nar'sie when she is not an objective leads to !!FUN!!
  • Holy water will deconvert cultists, takes around 35 units and two minutes to succeed
  • Hitting a mob that contains holy water with a tome will convert that water to unholy water, conversely hitting any container that contains unholy water with a bible as chaplain will 'cleanse' the taint.
  • Unholy water works like a combination synaptazine and hyperzine, with a twist of branes dimarge and highly toxic to non-cultists
  • Cargo can order a religious supplies crate - it contains flasks of holy water, candles, bibles, and robes
  • Cultists have an innate ability to communicate to the cult hive mind (BE AWARE - THIS DOES A LOT OF DAMAGE), cultists can also communicate via the new Commune option on their tomes (the Read Tome option has been shifted under the Notes option)
  • The HoP can no longer be a round start cultist but is still convertible.


OLD STUFF

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? Read this.)

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 three 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.

Name Descripition
Tome The Arcane Tome is the most important item for any cultist. It is used to draw runes with your blood. It also contains some basic info on the runes you can use. The tome can also be used as a potent weapon, each hit dealing random amount of damage, from 5 up to 25 per hit.

The tome can be used to communicate with fellow cultists by choosing "Commune." Communication is quiet -- a whisper. If you can't talk to cultists in person, this will be your main method of communication.

You are also able to share your notes (and thus your translated words) by using your tome on another tome. Make sure you spawn one of these before you run out of talisman charges. Without it, you can't do anything.

Communications Talisman When used, a text window appears to allow you to broadcast whatever you want directly into the minds of all cultists and constructs in BOLD, CAPITAL, RED TEXT. It is undetectable unless someone nearby overhears you. This is more or less obsolete now that the tome lets you communicate quietly, but it has its uses.
EMP Talisman Creates a high powered electromagnetic pulse which is mainly effective at taking out radios, draining energy-based weapons, stunning and damaging Cyborgs, damaging an AI and messing with other electronics.
Armor Talisman Summon a cultist body armor and hood which protect against close combat damage, as well as summoning the unholy cultist blade which is very powerful as it is cursed by Nar'Sie's dark power (non-cultists will have a "drunken" camera and when trying to use it will fall to the ground and take some damage). NOTE: Do not do this at round start unless you want to get robusted!
Summon Soul Stone A capturing device use to trap the souls of dead/in limbo mobs (doesn't work on humans who left their body) and when captured they will become a trapped shade which can be released out of its jail or it can be used on a construct shell.
Summon Construction Shell You summon a shell which cannot be picked up, it requires a filled soul stone to create either a Artificer, Juggernaut or Wraith.
Stun Talisman Creates a stun paper which when used on people will cause them to become temporarily paralyzed and unable to speak for 15 ticks. This paper can't be used on yourself or other cultists.


"I'm not a witch I'm not a witch!"

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

If you're in a position that would usually wander the halls, try to coordinate with your fellow cultists. Communication talismans are great for this but remember not to get caught, when you use the talisman you also chant a phrase out loud that people might hear if they're close enough! Never use your PDA, as the AI can intercept your messages and catch you. And remember, if you get caught, you endanger the entire cult.

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


"They gave me a word but didn't give me a jogging suit!"

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, 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.


Culting and Not Getting Caught

You have your tome, you have words, and you want to start scribing runes. A lot of jobs on the station have access to areas great for research, remember that a simple examination can tell the non-believers whether a rune was drawn in your blood or with crayon. 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. 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 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.

Learning Words

Once you've become a cultist, learning words will be key. There are two ways to find out the meaning of words. Converting crew-No longer works for getting new words. You can use sacrifice runes to sacrifice humans and monkeys. With each sacrifice comes a chance to suddenly remember a rune word. The other way is through 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.

Take the five-use paper out of your bag, and summon a tome and get a stun talisman. You start with the words for convert and sacrifice but they don't automatically go into your tome, so set them in the notes section. You have two options: sacrifice someone, which will give the cult a word or convert someone, which will add to the cult's numbers. Three cultists are required for sacrifices and converts. You cannot convert or sacrifice alone. Teamwork is key!

Either way, the process is mostly the same. 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 rune and invoke it by clicking it with an empty hand to convert or sacrifice them. Conversions leave no evidence, but sacrifices leave gibs, so keep this in mind.

Communication is Key

You, or another cultist, has now translated all of the words. Hopefully you remembered to communicate them to the entire cult. With proper communication, you can do things like summon cultists to a meeting place, resurrect fallen allies, create teleportation networks for ease of escape or access to areas, supply the other cultists with armor, weapons, stun and teleport talismans, and whatever else you might think of. Be sure to inform your converted brothers about any runes or places of worship that you have set up, and if you're able, give them a tome of their own (translated) so they may help the cause.

A Cult that doesn't Communicate is a Dead Cult.

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.

Name and Words Description
Convert Rune

join blood self

The first rune that you are likely to use. To convert somebody, you need to place a live human, willing or otherwise on top of the rune and then "use" the rune with an empty hand. This will work on anyone who is not loyalty implanted or in possession of a null rod. Loyalty implants will not remove somebody's status as a cultist, only prevent them from being converted. Three cultists are required around a convert rune for it to work! No.
Wall Rune

destroy travel self

This rune magically thickens the air above it when used, making an impassible wall that stops projectiles, and all mobs trying to pass through it, including you. You invoke the rune to create a wall, and invoke it again to remove the wall. No.
Blood Boil Rune

destroy see blood

This rune requires three cultists standing around it before you are able to use it. When invoked, it instantly deals 51 brute damage and 51 burn to all non cultists that can see the rune (Think of a flash bang, only it doesnt affect friendlys and puts enemies into critical). There is even a 5 percent chance that those inflicted by the rune will be gibbed. However, cultists in range of the rune will take 15 damage, with no additional effect if more than 3 cultists chant the rune. Also, as a potential bonus (Or negative effect), any rune that is visible from the blood boil rune (including the blood boil rune) has a 10 percent chance of exploding. No.
Blood Drain Rune

travel blood self

This rune instantly heals you of some brute damage, at the expense a person placed on top of the rune. Whenever you invoke a drain rune, ALL drain runes on the station are activated, draining blood from anyone located on top of those runes.One drain gives up to 25HP per each victim, but you can repeat it if you need more. Draining only works on living people, so you might need to recharge your "Battery" once its empty. Blood hunger: Draining over 50 HP in one gulp intoxicates you, making you want more. You will keep slowly losing health until the hunger goes away or is satisfied. No.
Raise Dead Rune

blood join hell

To make the rune work, you will need two bodies: a living one, and a dead one. Living body will provide the life essence, while the dead body will provide a vessel for your friend. Put a dead body on the rune, and then have the ghost of your friend stand directly on top of it. Then put a living human body on top of a different resurrect rune. Note that the living body can be yourself, so don't stand on the rune when invoking it if you dont want to sacrifice yourself. If everything is done right, the dead body will be alive and at full health again, controlled by the ghost who was on top of that rune, while the living guy is immediately gibbed. No.
Summon Narsie Rune

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. No.
Communicate Rune

self other technology

This spell allows you to easily (and very safely) communicate with your cult mates. Invoke it, type a message, and it will be transmitted to all cult members in fat, red letters so they surely won't miss it. You can get one with your starting talisman, and you can imbue a paper with it as well. Yes.
EMP Rune

destroy see technology

Remember those EMP grenades and that EMP wizard spell? This rune does exactly the same.The rune itself doesn't generate a strong pulse, and only disables items in small radius. Imbuing the rune into a talisman makes it a lot stronger. Yes.
Manifest Rune

blood see travel

This rune is close to the resurrect spell, but works differently. It does not need any dead bodies or sacrifices, just you and a ghost both standing on top of a rune. You also might want to put a paper with a name on the rune if you want your manifested ghost to have a name, else he will appear as unknown. Once invoked, a new body will appear right where you stand. The body will last indefinitely as long as you are standing on the rune. You, however, will be constantly receiving damage. Once you die or leave the rune, the ghost is banished from the body, gibbing it in the process. No.
Summon Tome Rune

see blood hell

While just having a henchman cultist is useful, he will be of much more help if he has an arcane tome to create more runes. This rune simply summons a new arcane tome. Always have one hidden somewhere so that you can get a new tome in case you lose your current one. Yes.
Teleport Rune

travel self x

Teleport rune is a special rune, as it only needs two words, with the third word being destination. Basically, when you have two runes with the same destination, invoking one will teleport you to the other one. If there are more than 2 runes, you will be teleported to a random one. Since there are 10 words, you can create 10 independent teleport networks. You can imbue a teleport rune into a talisman, which will then teleport you to the destination rune upon use. Yes.
Teleport Other Rune

travel other x

This variation of the teleport rune allows you to teleport objects between the runes. You need to have 3 people standing by this rune to properly invoke it, so its utility isnt very high. Yes.
See Invisible Rune

see hell join

This nice rune does exactly as it says. It allows you to see invisible objects and people as long as you stay on top of the rune. Most importantly, it lets you see ghosts, this might help you when working in conjunction with a resurrection rune. But it also works on hidden runes, cloakers and aliens who use invisibility. No.
Hide Rune

hide see blood

This handy rune, which you can also make with your starting talisman, makes nearby runes invisible. Note, however, that you cannot invoke the runes if you can't see them, so you need to either use a "see invisible" rune, or use a reveal rune. This rune is useful for revealing support runes that you do not activate directly. For example, a teleport rune in a safe place where you can teleport to with a teleport talisman. No.
Reveal Rune

blood see hide

Need to activate that rune you have hidden, but dont know the words for a "see invisible" rune? Well now your hide rune always comes with its sister - the Reveal rune! Just reverse the wording order of the Hide rune, and you will get a rune that reveals all hidden runes in large area around itself. No.
Ghostself Rune

hell travel self

This rune allows you to leave your mortal body and become a ghost. This comes with all those benefits of being a ghost - being able to communicate with other ghosts, seeing invisible, and so on. Of course, you are unable to control your body as a ghost, and if you fly away, you will have no idea if something is happening to it. You can re-enter your body the same way as you re-enter corpse as a regular ghost. The body itself slowly receives damage while you are ghosted, and if it is removed from the rune, you will not be able to re-enter it so beware. No.
Imbue a Talisman Rune

hell technology join

This handy little rune imbues an empty piece of paper with the power of an adjacent rune. It only works with EMP, Summon Tome, Hide Rune, Reveal rune, Teleport, Notice, Blind and Deafen runes. Have a rune of mentioned type beside the imbue rune, put a paper on the imbue rune, invoke it.You will now have a 1-use talisman with the power of the target rune. Using a talisman drains alot of health, so be careful with it No.
Sacrifice Rune

hell blood join

The sacrifice rune is used to gain favour of your God by sacrificing different living things to it. It also might be your objective to sacrifice a specific person. You can sacrifice monkeys and humans, with all of them having different chance to gain favor of your God. If you are lucky enough, you will suddenly remember meaning of one of the rune words, possibly one you already know. You can sacrifice dead bodies and monkeys alone, but to sacrifice a living human or your target, you need to have 3 cultists chanting by the rune. Sacrificing a living human is very likely to yield a positive result for you. No.
Summon Cultist Rune

join other self

This rune allows you to summon any cultist to the rune. You need 3 cultists chanting for it to work, and the target must not be cuffed, buckled or hiding in a closet. Note that this rune drains quite alot of health from every chanting cultist. No.
Free Cultist Rune

travel technology other

A nice compliment to the summon rune, this rune also requires 3 cultists chanting by it to work. Activating it allows you to free any of your fellow cultist from many kinds restrictions: handcuffs, locked DNA machines, muzzles (but NOT straight jackets), both locked and welded closets. No.
Deafen Rune

hide other see

This rune temporarily makes all non-cultists in visible range deaf. You can imbue this rune into a talisman, it will have the same range, but the duration of deafness will be shorter Yes.
Blind Rune

destroy see other

Blind rune works exactly the same way as the deafen rune, except it blinds everyone in visible range Yes.
Stun Rune

join hide technology

Unlike other runes, this ons is supposed to be used in talisman form. When invoked directly, it simply releases some dark energy, briefly stunning everyone around. When imbued into a talisman, you can force all of its energy into one person, stunning him so hard he cant even speak. However, effect wears off rather fast. This talisman is basically a cult version of stun baton. Stun time is rather short (15 ticks), and mute time is even shorter (5 ticks) but unlike other weapons, it can be concealed and not visible when held in hand. Use it to stun candidates for conversion in case they refuse to join you, or robust the security with these. Yes.
Armor Rune

hell destroy other

Cultists now have access to real weapons and hooded robes that double as armor. There is the Cult Blade (An energy sword), Cult robes (armored robes), and Cult Hoodie (armored hoodie), as well as a backpack (the Chaplain's trophy rack), and Cult Boots (essentially grey jackboots). To invoke, simply activate the rune with an open hand to recieve the cult blade, likewise with the robes and hoodie. Just have the slots open. These will robust people and borgs very fast. Yes.

"Journal of the Arch Heretic (Cultists can not into space)"

Today was a good day for the True Believers. We managed to get to the abandoned shuttle and set up camp there. I had the time to read through my book and translate everything and gathered everyone at the White Ship to lay seige to the station. We even managed to steal a communications board and killed the research director for his ID card to keep the shuttle from ever coming. The more ghost legions we sent to the station, the more bodies they sent back to us, allowing a way for the etherals to stay tied to this mortal realm. It took a while but we located the captain, killed him and sacrificed his body to the great one. All we left behind on the station was our mark, blood, gibs, and the bodies of the many non believers. They are sending our escape shuttle to another station....and we will cleanse that station too. Below I have listed the most effective means of showing the feeble minded the might of Nar-Sie. Even the Singularity is no match for great Nar-Sie.

How to into Space

The biggest problem facing the cult is getting caught early or not being able to research words. Here is a fun and easy way to to get into space to safely research. Get a toolbox, a firesuit, gloves if possible and a few cups of robust coffee. Proceed to the chapel and if the chaplain is there, ask him to massdrive you, sending you to the derelict. If the chaplain isnt there, break down the wall and grab a coffin to put into the mass driver.Once you have hit the derelict, drink your coffee and go into the pressurized and warm environment to the east. A space suit will be north from there. As a note, the abandoned ship makes the best base with wall runes as it cannot be broken into except by the chaplain.

Ghost Legion

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 ghost next to a summon cultist (or free cultist) rune and manifest two ghosts. Have the two ghosts help summon your friend.

No medibot

On the chance that you are on the mining station or just dont have a medibot, you can still heal yourself. Set up a blood drain rune next to a manifest ghost rune. Manifest the ghost and have him stand on the blood drain rune and drain him of life. Rinse and repeat as needed.

Constructs

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