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{{Speech
 
|name=Brother John
{{JobPageHeader
|text=So you've joined the cult of the almighty Nar'Sie, but don't know where to start? [[Cult Basics|This is for you]], apprentice.<br>(If you're part of the security force and looking for tips to fighting the cult, [[#Fighting the Cult|look here]].)
|headerbgcolor = #8A0707
|image=[[File:Chaplain.png|70px|right]]
|headerfontcolor = white
|stafftype = ENEMY
|imagebgcolor = #B70303
|img_generic =
|img = Cultist.png
|jobtitle = Follower of Nar-Sie
|access = Whatever you have
|additional = Wherever a teleportation rune is
|difficulty = Medium
|superior = Nar-Sie
|duties = Sacrificing the needed target and Summoning Nar'Sie
|guides = This is the guide
|quote = <span style="color:red;">'''NAR-SIE HAS RISEN'''</span>
}}
}}
<i>"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."</i>
Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.
Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would've known?


== [[File:Tome.png|60px]] '''FOR THE LOVE OF NAR-SIE, PLEASE READ THE GUIDE''' ==


===The Beginning of a New Era===
===The Beginning of a New Era===
Your Dark Lord Nar-Sie has sent a number of his followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to sacrifice the heretics, spread the faith to Centcom, or even summon your eldritch god himself!
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!
 
Several cultists will arrive on the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures.
==Objectives==
Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.
 
 
The general path of action of the cult and those in it:
# From a discrete location, contact your allies through your Commune button. <br>Warning: <u>When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!</u>. <br>'''Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar-Sie, and may even be banned from becoming an antagonist!'''
# (Optional) Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. A common strategy is to not choose a leader until it's time to summon Nar'sie, to minimize the risk of the leader dying before being able to cast the Final Reckoning spell. More on this [[#The_Cult_Master_and_You|later]].
# Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
# Setup a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a concealed teleport rune to get you back, otherwise, you could be stuck! You can draw runes on lavaland, but not in space too far from the station.
# Setup an empowering rune and then prepare up to 4 blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
# Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards [[File:Soulstone.png]] from sacrificed humans to create powerful cult constructs!
# Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 3 cultists nearby.
# Prepare to summon Nar-Sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
# Gather 9 cultists on the final rune to summon Nar-Sie!
 
 
==== Sacrifice ====
<span style="color:red;">'''REMINDER:'''</span> One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune. Each sacrafice will add to the Cult's total number of sacrifices, which are used to revive deceased bretheren instantly over a Revival Rune.


Several cultists will arrive on the station. When you spawn, you'll find a piece of paper in your backpack. This three-use talisman will allow you to do several things - the first you should do is summon a tome.
To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'Sie rune.
===<span style="color:red;">NAR-SIE HAS RISEN</span>===
After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.
==The Cult Master and You [[File:Cultist.png|32px]]==
The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!


Starter cultists will generally do a few things at the beginning:
# Find a small private area.
# Use the Talisman to summon a Tome.
# Contact your cultists brothers and sisters through your Tome (communication is private and has no limit).<br>'''Important: Communication and teamwork is essential! If you fail to read the guide this far and follow the steps until here, you will probably fuck up the round for everybody and are not worthy enough for the cult of Nar-Sie and may be antagbanned!'''
# Increase their members via [[#Conversions|conversion]]. If you have an escape on the shuttle objective, you have to do this, and it's also a good idea to convert regardless.
# Create a base, makeshift or elaborate, accessible yet private, and ''be there'' when cultists bring in sacrifice or conversion victims. Considering that several cultists are required for certain runes, you HAVE to do this.


If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your tome's communication, but do this in private unless you want the captain to stroll by and overhear you. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
===So, how does one become the Master?===
When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!


==== Conversions ====
Conversion works much like sacrifice. There are two ways to get converts: roleplay and convince someone to join you, praying they don't immediately rat you out to security; or (more likely) kidnap them as above and drag them to a [[#Convert Rune|convert rune]]. Conversions leave no evidence besides the rune, which can be removed.


Humans are not the only beings that can become followers of Nar-Sie. Particularly lucky or ambitious cultists may be able to gain [[xeno]] allies, and who knows what else?
===Being The Master of Wrist Cutting===
So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.
 
To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.
 
 
Here is a quick reference guide on what you should be doing as the Cult Master:
# Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
# Beat back and silence any potential [[Security|intruders]] to your hideout.
# Stay back and relay information and orders with use of the Spirit Realm rune, and let your [[Assistant|goons]] handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
# Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
# While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.
# Lead your brethren into battle when the time comes to face the crew head on!
# Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!


==== Sacrifice ====
<span style="color:red;">'''REMINDER:'''</span> Three cultists are required for living sacrifices. They must be standing adjacent to the rune.


Nar-Sie might request his followers sacrifice a specific heretic, usually a member of Security or Command. For this sacrifice, your cult will gain enough power to call forth the Geometer if he wishes it so, although if you are supposed to escape with acolytes on the shuttle, this will not please him...
In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar-sie needs a leader.


=== The Talisman ===
You will also have an innocuous-looking paper in your backpack or pocket. It's a special talisman imbued with blood, which can be invoked three times to spawn a regular 1-use talisman of your choice. 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. Make sure to hide this from basically everyone not in your little book club or they will robust your ass.


===Cult Master Powers===
As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
|+Talisman Invokes
! style="background-color:brown" width='64px' |
! style='background-color:brown'|Name [[File:Fff.png|50px]]
! style="background-color:brown" width='140px'|Name
! style='background-color:brown'|Description
! style="background-color:brown" width='830px'|Description
! style="background-color:brown" width='73px'|Cooldown
|-
|-
!Summon Tome Talisman
|[[File:Final_Reckoning.png|64px]]
|The Arcane Tome is the most important item for any cultist. Obtaining one of these is required to complete most cult objectives -- it is absolutely essential to buy. The frayed cover, aura of dread, and glowing eyes give it away to even the most uninformed crew-member as a bad thing. However, its small size makes it easy to conceal: it fits easily into a pocket, or a box.  
!Final Reckoning
|A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar-Sie and you need the whole cult to help defend and invoke. <b>Please note that this is a <u>one-use ability</u>. If you screw up, it's on you!</b>
|One Use
|-
|[[File:Mark_Target.png|64px]]
!Mark Target
|Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.
After using this ability, it goes on a 120-second cooldown.
|120 Seconds
|-
|[[File:Eldritch_Pulse.png|64px]]
!Eldritch Pulse
|Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!
After using this ability, it goes on a 15-second cooldown.
|15 Seconds 
|}
==The Ritual Dagger [[File:Ritual_knife.png|32px]]==
Your dagger is your most important tool and has several functions:
* You can draw runes with it.
* Hitting a cultist with it removes [[Chaplain|Holy Water]] from them.
* Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
* Hitting runes with it removes them.
* Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.
* Hitting a runed girder with it will disassemble the girder.
If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, '''if you get caught, you endanger the entire cult.'''
==Blood Spells [[File:Bloodspells.png|32px]]==
'''Blood Spells''' are limited-use blood magic spells that dissipate after they're spent, and they're your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. <b>However</b>, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.


Tomes have three sections: Commune, which lets you communicate with fellow cultists in '''BOLD, CAPITAL, RED TEXT'''; Notes, which allows you to store the translations of words you have received; and Scribe Rune, which lets you draw runes with your blood. Creating a rune requires constant attention to the book.  Not only must a cultist stay still while drawing, he must also concentrate on the book. Putting the book away while drawing will result in a failure, as will shifting focus to one's other hand. Much like talismans, drawing runes does a small amount of brute damage. Tomes can also be used to remove runes by smacking them and to robust heretics -- each hit with a tome does 15 burn damage. Tomes can also pull what ghosts a cultist can find into the material plane, making them visible to mortals. This serves no real function other than being funny.
A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.
===How to use and unequip blood spells===
After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you've chosen. '''To unequip the spell, press Q''' (works on /tg/ since Aug 2019) '''or click the same action button again. '''This will save the spell for later.
==== List of Available Spells {{anchor|cult spells}} ====
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style='background-color:#653236' width='64px' |
! style='background-color:#653236' width='130px'|Name
! style='background-color:#653236' width='700px'|Description
! style='background-color:#653236' width='203px'|Health Cost/No. of Charges
|-
|-
!Travel Talisman
|A talisman which allows its user to transport himself instantaneously to a teleport rune with the keyword "veri".
|-
|-
!EMP Talisman
!style='background-color:brown;'|
|Creates a high-powered electromagnetic pulse that is effective at taking out radios, draining energy-based weapons, stunning and damaging cyborgs, damaging an AI and messing with other electronics.  
[[File:Bloodhand.png|frameless]]
!Stun
|A potent spell that will stun and mute victims upon contact. Simple, clean, and quite effective for a plethora of situations. [[Status_Effects#Paralyze|Paralyzes]] for for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment). If used on a [[Cyborg|cyborg]] it stuns it as if hit by a heavy EMP. '''Does not work on mindshielded personnel.'''
While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the [[Bartender]] has been handing out way too many [[Guide to food and drinks#Narsour|Narsours]]).
|1 charge, 10 HP
|-
|-
!Summon Soul Stone
!style='background-color:brown;'|
|A capturing device used to trap the souls of dead/nearly dead mobs. It can be used to quickly and permanently kill an opponent who has been put into critical condition, but as the same can be done with the sacrifice rune, it offers little utility to a cultist.
[[File:Bloodport.png|frameless]]
!Teleport
|A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be.
|1 charge, 7 HP
|-
|-
!Summon Construct Shell
!style='background-color:brown;'|
|Summons an empty shell which, when filled with a soul stone shard, allows the cultist to create a construct. It is obviously supernatural, and cannot be picked up, only pulled, so it should be bought with care.
[[File:Cultemp.png|frameless]]
!Electromagnetic Pulse
|A large spell that allows a user to channel dark energy into an EMP, causing all electronics in the area to malfunction or be disabled.
|1 charge, 10 HP
|-
|-
!Stun Talisman
!style='background-color:brown;'|
|Creates a stun paper which when used on people will cause them to become temporarily paralyzed and unable to speak for 10 ticks. This paper can't be used on yourself or other cultists. The stun talisman 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.
[[File:Cultcuff.png|frameless]]
|}
!{{anchor|Shadow Shackles}}Shadow Shackles
 
|A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted.  
=== The Runes ===
|4 Charges
This is the bread and butter of your magic. You can scribe runes in the Scribe Rune section of your tome.
|-
 
!style='background-color:brown;'|
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
[[File:Twisted Construction.png|frameless]]
! style='background-color:brown'|Name
!{{anchor|Twisted Construction}}Twisted Construction
! style='background-color:brown'|Description
|<u>A sinister spell used to convert:</u>
! style='background-color:brown'|[[File:Fff.png|50px]]
* Plasteel into Runed Metal.
* 50 Metal into a Construct Shell.
* Cyborgs directly into Constructs.
* Cyborg shells into construct shells.
* Airlocks into Brittle Cult Airlocks when on Harm intent. A weaker version of [[#Structures|Runed Airlocks]].
|1 Charge, 12 HP to arm.
|-
!style='background-color:brown;'|
[[File:Cultequip.png|frameless]]
!Summon Combat Equipment{{anchor|Summon Combat Equipment}}
|A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar'Sien bola, and a 30 damage eldritch longsword. If you are already wearing items in those slots you will only summon the sword and bola. The eldritch longsword fits in the suit storage slot of every type of cultist armor.
|1 Charge
|-
|-
!{{anchor|Convert Rune}}Convert
!style='background-color:brown;'|
|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 currently loyalty implanted, in possession of a null rod, or the captain/chaplain. You can do this alone, but it'll take some time. If you have more cultists around the rune, it'll be instant!
[[File:Cultdagger.png|frameless]]
|No.
!Summon Ritual Dagger{{anchor|Summon Ritual Dagger}}
|Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself.  
|1 Charge
|-
|-
!{{anchor|Sacrifice Rune}}Sacrifice
!style='background-color:brown;'|
|The sacrifice rune is used to gain favour of your God by sacrificing different living things to it, such as humans or monkeys. A lone cultist can sacrifice a corpse, but '''three cultists are required to sacrifice a living human or the Geometer's target.''' A sacrifice completely destroys the body of its unfortunate victim, leaving behind its soul trapped in a soul stone shard. The victim's soul can be released as a shade, or inserted into a construct shell to make a construct.
[[File:Hallucination.png|frameless]]
|No.
!Hallucinations
|A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.
In practice its useless af.
|4 Charges
|-
|-
!Form Wall
!style='background-color:brown;'|
|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. Invoke the rune to create a wall, and invoke it again to remove the wall.
[[File:Stealthcult.png|frameless]]
|No.
!Conceal Presence{{anchor|Conceal}}
|A multi-function spell that alternates between hiding and revealing nearby runes and cult [[#Structures|structures]]. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make [[#Structures|runed airlocks]] look like basic [[Maintenance|maintenance airlocks]] but only cultists will have access. Has a range of 5 tiles. Sadly its not used very often but it can trick even the better of the crew into thinking there is nothing in your base.
|10 Charges
|-
|-
!Boil Blood
!style='background-color:brown;'|
|The cult's most destructive rune, blood boil requires three cultists to activate. When invoked, it instantly deals 51 brute damage and 51 burn to all non cultists that can see the rune. However, cultists in range of the rune will take 15 damage. The rune itself will lightly explode when used, so be careful!
[[File:Bloodspear.png|frameless]]
|No.
!Blood Rites{{anchor|Blood Rites}}
|A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others.
<u>Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:</u>
 
 
# '''Blood Spear (150)''' summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone.
# '''Blood Bolt Barrage (300)''' temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the [[Wizard#Arcane Barrage|Wizard's arcane barrage]]. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and comdom's ego.
# '''Blood Beam (500)''' will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles.
|5 Charges
|-
|-
!Drain Life
|}
|This rune instantly heals you of some brute damage, at the expense of a person placed on top of the rune. 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.
== Runes ==
|No.
The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it.
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style='background-color:brown' width='130px'|Name
! style='background-color:brown' width='830px'|Description
! style='background-color:brown' width='73px' |Invokers Required
! style='background-color:brown' width='64px' |Phrase
! style='background-color:brown' width='64px' |Rune
|-
|-
!Raise Dead
!{{anchor|Rite of Offering}}Offering Rune
|To make the rune work, you will need two bodies: a living one, and a dead one. The living body will provide the life essence, while the dead body will be revived. When you invoke the rune, the dead body will be turned to bones and ashes. After a few seconds, the body will get up, completely revived!
|Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed, (but constructs are no less dangerous than humans) - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b>"
|No.
If the target is dead, ineligible for conversion or is the required sacrifice target, they'll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct.
|1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets
|Mah'weyh pleggh at e'ntrath!
|[[File:Sacrifice rune.png|64px]]
|-
|-
!Call Forth The Geometer
!Empowering Rune
|This large rite summons the avatar of Nar-Sie that will corrupt the station and enslave the paltry inhabitants of it. It requires nine cultists around the center of the rune, and will take a few seconds to call forth the Geometer. Once it is called forth, the entire station is alerted and the shuttle called with 3 minutes on the timer.
|Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it.
|No.
|1
|H'drak v'loso, mir'kanas verbot!
|[[File:Empowerrune.png|64px]]
|-
|-
!EMP Rune
!Teleport Rune
|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.
|This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.<br><b><u>Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!</u></b>
|Yes.
|1
|Sas'so c'arta forbici!
|[[File:Teleport_rune.png|64px]]
|-
|-
!Manifest Spirit
!Revive Rune
|This is a unique rune. If you stand on top of it and invoke it, any ghosts on top of the rune will be given a cultist body and placed into it. The body will be translucent and a cultist. You have to stand on the rune for the body to remain intact - if you leave it, all summoned ghosts will be turned to ash. In addition, for each cultist, you will take a small amount of damage every tick. It isn't much, but it stacks up. These summoned cultists count as actual cultists for runes, so if your teammates won't rally up with you, you can do this in an emergency.
|Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.
|No.
Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.
|1
|Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
|[[File:Raisedead_rune.png|64px]]
|-
|-
!Call Tome
!Barrier Rune
|New converts will be of much more help if they have arcane tomes to create more runes. This rune summons a new tome. Always have one hidden somewhere in case you lose your original tome.
|When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Invoking one barrier rune will chain activate other barrier runes that are within 2 tiles from one another. Reversing a barrier rune will not chain deactivate other barrier runes. Costs 2 brute both to invoke and to deactivate (regardless how many are chained). Active barrier runes have a subtle wriggling animation, and are usually brighter.  
|Yes.
|1
|Khari'd! Eske'te tannin!
|[[File:Wall_rune.png|64px]]
|-
|-
!Teleport
!Summoning Rune
|Teleport rune is a special rune. When scribing it, you can enter any word or sentence to use as the 'keyword'. When you invoke the rune, it'll send you to a random teleport rune with the same keyword. They can also be used as talismans for the same effect.
|This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. <u>This rune will only work on the main space station</u>, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled.  
|Yes.
|2
|N'ath reth sh'yro eth d'rekkathnor!
|[[File:Summon_rune.png|64px]]
|-
|-
!Teleport Other Rune
!Blood Boil Rune
|This variation of the teleport rune allows you to teleport other people between the runes. You can't teleport yourself, but it's good for transporting sacrifice or conversion targets.
|When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.
|Yes.
Some species, such as golems, do not have blood, and thus are immune to this rune. Will also deal extra [[Health#Stamina|stamina]] damage to [[Clockwork_Cult|clock cultists]].
|3
|Dedo ol'btoh!
||[[File:Boil_rune.png|64px]]
|-
|-
!Veil Runes
!Rune of the Spirit Realm
|This handy rune makes nearby runes invisible to everyone, including you. Note, however, that you cannot invoke the runes if you can't see them, so you need to use a Reveal Runes rune. This rune is useful for revealing support runes that you do not activate directly -- for example, a Teleport rune in a safe place that you can teleport to with a talisman. It also make all nearby ghosts visible!
|This rune gives you two powerful options:<br><br>
|Yes.
(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. <u>This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.</u> If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.<br><br>
(2) To ascend as a dark spirit. This option costs <b>no health</b> to use and will give you virtually unlimited knowledge! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!
|1
|Gal'h'rfikk harfrandid mud'gib!
|[[File:Manifest_rune.png|64px]]
|-
|-
!Reveal Runes
!Apocalypse
|Need to activate that rune you have hidden? This rune reveals all nearby runes that have been made invisible, in addition to making all nearby ghosts invisible again.
|A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.</u><br>
|Yes.
<br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled
* If 1 - 10: Disease Outbreak + Mice Migration
* If 11 - 20: Radiation Storm
* If 21 - 30: Brand Intelligence
* If 31 - 40: Immovable Rod x3
* If 41 - 50: Meteor Wave
* If 51 - 60: Spider Infestation
* If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
* If 71 - 80: Space Vines, Grey Tide
* If 81 - 100: Nar'sian Portal Storm
|3
|Ta'gh fara'qha fel d'amar det!
||[[File:Apocalypse.png|96px]]
|-
|-
!Disguise Runes
!Ritual of Dimensional Rending
|This rune will make all nearby runes (including itself) look like those drawn in crayon. They'll still function in this manner!
|This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete.
|Yes.
After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.
|9
|TOK-LYR RQA-NAP G'OLT-ULOFT!!
|[[File:Rune_large.png]]
|-
|-
!Astral Communion
|}
|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 the rune will automatically keep your body anchored to the rune itself.
 
|No.
 
=== Structures ===
By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using "Conceal Runes" near these structures will make them turn invisible, and make runed doors look like regular airlocks.
{| border="2" cellspacing="1" cellpadding="2" class="wikitable"
! style="background-color:brown" width='64px' |
! style="background-color:brown" width='140px'|Name
! style="background-color:brown" width='830px'|Description
! style="background-color:brown" width='73px'|Cost
|-
|-
!Bind Talisman
|[[File:Altar.png|64px]]
|This handy little rune imbues an empty piece of paper with the power of an adjacent rune. It only works with a few select 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.
!Altar
|No.
|A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar, it needs 4 minutes to recharge.
|3 runed metal
|-
|-
!Summon Cultist Rune
|[[File:Forge.gif|64px]]
|This rune allows you to summon any cultist to the rune. You need 2 cultists chanting for it to work. Note that this rune drains quite a lot of health from every chanting cultist. Works across Z-levels, including the escape shuttle.
!Forge
|No.
|A forge used in crafting the unholy weapons used by the armies of Nar-Sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant's Robe, which makes you faster, but at the cost of increasing damage taken by 45%, and a mirror shield that has level 1 [[Guide_to_Combat#Blocking|blocking]] which upgrades to 2 while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will stun on impact and return to you after a successful hit! After creating one item with the forge, it needs 4 minutes to recharge.
|3 runed metal
|-
|-
!Deafen
|[[File:Pylon.gif|64px]]
|This rune temporarily makes all non-cultists in visible range deaf. You can also make this rune into a talisman for the same effect but a shortened radius.
!Pylon
|Yes.
|A floating crystal that slowly heals those faithful to Nar'Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas).  
|4 runed metal
|-
|-
!Blind
|[[File:Archives.png|64px]]
|Blind rune works exactly the same way as the Deafen rune, but it blinds targets instead of deafening them. You can combine the two to make people scramble around and be useless!
!Archives
|Yes.
|A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives, it needs 4 minutes to recharge.
|3 runed metal
|-
|-
!Stun
|[[File:Runed_airlock.png|64px]]
|Unlike other runes, this one is meant to be used in talisman form. When invoked directly, it releases some dark energy, briefly stunning all non-acolytes around. When imbued into a talisman, you can force all of its energy into one person, stunning them so hard that they can't even speak. However, the effect wears off rather fast. Use it to stun candidates for conversion in case they refuse to join you, or robust security.
!Runed door
|Yes.
|Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back.
|1 runed metal
|-
|-
!Armor Rune
|[[File:Cultgirder.png|32x32px]]
|Cultists have access to weapons and hooded robes that double as armor. There is the eldritch longsword (about as strong as an esword), cultist robes (armored robes), and cultist hood (armored hood), as well as a backpack (the Chaplain's trophy rack), and cultist Boots (essentially grey jackboots). To invoke, simply activate the rune with an open hand to receive the blade, likewise with the robes and hoodie. Just have the slots open. These will robust people and borgs very fast.
!Runed girder
|Yes.
|A wall girder that can instantly be disassembled with your ritual dagger.  
|1 runed metal
|-
|-
!Fabricate Shell
|Works like the talisman: creates a shell for souls trapped in soulstones to become constructs. Artificers can also create shells, but they tend to die quickly. Note: You must place a stack of plasteel on the rune. 5 sheets are required.
|No
|}
|}
== Constructs ==
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:
* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
* An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.
When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. 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.


==== They Gave Me a Word, But Didn't Give Me a Jogging Suit! ====
[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new Soulstone Shards [[File:Soulstone.png]] and Shells, wraiths can kill the AI, and Juggernauts are great tanks.
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 when you're able, give them a tome of their own so they may help the cause. A cult that doesn't cooperate is a dead cult.


Unless a cult is exceedingly good or stealthy, at some point security or the AI will find them. 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 blood or with crayon, and detectives can figure out whose blood the rune is made of. And while the AI can't actually see runes, cyborgs can. 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 "SUMMON ME!"


If you are caught by Security, let your brothers know if you can; if one of your brothers is caught by security, use a Summon Cultist rune to free them -- again, this requires two cultists chanting. If you suspect a brother has 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 reduces stuns and increases speed with a twist of braunes dimarge, and is highly toxic to non-cultists in case you felt like weaponizing it.
==The Inevitable Discovery==
As the cult rises in power, you and your brethren will begin to undergo some [[Disgusting|revealing effects]] caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by [[Head of Security|unfriendly]] [[Security|crewmembers]], and after a certain point, there will be no way to hide from the crew. You'll have to make a stand and fight off the rest.


=== Constructs ===
Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:


* A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from a supply talisman or an artificer.
<span style="color:maroon;"><u>'''The veil weakens as your cult grows, your eyes begin to glow...'''</u></span>
* An empty shell, either by using 5 plasteel with a summon shell rune, or from an artificer.  
* Once the blood cult reaches '''20%''' of the active player population, everyone in the cult will receive a notice that the cult is "rising" - and after a moderate delay, the eyes of all existing and new cultists will be permanently <span style="color:red;">'''red'''</span>. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.
<span style="color:red;"><u>'''Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!'''</u>
* Once the blood cult reaches '''40%''' of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a <span style="color:red;">'''blood-red cult halo'''</span>, '''permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one.''' If you've managed to get this far, you ''should'' have no problems defeating the crew in a head-on battle if you can deal with Security.
 
 
==Threats to the Cult==
Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station's crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.
===[[File:Generic_hos.png]][[Security]] and the [[File:Generic_chaplain.png]][[Chaplain]]===
Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.
===[[File:servant_of_ratvar.png|Clockwork Cult]] [[Clockwork Cult|Ratvar Scum]]===
<span style="background-color:#BE8700">[[File:Integration cog.png|32px]]'''<s>As of April 3, 2018, Clockwork Cult is currently not in the gamemode rotation. It remains fully functional in code, however.[[File:Integration cog.png|32px]]</s>'''</span>
 
<span style="background-color:#BE8700">[[File:Integration cog.png|32px]]'''Clockwork cult is back baby! '''[[File:Integration cog.png|32px]]</span>
 
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar-Sie. 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.
However, clashing sword-and-spear with these heretics is very unlikely under normal circumstances.
== Cultist Tips ==
* Cultists can know a rune's name and effects by examining it.
* Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
* Always be ready to summon a cultist in trouble. <b>Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive</b>.
* Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.
* The chaplain's weapon makes them immune to most of your magic. Don't attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed.
* Mindshields guard against Stun, Security will have these so don't try to stun them with your spell.
* Keeping a shade in a Soulstone Shard [[File:Soulstone.png]] with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.
* Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape.
* Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
* The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don't forget your crowbar!
* Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie rune.
*A [[construct]] can quickly take down an [[AI]]. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.
*Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune). Cult floors also resist changes in atmosphere like hull breaches or plasma floods.
*If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.
*You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are '''anti-magic''' and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.
== Nar-Sie ==
<center>
[[File:Narsie.gif|512px]]
 
Once you've completed the ritual, Nar-Sie will come forth.
 
Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.
 
Few things are capable of challenging Nar-Sie's sheer power.
 
One of them is Ratvar.
 
If Nar-Sie and Ratvar encounter one another,
 
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
</center>
 
 
==How to Fight A Blood Cult: A Guide for the Common Spaceman==
'''The Cult of Nar-Sie''' may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:
===[[Chaplain]][[File:Generic_chaplain.png]]===
The Chaplain is immune to conversion and is able to turn normal water into '''Holy Water''', which can deconvert cultist back into normal people. With a [[Chaplain#Null_Rod|Null rod]] in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed.
 
'''When cult activity is confirmed:''' Make sure you have your [[Chaplain#Null_Rod|Null rod weapon]] and [[Chaplain#Holy_Book|Holy Book]] with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective.
 
'''(Optional) when brig has holy water secured:''' Grab a [[Atmospherics_items#Fire_Extinguisher|Fire Extinguisher]] from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents [[Construct#Wraith|Wraiths]] from jaunting over them.  


When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. 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.  
'''(Optional) if the AI has not been moved:''' Have the [[AI]] let you into its chamber, so you can bless it. Many cults will kill the [[AI]] early, by constructing a [[Construct#Wraith|Wraith]]. The wraith can easily jaunt in, appear right in front of the [[AI]] and kill it. You can prevent this by blessing most tiles in the AI's chamber.  


[[Construct|A complete guide to constructs can be found here]]. Artificers will poop out new soulstones and shells, wraiths can kill the AI, and juggernauts are great tanks.
'''When you are safe in the brig:''' You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.


== Fighting the Cult ==
As a member of security you will be at the forefront of the conflict between the cult and the station. Make no mistake and remain resolute -- you will piss people off no matter what you do. Keep your taser and cuffs handy, you're going in deep to kick Nar-Sie's ass!


=== Sir, This is a Random Search ===
====Purified Soulstones and Constructs====
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.
Anyone (not just a chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create [[Construct#Purified_Constructs|purified constructs]], which will help the crew.
===[[Security]][[File:Generic_hos.png]]===
Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy [[Construct|constructs]]. Remember: the safety of the station and its staff are on the line, and it's probably your fault if you fail.
====How to Deconvert a Cultist with Holy Water====
'''Step 1: Find a suspected cultist.''' If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone's workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say <span style="color:red;">'''"his/her eyes are glowing an unnatural red!"'''</span>. If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads.  


Upon reports of cult presence, immediately round up all security personnel.
'''Step 2: Arrest the suspected cultist.''' Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room.  
* Declare red alert if at all possible. This authorizes you to perform random searches.
* Gear up.
* Raid science, search all science staff and the RD.
* If any runes and/or tomes are found, call the detective to scan them for fingerprints and/or blood. If there's no detective, get the scanner and do it yourself.
* Rest and regroup.
* Raid medbay 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 backroom areas of the station and search all crew members encountered if safe to do so.
* Once general areas are cleared, raid all departments again. Rest and regroups can be replaced with roving patrols.


Officers can either raid their own departments with the help of Beepsky and/or the AI, or all officers can systematically work as a group. Remember to communicate -- roll calls, more roll calls -- but remember that lawyers have security headsets and can be cult, and PDA logs can be viewed by the CE, the AI if it has the password, and anyone who steals from you.
'''Step 3: Check the suspect's bag for a ritual dagger '''(or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can't be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn.
Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. They might have hidden their dagger in their boots if they are wearing Jackboots or Workboots, as well as inside a coat or medkit.


Be vigilant when raiding departments. While you can let members cooperate and drop their bags themselves, if one person does something wrong -- i.e. takes out a syringe gun -- or if someone gets too close, feel free to stun them. At worst you apologize and help them up. At best, you and your teammates don't die. Always check lockers and boxes. You may get lucky and find a cultist's tome stash. Remember that the HoS and Detective can unlock personal lockers, and that examining a personal locker tells you who owns it.
'''Step 4: Force feed the confirmed cultist at least 25 units of Holy Water'''. Use '''30 units''' to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don't resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells.  


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 only threat to moving as a group is being hit by blind runes or blood boils. A couple things to remember:
<small>'''Step 4 (oozeling edition):''' if the comfirmed cultist is an oozeling, use caution, water (including holy water) is VERY lethal to oozelings even in extremely small doses, so 30 units alone is a certain kill, so make sure to give the oozeling some medicine, my go to for this is perfluorodecalin due to its toxin damage (which inturn is toxin healing and bloodo regen for oozeling) and oxygen healing which can be found in sleepers, which a good brig physician probally made in brigs medical</small>


* '''''Never let three people stand around a rune you can see no matter what it takes.'''''
'''Step 5: [[Security_items#Mindshield_Implant|Mindshield Implant]] the cultist.''' Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. [[Security]] and the [[Captain]] are implanted by default.
* 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 five people lined up against a wall and a blood boil suddenly appears under one and the three people chant it, RIP you.
<br><br>
Like with [[Revolution|revs]], you will see a big purple message when a nearby person is deconverted: '''"-Name- looks like he/she just reverted to his/her old faith!"'''<br>
<br>
Deconverted cultists do not keep their memories from their time in the cult.
====If Shit Hits the Fan====
If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting. <br>
Here are some tips and tricks for security:
* '''Bowman headsets guard against the Stun spell'''. As soon as a cult is confirmed, swap your standard headset out for a Bowman.
* Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick.
* Zealot's Blindfolds protect against flashes, but not against bangs. Use [[Security_items#Flashbang|flashbangs]].
* Consider arming deconverted and implanted former cultists. They should be your confirmed allies.  
* If you die and are cloned, get a new [[Security_items#Mindshield_Implant|Mindshield Implant]] as soon as possible.  
* [[Construct|Constructs]] cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.
* Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don't just go randomly implanting people until you know who is really on your side.
** Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look like officers. Don't expect this to happen often, but the possibility is there.
===[[Medbay]][[File:MedicalDoctor.png]]===
If you work in the Medbay it's not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well. <br>
Here are some general tips and tricks for Medbay workers:


=== Deconverting Cult, A.K.A. The Chaplain is Actually Useful for Once ===
'''[[Medical Doctor|Medical Doctors]]:''' Examine people before healing them, to check for glowy eyes or cult gear. If you don't see anything obvious, then try to do your job as normal. <br>If you have holy water you can be extra helpful by building a [[Guide_to_chemistry#Smoke_Machine|smoke machine]]. Print the board from the medical techfab or ask the AI to let you into the [[Tech_Storage|tech storage]] so you can grab it. Print stock parts and cable coil from an [[autolathe]]. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them.  
Confirmed cultists -- anyone who is seen scribing or chanting by runes, anyone whose blood a rune was made of, or anyone carrying a tome in their backpack without an excellent reason -- are guilty of capital crimes and grounds for perma, execution, or forced borging. Unfortunately, execution and forced borging tend to upset the AI, and any cultist with a tome and a private place to work is capable of teleporting other cultists out of perma. Straitjackets, which can be found in the medbay and insanity ward, can temporarily keep cultists restrained. But ultimately, you will want to deconvert them.  


Enter: the chaplain! 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 really 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.
'''[[Chemist|Chemists]]:''' You can create non-lethal syringes with [[Guide_to_chemistry#Chloral_Hydrate|Chloral Hydrate]] or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won't be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with [[Makeshift_weapons#Cablecuffs|cablecuffs]] and bring them to the brig for deconversion. You can also make [[Guide_to_chemistry#Ephedrine|combat drugs]] and hand them to security.  


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 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.
'''[[Geneticist|Geneticists]]:''' You can try to find powers such as x-ray vision, and then make injectors to give to [[security]]. Check people's bags for cult items before cloning them, so you don't accidentally clone a cultist without security's supervision.  


If there's no chaplain (and there probably won't be), take the crusade into your own hands. Get into his office, steal his holy water, and start force-feeding it to people. Take the null rod too; it makes its bearer immune to cult magic if it is in their inventory (NOT YOUR BACKPACK!!), and it can destroy runes. 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, cultism and/or guns.
<br>
Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don't try to fight them unless you know what you're doing.


=== Implant Important People Before the Cult Gets Them ===
'''''<span style="color:red;">If someone is already a cultist, loyalty implants will do nothing.</span>'''''


However, it's worth it to implant certain high-priority targets, such as:
===[[Cargo]][[File:Generic_cargo.png]]===
* '''[[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.
'''Order Religious Supplies crates.''' If the Chaplain is nowhere to be seen and security don't have any holy water, order this as fast as possible. The crate contains holy water.  
* '''[[Research Director]]''' Can subvert the AI and blow the borgs.
* '''[[Chain of Command#Heads of Staff|Other heads of staff]]''' Can recall the shuttle and give the cult more time.
* '''[[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''''', because if they're cult they can hide their cult items. Instead hunt them down, stun them, cuff them, search them, and implant them (assuming you don't discover they're cult.) Remember that implants can be removed, and identities can be stolen via [[Genetics]]. Trust no one.
'''Order [[Security_items#Mindshield_Implant|Mindshield Implants]].''' If people really don't want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more.  


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. 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.
'''Order guns.''' If you have a way to open the crates, then guns could help give you or [[security]] the upper hand. Remember, be careful about who you shoot if you don't know who is a cultist. Prefer using non-lethals if holy water is available.  


=== Get the AI on Your Side ===
Get into the upload by any means necessary, and upload 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. 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.
===[[Science]][[File:scientist_generic.png]]===
'''[[Guide to toxins|Toxins]]''': While bombs should be the crew's last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult.  


=== Privacy is Theft ===
'''[[Roboticist]]''': [[Guide_to_robotics#Exosuits|Exosuits]] are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it.  
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, and either read everyone's communications or get the AI to do it for you. If you see something suspicious, investigate. Often there will be that one cultist who goofs and uses their PDA.


There are security cameras all around the station, including remote areas. Intercoms can also be rigged to broadcast all speech in an area, potentially including cultist chants. If you're the [[Warden]] or not actively patrolling, take advantage of this. 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, or a cooperative AI, 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. '''''<span style="color:red;">Note that jumping to conclusions based on accumulated damage is considered metagaming and bannable.</span>'''''
'''[[Guide to xenobiology|Xenobiologist]]''': Some slime cores, such as those from [[Guide_to_xenobiology#Sepia_Slime|Sepia Slimes]] can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. Silver and Adamantium are magic-proof making them great warriors against a cult and runed metal golems can jaunt into cult bases and most cultists wont realise they arent actually converted


== Tips ==
* You can stack Blood Drain runes infinitely, but stacking more than two is a death sentence to yourself due to the debuff that is applied to you afterward, but instantly sending someone into crit with one click is fairly hilarious.
* Cultists can know a rune's words by examining a blood rune.
* Cultists often find a use for medical bots. Having a single bot with a low threshold, backed up with the odd bruise pack, can allow a tiny number of cultists to summon and arm a vast number of ghostly warriors to their aid. A single bot can juggle multiple people at once, if they are relatively close to each other.
* Engineering staff during cult are top-priority converts, as they can sabotage telecomms for you.
* Are you cult? Got talismans? You can store them on a clipboard, and nobody ever checks clipboards, especially if you're QM or another role that spawns with them. Use a hand labeler to keep track of which is which.
* Now, are you CHEF cult? Set up an imbune talisman rune in the back room, bake your talismans into fortune cookies and hand them out to cultmates.
* Drag paper bins onto you to pick them up. Dump all that shit out - Talisman storage!


== "Journal of the Arch Heretic (Cultists can not into space)" ==
===[[Engineering]][[File:Generic_engineer.png]]===
''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 unbelievers. They are sending our escape shuttle to another station....and we will cleanse that station too.''
'''[[Engineer]]''': Normally, cultists are not allowed to sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup [[Guide_to_Telecommunications|telecomms]] in case a [[Construct#Wraith|wraith]] wrecks it (cultists don't need [[Guide_to_Telecommunications|telecomms]]). You can also try asking the [[AI]] let you move its core to a hidden location if you can make it trust you.  


[[File:Cult.png]]
'''[[Atmospheric Technician]]''': You don't need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists, and Cult tiles resist the spread of most gases. Repair any hull breaches resulting from combat.
===[[Botany]][[File:Generic_botanist.png]]===
'''Grow [[Guide_to_hydroponics#Holymelon|Holymelons]].''' Not only can they be ground for holy water, but they also have anti-magic properties. Keep a [[Guide_to_hydroponics#Holymelon|Holymelon]] in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges.




[[Category:Game Modes]] [[Category:Guides]]
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[[Category:Jobs]]
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Latest revision as of 01:20, 17 July 2023

ENEMY STAFF

Follower of Nar-Sie
Access: Whatever you have
Additional Access: Wherever a teleportation rune is
Difficulty: Medium
Supervisors: Nar-Sie
Duties: Sacrificing the needed target and Summoning Nar'Sie
Guides: This is the guide
Quote: NAR-SIE HAS RISEN

"The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown."


Even in the far future, some things are never quite understood. There are things that lurk in the darkness of space, unspeakable horrors of ancient power that wish to bring ruin to the universe and to shape it into their image. They reach out from the void, and turn the minds of mortal men and women in their favor in hopes that one day they shall be brought once more into this plane of existence.

Unfortunately for the station, looks like NanoTrasen accidentally positioned the station near an undetectable weak point in time and space. Whoops. Who would've known?


The Beginning of a New Era

The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!

Several cultists will arrive on the station. When you spawn, you'll find a ritual dagger and 10 runed metal in your bag. The dagger is essential for drawing runes while the runed metal is used to make valuable structures.

Objectives

Your objective requires you to sacrifice a certain crewmember and summon Nar-Sie.


The general path of action of the cult and those in it:

  1. From a discrete location, contact your allies through your Commune button.
    Warning: When communing with the cult, any nearby crew can see and hear you whispering, potentially revealing your cult. Be careful!.
    Important: Communication and teamwork is essential! If you fail to read the guide, you will probably fuck up the round for everybody, prove unworthy for the cult of Nar-Sie, and may even be banned from becoming an antagonist!
  2. (Optional) Choose a Cult Master, usually being the most experienced player or the one with the most advantageous access level. A common strategy is to not choose a leader until it's time to summon Nar'sie, to minimize the risk of the leader dying before being able to cast the Final Reckoning spell. More on this later.
  3. Find an area to convert into a base, usually accessible by one or more members of the cult, but well-hidden enough that security or crew won't find it easily.
  4. Setup a teleport rune, so all cultists can access it. Inform the cultists that a teleport rune is ready. If you teleport to the base, try to have a concealed teleport rune to get you back, otherwise, you could be stuck! You can draw runes on lavaland, but not in space too far from the station.
  5. Setup an empowering rune and then prepare up to 4 blood spells. Stun spells are your bread and butter - but diversifying with spells like EMP, Teleport, Blood Rites, etc. will ensure you're ready for anything.
  6. Convert new members, or sacrifice implanted crew, on the offer rune. Combine the filled Soulstone Shards from sacrificed humans to create powerful cult constructs!
  7. Use teamwork, or the spirit rune, to find your sacrifice target. Remember, stun magic won't work if the chaplain has his null rod. Kill the sacrifice target and place them on an offer rune with 3 cultists nearby.
  8. Prepare to summon Nar-Sie. She can only be summoned in a few locations and the crew will fight desperately to stop you! Make sure you have enough cultists and equipment to withstand their assault.
  9. Gather 9 cultists on the final rune to summon Nar-Sie!


Sacrifice

REMINDER: One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune. Each sacrafice will add to the Cult's total number of sacrifices, which are used to revive deceased bretheren instantly over a Revival Rune.

To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'Sie rune.

NAR-SIE HAS RISEN

After you have sacrificed your target, you can summon Nar-Sie. Nar-Sie can only be summoned in one of three rooms randomly chosen at round start. Drawing the summon rune takes 45 seconds and creates a weak shield around the caster but alarms the entire station of your location, so prepare to fight. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.

The Cult Master and You

The Cult Master is the leader of your cult, the main driving force behind your goal to summon Nar-Sie. The Cult Master has access to a wide variety of abilities to assist the cult in achieving its goals. Make sure to protect and serve him/her at all costs, as they are the key to the cult success!


So, how does one become the Master?

When the round first starts, an additional button along with your Commune verb will be available. The "Assert Leadership" button will allow you to apply for the Cult Master status. Once a member of the cult asserts their leadership, an announcement will be made to all cultists. After a few seconds, a vote will be called where the cult can vote whether or not they want that person as the Cult Master. If the vote passes, the player will gain the Cult Master's abilities. If you are not the Master, make sure to follow his/her orders, as they are now your superior!


Being The Master of Wrist Cutting

So, you asserted your leadership and won the vote of the cult. Congratulations on your promotion to Cult Master! I hope you know what you are doing. If you have experience playing as a department head this shouldn't be too different, minus the killing and summoning elder gods part.

To summon Nar-Sie, you are going to need to keep organized and grow your numbers as much as possible while remaining hidden. As the Cult Master, your Commune power is enhanced, making all of your messages large and bolded just like when you use a megaphone. This will assist greatly in organizing the cult, as the other cultists will be able to easily see your messages among the common radio rabble.


Here is a quick reference guide on what you should be doing as the Cult Master:

  1. Determine a hidden, easily defendable location for your cultists to congregate. They will need a place to create runes and structures to assist the cult.
  2. Beat back and silence any potential intruders to your hideout.
  3. Stay back and relay information and orders with use of the Spirit Realm rune, and let your goons handle the dirty work. Make sure to have a Medbot, Pylon or some other source of healing nearby so you don't drain your life completely.
  4. Staying at the base helps you reach the two-cultist requirement you need to convert someone. When a fellow cultist manages to snag and send back an unconverted crewmember, you will be there to bring them into the cult.
  5. While around your base, it is recommended to create items from the Altars and Forges to have a fresh supply of equipment ready when everyone needs it at once. Nobody likes waiting around the Forge because someone made a single set of armor and ran off.
  6. Lead your brethren into battle when the time comes to face the crew head on!
  7. Use your unique powers to move things around, target foes for your fellow cultists and use the Final Reckoning when you are ready to summon Nar-sie herself!


In the end, you call the shots. Your cult doesn't have to be run like this; experiment and find what works and doesn't! Even if you lose (odds are you will lose... a lot), you'll be better prepared for the next time the Cult of Nar-sie needs a leader.


Cult Master Powers

As the Cult Master, you have access to a handful of powerful and versatile occult powers to assist you and the rest of the cult. These powers can be accessed from the HUD on the top left. The powers are as follows:

Name Description Cooldown
Final Reckoning A single-use spell that brings the entire cult to the master's location. Useful for when it's time to summon Nar-Sie and you need the whole cult to help defend and invoke. Please note that this is a one-use ability. If you screw up, it's on you! One Use
Mark Target Marks a designated player target that you select with your cursor for the cult to be marked as top-priority for 90 seconds. Successfully marking a person sends a message to the entire cult, giving the name and location of the target. Useful for calling your entire cult to attack a specific target.

After using this ability, it goes on a 120-second cooldown.

120 Seconds
Eldritch Pulse Seize upon a fellow cultist or cult structure and send it through time and space to a nearby location on your screen. A very versatile ability with many potential applications. Teleport a cultist into the armory! Teleport cultists into inaccessible areas! Teleport cultists and structures away from harm! Teleport cultists behind a security raid to flank them! Limitless potential!

After using this ability, it goes on a 15-second cooldown.

15 Seconds

The Ritual Dagger

Your dagger is your most important tool and has several functions:

  • You can draw runes with it.
  • Hitting a cultist with it removes Holy Water from them.
  • Hitting a non-cultist with it will result in you stabbing them (huh), dealing 15 armor-piercing brute damage.
  • Hitting runes with it removes them.
  • Hitting cult structure with it will unanchor and anchor them, allowing you to move them around.
  • Hitting a runed girder with it will disassemble the girder.

If you're in a position that would usually wander the halls, try to seek out your fellow cultists in person. If not, check in with your brothers using your Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, if you get caught, you endanger the entire cult.

Blood Spells

Blood Spells are limited-use blood magic spells that dissipate after they're spent, and they're your bread and butter when fighting the crew. Blood Spells can be created at any time via an action button that appears below your character. However, blood spells created without an Empowering Rune will take longer, cause significant blood loss, and will cap your spell count at a measly one. Using an Empowering Rune circumvents this issue and allow you to acquire up to 4 spells. You can use an Empowering Rune to remove these spells as well to free up room for others if need be.

A good tip is to make sure to try and have a stun spell and a teleport spell with you to escape risky situations. This will leave only two other options for spells though, so carefully choose what you think might help best for a particular situation.

How to use and unequip blood spells

After carving a spell into your flesh you get an action button on your hud. Click it and that spell will be equipped to your hand, like an item. Then you either activate it in your hand and/or use it on a target, depending on which spell you've chosen. To unequip the spell, press Q (works on /tg/ since Aug 2019) or click the same action button again. This will save the spell for later.

List of Available Spells

Name Description Health Cost/No. of Charges

Stun A potent spell that will stun and mute victims upon contact. Simple, clean, and quite effective for a plethora of situations. Paralyzes for for 16 seconds, mutes for 12 seconds and cult-slurs speech for 30 seconds (from the stun moment). If used on a cyborg it stuns it as if hit by a heavy EMP. Does not work on mindshielded personnel.

While slurring cult-speak, victims will speak in a disturbing, incomprehensible way. This is usually a dead giveaway that a Cult is onboard when shouted over the radio (unless the Bartender has been handing out way too many Narsours).

1 charge, 10 HP

Teleport A useful spell that teleports cultists to a chosen destination with a teleport rune on contact. You can teleport other cultists or yourself if need be. 1 charge, 7 HP

Electromagnetic Pulse A large spell that allows a user to channel dark energy into an EMP, causing all electronics in the area to malfunction or be disabled. 1 charge, 10 HP

Shadow Shackles A stealthy spell that will summon shadowy handcuffs on a person, and temporarily silence your victim for 10 seconds. Used for keeping crew restrained until they can be converted. The restraints will diseappear if the victim is converted. 4 Charges

Twisted Construction A sinister spell used to convert:
  • Plasteel into Runed Metal.
  • 50 Metal into a Construct Shell.
  • Cyborgs directly into Constructs.
  • Cyborg shells into construct shells.
  • Airlocks into Brittle Cult Airlocks when on Harm intent. A weaker version of Runed Airlocks.
1 Charge, 12 HP to arm.

Summon Combat Equipment A crucial spell that enables you to summon a full set of combat gear including a black jumpsuit, armored robes, a cultist hood, cultist boots, a trophy rack, a Nar'Sien bola, and a 30 damage eldritch longsword. If you are already wearing items in those slots you will only summon the sword and bola. The eldritch longsword fits in the suit storage slot of every type of cultist armor. 1 Charge

Summon Ritual Dagger Enables you to summon a ritual dagger used to draw runes, in case you lost yours or forgot to pick it up from the floor when you got converted. Activate the spell and then click yourself. 1 Charge

Hallucinations A ranged yet stealthy spell that will break the mind of the victim with nightmarish hallucinations.

In practice its useless af.

4 Charges

Conceal Presence A multi-function spell that alternates between hiding and revealing nearby runes and cult structures. You can still teleport to concealed teleport runes and prepare blood magic on concealed empower runes. Will make runed airlocks look like basic maintenance airlocks but only cultists will have access. Has a range of 5 tiles. Sadly its not used very often but it can trick even the better of the crew into thinking there is nothing in your base. 10 Charges

Blood Rites A unique multi-function spell that allows you to gather blood from the floor, or from live victims (50 per drain). Then, you can expend the blood to heal yourself or others.

Or, you can use the spell in hand to perform a handful of powerful offensive magic attacks:


  1. Blood Spear (150) summons a robust two-handed blood halberd that deals 24 brute and can be recalled to your hand from up to 10 tiles away if it has a clear path back to you. The blood halberd can also be thrown, which causes it to shatter, deal 40 brute and stun whoever it hits. It will only shatter if it hits someone.
  2. Blood Bolt Barrage (300) temporarily grants you the ability to launch several powerful projectiles from your hand, similar to the Wizard's arcane barrage. This spell is easier to cast with both hands free since you switch hands after each shot. Each shot deals 20 brute damage and you get 25 of them. Very usefull against very big targets aka mechs and comdom's ego.
  3. Blood Beam (500) will cause you to start channeling a powerful ritual. Once the channel is complete, you will launch a series of projectiles in a cone in front of you. These projectiles pierce through structures and will convert any walls, floors, airlocks, and windows they pass through into their cult variant in addition to damaging any non-cultists they pass through. Cultists hit will be induced with unholy water, which heals them. Can be blocked by blessed tiles.
5 Charges

Runes

The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it.

Name Description Invokers Required Phrase Rune
Offering Rune Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger. Mindshield-implanted crew cannot be converted, only sacrificed, (but constructs are no less dangerous than humans) - therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!"

If the target is dead, ineligible for conversion or is the required sacrifice target, they'll be sacrificed instead, gibbing them and creating a Soulstone Shard that can be used to power a construct.

1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets Mah'weyh pleggh at e'ntrath!
Empowering Rune Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it. 1 H'drak v'loso, mir'kanas verbot!
Teleport Rune This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.
Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!
1 Sas'so c'arta forbici!
Revive Rune Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly.

Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges.

1 Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat!
Barrier Rune When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Invoking one barrier rune will chain activate other barrier runes that are within 2 tiles from one another. Reversing a barrier rune will not chain deactivate other barrier runes. Costs 2 brute both to invoke and to deactivate (regardless how many are chained). Active barrier runes have a subtle wriggling animation, and are usually brighter. 1 Khari'd! Eske'te tannin!
Summoning Rune This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. This rune will only work on the main space station, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. 2 N'ath reth sh'yro eth d'rekkathnor!
Blood Boil Rune When invoked, it saps some health from the invokers to send three damaging pulses to anyone who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it.

Some species, such as golems, do not have blood, and thus are immune to this rune. Will also deal extra stamina damage to clock cultists.

3 Dedo ol'btoh!
Rune of the Spirit Realm This rune gives you two powerful options:

(1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form. If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.

(2) To ascend as a dark spirit. This option costs no health to use and will give you virtually unlimited knowledge! You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle!

1 Gal'h'rfikk harfrandid mud'gib!
Apocalypse A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. The rune can only occur in the Nar-Sie ritual sites and will prevent Nar-Sie from being summoned there in the future. Similarly to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar-Sie.


If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled

  • If 1 - 10: Disease Outbreak + Mice Migration
  • If 11 - 20: Radiation Storm
  • If 21 - 30: Brand Intelligence
  • If 31 - 40: Immovable Rod x3
  • If 41 - 50: Meteor Wave
  • If 51 - 60: Spider Infestation
  • If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly
  • If 71 - 80: Space Vines, Grey Tide
  • If 81 - 100: Nar'sian Portal Storm
3 Ta'gh fara'qha fel d'amar det!
Ritual of Dimensional Rending This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete.

After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself.

9 TOK-LYR RQA-NAP G'OLT-ULOFT!!


Structures

By using a construction talisman on platsteel, you are able to get runed metal. With it, you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your ritual dagger. Using "Conceal Runes" near these structures will make them turn invisible, and make runed doors look like regular airlocks.

Name Description Cost
Altar A bloodstained altar dedicated to Nar-Sie. By using it, you are able to create an Eldritch Whetstone, to sharpen your weapon, a Construct Shell, or a Flask of Unholy Water which heals cultists and greatly reduces stuns, or can be thrown to poison non-cultists. After creating one item with the altar, it needs 4 minutes to recharge. 3 runed metal
Forge A forge used in crafting the unholy weapons used by the armies of Nar-Sie. By using it, you are able to create a Shielded Robe, which creates a powerful shield around the user which blocks any three attacks, a Flagellant's Robe, which makes you faster, but at the cost of increasing damage taken by 45%, and a mirror shield that has level 1 blocking which upgrades to 2 while providing distracting illusions, or serve as a potent -bouncing- thrown weapon that will stun on impact and return to you after a successful hit! After creating one item with the forge, it needs 4 minutes to recharge. 3 runed metal
Pylon A floating crystal that slowly heals those faithful to Nar'Sie. Also slowly turns the surrounding floor into engraved floor. Engraved floors allow for significantly faster rune scribing and will resist changes in atmosphere (i.e. loss of air or release of a harmful gas). 4 runed metal
Archives A desk covered in arcane manuscripts and tomes in unknown languages. Looking at the text makes your skin crawl. By using it, you are able to create a Zealot's Blindfold, which lets you see in the dark, gives you a medical hud, and is flash proof, Veil Shifter (from veil walker set), a 4 use teleporter which teleports you (and anything dragged by you) forward a medium distance (with some randomness), a Void Torch (also from veil walker set) which lets you teleport objects to other cultists, or a Shuttle Curse, which when used, delays the escape shuttle for 2 minutes. You can only use a certain amount of shuttle curses each round. After creating one item with the archives, it needs 4 minutes to recharge. 3 runed metal
Runed door Builds a Runed Airlock. Only opens for cultists. Useful securing your base, but a dead giveaway that a cult is onboard. Non-cultists who attempt to use these airlocks are stunned and thrown back. 1 runed metal
Runed girder A wall girder that can instantly be disassembled with your ritual dagger. 1 runed metal

Constructs

Robust cultists will likely want to enlist the services of a few constructs. To create a construct, a cultist requires:

  • A filled soul stone, either by sacrificing a human, or capturing a soul manually with a stone from an artificer.
  • An empty shell, either by casting Twisted Construction on 50 metal sheets, from an artificer, or from an archive.

When the filled soul stone shard is used on an empty shell, the cultist will be allowed to choose the desired construct to create. 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 complete guide to constructs can be found here. Artificers will poop out new Soulstone Shards and Shells, wraiths can kill the AI, and Juggernauts are great tanks.


The Inevitable Discovery

As the cult rises in power, you and your brethren will begin to undergo some revealing effects caused by the power gained due to the number of members you have in the cult. This will make you easier to spot by unfriendly crewmembers, and after a certain point, there will be no way to hide from the crew. You'll have to make a stand and fight off the rest.


The veil weakens as your cult grows, your eyes begin to glow...

  • Once the blood cult reaches 20% of the active player population, everyone in the cult will receive a notice that the cult is "rising" - and after a moderate delay, the eyes of all existing and new cultists will be permanently red. Examining any cultist with uncovered eyes will confirm their supernatural appearance. Thankfully, this is easily avoidable by wearing any form of eyewear, but still could get you caught out if people are examing you closely without eyewear.

Your cult is ascendant and the red harvest approaches - you cannot hide your true nature for much longer!!

  • Once the blood cult reaches 40% of the active player population, everyone in the cult will receive a warning and after a moderate delay will gain a blood-red cult halo, permanently revealing the identity of existing AND new blood cultists. There is no way to hide this one. If you've managed to get this far, you should have no problems defeating the crew in a head-on battle if you can deal with Security.


Threats to the Cult

Even with access to a large number of different runes and spells, there are ways that your plans may be thwarted by the station's crew. Keep your eye out for these groups of individuals, as they can put a dent in your occult activities.

Security and the Chaplain

Even the best-prepared cultists will have trouble to defend themselves against the united power of security. Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water (by slapping its container with a bible), which will turn cultist back into normal people if it stays long enough in their system. The Chaplain is also immune to cult magic and conversion, and his bible is able to make hidden runes visible. The bible can also be used by anyone (not just the Chaplain) on a filled Soul Shard to purify it, which deconverts the shade inside.

Clockwork Cult Ratvar Scum

As of April 3, 2018, Clockwork Cult is currently not in the gamemode rotation. It remains fully functional in code, however.

Clockwork cult is back baby!

The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs cannot be converted, but they also can´t convert followers of Nar-Sie. 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. However, clashing sword-and-spear with these heretics is very unlikely under normal circumstances.

Cultist Tips

  • Cultists can know a rune's name and effects by examining it.
  • Your dagger is a robust melee weapon with 15 damage and good armor-piercing, it can also be sharpened to further increase its lethality.
  • Always be ready to summon a cultist in trouble. Stunned or restrained cultists cannot call for help on the cult communion, so keep an eye on the Common channel. If you see a cultist being arrested be sure to report it in communion so they can be rescued before its too late! You can also use the spirit rune to check for cultists in trouble or ask ghosts for the location of dead cultists to revive.
  • Spirit Sight is an incredibly powerful exploration tool, and ghosts can give you precious hints.
  • The chaplain's weapon makes them immune to most of your magic. Don't attempt to use stun spells on them while they have their weapon, or you will get discovered and likely killed.
  • Mindshields guard against Stun, Security will have these so don't try to stun them with your spell.
  • Keeping a shade in a Soulstone Shard with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.
  • Cultists often find a use for medibots. Having a single bot with a low threshold, backed up by brutepacks or pylons, can keep your cult in fighting shape.
  • Get some plasteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
  • The EMP spell and Apocalypse Rune are both incredibly useful. They can give you access almost anywhere, just don't forget your crowbar!
  • Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie rune.
  • A construct can quickly take down an AI. The best one to do the job is the Wraith. It can jaunt into the core and take the AI down before the crew can respond.
  • Drawing a rune on a cult floor is 50% faster than on a normal floor (except the Nar-Sie rune). Cult floors also resist changes in atmosphere like hull breaches or plasma floods.
  • If the Harvesters bring enough people to Nar-Sie you may or may not get a special ending.
  • You may be tempted to try converting the Free Golems down in mining but be warned, Adamantine Golems are anti-magic and your spells will not work on them, similarly, Silver and Cloth Golems are Holy and will also be immune to your conversion.

Nar-Sie

Once you've completed the ritual, Nar-Sie will come forth.

Her destructive power is unmatched, transforming the bodies of the unenlightened and twisting the very walls to suit her image.

Few things are capable of challenging Nar-Sie's sheer power.

One of them is Ratvar.

If Nar-Sie and Ratvar encounter one another,

Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟


How to Fight A Blood Cult: A Guide for the Common Spaceman

The Cult of Nar-Sie may be a formidable group of wrist-cutting lunatics, but not to fear! There are ways that you as a normal crewmember can either fight or stay safe from their occult influence. Here are some suggested courses of action if you are a non-cultist and care for your well being:

Chaplain

The Chaplain is immune to conversion and is able to turn normal water into Holy Water, which can deconvert cultist back into normal people. With a Null rod in inventory, the Chaplain is also immune to cult magic. The bible is able to make hidden runes visible. You are not immune to being sacrificed.

When cult activity is confirmed: Make sure you have your Null rod weapon and Holy Book with you. Grab a water tank, bless it with your book so it turns into holy water, and drag the tank to the brig. The brig is now your home. You are a primary target for the cult, and will sometimes also be their sacrificial objective.

(Optional) when brig has holy water secured: Grab a Fire Extinguisher from a wall. Empty it and fill it with holy water. You can use it to start blessing tiles, which blocks Blood Beams and prevents Wraiths from jaunting over them.

(Optional) if the AI has not been moved: Have the AI let you into its chamber, so you can bless it. Many cults will kill the AI early, by constructing a Wraith. The wraith can easily jaunt in, appear right in front of the AI and kill it. You can prevent this by blessing most tiles in the AI's chamber.

When you are safe in the brig: You can cooperate with security and stick close to them. Hopefully, they will treat you with respect in return and give you some gear. If the time comes, you may then choose to be the vanguard in the final battle against the cult.


Purified Soulstones and Constructs

Anyone (not just a chaplain) can purify a soulstone shard with a bible, and then put it into a found construct shell to create purified constructs, which will help the crew.

Security

Even the best-prepared and robust members of the Cult will have trouble defending themselves against the united power of security, especially if the Chaplain helps them. Your job is to deconvert (or kill if necessary) cultists, find and crack down on cult bases, and destroy constructs. Remember: the safety of the station and its staff are on the line, and it's probably your fault if you fail.

How to Deconvert a Cultist with Holy Water

Step 1: Find a suspected cultist. If less than 20% of the crew are converted they will look like normal crew, so you will have to look for people who are behaving suspiciously or are caught standing near runes. Small brute injuries on one arm or isolated blood spills in someone's workplace could also be signs. If you know that more than 20% of the crew are (or at some point were) converted to the cult, you should ask suspected crewmembers to take off their eyewear. When examining a cultist a red text will then say "his/her eyes are glowing an unnatural red!". If more than 40% of the crew is (or was) cult, you will also see pentagram halos above their heads.

Step 2: Arrest the suspected cultist. Disable/stun and cuff, like any other criminal. As long as cuffed cultists are either held or buckle-cuffed to a chair, they can not be teleported away by their fellow cultists. Take them to the interrogation room.

Step 3: Check the suspect's bag for a ritual dagger (or other cult items). The cult might still be too small to have glowy eyes. Lock it away so it can't be used to stop deconversion, in case a prisoner resists out of the cuffs. Take off any cult gear as well, as they might hurt the prisoner after deconversion if worn. Remember to check EVERYWHERE. Some cultists may be hiding their gear in more discreet locations on their person. They might have hidden their dagger in their boots if they are wearing Jackboots or Workboots, as well as inside a coat or medkit.

Step 4: Force feed the confirmed cultist at least 25 units of Holy Water. Use 30 units to be safe. Each sip contains 5 units. It takes exactly 60 chemical ticks (about 2 minutes or less) to deconvert a cultist. After 25 ticks (about 50 seconds or less) the cultist will have a 20% chance per tick to spout random cult sentences which, when it happens, also has a 10% chance to cause 12 seconds of unconsciousness. Stunbaton or flash the prisoners every now and then to make sure they don't resist out of the cuffs. The holy water will instantly clear out blood rites and blood spells.

Step 4 (oozeling edition): if the comfirmed cultist is an oozeling, use caution, water (including holy water) is VERY lethal to oozelings even in extremely small doses, so 30 units alone is a certain kill, so make sure to give the oozeling some medicine, my go to for this is perfluorodecalin due to its toxin damage (which inturn is toxin healing and bloodo regen for oozeling) and oxygen healing which can be found in sleepers, which a good brig physician probally made in brigs medical

Step 5: Mindshield Implant the cultist. Mindshield implants will not deconvert cultists, but they will prevent them from being converted/reconverted. They can still be sacrificed and turned into constructs though. Security and the Captain are implanted by default.

Like with revs, you will see a big purple message when a nearby person is deconverted: "-Name- looks like he/she just reverted to his/her old faith!"

Deconverted cultists do not keep their memories from their time in the cult.

If Shit Hits the Fan

If you start seeing pentagram halos you might not have time to arrest and deconvert anymore. Team up, gear up with your weapons of choice, and start blasting people with halos. If the situation feels under control again then go back to deconverting.
Here are some tips and tricks for security:

  • Bowman headsets guard against the Stun spell. As soon as a cult is confirmed, swap your standard headset out for a Bowman.
  • Mirror shields can instantly shatter, stunning their users, if hit by a shot that does 30 damage or more. Many types of shotgun ammo, such as slugs, should do the trick.
  • Zealot's Blindfolds protect against flashes, but not against bangs. Use flashbangs.
  • Consider arming deconverted and implanted former cultists. They should be your confirmed allies.
  • If you die and are cloned, get a new Mindshield Implant as soon as possible.
  • Constructs cannot be stunned and are usually never on your side in a cult round. Kill them with lethal weapons without hesitation.
  • Mindshields can be applied to members of the Cult even when they are not converted; they only protect against hostile mind conversion. Don't just go randomly implanting people until you know who is really on your side.
    • Extremely crafty cultists can disguise as a recently murdered Security Officer and steal an implant for themselves to look like officers. Don't expect this to happen often, but the possibility is there.

Medbay

If you work in the Medbay it's not your job to directly fight the cult, but you may still do so if you wish. Whatever you do, be careful about attacking people if you are not sure who is cultist or not. The same goes for every other department as well.
Here are some general tips and tricks for Medbay workers:

Medical Doctors: Examine people before healing them, to check for glowy eyes or cult gear. If you don't see anything obvious, then try to do your job as normal.
If you have holy water you can be extra helpful by building a smoke machine. Print the board from the medical techfab or ask the AI to let you into the tech storage so you can grab it. Print stock parts and cable coil from an autolathe. Fill it with holy water and turn it on. Cultists who breathe the holy water will have their prepared spells deleted, so they can no longer stun you. The holy water smoke will also bless tiles if 10u or more touches them.

Chemists: You can create non-lethal syringes with Chloral Hydrate or other chemicals, to use in a syringe gun. Then if you accidentally shoot a non-cultist it won't be a big deal. If you manage to put a confirmed cultist to sleep, then feel free to cuff them with cablecuffs and bring them to the brig for deconversion. You can also make combat drugs and hand them to security.

Geneticists: You can try to find powers such as x-ray vision, and then make injectors to give to security. Check people's bags for cult items before cloning them, so you don't accidentally clone a cultist without security's supervision.


Also, try to keep your distance from people acting suspiciously. Medbay usually has some secluded areas, and cultists can easily stun and kidnap you in melee range. Don't try to fight them unless you know what you're doing.


Cargo

Order Religious Supplies crates. If the Chaplain is nowhere to be seen and security don't have any holy water, order this as fast as possible. The crate contains holy water.

Order Mindshield Implants. If people really don't want to be converted to the cult, they can request to be implanted after cult presence is confirmed. If security is properly deconverting crew, they might run out of implants unless cargo ordered more.

Order guns. If you have a way to open the crates, then guns could help give you or security the upper hand. Remember, be careful about who you shoot if you don't know who is a cultist. Prefer using non-lethals if holy water is available.


Science

Toxins: While bombs should be the crew's last resort, they are the strongest weapon you can use to stop a Nar-Sie summon. If you hear the summoning announcement, it might be time to deliver a bomb to the announced location, as a final decisive move against the cult.

Roboticist: Exosuits are strong when cracking down on cult bases. Feel free to build one or more. Cult spells and items can not stun mechs, but they can still damage and destroy it.

Xenobiologist: Some slime cores, such as those from Sepia Slimes can be very powerful in combat, if you manage to get them. Be careful though, as in the xenobiology lab you are often isolated which could make you an easy target. Silver and Adamantium are magic-proof making them great warriors against a cult and runed metal golems can jaunt into cult bases and most cultists wont realise they arent actually converted


Engineering

Engineer: Normally, cultists are not allowed to sabotage the engine since it may hurt their teammates. Just make sure there is power. Feel free to build backup telecomms in case a wraith wrecks it (cultists don't need telecomms). You can also try asking the AI let you move its core to a hidden location if you can make it trust you.

Atmospheric Technician: You don't need to go out of your way to fight the cult unless you have some sort of plan. Do not flood the station with gas, since it might hurt non-cultists, and Cult tiles resist the spread of most gases. Repair any hull breaches resulting from combat.

Botany

Grow Holymelons. Not only can they be ground for holy water, but they also have anti-magic properties. Keep a Holymelon in your hand and you should be immune to cult conversion and some other cult spells, until the melon runs out of charges.


Jobs on Beestation

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

Traitor


Changeling


Nuclear Emergency


Revolution


Blood Cult


Clockwork Cult


Wizard


Heretics


Other Modes