Clockwork Cult: Difference between revisions

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== Scripture List ==
== Scripture List ==


Below is a list of all scripture. Scripture names in ''italics'' signify important scripture necessary to success.
Below is a list of all scripture. Scripture names in ''italics'' signify important scripture necessary to success. Note that many scripture requires multiple invokers, but the numbers are not provided here.
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
{| class="wikitable" border="3" cellspacing="0" cellpadding="5"
! style='background-color:#E6A500;' width='100px'|Name
! style='background-color:#E6A500;' width='100px'|Name
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|"Y'vsg gur fpnyrf sebz zl rl-rf."
|"Y'vsg gur fpnyrf sebz zl rl-rf."
|Driver
|Driver
|-
!Judicial Visor
|Requires and consumes a belligerent eye and a vanguard cogwheel
|Creates a powerful visor. Non-servants will be unaffected when they put it on, but a servant will awaken its energy. Alt-clicking an awakened visor with an empty hand will put a ball of fire, called ''Ratvar's flame'', into your hand. This flame not only functions as a potent melee weapon but serves a special functionality. Clicking on any object from range while on harm intent will send the flame there to turn into a judicial marker, which will cover a 3x3 area of tiles. After a short time, it bursts, stunning all non-servants for a long duration. This can only be done every thirty seconds, and Ratvar's flame can be returned to the visor by striking the visor with the flame.
|Instant
|"Tenag zr gur synzrf-bs Ratvar!"
|Script
|-
!Ocular Warden
|Requires and consumes a belligerent eye and a replicant alloy
|Forms an immobile, short-range defense turret on the spot you're standing on. The warden will constantly search within three tiles of its position for any non-servants. Upon sighting one, it will fixate upon them, dealing small amounts of burn damage incredibly fast until the creature gets out of the sight range, goes unconscious or dies, or disappears.
|15s
|"Thne’qvnaf bs gur Ratvar, qrs’raq!"
|Script
|-
!Volt Void
|Requires a belligerent eye and a hierophant ansible
|Chanted. Every second, the invoker drains a large amount of power from nearby sources, diffusing it into their body and causing minor burn damage. This can be done for a maximum of thirty seconds.
|Every second up to 30s
|"Qenj punetr gb guv’f furyy!"
|Script
|-
!''Clockwork Proselytizer''
|Requires and consumes a vanguard cogwheel and a replicant alloy
|The clockwork proselytizer is almost required for the success of Ratvar's servants. When invoked, this scripture will form a proselytizer - a device that converts mundane materials into their Ratvarian equivalents. Requiring replicant alloy to function, it can turn floors and walls into clockwork floors and walls. Clockwork floors will heal brute and burn damage on any servants standing on it, and clockwork walls will cause adjacent tinkerer's caches to ''passively generate components''.
|Instant
|"Jvgu guv’f qrivpr, uvf cerfrapr funyy or znqr xabja."
|Script
|-
!Fellowship Armory
|Requires and consumes a vanguard cogwheel and a hierophant ansible
|When invoked, the invoker and any servants adjacent to them will be equipped with as much Ratvarian armor as possible, including a helmet, a cuirass, and boots. The helmet and cuirass have extreme melee protection but is weak to lasers. The boots prevent slips and maybe useful in avoiding people trying to annihilate your cult with the tyranny of the spray bottle.
|10s
|"Fuvryq zr jvgu gur sentzragf bs Ratvar!"
|Script
|-
!Function Call
|Requires and consumes a vanguard cogwheel and a guvax capacitor
|This scripture binds a Ratvarian spear to the invoker. This spear can then be recalled with a verb of the same name in the invoker's Clockwork tab. The spear itself is a powerful melee weapon that does extreme damage to enemy cultists and to silicon lifeforms. It is also extremely potent when thrown, but will snap from its own power if thrown at a cultist or silicon. The spear only lasts for a few minutes before vanishing and cannot fit in backpacks.
|2s
|"Tenag zr gur zvtug-bs oenff!"
|Script
|-
!Spatial Gateway
|Requires and consumes a replicant alloy and a hierophant ansible
|The spatial gateway functions as a one-way teleporter to the target servant. When invoked, a portal will be created directly in front of both the invoker and a conscious servant of their choice. Any servants adjacent to the invoker at the time will allow additional uses and duration of this gateway, which lasts two seconds by default and can only transport a single person or item. The invoker's portal allows them to step through and arrive at the other portal, but this is one-way and the target portal cannot accept anything.
|8s
|"Gryrcbegre pbzva evtug-hc!"
|Script
|-
!Soul Vessel
|Requires and consumes a replicant alloy and a guvax capacitor
|A sinister device, the soul vessel functions as a clockwork positronic brain. Any spirit that enters it automatically becomes a servant and is bound to serve the will of Ratvar. Any cyborgs created with a soul vessel are automatically made servants, and soul vessels are necessary for anima fragments (seen later) to function.
|Instant
|"Ureq'gur fbhyf-bs gur oynf curz-bhf qnzarq!"
|Script
|-
!Break Will
|Requires and consumes a belligerent eye and a guvax capacitor
|Invoking this scripture will break the will of anyone adjacent to the invoker, assuming that they are loyalty-implanted. This will cause the loyalty implants to malfunction, leaving them vulnerable to conversion, and they will take a slight amount of brain damage.
|3s
|"Lbh ner jrnx. Lbh ner nyernql qrnq. Gurl jba'g fnir lbh."
|Script
|-
!Anima Fragment
|Requires and consumes 3 belligerent eyes, a guvax capacitor, and a replicant alloy
|This scripture will form an empty anima fragment on the ground beneath the invoker. This fragment is useless unless an active soul vessel is provided. Doing so will activate the anima fragment, turning it into an artificial servant. These fragments function both as normal servants for counting purposes and move quickly, dealing high amounts of melee damage upon attack, although possessing a small health pool.
|5s
|"Pnyy sbegu gur fbyqvref-bs Nezbere."
|Application
|-
!Sigil of Transmission
|Requires and consumes a belligerent eye, 3 vanguard cogwheels, and a hierophant ansible
|The sigil of transmission is an ingenious device for listening in on conversation you shouldn't. Nearly invisible and barely discernible, this sigil will transmit all speech it hears nearby to the hierophant network. In addition, anyone that crosses it will have their names sent to all servants in addition to the sigil's rough location.
|5s
|"Qvivavgl, hairvy gurgehgu!"
|Application
|-
!Memory Allocation
|Requires and consumes a belligerent eye, a vanguard cogwheel, and 3 guvax capacitors
|This scripture is very powerful and very desirable. Memory Allocation will, after a short time, create and bind a clockwork marauder to the invoker. These marauders are sturdy footsoldiers capable of resisting extreme punishment, but function in a similar vein to holoparasites in that they share certain restrictions. Marauders begin invisible and inside of their user. Each marauder has a semi-unique true name and can communicate silently to their host. In order to come forth, their host must speak aloud the marauder's true name. In combat, marauders don't take health damage but fatigue damage. Fatigue damage dictates the strength of their blows and the speed at which they move. Upon reaching too high of a fatigue count, marauders are automatically recalled and forced to wait until fully recovered before they can come forth again. While deployed, marauders take small fatigue damage if near their host and extreme fatigue damage of far away. Marauders are selected and controlled by a random ghost with the servant preference enabled.
|10s, then 5s while it searches for valid candidates
|"Pnyy sbegu gur qrsraqref-bs Inath-Neq."
|Application
|-
!Justiciar's Gavel
|Requires and consumes 3 belligerent eyes, a guvax capacitor, and a hierophant ansible
|The Justiciar's Gavel is not a merciful one. Before invocation, the real name of a conscious non-servant creature must be inputted. That creature is then smitten for extreme brain damage and knocked unconscious for ten seconds. This brain damage is crippling enough to prevent any form of higher function, but will slowly cure most of itself over several minutes.
|4s
|"Guvf urngura unf jebatrq lbh!"
|Application
|-
!Interdiction Lens
|Requires and consumes a belligerent eye, a replicant alloy, and 3 hierophant ansibles
|The interdiction lens is a very powerful device with a long cooldown. When a servant places their hand on the lens by activating it with an empty hand, they are given three choices of potential sabotage: Disrupt Telecommunications, Disable Cameras, or Disable Cyborgs. Disrupt Telecommunications will EMP all communications hubs, Disable Cameras will EMP all cameras, and Disable Cyborgs will shut down all non-servant cyborgs for thirty seconds. The AI is alerted directly if the cameras are shut down.
|6s
|"Znl guvf boryvfx fuebhq gur snyfr fhaf!"
|Application
|-
!Mending Motor
|Requires and consumes a vanguard cogwheel, a guvax capacitor, and 3 replicant alloys
|Mending motors are helpful supporting structures that rapidly heal all mechanized servants or other structures near itself. It can be turned on or off and requires replicant alloy to function.
|6s
|"Znl guvf boryvfx zraq bhe qragf naq fpengpurf!"
|Application
|-
!Tinkerer's Daemon
|Requires and consumes a guvax capacitor, 3 replicant alloys, and a hierophant ansible
|The tinkerer's daemon is a tool necessary for success. When created, a deactivated daemon shell appears below the invoker. This shell can be fed to a tinkerer's cache to allow the cache to produce a component every 30s. This component can be of a specific type, given at the daemon's activation, or of a random type.
|4s
|"Pbaf'gehpg Ratvar cnegf lrg ubyq terngarff!"
|Application
|-
!Invoke Nezbere, the Brass Eidolon
|Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 3 guvax capacitors, and 6 replicant alloys
|Invoking Nezbere will empower a wide variety of clockwork items and structures for a single minute. Ocular wardens will have doubled range and damage, clockwork proselytizers and mending motors will not use replicant alloy, and tinkerer's daemons will produce twice as fast. This can only be invoked by any servant once every five minutes.
|15s
|"V pnyy hcba lbh, Nezbere! Yrg lbhe znpuv'angvbaf ervta ba guvf zvfrenoyr fgng'vba! Yrg lbhe cbjre sybj gueb-htu gur gbbyf bs lbhe znfgre!"
|Revenant
|-
!Invoke Sevtug, the Formless Pariah
|Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 6 guvax capacitors, and 3 hierophant ansibles
|Sevtug's psychic abilities allow for acts of extreme power. Before invoking Sevtug, the invoker must input the name of a conscious non-servant. Once invoked, the invoker will dominate the mind of the chosen creature, having complete control over them for a full minute and forcing the creature's consciousness to watch helplessly from within. When a target is dominated, they give no message, sound, or other indication that they have been controlled, and are unable to commit suicide or ghost during their domination. The invoker's original body will be left vulnerable during this time. This can only be invoked by any servant once every five minutes.
|15s
|"V pnyy hcba lbh, Sevtug! Yrg lbhe cbjre fung-gre gur fnavgl bs gur jrnx-zvaqrq! Yrg lbhe graqevyf ubyq fjnl bire nyy!"
|Revenant
|-
!Invoke Nzcrentr, the Forgotten Arbiter
|Requires and consumes 3 belligerent eyes, 3 guvax capacitors, 3 replicant alloys, and 6 hierophant ansibles
|Invoking Nzcrentr will flood the invoker's body with his unending power. The invoker's body will begin to glow a blinding white and crackle with energy. After around nine seconds, their invoker erupt with this energy, violently discharging it. Any non-servants within five tiles of the invoker is then electrocuted for severe burn damage and a long knockdown. This can only be invoked by any servant once every five minutes.
|15s
|"V pnyy hcba lbh, Nzcrentr! Yrg lbhe raretl sybj guebhtu zr! Yrg lbhe obhaq-yrff cbjre fung-gre fgnef!"
|Revenant
|-
!Invoke Inath-Neq, the Resonant Cogwheel
|Requires and consumes 6 vanguard cogwheels, 3 guvax capacitors, 3 replicant alloys, and 3 hierophant ansibles
|Invoking Inath-Neq will turn her benevolent gaze upon all nearby servants. The invoker and anyone within seven tiles of them will be flooded with power, granting them an extreme health boost that dissipates over ten seconds. During this time, they are immune to stuns. This can only be invoked by any servant once every five minutes.
|15s
|"V pnyy hcba lbh, Inath-Neq! Yrg gur Erfbanag Pbtf ghea bapr zber! Tenag zr naq zl nyyvrf gur fgeratgu gb inadhvfu bhe sbrf!"
|Revenant
|-
!''Ark of the Clockwork Justiciar''
|Requires and consumes 10 of each component type
|This scripture is the final step to freeing Ratvar and can only be invoked if his servants have the correct objective. When invoked, a massive gateway will be torn open in space and time to the Celestial Derelict. This rift is vulnerable for five minutes and must be defended until Ratvar can come forth. While active, the shuttle cannot leave the station, the entire server will hear the sounds of its work, and it will occasionally give a rough indication of its location to everyone on its z-level (which must be that of the station). The gateway can absorb 1,000 points of damage before breaking apart, at which point it will pulse for several seconds before violently exploding.
|15s
|"NEZBERE! SEVTUG! NZCRENTR! INATH-NEQ! V PNYY HCBA LBH! GUR GVZR UNF PBZR SBE BHE ZNFGRE GB OERNX GUR PUNVAF BS RKVYR! YRAQ HF LBHE NVQ! RATVAR PBZRF!"
|'Judgement'
|-
|}
|}


{{Jobs}}
{{Jobs}}
[[Category: Jobs]] [[Category:Game Modes]]
[[Category: Jobs]] [[Category:Game Modes]]

Revision as of 04:26, 28 May 2016

ENEMY STAFF

Servant of Ratvar
Access: Whatever you have
Additional Access: Anyone that you can use a Spatial Gateway to get to
Difficulty: Moderate
Supervisors: Ratvar
Duties: Complain about not having any stuns, even though you do
Guides: This is the guide
Quote: "Ratvar is a dumb na-" "QVR, URNGURA!!"


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

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

Summary

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

In addition, unlike Nar-Sie, Ratvar is capable of converting silicon lifeforms. Cyborgs and AIs are both valid targets for conversion. Converted cyborgs will have yellow eyes, visible immediately unless headlights are on (and even then a close examination reveals them), but AIs have no indication unless carded.

Ratvar's servants have to fulfill his will. Typical goals include:

  • Summoning Ratvar
  • Ensuring that a certain number of servants escape on the shuttle
  • Converting all silicon lifeforms on the station

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

The Clockwork Slab

If you've had experience with the Nar-Sian cult, then you can think of the clockwork slab as Ratvar's equivalent of the arcane tome. However, the slab boasts superior portability and utility than the tome, although it's slightly larger and can't fit in pockets. All initial servants start with a clockwork slab and can create more through scripture (more on that later).

The clockwork slab has five functions:

  • Recital, which utilizes scripture
  • Records, which displays important information including cultist count and construction value
  • Recollection, which displays an in-game documentation and tutorial
  • Repository, which displays all components in the slab (more on that)
  • Report, which allows discreet communication between all servants

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

Components, Scripture, and CV

Ratvarian cultists don't sacrifice their own blood to use rituals. Instead, they use something called components. In a literal sense, these are parts of Ratvar's body that have rusted and fallen free during his imprisonment. Despite this, the parts hold power on their own and are utilized by Ratvar's servants to power their rites - what they call scripture. Scripture has multiple tiers; each tier is unlocked as the cult's power grows. For instance, the third tier is unlocked through having at least eight servants, 100 CV worth of structures, and three of a specific structure.

There are five component types:

  • Belligerent eyes, which possess the power to focus on certain things and grant malevolent sentience
  • Vanguard cogwheels, which are almost indestructible and serve in protection
  • Guvax capacitors, which can manipulate the mind
  • Replicant alloys, which are very strong but can be melted and molded by force of will
  • Hierophant ansibles, which can send massive amounts of data in an instant

Except for the first tier, most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the slab, which generates components passively at a slow rate, or from the global component storage accessed by tinkerer's caches. This storage can hold an infinite amount of components, and scripture will prioritize drawing from the storage before the slab's internal capacity is tapped.

You might be wondering, "What's CV and why do we need 100 of it? Will it kill my children?" No, it won't, but it's still important. "CV" is the abbreviation for "Construction Value", which is gained by building Ratvarian structures or turfs. For instance, the tinkerer's cache (an extremely important structure) grants 10 CV. It is also granted by clockwork floors and walls - which are useful in their own right - and is a required threshold to gain more powerful scripture.

Scripture List

Below is a list of all scripture. Scripture names in italics signify important scripture necessary to success. Note that many scripture requires multiple invokers, but the numbers are not provided here.

Name Component Cost Description Invocation Time Invocation Tier
Belligerent Requires 1 belligerent eye, consumes none Chanted - the invoker must stand still to cause continuous effects. Every few seconds, the invoker utters an invocation that forces all non-servants nearby to walk instead of run. The invoker will briefly collapse after ending the invocation. Every 3s up to 30s "Chav'fu gurve oyva-qarff!" Driver
Sigil of Transgression Requires 2 belligerent eyes, consumes 1 Creates an almost-invisible sigil below the invoker. The next non-servant to cross the sigil will be blinded momentarily and stunned for four seconds. This does not induce silence. 5s "Qvivavgl, qnmmyr gubfr jub gerffcnff'urer!" Driver
Vanguard Requires 1 vanguard cogwheel, consumes none Causes thirty seconds of stun immunity in the invoker. The slab used to invoke Vanguard cannot be used while the stun ward is active. After Vanguard ends, the invoker is stunned for the combined duration of all absorbed stuns. If more than 25 seconds of stun are absorbed, the invoker is knocked out for 150% of the absorbed stun count (for instance, 30 seconds of stun would induce 40 seconds of knockout). 3s "Fuvryq zr sebz qnexarff!" Driver
Sentinel's Compromise Requires 2 vanguard cogwheels, consumes 1 When invoked, the invoker is prompted to choose a friendly servant within a seven-tile radius (not including themselves). The chosen servant will then be healed for all of their brute and burn damage, but half of the combined damage will be returned as toxin damage. 3s "Zraq gur jbhaqf-bs zl vasrevbe syrfu." Driver
Guvax Requires 1 guvax capacitor, consumes none After a short time, instantly converts all valid hearers adjacent to the invoker. "Valid" means the target isn't already an antagonist and they don't have a loyalty implant. In addition, it also purges holy water from all adjacent servants - including you - which is important, as holy water will deconvert you after a time. 6s "Rayvtugra guvf urngura! Nyy ner vafrpgf orsber Ratvar! Chetr nyy hageh'guf naq ubabe Ratvar." Driver
Sigil of Submission Requires 2 guvax capacitors, consumes 1 Creates an almost-invisible sigil below the invoker. The next non-servant to cross the sigil will be enslaved if they stand still for three seconds. This will also stun and mute the target after conversion, in addition to broadcasting their name to all servants. 6s "Qvivavgl, rayvtugra gubfr jub gerfcnff urer!" Driver
Replicant Requires and consumes 1 replicant alloy Silently creates a new clockwork slab and places it into your hand if it can. Instant "Z`rgny, orpbzr terngre!" Driver
Tinkerer's Cache Requires 2 replicant alloy, consumes 1 Creates a cache used to access the global component storage. Clockwork slabs will draw from this storage for components before it draws from the slab's internal capacity. All caches are also linked, meaning that donation of your components helps not only yourself but all other servants. 4s "Ohv’yqva n qvfcra’fre!" Driver
Wraith Spectacles Requires 2 hierophant ansibles, consumes 1 Creates a pair of ancient glasses used to induce true sight. The wearer of these spectacles will be able to see through walls and darkness as if they didn't exist. The drawback for this is a constant stream of eye damage that results in inevitable blindness of the glasses are not removed. Instant "Y'vsg gur fpnyrf sebz zl rl-rf." Driver
Judicial Visor Requires and consumes a belligerent eye and a vanguard cogwheel Creates a powerful visor. Non-servants will be unaffected when they put it on, but a servant will awaken its energy. Alt-clicking an awakened visor with an empty hand will put a ball of fire, called Ratvar's flame, into your hand. This flame not only functions as a potent melee weapon but serves a special functionality. Clicking on any object from range while on harm intent will send the flame there to turn into a judicial marker, which will cover a 3x3 area of tiles. After a short time, it bursts, stunning all non-servants for a long duration. This can only be done every thirty seconds, and Ratvar's flame can be returned to the visor by striking the visor with the flame. Instant "Tenag zr gur synzrf-bs Ratvar!" Script
Ocular Warden Requires and consumes a belligerent eye and a replicant alloy Forms an immobile, short-range defense turret on the spot you're standing on. The warden will constantly search within three tiles of its position for any non-servants. Upon sighting one, it will fixate upon them, dealing small amounts of burn damage incredibly fast until the creature gets out of the sight range, goes unconscious or dies, or disappears. 15s "Thne’qvnaf bs gur Ratvar, qrs’raq!" Script
Volt Void Requires a belligerent eye and a hierophant ansible Chanted. Every second, the invoker drains a large amount of power from nearby sources, diffusing it into their body and causing minor burn damage. This can be done for a maximum of thirty seconds. Every second up to 30s "Qenj punetr gb guv’f furyy!" Script
Clockwork Proselytizer Requires and consumes a vanguard cogwheel and a replicant alloy The clockwork proselytizer is almost required for the success of Ratvar's servants. When invoked, this scripture will form a proselytizer - a device that converts mundane materials into their Ratvarian equivalents. Requiring replicant alloy to function, it can turn floors and walls into clockwork floors and walls. Clockwork floors will heal brute and burn damage on any servants standing on it, and clockwork walls will cause adjacent tinkerer's caches to passively generate components. Instant "Jvgu guv’f qrivpr, uvf cerfrapr funyy or znqr xabja." Script
Fellowship Armory Requires and consumes a vanguard cogwheel and a hierophant ansible When invoked, the invoker and any servants adjacent to them will be equipped with as much Ratvarian armor as possible, including a helmet, a cuirass, and boots. The helmet and cuirass have extreme melee protection but is weak to lasers. The boots prevent slips and maybe useful in avoiding people trying to annihilate your cult with the tyranny of the spray bottle. 10s "Fuvryq zr jvgu gur sentzragf bs Ratvar!" Script
Function Call Requires and consumes a vanguard cogwheel and a guvax capacitor This scripture binds a Ratvarian spear to the invoker. This spear can then be recalled with a verb of the same name in the invoker's Clockwork tab. The spear itself is a powerful melee weapon that does extreme damage to enemy cultists and to silicon lifeforms. It is also extremely potent when thrown, but will snap from its own power if thrown at a cultist or silicon. The spear only lasts for a few minutes before vanishing and cannot fit in backpacks. 2s "Tenag zr gur zvtug-bs oenff!" Script
Spatial Gateway Requires and consumes a replicant alloy and a hierophant ansible The spatial gateway functions as a one-way teleporter to the target servant. When invoked, a portal will be created directly in front of both the invoker and a conscious servant of their choice. Any servants adjacent to the invoker at the time will allow additional uses and duration of this gateway, which lasts two seconds by default and can only transport a single person or item. The invoker's portal allows them to step through and arrive at the other portal, but this is one-way and the target portal cannot accept anything. 8s "Gryrcbegre pbzva evtug-hc!" Script
Soul Vessel Requires and consumes a replicant alloy and a guvax capacitor A sinister device, the soul vessel functions as a clockwork positronic brain. Any spirit that enters it automatically becomes a servant and is bound to serve the will of Ratvar. Any cyborgs created with a soul vessel are automatically made servants, and soul vessels are necessary for anima fragments (seen later) to function. Instant "Ureq'gur fbhyf-bs gur oynf curz-bhf qnzarq!" Script
Break Will Requires and consumes a belligerent eye and a guvax capacitor Invoking this scripture will break the will of anyone adjacent to the invoker, assuming that they are loyalty-implanted. This will cause the loyalty implants to malfunction, leaving them vulnerable to conversion, and they will take a slight amount of brain damage. 3s "Lbh ner jrnx. Lbh ner nyernql qrnq. Gurl jba'g fnir lbh." Script
Anima Fragment Requires and consumes 3 belligerent eyes, a guvax capacitor, and a replicant alloy This scripture will form an empty anima fragment on the ground beneath the invoker. This fragment is useless unless an active soul vessel is provided. Doing so will activate the anima fragment, turning it into an artificial servant. These fragments function both as normal servants for counting purposes and move quickly, dealing high amounts of melee damage upon attack, although possessing a small health pool. 5s "Pnyy sbegu gur fbyqvref-bs Nezbere." Application
Sigil of Transmission Requires and consumes a belligerent eye, 3 vanguard cogwheels, and a hierophant ansible The sigil of transmission is an ingenious device for listening in on conversation you shouldn't. Nearly invisible and barely discernible, this sigil will transmit all speech it hears nearby to the hierophant network. In addition, anyone that crosses it will have their names sent to all servants in addition to the sigil's rough location. 5s "Qvivavgl, hairvy gurgehgu!" Application
Memory Allocation Requires and consumes a belligerent eye, a vanguard cogwheel, and 3 guvax capacitors This scripture is very powerful and very desirable. Memory Allocation will, after a short time, create and bind a clockwork marauder to the invoker. These marauders are sturdy footsoldiers capable of resisting extreme punishment, but function in a similar vein to holoparasites in that they share certain restrictions. Marauders begin invisible and inside of their user. Each marauder has a semi-unique true name and can communicate silently to their host. In order to come forth, their host must speak aloud the marauder's true name. In combat, marauders don't take health damage but fatigue damage. Fatigue damage dictates the strength of their blows and the speed at which they move. Upon reaching too high of a fatigue count, marauders are automatically recalled and forced to wait until fully recovered before they can come forth again. While deployed, marauders take small fatigue damage if near their host and extreme fatigue damage of far away. Marauders are selected and controlled by a random ghost with the servant preference enabled. 10s, then 5s while it searches for valid candidates "Pnyy sbegu gur qrsraqref-bs Inath-Neq." Application
Justiciar's Gavel Requires and consumes 3 belligerent eyes, a guvax capacitor, and a hierophant ansible The Justiciar's Gavel is not a merciful one. Before invocation, the real name of a conscious non-servant creature must be inputted. That creature is then smitten for extreme brain damage and knocked unconscious for ten seconds. This brain damage is crippling enough to prevent any form of higher function, but will slowly cure most of itself over several minutes. 4s "Guvf urngura unf jebatrq lbh!" Application
Interdiction Lens Requires and consumes a belligerent eye, a replicant alloy, and 3 hierophant ansibles The interdiction lens is a very powerful device with a long cooldown. When a servant places their hand on the lens by activating it with an empty hand, they are given three choices of potential sabotage: Disrupt Telecommunications, Disable Cameras, or Disable Cyborgs. Disrupt Telecommunications will EMP all communications hubs, Disable Cameras will EMP all cameras, and Disable Cyborgs will shut down all non-servant cyborgs for thirty seconds. The AI is alerted directly if the cameras are shut down. 6s "Znl guvf boryvfx fuebhq gur snyfr fhaf!" Application
Mending Motor Requires and consumes a vanguard cogwheel, a guvax capacitor, and 3 replicant alloys Mending motors are helpful supporting structures that rapidly heal all mechanized servants or other structures near itself. It can be turned on or off and requires replicant alloy to function. 6s "Znl guvf boryvfx zraq bhe qragf naq fpengpurf!" Application
Tinkerer's Daemon Requires and consumes a guvax capacitor, 3 replicant alloys, and a hierophant ansible The tinkerer's daemon is a tool necessary for success. When created, a deactivated daemon shell appears below the invoker. This shell can be fed to a tinkerer's cache to allow the cache to produce a component every 30s. This component can be of a specific type, given at the daemon's activation, or of a random type. 4s "Pbaf'gehpg Ratvar cnegf lrg ubyq terngarff!" Application
Invoke Nezbere, the Brass Eidolon Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 3 guvax capacitors, and 6 replicant alloys Invoking Nezbere will empower a wide variety of clockwork items and structures for a single minute. Ocular wardens will have doubled range and damage, clockwork proselytizers and mending motors will not use replicant alloy, and tinkerer's daemons will produce twice as fast. This can only be invoked by any servant once every five minutes. 15s "V pnyy hcba lbh, Nezbere! Yrg lbhe znpuv'angvbaf ervta ba guvf zvfrenoyr fgng'vba! Yrg lbhe cbjre sybj gueb-htu gur gbbyf bs lbhe znfgre!" Revenant
Invoke Sevtug, the Formless Pariah Requires and consumes 3 belligerent eyes, 3 vanguard cogwheels, 6 guvax capacitors, and 3 hierophant ansibles Sevtug's psychic abilities allow for acts of extreme power. Before invoking Sevtug, the invoker must input the name of a conscious non-servant. Once invoked, the invoker will dominate the mind of the chosen creature, having complete control over them for a full minute and forcing the creature's consciousness to watch helplessly from within. When a target is dominated, they give no message, sound, or other indication that they have been controlled, and are unable to commit suicide or ghost during their domination. The invoker's original body will be left vulnerable during this time. This can only be invoked by any servant once every five minutes. 15s "V pnyy hcba lbh, Sevtug! Yrg lbhe cbjre fung-gre gur fnavgl bs gur jrnx-zvaqrq! Yrg lbhe graqevyf ubyq fjnl bire nyy!" Revenant
Invoke Nzcrentr, the Forgotten Arbiter Requires and consumes 3 belligerent eyes, 3 guvax capacitors, 3 replicant alloys, and 6 hierophant ansibles Invoking Nzcrentr will flood the invoker's body with his unending power. The invoker's body will begin to glow a blinding white and crackle with energy. After around nine seconds, their invoker erupt with this energy, violently discharging it. Any non-servants within five tiles of the invoker is then electrocuted for severe burn damage and a long knockdown. This can only be invoked by any servant once every five minutes. 15s "V pnyy hcba lbh, Nzcrentr! Yrg lbhe raretl sybj guebhtu zr! Yrg lbhe obhaq-yrff cbjre fung-gre fgnef!" Revenant
Invoke Inath-Neq, the Resonant Cogwheel Requires and consumes 6 vanguard cogwheels, 3 guvax capacitors, 3 replicant alloys, and 3 hierophant ansibles Invoking Inath-Neq will turn her benevolent gaze upon all nearby servants. The invoker and anyone within seven tiles of them will be flooded with power, granting them an extreme health boost that dissipates over ten seconds. During this time, they are immune to stuns. This can only be invoked by any servant once every five minutes. 15s "V pnyy hcba lbh, Inath-Neq! Yrg gur Erfbanag Pbtf ghea bapr zber! Tenag zr naq zl nyyvrf gur fgeratgu gb inadhvfu bhe sbrf!" Revenant
Ark of the Clockwork Justiciar Requires and consumes 10 of each component type This scripture is the final step to freeing Ratvar and can only be invoked if his servants have the correct objective. When invoked, a massive gateway will be torn open in space and time to the Celestial Derelict. This rift is vulnerable for five minutes and must be defended until Ratvar can come forth. While active, the shuttle cannot leave the station, the entire server will hear the sounds of its work, and it will occasionally give a rough indication of its location to everyone on its z-level (which must be that of the station). The gateway can absorb 1,000 points of damage before breaking apart, at which point it will pulse for several seconds before violently exploding. 15s "NEZBERE! SEVTUG! NZCRENTR! INATH-NEQ! V PNYY HCBA LBH! GUR GVZR UNF PBZR SBE BHE ZNFGRE GB OERNX GUR PUNVAF BS RKVYR! YRAQ HF LBHE NVQ! RATVAR PBZRF!" 'Judgement'
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