FOR THE LOVE OF NAR'SIE, PLEASE READ THE GUIDE
So you've joined the cult of the almighty Nar'Sie, but you don't know where to start? Then this is for you, apprentice. (So you're security? Read this.)
As a cultist, you have an abundance of cult magics at your disposal, something for all situations. In order to use cult magic, you need an Arcane Tome and the correct word combination to form a rune. If you've started the round out as a cultist, you are given a piece of paper (talisman) that you can use to spawn 3 special one-time use talismans, memories of your cult objectives, and the translation of several words. These words are the basis of Nar'Sie's magic and getting the rest are key to being able to use all the runes listed in your tome.Teamwork is key!
Starter cultists will generally do three 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).
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 conversion. If you have an escape on the shuttle objective, you have to do this.
- Learn their words via sacrifice. If you want to use any of the fun runes, you have to do this.
- Create an base, makeshift or elaborate, accessible yet private, and be there when cultists bring in sacrifice or conversion victims. Considering that three cultists are required for converting or sacrificing, if you want either of the previous two things to happen, 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 commune, but do this in private unless you want the captain to stroll by and overhear you. Remember, if you get caught, you endanger the entire cult.
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 (Requires 3 members standing by it). Conversions leave no evidence besides the rune, which can be removed.
As a Newly Converted
If you were not given a tome, ignore this section. If you were given a tome, then read the notes. If the cultist was sensible, he has copied over words to your tome for you to use. If not, wait until you find another cultist and ask them in a whisper to add to your tome. Once they do, you can scribe a convert rune in a secure location and use any way of stunning them, preferably a stun talisman, to convert them. Other ways work but they may have time to scream for help.
Technically it is possible to learn words via brute-force trial and error: adding guesses at translations to your tome and seeing what you get. This is not a recommended method, since using a rune scribed with incorrect words does a great deal of brute damage, but all proper runes (with the exception of armor) have fixed colors.
You will more often rely on sacrificing. The easiest way:
- Spawn a tome (if you don't already have one) and get a stun talisman. Either scribe a rune in your base, or have a secluded area in mind where you'll do it.
- Tell the rest of the cult your plans and the location of the rune/base so they can be there when you need them.
- Find someone alone, and click on them with the stun talisman -- other ways work, but the victim may be able to scream for help. They'll collapse for a long while.
- Incapacitate them, remove their headset, and drag them to your rune.
- Invoke the rune by clicking it with an empty hand (Requires 3 members standing by it)
For your efforts, Lord Nar'Sie will grant you the translation of a word, and the soul of the sacrificed human will be trapped in a soulstone, which can be turned into a construct if an empty shell is available. Sacrifices also leave a pile of bones and scattered gibs.
Nar'Sie might also request his followers sacrifice a specific heretic, usually a member of Security or Command. For this sacrifice, your god will reward you with more words.
This is the bread and butter of your magic. If you know the three words for a rune, you can scribe it via the tome's "Scribe Rune" option. Scribing a rune does a small amount of brute damage.
There are 10 words used for rune scribing, which translate to: "travel", "self", "see", "Hell", "blood", "join", "technology", "destroy", "hide", and "other". Every cultist starts out with the words for "hell," "join," "blood," and "self," which are the words that make up the conversion rune and sacrifice rune.
A rune can be activated by clicking on it with an empty hand. If the conditions for its activation are satisfied, and the rune is valid, the rune will activate, and you and any other chanters will chant the correct incantation automatically; otherwise, the rune will fizzle, and the cultists will shout out a confused, meaningless incantation. If a rune is no longer needed, it is wise to erase it by hitting it with your tome.
The special requirements of most runes are self-explanatory: at least two linked teleport runes are required to teleport, etc. One less obvious requirement is the chanter requirement: some runes, including Convert and Sacrifice, are so powerful they require a certain number of cultists (usually three) adjacent to the rune for it to activate.
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 translated 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 PRAISE NAR'SIE!
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 three 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 works like a combination of synaptizine and hyperzine, with a twist of branes dimarge, and is highly toxic to non-cultists, in case you felt like weaponizing it.
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.
- An empty shell, either by using 5 plasteel with a summon shell rune, or from an artificer.
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.
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
Cultists are useless without their tomes and magic infinite stun papers. You must go on the offense and aggressively stun and search anyone that looks suspicious and those that are not.
Upon reports of cult presence, immediately round up all security personnel, minus the warden and the detective.
- Gear up.
- Raid science, confiscate all transfer valves, 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.
- 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.
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.
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. Assuming you've taken out toxins, there should be no danger in traveling in large groups anyway. The only threat to moving as a group is being hit by blind runes or blood boils. A couple things to remember:
- Never let three people stand around a rune you can see no matter what it takes.
- If a rune goes down, stun everyone in sight. Flashbangs are good for this. Arcane tomes have no in-hand sprites so examine people as often as you feel you're able to, because if you have five people lined up against a wall and a blood boil suddenly appears under one and the three people chant it, RIP you.
Deconverting Cult, A.K.A. The Chaplain is Actually Useful for Once
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 with all the words 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 uses them except for this. Hitting any container that contains unholy water with a bible as chaplain will also 'cleanse' the taint, but this will come up far less.
The deconversion process is simple: restrain a suspected or confirmed cultist and force-feed them holy water. This takes around 35 units and two minutes to succeed. It doesn't rely on cultists being tied up, but this makes it much more difficult for the cultist to 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.
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, 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 or gun cargo.