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==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! ===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: # 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! 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: {| 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'|Cooldown |- |[[File:Final_Reckoning.png|64px]] !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 |}
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