Clockwork Cult: Difference between revisions
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|Judicial Visor | |Judicial Visor | ||
|1 Belligerent Eye | |1 Belligerent Eye | ||
|Creates a Judicial Visor, which protects from flashes and can | |Creates a Judicial Visor, which protects from flashes and can smite an area to apply Belligerent and briefly stun.<br> | ||
The smote area will explode after 3 seconds, doing high damage and briefly stunning. | |||
|1s | |1s | ||
|1 | |1 | ||
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1 Belligerent Eye<br> | 1 Belligerent Eye<br> | ||
2 Vanguard Cogwheels | 2 Vanguard Cogwheels | ||
|Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, | |Creates a hard-to-see Sigil that, when crossed by a non-Servant, will start to drain them of health, producing Vitality, after a brief delay.<br> | ||
When crossed by a Servant, however, it will use | When crossed by a Servant, however, it will use Vitality to rapidly heal them of all damage. It cannot do both at once.<br> | ||
The Vitality Matrix can also revive dead Servants at a cost of | The Vitality Matrix can also revive dead Servants at a cost of 150 Vitality. | ||
|6s | |6s | ||
|1 | |1 | ||
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|Provides the invoker with the ability to call forth a Ratvarian spear '''once every 3 minutes''' at any time, with the spear lasting for 3 minutes.<br> | |Provides the invoker with the ability to call forth a Ratvarian spear '''once every 3 minutes''' at any time, with the spear lasting for 3 minutes.<br> | ||
The spear does moderate damage in melee, with bonus damage to cyborgs and cultists.<br> | The spear does moderate damage in melee, with bonus damage to cyborgs and cultists.<br> | ||
Damage done by the spear produces Vitality equal to a percentage of the damage done.<br> | |||
Throwing the spear at a mob will do '''massive damage''', break the spear, and stun the target. | Throwing the spear at a mob will do '''massive damage''', break the spear, and stun the target. | ||
|2s | |2s | ||
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|Minimum 1 | |Minimum 1 | ||
|- | |- | ||
|} | |} | ||
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2 Geis Capacitors<br> | 2 Geis Capacitors<br> | ||
4 Hierophant Ansibles | 4 Hierophant Ansibles | ||
|Creates a Sigil that will power Clockwork Structures within 2 tiles. It | |Creates a Sigil that can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.<br> | ||
It will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants.<br> | |||
It can also be charged with Brass Sheets at a rate of '''250W''' per sheet.<br> | |||
When crossed by a Servant cyborg, it will attempt to recharge that cyborg.<br> | When crossed by a Servant cyborg, it will attempt to recharge that cyborg.<br> | ||
Using a Replica Fabricator on it will rapidly charge that Fabricator. | Using a Replica Fabricator on it will rapidly charge that Fabricator. | ||
|7s | |7s | ||
|1 | |1 | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Mendingmotor.png]] | ![[File:Mendingmotor.png]] | ||
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|Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by '''2 minutes''' when activated.<br> | |Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by '''2 minutes''' when activated.<br> | ||
Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism.<br> | Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism.<br> | ||
It requires ''' | It requires '''3000W''' of power to activate, and the cost to activate it is increased by '''750W''' for every previous activation. | ||
|8s | |8s | ||
|2 | |2 | ||
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|Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. | |Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. | ||
|15 | |15 | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Mendingmotor.png]] | ![[File:Mendingmotor.png]] | ||
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|125 | |125 | ||
|Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by '''2 minutes''' when activated.<br> | |Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by '''2 minutes''' when activated.<br> | ||
It requires ''' | It requires '''3000W''' of power to activate, and the cost to activate it is increased by '''1250W''' for every previous activation. | ||
|Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism. | |Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
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![[File:Sigiloftransmission.png]] | ![[File:Sigiloftransmission.png]] | ||
|Sigil of Transmission | |Sigil of Transmission | ||
|Sigils of Transmission will power Clockwork Structures within 2 tiles | |Sigils of Transmission can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles.<br> | ||
The Sigil can be charged with Brass Sheets at a rate of '''250W''' per sheet.<br> | The Sigil can be charged with Brass Sheets at a rate of '''250W''' per sheet.<br> | ||
Using a Replica Fabricator on it will rapidly charge that Fabricator. | Using a Replica Fabricator on it will rapidly charge that Fabricator. | ||
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![[File:Judicialvisor.png]] | ![[File:Judicialvisor.png]] | ||
|Judicial Visor | |Judicial Visor | ||
|Judicial Visors can | |Judicial Visors can smite areas to apply Belligerent and briefly stun.<br> | ||
The smote area will explode after 3 seconds, doing high damage and briefly stunning. | |||
|Judicial Visors protect from flashes | |Judicial Visors protect from flashes. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
![[File:Wraithspectacles.png]] | ![[File:Wraithspectacles.png]] | ||
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|Ratvarian Spear | |Ratvarian Spear | ||
|Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.<br> | |Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists.<br> | ||
Damage done by the spear produces Vitality equal to a percentage of the damage done.<br> | |||
Throwing the spear will do massive damage and stun the target, unless the target is a Servant. | Throwing the spear will do massive damage and stun the target, unless the target is a Servant. | ||
|Ratvarian Spears last for 3 minutes once summoned.<br> | |Ratvarian Spears last for 3 minutes once summoned.<br> | ||
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Use the Fabricator in-hand to produce '''5''' brass sheets at a cost of '''1250W''' power. | Use the Fabricator in-hand to produce '''5''' brass sheets at a cost of '''1250W''' power. | ||
|Replica Fabricators start with '''2250W''' power and gain '''12.5W''' per second. | |Replica Fabricators start with '''2250W''' power and gain '''12.5W''' per second. | ||
|- | |- | ||
|} | |} | ||
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![[File:RatvarEngineering.png]] | ![[File:RatvarEngineering.png]] | ||
|Engineering | |Engineering | ||
|Replicant, Sigil of Transmission | |Replicant, Sigil of Transmission | ||
|Cyborg Fabricator | |Cyborg Fabricator | ||
|As you have only relatively basic tools, your use is to, more or less, create 5 layers of clockwork walls around the clockcult's base.<br> | |As you have only relatively basic tools, your use is to, more or less, create 5 layers of clockwork walls around the clockcult's base.<br> | ||
In addition, you are capable of producing power for clockwork structures and other cyborgs. | In addition, you are capable of producing power for clockwork structures and other cyborgs. | ||
|- style="text-align: center;" | |- style="text-align: center;" | ||
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![[File:RatvarPeacekeeper.png]] | ![[File:RatvarPeacekeeper.png]] | ||
|Peacekeeper | |Peacekeeper | ||
|Belligerent, Judicial Marker, Taunting Tirade | |Belligerent, Judicial Marker, Taunting Tirade | ||
|Ratvarian Spear | |Ratvarian Spear | ||
|You exist to fucking murder any enemies of Ratvar; with your combination of scripture, you are extremely suited to disabling and killing large numbers of enemies. | |You exist to fucking murder any enemies of Ratvar; with your combination of scripture, you are extremely suited to disabling and killing large numbers of enemies. | ||
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![[File:RatvarMiner.png]] | ![[File:RatvarMiner.png]] | ||
|Miner | |Miner | ||
|Linked Vanguard, Spatial Gateway | |Linked Vanguard, Spatial Gateway | ||
|Ratvarian Spear, Truesight Lens | |Ratvarian Spear, Truesight Lens | ||
|As a Miner cyborg, you're mostly defensive combat-based; you're able to avoid stuns with Linked Vanguard and your own kinetic accelerator.<br> | |As a Miner cyborg, you're mostly defensive combat-based; you're able to avoid stuns with Linked Vanguard and your own kinetic accelerator.<br> | ||
With your Truesight Lens, you can spot people assembling outside a clockcult base, or notice people with the Chameleon mutation fading out, allowing you to attack them | With your Truesight Lens, you can spot people assembling outside a clockcult base, or notice people with the Chameleon mutation fading out, allowing you to attack them before they realize you know they're there. | ||
|- | |- | ||
|} | |} |
Revision as of 00:00, 29 July 2017
ENEMY STAFF | |
{{#if:| [[File:|64px]] | }} {{#if:servant_of_ratvar.png| ![]() | {{#if: | | }} }} Servant of Ratvar |
Additional Access: Anyone that you can use a Spatial Gateway to get to, all-access if you have a loaded Fabricator and don't need stealth anymore |}}Difficulty: Medium to Unwinnable Supervisors: Ratvar Duties: Make a cache, complain about not having any stuns, even though you do, make a cache, fail to convert a borg you used the visor on, make a cache Guides: This is the guide {{#if: "Ratvar is a dumb na-" "QVR, URNGUR'A!!" | Quote: "Ratvar is a dumb na-" "QVR, URNGUR'A!!"}} |
While Nar-Sie is an elder god, she is 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. An 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 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), and AIs will outright turn brass-framed, be unable to speak in anything but Ratvarian, cannot be carded, can listen in through cameras, and they will not lose power as long as they are on a Clockwork Floor or near a Sigil of Transmission.
Ratvar's servants must to fulfill his will; His only goal is to escape Reebe once and for all, and to do that his servants must construct and protect the Ark of the Clockwork Justicar.
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 utility, and slightly superior portability, to the tome. 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 Allows you to recite and Quickbind scripture. You can also toggle to and from Recollection.
- Recollection Displays in-game documentation. You can also toggle to and from Recital.
- The Hierophant Network action button Allows discreet communication between all Servants.
- Up to Five Quickbind action buttons Allows for quickly invoking Quickbound scriptures when holding the slab. One to Three start off bound to Geis, Replicant, and Tinkerer's Cache, respectively.
- Can be examined to see all components in the slab, plus the total components available to the slab when including the global cache.
Clockwork slabs will generate a component of a random or target type every 45 seconds(plus 15 seconds for each additional human or silicon Servant above 6), provided they're being held by a mob or are in a mob's storage. Generating a component also prevents all other slabs held by that mob from generating components; spread slabs out, don't hold multiple.
Using a slab on another slab, a person holding a slab, or a Tinkerer's Cache will transfer all components in the slab to the target slab, the person's highest-component slab, or the global cache, respectively.
Components placed in a slab will also be placed in the global cache automatically.
Every human Servant should have a slab! Slabs are key to the success of Ratvar's agenda.
New Servant Checklist
So the round started, and you're a Servant? Good! There's a few things that you should do before you begin purging all those pesky untruths. Any unfamiliar terms are covered later in the page.
- Use your slab's Hierophant Network button to alert your teammates of your rank, position, etc.
- Develop a base for your operations, preferably after coordinating on placement with other Servants - make a Tinkerer's Cache, then make a Replica Fabricator(once Scripts are unlocked) for making Clockwork Walls.
- Start expanding your ranks by forced conversion; cast Geis out of sight of your target, then rush at them for a quick conversion; do this with a partner if you have scripts unlocked, to make sure they can't resist.
- Increase your component generation by handing out Clockwork Slabs, making Clockwork Walls near Tinkerer's Caches, and, once Applications are unlocked, making Tinkerer's Daemons.
- Stay in touch with your teammates via Hierophant Network, and be prepared to help them if things go south.
Components, Scripture, and CV
Servants of Ratvar 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 permanently unlocked after the cult's power reaches a certain point. For instance, Applications are unlocked once the cult has at least 9 servants, 100 CV worth of structures, and 3 caches.
There are five component types:
Belligerent Eyes possess the power to focus on certain things and grant malevolent sentience.
Vanguard Cogwheels are almost indestructible and serve in protection.
Geis Capacitors can manipulate the mind.
Replicant Alloy is very strong but can be melted and molded by force of will.
Hierophant Ansibles can send massive amounts of data in an instant.
Most scripture consumes a certain amount of components of a certain type. These components are drawn directly from the clockwork slab used, or from the global cache accessed by Tinkerer's Caches. The global cache can store any number of components, but scripture will prioritize drawing components from the slab used before the global cache.
When a tier of scripture is locked or unlocked, all servants will be immediately alerted.
You might be wondering, "What's CV and why do we need 200 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.
Global Records
You may be thinking that this is a lot of information to keep track of; it is,and that is why you have the Global Records alert, which appears in the top left.
Mousing over that alert will show you a variety of information on the cult's status, including the number of servants, number of Tinkerer's Caches, CV, if Tinkerer's Daemons are active, if an unconverted AI exists, what Generals can be invoked, and what tiers of scripture are unlocked.
Driver Scripture
Below is a list of all Driver scripture. Driver scriptures are unlocked by default and have no unlock requirement.
Scripture names in italics signify important scripture necessary to success.
Cyborg Scripture
Unique, Servant cyborg only scriptures. These count as Driver scriptures, but only certain cyborg modules have access to them.
Script Scripture
Below is a list of all Script scripture. Script scriptures require 6 Human or Silicon Servants and a Tinkerer's Cache to unlock.
Scripture names in italics signify important scripture necessary to success.
Application Scripture
Below is a list of all Application scripture. Application scriptures require 9 Human or Silicon Servants, 3 Tinkerer's Caches, and 100 CV to unlock.
Scripture names in italics signify important scripture necessary to success.
Image | Name | Component Cost | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|
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Sigil of Accession |
4 Belligerent Eyes |
Creates a Sigil much like a Sigil of Submission, except it remains even after converting most targets and will penetrate mindshields, converting even through them. Converting a mindshielded target in this fashion consumes the Sigil as normal, however. |
7s | 1 |
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Fellowship Armory |
4 Vanguard Cogwheels |
Equips all Servants visible to the invoker with powerful but obvious brass armor. The armor includes a suit, helmet, gauntlets, and boots, and anything a servant is wearing in those slots will prevent it from being equipped. |
10s -1s per other Servant | 1 |
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Memory Allocation |
2 Belligerent Eyes |
Allocates part of the invoker's consciousness to a Clockwork Marauder, a vigilant fighter that lives within them, able to be called forth by Speaking its True Name or if they become exceptionally low on health. Marauders cannot move too far from their hosts, and will take damage at an increasing rate as they grow farther away. However, if a Marauder stays close to its host, they will gradually heal. |
15s | 1 |
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Sigil of Transmission |
2 Vanguard Cogwheels |
Creates a Sigil that can be activated to drain power from the nearby area and will power Clockwork Structures within 2 tiles. It will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants. |
7s | 1 |
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Prolonging Prism |
5 Vanguard Cogwheels |
Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by 2 minutes when activated. Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism. |
8s | 2 |
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Mania Motor |
5 Geis Capacitors |
Creates a Mania Motor, which causes minor damage and a variety of negative mental effects in nearby non-Servant humans, potentially up to and including conversion. The effects will linger even if targets leave its range or the Mania Motor is turned off, though both of these things will cause the effects to fall off much more rapidly. |
8s | 2 |
File:Tinkerer's daemon.png | Tinkerer's Daemon |
2 Belligerent Eyes |
Produces a Tinkerer's Daemon, which will produce a component of either a chosen or random type every 7 seconds while active. It requires 50W of power to produce any component, plus an additional 50W of power for every 5 of the produced component in the global cache. |
8s | 2 |
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Clockwork Obelisk |
2 Belligerent Eyes |
Creates a Clockwork Obelisk, which can Hierophant Broadcast or create a Spatial Gateway. It also serves as a target for Spatial Gateways. Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating. |
8s | 2 |
Judgement Scripture
Below is the Judgement scripture. The Judgement scripture requires 12 Human or Silicon Servants, 5 Tinkerer's Caches, 300 CV, and that all active AIs are Servants to unlock.
Scripture names in italics signify important scripture necessary to success.
Appearances | Name | Component Cost | Description | Invocation Time | Invokers Required |
---|---|---|---|---|---|
Ark of the |
5 Belligerent Eyes |
Summons the Ark of the Clockwork Justiciar, a massive Spatial Gateway to Reebe, the Celestial Derelict. If the Ark survives for 5 minutes, it will activate, summoning Ratvar, the Clockwork Justiciar in a massive, station-converting blast. |
15s | 6 |
Structures, Sigils, Objects, Constructs, and Cyborgs
This is a listing of the various structures and constructs available to the Servants of Ratvar.
Structures
Clockwork Structures with effects become up to 50% less effective(at 25% of maximum Health) as they lose Health.
All Clockwork Structures can be unsecured from the floor with a wrench.
This only applies to actual Clockwork Structures; brass windows, tables, and doors all have their own deconstruction/unsecuring steps.
Image | Name | Health | Description | Usage Tip | Construction Value |
---|---|---|---|---|---|
![]() |
Clockwork Floor | N/A | A Clockwork Floor produced with brass or by a Replica Fabricator. Replica Fabricators can fabricate a Clockwork Wall on a Clockwork Floor for a cost of 1000W power. |
Clockwork Floors will rapidly heal toxin damage in Servants of Ratvar. | 1 |
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Brass Window | 80 | A Brass Window produced with brass or by a Replica Fabricator. | Provides a very small amount of CV and is a reasonable barrier. | 1 |
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Brass Window | 120 | A Brass Window produced with brass or by a Replica Fabricator. | Provides a small amount of CV and is a reasonable barrier. | 2 |
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Brass Table | 200 | A Brass Table produced with brass or by a Replica Fabricator. Brass Tables can be removed by welding them, then wrenching or screwdrivering them. |
Provides a small amount of CV and a place to store items. | 2 |
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Wall Gear | 100 | A Wall Gear produced with brass, by a Replica Fabricator, or by breaking down a Clockwork Wall. Wall Gears can be climbed, like tables, unwrenched from the floor, and, if unsecured, deconstructed with a screwdriver. |
Wall Gears can be plated with brass to construct a Clockwork Wall. | 3 |
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Brass Windoor | 200 | A Brass Windoor produced with brass or by a Replica Fabricator. | Brass Windoors only allow servants to pass. | 3 |
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Clockwork Wall | N/A | A Clockwork Wall produced with brass or by a Replica Fabricator. Replica Fabricators can deconstruct Clockwork Walls for a refund of 1000W power. |
Clockwork Walls will cause Tinkerer's Caches to generate components gradually. | 5 |
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Pinion Airlock | 240 | A Pinion Airlock produced with brass or by a Replica Fabricator. Pinion Airlocks can be removed by wrenching them, then crowbarring the gear off. |
Pinion Airlocks are difficult to remove and only allow servants to pass. | 5 |
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Tinkerer's Cache | 80 | Tinkerer's Caches can store any number of components, which are considered to be in a Global Cache. Provided at least one Tinkerer's Cache exists, Clockwork Slabs will draw components from the global cache after drawing the maximum they can from their own components. |
Caches will link to a nearby unlinked Clockwork Wall, which will cause it to generate an additional component every 35 seconds, plus 5 seconds for each other linked cache. | 10 |
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Ocular Warden | 25 | Ocular Wardens will automatically damage a target non-Servant that can see it within 3 tiles of it. If the target has x-ray vision, it will attack them through walls. |
Ocular Wardens, while lethal and powerful, are very easily smashed. Place them behind any sort of barricade that doesn't block vision. | 15 |
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Prolonging Prism | 125 | Creates a Prolonging Prism, which delays the arrival of an emergency shuttle by 2 minutes when activated. It requires 3000W of power to activate, and the cost to activate it is increased by 1250W for every previous activation. |
Its activation very obviously affects the shuttle dock and leaves an obvious trail to the Prism. | |
![]() |
Mania Motor | 100 | Creates a Mania Motor, which causes minor damage and a variety of negative mental effects in nearby non-Servant humans, potentially up to and including conversion. The effects will linger even if targets leave its range or the Mania Motor is turned off, though both of these things will cause the effects to fall off much more rapidly. |
Mania Motors are exceptionally good at protecting bases, as they cripple offensives and can potentially even convert some of those attacking. | 20 |
File:Tinkerer's daemon.png | Tinkerer's Daemon | 100 | Tinkerer's Daemons will produce a component of either a chosen or random type every 7 seconds while active. It requires 50W of power to produce any component, plus an additional 50W for every 5 of the component that exists in the global cache. |
You can only have 1 active Tinkerer's Daemon for every 5 Servants. Use them to augment generation of components that are being heavily used. |
20 |
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Clockwork Obelisk | 150 | Clockwork Obelisks can Hierophant Broadcast or create Spatial Gateways, and serve as a target for Spatial Gateways. Hierophant Broadcast allows the user to send a large message to all Servants, useful for coordinating. |
Two-way Gateways are both a bonus and a malus; While it can be used to rescue Servants, if someone notices the gate before it closes, they can easily follow or toss dangerous items into it. | 20 |
Sigils
Sigils, while effective as unexpected traps, are incredibly fragile and can be easily removed by any non-Servant hitting them with an item or simply striking them with an open hand.
You can stack multiple Sigils of different types on a single tile, which allows you to create conversion traps, damage traps, or damaging conversion traps.
Objects
Constructs
Cyborgs
Threats to the Enlightened
Although the servants of Ratvar are gifted with great power, they are still threatened by many things on the station. This can range from enemy cultists to things as simple as hard vacuum.
Nar-Sian Dogs 
The one thing that Ratvar hates more than people telling him that he has a bad name are the followers of his nemesis, Nar-Sie. Not only are Ratvar's servants incapable of converting them, but they endeavor to do the very thing that Ratvar wants to prevent: Nar-Sie's arrival into the mortal plane. The two cults are enemies of one another, serving rival gods with rival goals. 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.
Security and the Chaplain 

Nar-Sie's cult is generally absent on the stations that Ratvar's servants are present, but the watchful eye of Security and heretical priests is ever-present. A tactical security raid can demolish the most well-prepared of servant hideouts, and the chaplain's holy weapon weakens the Justiciar's magic; a holy weapon makes the user totally immune to the affects of sigils, for instance, and holy water will purge the light of Ratvar from even the most powerful servant's mind, given time.
It should be one of the servants' top priorities to infiltrate Security. The servants can use the Sigil of Accession to nullify the loyalty implant of a single target and convert them. As for the chaplain? Well, Ratvar says "Suffer not a heretic to live", so the answer should be self-evident.
Ratvar
Once you've defended the Ark for enough time, Ratvar will come forth.
His destructive power is unmatched, turning the minds of the unenlightened and twisting the very walls to suit his image.
Few things are capable of challenging Ratvar's sheer power.
One of them is Nar-Sie.
If Ratvar and Nar-Sie encounter one another,
Th̗̮̪̹́ͅe̘n̺ ̤̣͟ơ͙͈̻n̵̘̦l̫̬̀ͅyͅ ̲ò̮̤n̼̻̼̖̭̪͠ͅe̬͚͕̲̻̰ ҉͚̞͙̞̭̼s̡͖h̜̻̞̣̩̟ͅa̴͉͍̯̟͎̠l̳̝̖̫͞ḷ͔̘̞͞ ̯̞̥̱̲͙̕ͅe̛̙m̦̻̗̹̝̹͘e͈r̫g͕͉̠e͢ ̮͎̗̮̭̭̝a̱͍͍ͅl͙̗͔̹̻̗͈i͕͕̣̫̳̞v̗͈͍͝e.̛̟
Jobs on /tg/station | |
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 |
Medical | Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist |
Service | Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator |
Civilian | Quartermaster, Cargo Technician, Shaft Miner, Assistant, Lawyer |
Non-human | AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost |
Antagonists | Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters |
Special | CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role |
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