Clockwork Cult
ENEMY STAFF | |
{{#if:| [[File:|64px]] | }} {{#if:servant_of_ratvar.png| | }} {{#if:servant_of_ratvar.png | | {{#if: | | }} }} Servant of Ratvar |
Additional Access: Anywhere you can Warp or fabricate to |}}Difficulty: Medium to Hard Supervisors: Ratvar Duties: Forget to toggle your chameleon jumpsuit, don't set up any power generation, get crushed by an angry mech Guides: This is the guide {{#if: "What's this lantern thi-" "QVR, URNGUR'A!!" | Quote: "What's this lantern thi-" "QVR, URNGUR'A!!"}} |
Although Nar-Sie is powerful in her own right, she has a mortal enemy: Ratvar, imprisoned ages ago in a conflict and endlessly seeking out freedom. Trapped in a place that none can enter or leave, Ratvar has enlisted the aid of (unwilling) servants such as yourself to free him.
If you're one of these servants and you have no idea what to do, you've come to the right place.
Introduction and Key Points
Despite the similar name, clockwork cult is nothing like the blood cult of Nar-Sie. While they both involve conversion (being cults) and both of their ultimate goals are to summon their respective gods, the similarities end there. While the blood cult is focused on sabotage, chaos, and stealth due to their status as normal crew, the servants of Ratvar need to worry about no such thing.
As a servant, you start on a z-level entirely separate from the station, called the City of Cogs (or Reebe, if you prefer.) This place can't normally be accessed by the station crew until a certain point, and comes outfitted with facilities for spying on, listening to, and getting onto the station, as well as disguises, spare materials, and an infirmary for healing yourself and fellow servants. Most importantly, it houses the Ark of the Clockwork Justiciar, which you will need to defend.
From the start of the round, the Ark has a countdown timer between 30 and 35 minutes. Once this time is up, the crew will be made aware of your presence; then, after a five-minute grace period, portals will open up on the station and allow the crew access to Reebe, from an area in the south that no servants can access. As a servant, your goal is to build defenses and sabotage the station to protect the Ark until it activates.
While such a task seems very daunting, rest easy! As a servant, you have a wide variety of tools at your disposal to make defending the Ark as painless as possible.
The Clockwork Slab
If you have experience with the blood cult, you can think of the clockwork slab as your version of a tome. It is the essential servant tool; it contains all of your special abilities as a servant, and you should have it on your person at all times.
The clockwork slab has several functions:
- Recital lets you recite scripture, the clockwork cult's special powers and abilities. Most structures come from scripture.
- Recollection displays an in-game guide for being a servant. You can toggle freely between this and Recital.
- Up to Five Quickbind action buttons allow you to recite scripture without opening the slab interface. You can bind a scripture by clicking the Quickbind button next to its "Recite" button.
Clockwork slabs also generate a very small amount of power every second. Every human servant should have a slab! They're the key to any cult's success and you should have one at all times.
Your HUD
As a servant, you'll have several elements on your HUD that are all very important.
The global records display can be found in the top-right corner. Hovering over it will give you a short rundown of the status of the entire cult, including number of servants, stored power, and the Ark time left for its current phase. You should refer to this often to get a feeling for the state of your cult.
The Hierophant Network is INCREDIBLY IMPORTANT! Using it will allow you to send messages to all other servants, regardless of distance. Use this often to stay coordinated. Note that using it will make you whisper, so don't use it next to anyone who shouldn't be hearing you.
Power
Servants don't use their own blood to power their magic like Nar-Sie's cult. Instead, they use power, measured in Watts like normal electricity. Just any power doesn't work for servants' tools, though. Power can be generated in various ways through different items and structures. Ensuring that you have a healthy supply of power is both easy to do and critically important to succeed as a servant.
Power is used by many structures, and it is used to power all scripture. Additionally, reaching certain power thresholds will unlock new tiers of scripture! 50 kW unlocks the Script tier. 100 kW unlocks the Application tier,
The City of Cogs and the Ark
Here is a map of the City of Cogs:
- The dark indigo room contains the Ark, which you need to defend.
- The orange room contains camera observation consoles, which let you watch the station from afar and warp there. There are also two cogscarab shells here; any ghost can activate one to become a cogscarab, which is a tiny little clockwork construction drone built to build and reinforce! They can't recite scripture or leave Reebe, however.
- The red area is where the crew will warp in once the Ark activates. You cannot access it, and must build under the assumption that the crew will enter from there.
- The pink room contains the herald's beacon. If enough servants vote to activate it by interacting with it, the servants will become much stronger but forfeit their stealth by alerting the crew to their presence early. Think carefully before deciding if you want to activate the beacon, but be quick; you only have five minutes to decide!
- The blue room contains a wardrobe, mirror, and dresser for disguising yourself, in addition to five spare clockwork slabs.
- The green room contains a list of frequencies as well as four intercoms that can be tuned to any frequency. Use this to spy on Security, Command, or other departments.
- The teal room contains first-aid supplies and sleepers with powerful healing chemicals for treating wounds.
- The large area between the red area and all of the other rooms is empty space to build in. This area should be fortified and built over, with specifics limited only by your imagination; sprawling labyrinths or huge chunks of reinforcement are both possible, as well as anything in between!
The Ark
The Ark spawns at roundstart at the northernmost point in Reebe. As a servant, your ultimate goal is to defend it until activation (which occurs automatically.) Defend the Ark with your life - if the Ark is destroyed, the round ends instantly with a cult loss. If it completes its summoning, however, it will result in a cult win and a brief period of revelation during which the cult and its servants are made unstoppable by the presence of Ratvar.
The Ark has five "phases", listed below. In each phase, you can examine the Ark or check your global info alert to see the remaining time until its activation.
Declaring War
If your team is feeling confident or doesn't intend to use stealthy tactics, you might want to consider heralding Ratvar - effectively declaring war. In a room below the Ark is a machine called the herald's beacon. From the start of the round, the team has five minutes to vote on whether to activate it, with at least half of the team needing to cast votes in favor of activation. If activated, an announcement will immediately be made to the crew giving away all pretense of stealth, but you gain various benefits from this:
- All servants are transformed from their current race into modified clockwork golems that are immune to space and radiation, cannot bleed, don't breathe, deal more damage on punching, and have 15% flat damage reduction against all sources. For obvious reasons, this makes you stick out like a sore thumb, so you may consider disguiseing.
- Clockwork slabs become supercharged and recite all scripture 30% faster.
- Every power cost is invisibly reduced by 50% of its original value.
Scripture
Scripture are the unique powers that clockwork cultists possess. They cost power to consume and vary widely in effects; from healing allies to creating power generators to building defenses, they are one of your most vital tools as a servant, and secondary only to teamwork in ensuring your victory. To recite scripture, use your clockwork slab and make sure you have the Recital tab open.
Scripture is divided into three "tiers" - Drivers, Scripts, and Applications. Drivers are always unlocked and can be used at any time. Scripts are unlocked either when 50 kW of power is stockpiled or the Ark is halfway ready to activate, and Applications are unlocked either when 100 kW of power is stockpiled or another servant is converted.
Driver Scripture
These scriptures are unlocked by default and have no unlock requirement.
Everything beyond this point is under construction and is not guaranteed to be current!
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 |
---|---|---|---|---|---|
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 | |
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 | |
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. While active, it will drain power from APCs, SMES units, non-Servant cyborgs, and mechs occupied by non-Servants. |
7s | 1 | |
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 | |
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 |
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 | |
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 | |
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 | |
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 | |
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 | |
Brass Windoor | 200 | A Brass Windoor produced with brass or by a Replica Fabricator. | Brass Windoors only allow servants to pass. | 3 | |
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 | |
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 | |
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 | |
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 | |
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 |
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 |
Game Modes on /tg/station | ||||||||||