Follower of Nar-Sie
|Access: Whatever you have|
Additional Access: Wherever a teleportation rune is
Duties: Killing everyone and creating a construct army
Guides: This is the guide
Quote: NAR-SIE HAS RISEN
The Beginning of a New Era
The Geometer of Blood, Nar-Sie, has sent a number of her followers to Space Station 13. As a cultist, you have an abundance of cult magics at your disposal, something for all situations. You must work with your brethren to summon an avatar of your eldritch goddess!
Several cultists will arrive on the station. When you spawn, you'll find a piece of paper, which is really a three-use summoning talisman in your backpack. The three-use talisman will allow you to do summon useful talismans and other objects.
Your objectives usually require you to sacrifice a certain crew member and either:
- Summon Nar-Sie,
- Escape with a certain amount of converted crew members.
The general path of action of the cult and those in it:
- Summon your tome.
- Contact your allies through your Commune verb. The Commune verb sends a whispered message to all cultists.
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!
- Find an area to convert into a base, usually accessible by one or more members of the cult, and cut cameras and in general make the base usable and hidden for the cult.
- Setup a teleport rune, so all cultist can access it.
- Secure your base by placing wall runes infront of windows and doors.
- Get some paper for talismans and if possible get metal for constructing empty shells and platsteel for creating cult structures.
- Convert new members and give them a tome.
- Fulfill your objectives
REMINDER: One cultist is required to sacrifice a dead body, three for a live one, standing adjacent to the rune.
To please Nar-Sie, you must find and sacrifice your target using an offer rune. Only then you can scribe the Summon Nar'Sie rune.
Your Tome is your most important object and has several functions:
- It lets you communicate with your fellow cultists.
- You can draw runes with it.
- Hitting a cultist with it, removes holy water from them.
- Hitting a non cultist with it, causes them burn damage.
- Hitting runes with it, removes them.
- Hitting cult structure with it, will unachor and anchor them.
- Hitting a cult wall with it will open/close the wall (like fake walls).
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 Commune verb, but do this in private, to prevent people from hearing your whispers. A lot of jobs have access to isolated areas of the station that are great for this, and there's also space. Remember, if you get caught, you endanger the entire cult.
Talismans are usually created through the "Create talisman" rune. They're one-use or limited-use tools that disappear after they're spent, and they're your bread and butter when fighting the crew. Make sure to have a stun talisman and a teleport talisman with you, to escape risky situations.
The Starting Talisman
You, as a cultist, begin the round with a supply talisman. It's heavily recommended you spend one charge on a tome, as without it you cannot draw runes, and you will lose access to all the cult powers until a fellow cultist gives you one.
List of Available Talismans
The tome allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood.
By using a construction talisman on platsteel, you are able to get runed metal. With it you can build several structures, with unique powers. You can unanchor cult buildings by hitting them with your tome.
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 a construction talisman on 25 metal sheets, from an artificer, or from a starting talisman.
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.
A complete guide to constructs can be found here. Artificers will poop out new soulstones and shells, wraiths can kill the AI, and juggernauts are great tanks.
Threats to the Cult
Even with access to a large amount of different runes and talismans, there are still several threats to the cult on the station.
The followers of Ratvar want nothing more than do summon their machine god, so it can take revenge on our beloved Nar-Sie. Due to their connection to Ratvar, they or their constructs can not be converted, but they also can´t convert followers of Nar-Sie. 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.
Even the best prepeared cultists will have trouble to defend themselve against the united power of security .Especially if the Chaplain Helps them. The Chaplain is able to turn normal water into Holy Water, which will turn cultist back to normal people, if it stays long enough in their system. The Chaplain is also immune to cult magic and his bible is able to make hidden runes visible.
- Cultists can know a rune's name and effects by examining it.
- Your tome is a robust burning weapon.
- The chaplain is immune to your magic. Don't attempt to use talismans on him, or you will get discovered and beheaded.
- Keeping a shade in a soulstone with you will allow you to use two-person runes by yourself, by releasing and then recapturing the shade.
- Cultists often find a use for medibots. Having a single bot with a low threshold, backed up with the odd bruise pack, can allow a tiny number of cultists to summon and arm a vast number of ghostly warriors to their aid. A single bot can juggle multiple people at once, if they are relatively close to each other. Pylons also serve this purpose very well.
- Engineering staff during cult are top-priority converts, as they can sabotage telecomms for you, or build secret bases in space.
- Are you cult? Got talismans? You can store them on a clipboard, and nobody ever checks clipboards, especially if you're QM or another role that spawns with them. Right-click the papers to label them and keep track of their effects, or just examine them.
- Get some platsteel either from mining, stealing it from robotics, engineering or EVA storage, or deconstructing reinforced walls/tables if you are desperate.
- Drag paper bins onto you to pick them up. A single paper bin holds 30 papers, and that's 30 potential talismans!
- Always be ready to summon a cultist in trouble. He will likely not be able to call for help on the cult chat, so keep an eye on normal comms. Even better if you have someone in Astral Communion to warn you.
- Astral Communion is an incredibly powerful exploration tool, and ghosts can give you precious hints.
- The EMP rune's area of effect scales with invokers, and can hit most of the station if placed in a central enough spot, effectively working as a powersink. Combine this with crowbars for free access everywhere.
- Are almost all other cultist dead? Get a medibot and create a ghost army with Manifest Spirit and arm them with Talismans of Arming.
- Manifest Spirit is also useful for getting those missing cultists you need for the Nar'Sie rune.
|Game Modes on /tg/station|