User talk:ChangelingRain
| ENEMY STAFF | |
Servant of Ratvar |
Access: Whatever you have 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 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 Four start off bound to Geis, Replicant, Sigil of Submission, and Replica Fabricator, 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 50 CV to unlock.
Scripture names in italics signify important scripture necessary to success.
| Image | Name | Component Cost | Description | Invocation Time | Invokers Required |
|---|---|---|---|---|---|
| Ocular Warden |
2 Belligerent Eyes |
Creates an Ocular Warden, which will automatically damage nearby non-Servants within 3 tiles of it and generate Vitality from each attack. It requires 25W to attack, 125W per second. |
8s | 2 | |
| Judicial Visor |
2 Belligerent Eyes |
Creates a Judicial Visor, which protects from flashes and can create a Judicial Marker at any location in view. Judicial Markers immediately apply Belligerent's effect and briefly knock down, and anyone still near the marker after 3 seconds will take high damage. |
5s | 1 | |
| Vitality Matrix |
2 Vanguard Cogwheels |
Creates a hard-to-see Sigil that, when crossed by a non-Servant, will rapidly drain them of health and produce Vitality. | 6s | 1 | |
| Prolonging Prism |
2 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 | |
| Interdiction Lens |
1 Belligerent Eye |
Creates an Interdiction Lens, which imposes an Interdiction Field on the nearby area as long as it remains active. The Interdiction Field will gradually drain power from APCs, SMES units, and non-Servant cyborgs, storing drained power globally, then immediately disrupt all cameras and radios in the Field. |
8s | 2 | |
| Mania Motor |
2 Geis Capacitors |
Creates a Mania Motor, which causes minor damage and a variety of negative mental effects in nearby non-Servant humans. 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 | |
| Tinkerer's Daemon |
1 Geis Capacitor |
Creates 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 | |
| File:Ratvarspear.png | Function Call |
2 Replicant Alloy |
Provides the invoker with the abilities to call forth a Ratvarian spear and to summon a set of Ratvarian armor at any time. The spear does moderate damage in melee and adds some Vitality to the global pool when attacking. |
5s | 1 |
| Tinkerer's Cache |
1 Belligerent Eye |
Creates a Tinkerer's Cache, which stores items that can be accessed from any cache. | 5s | 1 | |
| Clockwork Obelisk |
1 Vanguard Cogwheel |
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 and 300 CV 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.
Most Clockwork Structures can be unsecured from the floor with a wrench, though this will damage them for about 25% of their maximum Health.
This only applies to actual structures; windows, tables, and walls all have their own deconstruction/unsecuring steps.
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
| Image | Name | Description | Usage Tip |
|---|---|---|---|
| Brass Sheets | Brass sheets can be produced directly from a Fabricator. Brass can be used to construct various brass objects or used to fuel Replica Fabricators and Sigils of Transmission. |
Brass is a useful way to create structures in places that lack objects for a Replica Fabricator to replace. | |
| Judicial Visor | Judicial Visors can create a 3x3 Judicial Marker at any location in view. Judicial Markers will explode after three seconds, stunning, muting, and damaging all non-Servants in the area. |
Judicial Visors protect from flashes and the Judicial Marker stun is long enough to convert with Geis if done quickly. | |
| Wraith Spectacles | Wraith Spectacles allow True Sight at the cost of rapidly deteriorating vision. Wraith Spectacles can be worn for about a minute before they start to inflict permanent vision damage. |
Use Wraith Spectacles to quickly check if anyone is near your base before exiting. | |
| Clockwork Armor | Clockwork Armor provides exceptional melee armor(80%), bullet armor(70%), and bomb protection(60%) at the cost of a slight increase in laser damage(25%). | Clockwork Gauntlets provide shock protection. | |
| File:Ratvarspear.png | Ratvarian Spear | Ratvarian Spears are decent melee weapons that do increased damage to cyborgs and cultists. Attacking a pulled human with the spear will do massive damage to them and stun. |
Ratvarian Spears last for 3 minutes once summoned. Throw the spear at a cyborg, walk up to it, prepare Geis, and use the Judicial Visor on it to secure a conversion. |
| Replica Fabricator | Replica Fabricators can be used to replace a number of objects, including floors and walls, with Clockwork variants. Replica Fabricators can also be used to repair clockwork structures and constructs at a rate of 25W power to 1 health. |
Replica Fabricators start with 2250W power and gain 12.5W per second. | |
| Soul Vessel | Soul Vessels can be placed in Cyborg Shells, Cogscarab Shells, and Anima Fragment Shells once filled. You can attack a dead or unconscious non-Servant human with the Soul Vessel to capture their consciousness as an alternative to using it in-hand to attract a spirit. |
Soul Vessels can be used as a teleport target for Spatial Gateway. | |
| Cogscarab Shell | Cogscarab Shells can be powered by a Soul Vessel to produce a Cogscarab, which is weak, but has a fast inbuilt Fabricator that charges twice as fast, access to the Hierophant Network via :b, and a set of fast tools. | The Cogscarab Shell is absolutely useless without a Soul Vessel, and should not be created without one. | |
| Anima Fragment Shell | Anima Fragment Shells can be powered by a Soul Vessel to produce an Anima Fragment, which has low health with gradual regeneration, powerful melee attacks, and high speed, but temporarily slows down when attacked. | The Anima Fragment Shell is absolutely useless without a Soul Vessel, and should not be created without one. |
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 File:Cultist.png
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 File:Generic hos.pngFile:Generic chaplain.png
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.̛̟
Game Modes on /tg/station
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