SERVICE STAFF | |
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Access: Chapel office, Morgue, Crematorium, Theatre Additional Access: N/A Difficulty: Easy Supervisors: Duties:Hold services and funerals, cremate people, preach, deal with heresy, etc Guides: Blood Cult, Religion, Sects Alternate Titles: Priest, Preacher, Reverend, Oracle, Pontifex, Magister, High Priest, Imam, Rabbi, Monk |
As a chaplain, you would ideally proselytize whatever crazy religion you've made up for that round over your headset. However, besides your office, the hellish crematorium next to your office, and the rarely used morgue, you have no access.
It is vital that you use the radio to call people to the Chapel, because otherwise, it is less frequented than the Library.
Bare minimum requirements: Hold a funeral if someone asks. Cooperate with security in the event of a cult. Follow your religion.
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.
You have to set the name of your god and religion in the Character Setup window before the round starts, else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin. The resulting Bible starts with a bottle of whiskey, and perhaps some other junk; you may want to store the holy water on your desk.
Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage unless the victim congregant is wearing robust headgear (helmets, and any child of the helmet class, including space helmets.) You can even revive people who are in critical condition! Be careful, depending on the skin you've picked for your book, there may be additional effects! (The flaming skin sets flammable substances on fire for example, specially ones your target is covered in while you try to heal them).
It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that person's hands. However, others CAN access the content of the book itself.
Armaments beacon
This remote allows you to drop in a box with select chaplain-y clothes. The armor values are all 50 melee, 10 bullet, 10 laser, 10 energy, 80 acid, 80 fire (Same as the Riot Suit) except for the "Followers of the Chaplain" kit and the "Divine Archer" kit.
This is a black book that teaches one person the spell "Smoke"
The obsidian rod will be your defense against the forces of evil. Having it in your possession will make you completely immune to the effects of cult-related magic. It will also destroy any runes/sigils and is an excellent weapon in general.
You can transform it into a holy weapon of choice by using it in hand! Options are:
Icon | Name | Benefits | Drawbacks | Notes |
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# | Null Rod | + Deals 18 brute damage on hit, and 10 when thrown. + Fits in pockets and the belt slot. |
- None | The default null rod that all others are balanced against. Unless otherwise stated, all other rods deal 18 brute damage (10 when thrown) and provide magic immunity. |
# | God Hand | + Deals burn damage instead of brute. + Can't be stolen from you. |
- Can't be dropped once equipped. - Deletes itself if you lose your arm. |
Has a similar appearance to a Cultist's stun hand. |
# | Chainsaw Hand | + Can be used as a (slower) saw tool. + Can (slowly) butcher things. + Can't be stolen from you without dismemberment. |
- Can't be dropped once equipped, unless you lose your arm. | |
## | Red Staff Blue Staff |
+ While held, 50% block chance. + Projects a snazzy shield. |
- Deals 5 brute damage on hit. - Can only be worn in the backpack slot. |
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#### | Holy Claymore Hanzo Steel Dark Blade Force Weapon |
+ While held, 30% melee block chance. + Sharp. |
- Can only be worn in the backpack and belt slots. | All four have identical stats but different appearances and sounds. |
### | Light Energy Sword Dark Energy Sword Nautical Energy Sword |
+ While held, 30% melee block chance. + Sharp. |
- Can only be worn in the belt slot. | Shares an appearance and sounds with the standard energy sword/cutlass. Can't be sheathed, though. |
# | Extradimensional Blade | + While held, 30% melee block chance. + Sharp. + Deals up to 30 damage on hit... |
- Can only be worn in the backpack slot. - ...but as low at 1 damage. |
Damage dealt is randomized each hit. |
## | High Frequency Blade Dormant Spellblade |
+ 35 armor penetration. + Sharp. + Significant bonus to butchering. |
- Can only be worn in the backpack slot. | Identical save for appearance and sounds. |
# | Possessed Blade | + 35 armor penetration. + Sharp. + Significant bonus to butchering. + Can be used in-hand to invite a ghost to possess it. |
- Can only be worn in the backpack slot. | Identical to the HFB/Spellblade, but allows a dead player to possess it. Whoever possesses it can rename the blade, and can talk, but can't do much else on their own besides be your sword buddy. |
# | Chainsaw Sword | + While held, 30% melee block chance. + Sharp. + Can be used as a (slower) saw tool. |
- Can only be worn in the belt slot. | |
# | UNREAL SORD | + Can be worn in the belt slot. + KICKIN' RAD |
- Deals 4.13 damage on hit. | This thing is an unimaginable piece of shit. |
# | Relic War Hammer | + Can test the brain health of others by buckling them to a chair, aiming for the legs, and right-clicking them. | - Can only be worn in the belt slot. | |
# | Dark Blessing Unholy Blessing |
+ Significant bonus to wounding unprotected body parts. + Sharp. + Can't be stolen from you without dismemberment. |
- Worse at butchering than most sharp objects. - Negative penalty to wounding protecting body parts. - Can't be dropped once equipped, unless you lose your arm. |
The Dark Blessing is identical to a changeling's armblade, and the Unholy Blessing to a changeling's tentacle arm. |
# | Clown Dagger | + Sharp. + Fits in pockets and the belt slot. + Honk! |
- None, surprisingly. | Honk! |
# | Hypertool | + Deals brain damage instead of brute. + Fits in pockets and the belt slot. + 35 armor penetration. |
- Brain damage only has an effect at high levels, so it's arguably worse for killing people. | |
# | Holy Whip | + Super effective against vampires. + Fits in the belt slot. |
- None. | |
# | Atheist's Fedora | + Can be worn on your head. + Sharp. + 30 damage when thrown. |
- Deals 0 melee damage. | |
# | Carp-Sie Plushie | + The first time it's used in-hand by a holy priest, it grants Carp-Sie's blessing, making wild carp friendly. | - Deals 15 brute damage (3 less). | |
# | Monk's Staff | + While held, 40% melee block chance. | - Deals 15 brute damage (3 less). - Can only be worn in the backpack slot. |
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# | Arrhythmic Knife |
+ Randomly speeds you up when held. + Sharp. |
- Randomly slows you down when held. - Can't be equipped anywhere or put in backpacks. |
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# | Unholy Pitchfork | + Sharp. | - Can only be worn in the backpack slot. | |
# | Pride-Struck Hammer | + Deals 15 damage when thrown. + 30% chance on hit to transfer some chemicals in the wielder's body to the target. + Can test the brain health of others by buckling them to a chair, aiming for the legs, and right-clicking them. |
- Deals 16 brute damage (2 less). - Can only be worn in the backpack slot. |
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# | Ancient Spear | + 10 armor penetration. + Pointy. |
- Can only be worn in the belt slot. | Never forget what those Nar'Sian cultists did to our boy Rat'var. |
# | Egyptian Staff | + Can be worn in the backpack slot. + Enables crafting exclusive Mummification clothes. |
- Can't fit in pockets. | |
# | Nullray | + Holds 5 shots, each dealing 18 damage. + Can be reloaded via prayer. + Is a gun. |
- Can only be chosen and fired by becoming fully burdened in the Punished God sect and becoming a psyker, before transforming your rod. | More of a reward for a challenge sect than a normal choice. The name and description are chosen randomly. |
# | Divine Bow | + Fires arrows that deal 20 brute and have a chance to wound. Comes with 10 arrows and a quiver. + Arrows can be coated in 5u of any reagent by dipping them in containers. + Adherents to the Pyre Sect can use the Blazing Star rite to upgrade arrows to blazing star arrows, that ignite targets and explode already burning ones. |
- Arrows must be inserted into the bow, and the bow drawn, before every shot. - If not recovered after use, only 10 arrows are granted. - The bow can only be worn in the backpack slot, and the quiver in the belt slot. |
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# | Vorpal Scythe | + Once implanted into an arm, can be retracted and extended at will. + Has a 2 tile range. + 50 armor penetration. + Sharp. + 10 wound bonus (15 against exposed bodyparts). + Right click a humanoid while not on combat mode to, after 15 seconds, perform a death knell and decapitate them. + Performing a death knell on a sentient humanoid empowers the blade for 2 minutes, granting 20 brute damage on hit. + The heads of decapitated victims become haunted. + Bonus damage against plants. |
- 10 brute damage on hit unless satisfied. - Attempting to retract the scythe when it isn't empowered (for 2 minutes after a death knell) or sated (for 4 minutes after attacking a non-monkey creature) causes it to attack you, dealing 25 brute damage with a chance to wound. |
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# | Possessed Chainsaw Sword | + 30 damage on hit. + 35 armor penetration. + Sharp. + Significant bonus to butchering. + Can be used as a saw tool. + Can be used in-hand to invite a ghost to possess it. |
- Can only be worn in the belt slot. - Only available to ERTs. |
Sects allow to change the mechanics for the Chaplain. You may choose to sacrifice your ability to heal carbons to heal synthetic limbs and charge cyborgs, or maybe increase the amount of heal by sacrificing money on each thanks to the Greedy God's 'favors'.
You may also get tougher with the teaching of the Sparring God, or join the maintenance dwellers and be a holy space hobo.
Each chaplain is free to invent the details of their rituals.
Funerals: You have a stock of coffins and burial garments you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.
Psychological care: This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.
Church Services: Give sermons and sing hymns.
Proselytizing: Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of demon's blood, public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).
Blessing Rooms: Your bible has the power to turn ordinary water into holy water by blessing smacking the container with it. Holy water stops any Evil Spirits or Magical Beings from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.
Other possible activities: Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to the singularity/Clown Planet/the AI Satellite/the Derelict Station.
The Mass Driver's primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the radio if no one is present), move the casket into the driver and fire it.
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space; for safety reasons, make sure they are adequately equipped before letting them through. This will send them towards the derelict station.
The Crematorium is used to turn bodies into ash, including those of xenos. Remember to strip the body before cremating it.
The Pray command is like an adminhelp, but is IC, and should be worded deferentially (e.g., "Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but performing an elaborate ritual to your chosen god may be more favorable!
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.
During a cult invasion, you will suddenly find yourself a vital part of the station's security force, and also a target. You will want to ensure Security has a stock of holy water to deconvert cultists -- remember that your bible can bless any water it comes into contact with -- and Security may want your null rod as well. Your bible can be used to detect nearby hidden runes by hitting the floor with it. This can be invaluable in finding suspected cult bases. Finally, you are immune to cult magic, which will help you if you decide to go BATTLE PALADIN and valid save everyone. For more information, go here.
If your god hates you enough, you may also encounter a Revenant, an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.