Chaos Cultist

## What do?

Cultists are what happens when Heretics come together and the Chaos Gods notice them. Cultists have a variety of heretical Chaos powers that they can draw on via Sigils and Runes.

As Cultists, you can either devote to one God, or all of them (Chaos Undivided).

### **Khorne**

is the god of battle, martial honour, and oh yeah, BLOOD! Although primarily formed from hate and rage, bravery and honour are also thrown in the mix. Also in the mix are mercy (in particular, mercy for those too weak to put up a fight), courage, regret, fear, athleticism, determination, daring, impulsiveness, and struggling onwards in the face of all odds.

* Gender - Man
* Main Enemy - Slaanesh (Khorne considers him/her/it/hermaphrodite to be too frilly), although he's also not a big fan of Tzeentch (2tricky4me).
* Bro god - Nurgle,
* Dedicated Chaos Space Marine Legion - The World Eaters, other various chapters and bands of warriors dedicated themselves to him since. Also has IG-equivalent armies like the Blood Pact.
* Sacred Number - 8

### **Nurgle**

#### is the god of filth, pestilence, decay, and generally being a cool dude. Formed from despair and fear of death, acceptance and stoicism are also included. Other values include inevitability, empathy, kinship, happiness, struggle, love, tradition, mercy, and memory. Nurgle is also notable for being the only Chaos god that cares for his followers whatsoever, bordering on love. Also note that one aspect of him that is played up in the End Times is that he is in fact the god of life; only, for him it means unrestrained, infinite life (Case in point, Tumor)

* Gender - A (slob of a) man. A VERY fat one.
* Main Enemy - Tzeentch, the paragon of HOPE and CHANGE, in opposition to Nurgle's representation of decay and inevitability.
* Bro god - Khorne, mostly because Nurgle is the only Chaos god Khorne doesn't entirely hate.
* Dedicated Chaos Space Marine Legion - The Death Guard. Has tons of other followers like the The Purge (omnicidal wackos who have no problem using chemical and virus weapons on helpless populations), Apostles of Contagion (Zombie Plague afficianados), the Lords of Decay (utterly loyal Marines sent to die in the Eye, holy fuck these guys made a direct assault on the Solar System and won Pluto), and human IG armies like the rebellion on Vraks
* Sacred Number - 7

### **Slaanesh**

is the god/dess of pain, pleasure, and perfection... or, in other words, a god of emotions formed from emotions, not all of which are bad. In 40k (WHFB didn't elaborate how Slaanesh was born, so we can only assume s/he manifested normally like the other Gods), the Eldar created him/her/it/hermaphrodite by having so many damn orgies they tore a hole in space. Formed mainly from hedonism and excess, love and creativity are also attributes of Slaanesh. Others facets include kindness, tranquility, jealousy, sensuality, DRUGS, expression, individuality, DUBSTEP, joy, peaceability, HEAVY METAL, and admiration (so quite literally the god of sex, drugs, and rock 'n roll!).

* Gender - Whatever you want it to be baby! In WH Fantasy you'll see illustrations of a lecherous old hag / old man / old bits-of-both; in WH40k depictions are of a young flamboyant hermaphrodite/ transsexual.
* Main enemy - The brutish Khorne, obviously. H-he never calls...
* Bro god - Tzeentch, although that's mostly because he's the least icky of the Chaos gods. Her friendship with Nurgle is a bit questionable since he did stealIsha during Slaanesh's proverbial....and literal, raping of the former Eldar empire, though it isn't shown anywhere that Slaanesh still openly detests Nurgle for that (Hell, at one point, their daemons temporarily joined forces together). Generally the most open to working with the others.
* Dedicated Chaos Space Marine Legion - Emperor's Children. Also has others to call on like The Flawless Host (their drugs make Emperor's Children ones look like a weak store coffee), Violaters(these guys body sculpt themselves enough to make a Tzimisce well up with pride), as well as, again, various IG-equivalent armies.
* Sacred Number - 6

### **Tzeentch**

is the god of Just as planned and magic. Tzeentch is formed from paranoia and plotting, but also, amazingly enough, hope and ambition. Other values include trust, happiness, dissatisfaction, aspiration, progress, knowledge, learning, protection, will, and change.

* Gender - Always changing.
* Main Enemy - Nurgle, who won't get off his damn ass to do anything, refuses to change...
* Bro god(dess) - Slaanesh, who isn't as brutal as Khorne and not as much of a lazy bastard as Nurgle. Plus, she's nice to little Tzeentch!
* Dedicated Chaos Space Marine Legion - Thousand Sons. Unlike the other gods, Tzeentch apparently doesn't have any IG-equivalent armies dedicated to him in particular. Most likely the reason for this is because if a Guardsman is going to turn to a specific Chaos god, the prospect of power and unending glorious conquest, freedom from all pain and suffering, or all the booze, drugs and whores you can handle and then some are much more attractive options than becoming some nerd's pawn.

Sacred Number - 9

### **Malal**

is the god of fractiousness and dissent, which, given the company he keeps, makes him a tad redundant. That being said, he did have awesome champions who lived solely to hunt down the greatest champions of the other gods, which is pretty Awesome.

* Gender - Male. Probably. We think.
* Main Enemy - EVERYONE. Because Malal's an edgy loner who doesn't play by the rules.
* Bro God(ess) - What part of edgy loner did you not get?
* Dedicated Chaos Space Marine Legion - The Sons of Malice. And that just about sums it up. No IG Equivalent, no daemon spawn, nothing. So yeah, that pretty much makes him a god of hipsters too.
* Warriors of Chaos "Hero"/Chaos Tribe: A fellow named Kaleb Daark was Malal's first revealed servant, who swung around a pterodactyl head on a stick. The Ogre Skrag the Slaughterer fucked up dwarves in his name before pussing out to follow some shitty Ogre god. There's a small tribe of Beastmen named the Claws of Malal as well.
* Sacred Number - 11

### ALL HAIL LORD SINGULOTH

You can praise Lord Singuloth, God of Hunger and Devastation. Usually this culminates in someone combining two Bags/Belts of Holding to unleash your Hungry Lord. In the Cult of Singulo, people who run around going BLOOD FOR THE BLOOD GOD or PRAISE NURGLE should be murdered, for there is only Singuloth, and He is your master. Commonly, gaining favor with the All-Consuming Lord involves wanton destruction, in the form of bombings and explosions, or even cannibalism. Yes, cannibalism. God of Hunger. Favors from the Singulo are usually manifest in the form of Tunnel Clowns, his lesser daemons of horrific reputation, and bombs. Lots of bombs.

### PRAISE NAR-SIE

See any other SS13 Wiki for this one, it's pretty standard. Nar-Sie is the God of Pure Evil and Abominations, he doesn't give two shits what you do to fuck everyone over, just DO IT IN HIS NAAAAME. Be EVIL. His Favors are usually transformation into wicked abominations of pure evil, or random tools to cause evil. Go kill Ian. So evil.

## How play?

### SMALL TIP CHAOS SPACE MARINES, CHANGELINGS, SORCERORS, BLOBS AND HERETICS ARE YOUR BROS

Work with these people, make sure they're your allies. Unless you're on the opposite end of the pantheon.

As a cultist, you have an abundance of cult magics at your disposal, something for all situations. In order to use cult magic, you need an Arcane Tome and the correct word combination to form a rune. If you've started the round out as a cultist, you are given a piece of paper (talisman) that you can use to spawn 3 special one-time use talismans, memories of your cult objectives, and the translation of several words. These words are the basis of Nar'Sie's magic and getting the rest are key to being able to use all the runes listed in your tome.**Teamwork is key!**

Starter cultists will generally do three things at the beginning:

1. Find a small private area.
2. Use the Talisman to summon a Tome.
3. Contact your cultists brothers and sisters through your Tome (communication is private and has no limit).
**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!**
4. Increase their members via conversion. If you have an escape on the shuttle objective, you have to do this.
5. Learn their words via sacrifice. If you want to use any of the fun runes, you have to do this.
6. Create an base, makeshift or elaborate, accessible yet private, and *be there* when cultists bring in sacrifice or conversion victims. Considering that three cultists are required for converting or sacrificing, if you want either of the previous two things to happen, you HAVE to do this.

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 tome's commune, but do this in private unless you want the captain to stroll by and overhear you. Remember, **if you get caught, you endanger the entire cult.**

#### Conversions

Conversion works much like sacrifice. There are two ways to get converts: roleplay and convince someone to join you, praying they don't immediately rat you out to security; or (more likely) kidnap them as above and drag them to a convert rune **(Requires 3 members standing by it)**. Conversions leave no evidence besides the rune, which can be removed.

**As a Newly Converted**

If you were not given a tome, ignore this section. If you were given a tome, then read the notes. If the cultist was sensible, he has copied over words to your tome for you to use. If not, wait until you find another cultist and ask them in a whisper to add to your tome. Once they do, you can scribe a convert rune in a secure location and use any way of stunning them, preferably a stun talisman, to convert them. Other ways work but they may have time to scream for help.

#### Sacrifice

Technically it is possible to learn words via brute-force trial and error: adding guesses at translations to your tome and seeing what you get. This is not a recommended method, since using a rune scribed with incorrect words does a great deal of brute damage, but all proper runes (with the exception of armor) have fixed colors.

You will more often rely on sacrificing. The easiest way:

1. Spawn a tome (if you don't already have one) and get a stun talisman. Either scribe a rune in your base, or have a secluded area in mind where you'll do it.
2. **Tell the rest of the cult your plans and the location of the rune/base so they can be there when you need them.**
3. Find someone alone, and click on them with the stun talisman -- other ways work, but the victim may be able to scream for help. They'll collapse for a long while.
4. Incapacitate them, remove their headset, and drag them to your rune.
5. Invoke the rune by clicking it with an empty hand **(Requires 3 members standing by it)**

For your efforts, Lord Nar'Sie will grant you the translation of a word, and the soul of the sacrificed human will be trapped in a soulstone, which can be turned into a constructif an empty shell is available. Sacrifices also leave a pile of bones and scattered gibs.

Nar'Sie might also request his followers sacrifice a specific heretic, usually a member of Security or Command. For this sacrifice, your god will reward you with more words.

### The Talisman

This is the bread and butter of your magic. If you know the three words for a rune, you can scribe it via the tome's "Scribe Rune" option. Scribing a rune does a small amount of brute damage.

There are 10 words used for rune scribing, which translate to: "travel", "self", "see", "Hell", "blood", "join", "technology", "destroy", "hide", and "other". Every cultist starts out with the words for "hell," "join," "blood," and "self," which are the words that make up the conversion rune and sacrifice rune.

A rune can be activated by clicking on it with an empty hand. If the conditions for its activation are satisfied, and the rune is valid, the rune will activate, and you and any other chanters will chant the correct incantation automatically; otherwise, the rune will fizzle, and the cultists will shout out a confused, meaningless incantation. If a rune is no longer needed, it is wise to erase it by hitting it with your tome.

The special requirements of most runes are self-explanatory: at least two linked teleport runes are required to teleport, etc. One less obvious requirement is the chanter requirement: some runes, including Convert and Sacrifice, are so powerful they require a certain number of cultists (usually three) adjacent to the rune for it to activate.

## AND REMEMBER!

Tzeentchians and Nurglites never get along, as well as Slaaneshi and Khornates. Khornates think Tzeentchians are weak and cowardly. Singularians just plain hate everyone. Nar-sians do too. Khornate Cultists and Khornate Berzerkers are best bros 4 lyfe, and Tzeentchian Cultists, Tzeentchian Sorcerors, and Changelings are pals too. Blobs and Nurglites are the same.