06-17-2021, 01:31 PM
So after approximately zero feedback on my original cultist idea a year ago im going to try again
some goals this time around
-many gimmick possibilities... obviously
-Friendly cults should be more common than antagonistic cults to prevent valid hunting
-RP friendly because that's what i mainly play on (interaction with other people)
-Should add as few existing systems as possible (like using the ritual magic system instead of adding a new magic system)
-cultist civil wars should be a possibility because that's interesting but they shouldn't too common
So here we go
So to begin here's how cultists work, cultists get the ability to use the ritual magic Kyle made and in exchange obey the cult leader.
The cult leader gets ritual magic, an infinite use catalogue (the thing Kubius is working on) to order cultist supplies (probably wont be cheap) and an enormous target on their back, The cult leader by default is the chaplain because they don't get much and its fitting. Leadership would either pass peacefully (like the leader retiring and handing control to someone they trust) or violently (like an antag murdering the leader and seizing control for themselves)
the way leadership would pass would be by using the current leader's pda on the person its being transferred to's pda and then that pda gets a fancy symbol on the screen denoting it as the cult leader's pda and the cultist catalogue.
the way cultists would know whos leader is simple, if a person has the leader's pda on them, they get the icon and a diffrent colored name on the radio and should be obeyed (except for specific circumstances but that'll be covered later).
Now antags cant just murder the leader in front of the cult and expect to get away with it, as cultists don't have to listen to obey the leader if they have solid evidence the previous leader didn't hand over power willingly.
Some other things:
-converted antags dont have to obey the cult leader
-converted security officers should obey the leader unless they're ordering them to do something against the law
-Cultist would probably happen every round in my vision just be mostly peaceful
-regular cultists shouldn't perform antagonistic actions unless the leader orders them to
-it matters if the leader became leader without the previous leaders consent, not if theyre an antag or not
Possible gimmicks and interactions with the rest of the station.
-Science produces drugs, poisons, explosives, and medicine, odds are the cult will want at least one of these things
-They could use their magic to help medbay, or maybe compete against it and show the world that modern medicine is a scam and magical healing is the future
-Engineering: those crates of cultist supplies arrive to someone, and maybe the leader wants the cultists to help build a proper church.
-Go to war against security if your leaders an antag, or maybe help them catch criminals if the leader isnt
-Become the holy order of the janitor, or start cthulhu's pizzaria, or maybe just smoke weed together and hotbox the chapel regularly.
-build an off station church because with the power to summon air, pressurization should be easy
-become a private security company and be better than security with your magic... or not.
-convert command and make the cult leader the new captain of the station
-declare a section of the station independent, because if cargo's going to go indepedent might as a well have a cult support its independence.
What do you people think, im open to feedback
some goals this time around
-many gimmick possibilities... obviously
-Friendly cults should be more common than antagonistic cults to prevent valid hunting
-RP friendly because that's what i mainly play on (interaction with other people)
-Should add as few existing systems as possible (like using the ritual magic system instead of adding a new magic system)
-cultist civil wars should be a possibility because that's interesting but they shouldn't too common
So here we go
So to begin here's how cultists work, cultists get the ability to use the ritual magic Kyle made and in exchange obey the cult leader.
The cult leader gets ritual magic, an infinite use catalogue (the thing Kubius is working on) to order cultist supplies (probably wont be cheap) and an enormous target on their back, The cult leader by default is the chaplain because they don't get much and its fitting. Leadership would either pass peacefully (like the leader retiring and handing control to someone they trust) or violently (like an antag murdering the leader and seizing control for themselves)
the way leadership would pass would be by using the current leader's pda on the person its being transferred to's pda and then that pda gets a fancy symbol on the screen denoting it as the cult leader's pda and the cultist catalogue.
the way cultists would know whos leader is simple, if a person has the leader's pda on them, they get the icon and a diffrent colored name on the radio and should be obeyed (except for specific circumstances but that'll be covered later).
Now antags cant just murder the leader in front of the cult and expect to get away with it, as cultists don't have to listen to obey the leader if they have solid evidence the previous leader didn't hand over power willingly.
Some other things:
-converted antags dont have to obey the cult leader
-converted security officers should obey the leader unless they're ordering them to do something against the law
-Cultist would probably happen every round in my vision just be mostly peaceful
-regular cultists shouldn't perform antagonistic actions unless the leader orders them to
-it matters if the leader became leader without the previous leaders consent, not if theyre an antag or not
Possible gimmicks and interactions with the rest of the station.
-Science produces drugs, poisons, explosives, and medicine, odds are the cult will want at least one of these things
-They could use their magic to help medbay, or maybe compete against it and show the world that modern medicine is a scam and magical healing is the future
-Engineering: those crates of cultist supplies arrive to someone, and maybe the leader wants the cultists to help build a proper church.
-Go to war against security if your leaders an antag, or maybe help them catch criminals if the leader isnt
-Become the holy order of the janitor, or start cthulhu's pizzaria, or maybe just smoke weed together and hotbox the chapel regularly.
-build an off station church because with the power to summon air, pressurization should be easy
-become a private security company and be better than security with your magic... or not.
-convert command and make the cult leader the new captain of the station
-declare a section of the station independent, because if cargo's going to go indepedent might as a well have a cult support its independence.
What do you people think, im open to feedback