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title: 'Rexetics: Ideas for different heretic reworks'

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# Rexetics: Ideas for different heretic reworks
As the title says the following document contains different ideas for heretic reworks excluding the main one worked on by EnterTheJake, I may flesh a select amount of them out with what I would do with each individual path
## Shared ideas
- All of the following retain the basic gameplay loop of heretic, involving sacrifices on runes, but to different ends
- All of the following involve the removal of sidepathing in its current state

# Heretic - Occultist
## Basics
"Remove ascension entirely. sacrifices cause "omen" events that are stationwide and flavoured to the path. heretic's powers come from the artifacts and baubles they can craft with forbidden knowledge. point gain is passive and multiplied by sacrifices to be able to use more artifacts at the same time" -DrearyDoom
## Artifacts
Artifacts are the new main way for heretics to gain power, for each one active it drains 1 point every 5 minutes. Once an artifact is activated it cannot be re-activated until after it has drained 1 point. 

Artifacts are unlocked through points or through siphoning a rift. 

Artifacts are crafted through rituals, with more powerful artifacts requiring harder to gain and more esoteric items. 
Examples of artifacts that could be made:

### Painters brush
- Head
- Brush
- Blood stain
Use on canvases to turn them into cursed paintings, requires 30u of blood in this process.
### Mask of the waltz
- Mask
- Leather
When used in hand on someone and then worn Mask of the waltz will turn you into a copy of that person. It can also be destroyed with an ability for you to swap positions with that person, this will cause your disguise to drop after a minute.
### Sliver of the moon
- 10 stacks of Glass
- Blood
- Tongue
Moon heretic exclusive. Sliver of the moon is a weapon which causes immense sanity loss on hit and when the target is hit whilst below a certain sanity the sliver will embed into the targets heart, requiring surgery to remove and cause increasingly crippling hallucinations until removed, if not removed in time the target will snap and go berserk. 
## Passive point gain
Instead of gaining points through sacrifices and rifts these heretics gain points passively, gaining 1(unsure about this number, can be tweaked) point every 5 minutes, this is multiplied by their amount of sacrifices, with each one adding 1 point to the passive gain.
## Omens
Caused when a target is sacrificed by a heretic these Omen events cause havoc stationwide and are path specific. Im thinking like 3-4 per path? Perhaps more?

### Dance of the dead - Flesh
A portion of the corpses aboard the station will rise again as misrose, they will slowly degrade over time, however whilst present they will attempt to halt their degredation through the consumption of hearts. The misrose have claws through which they can open up the ribcages of deceased. These misrose will be offered to ghosts however if one is not occupied by a player it will instead be ai controlled and attempt to attack anyone nearby.

## Paths
Each path shares artifacts however the one you select impacts which Omen events occur upon sacrifices and adds a few path specific artifacts. Paths no longer progress, instead you start with the specific grasp ability and your paths blade. The artifacts are in the same pool as the others.
## Advantages
## Disadvantages

# Heretic - Cursemonger
## Basics
"I was thinking of a heretic re-design for a while focusing more around spell crafting and tailsmens, more witchy like leaning into the ritual spells, "curse" crafting, triggers ect. but I'm not going to code that so all I can do is go "ehh, wouldn't it be cool?""
Research is also gained through curses instead of sacrifices -Eepy Fuji

Cursemonger is designed to be highly modular, letting the player tailor their own choices more.
## Curse crafting
Curses are crafted in a new menu where you chose the trigger of the curse, which is what is required for the effect to occur. Wilds are wildcards which can be used to radically alter or otherwise change curses. When a curse triggers it will gain you points based on the trigger. 

Points have to be used to unlock new triggers, effects, wilds, rituals and talismans. These are unlocked in tiers for the heretic with the most powerful being unlocked the latest. There is a generic pool of triggers, effects, wilds, rituals and talismans available to all heretic paths to unlock.

Curses are made on runes, if you wish to curse an item you need to place that item on the rune, if you want to curse a person or corpse you need to bring their blood on the rune.

Curses are destroyed upon triggering their effects, unless they are imbued with harmonious ingredients, the harder the ingredient the more triggers the curse can get before being destroyed.

Curses can only be seen by heretics and chaplains. Curses can also be removed using a bible on the item in the chapel with a do after, and for a curse to be removed from a person they must lay down on the altar and have the chaplain perform a rite upon them. If no chaplain is available you need to trigger a holy water overdose.

The following are EXAMPLES, that can/should likely be changed before implementation.

"Oh, i forgot to say, it's possible for the strongest effects, or for certain quantities of multi triggers, that we would want to inform the cursee with some information like "you feel a bad omen, you should seek spiritual help" whereas weaker effects don't need it
"
### Triggers
Triggers cause the curse effect to occur under specific conditions.

Touch - triggers the curse effect upon being picked up, if placed on a person the curse effect will trigger on someone if they touch the cursed.

Time - triggers the curse effect after 5 minutes.

Strike - hitting someone with your blade will trigger the curse effect upon them

Trap - Triggers when stepped on by a non-heretic, if used with a blade as the item to curse it will allow you to set it on the floor, as a wizard trap

Sanity - Moon specific trigger, the curse effect will be triggered once the person cursed drops below a certain sanity threashold or once the person holding the cursed item drops below the threshold.

Prey - Edge specific trigger, triggers once the heretic is seen by the cursed person or the person holding the cursed item.
### Effects
Effects are what occur when the curse is triggered.

Seen - Reports to the heretic that the curse was triggered, where it was triggered and what or who triggered it

Transmute - Turns the cursed item or person into something or someone else upon triggering. Requires the additional component of whatever or whoever you wish the cursed item or person should turn into. 

Mark - Applies the mark of your path onto the person cursed or onto a random person within a 3x3 area of the cursed item.

Capture - Cursed items only, touch trigger cannot be used, high tier effect, once triggered the curse will capture all living beings in a 1x1 area around the cursed item, trapping them within. Heretics can let out the people trapped within instantly whilst everyone else needs to wait 30 seconds.

Wound - Flesh specific effect, once triggered the person who has the item in their inventory or is cursed will suffer weeping avulsions.
### Wilds
Wilds are additions to curses that change the curse in some additional way, letting you customize it further.

Cursemark - The item/person will be branded with a cursemark showing that it/they are cursed. Once the curse effect is triggered the curse will not be removed instead the trigger will reset. Traps with cursemark wilds will not be hidden.

Additional effect - Allows you to select an additional effect for the curse

Additional trigger - Allows you to select an additional trigger for the curse

Flowers wilt - Rust specific wild, the curse whilst active and not triggered will rot the cursed person or rot the item, causing it to slowly crumble.
### Paths
Each path has its own unique triggers, effects and wilds beside the generic ones. They retain their blades and grasps, otherwise each path progresses in tiers unlocking new triggers, effects, wilds, rituals and talismans.
## Rituals
The new way for heretics to cast spells, instead of abilities heretics have to perform their spells on runes using components.

Example:
Darkness snatches the weak - Generic ritual, causes darkness to damage the person you last attacked with a blade, this effect will last for 1 additional minute for every 1 second you spend on the rune channeling the spell. To a maximum of 20 minutes. Components: Blade, heart, black clothing.

Unguarded gates - Lock specific ritual, causes all door access to be revoked station wide for 5 minutes. This will reveal the spot where you performed the ritual after 30 seconds. Components: Id, jumpsuit, crowbar, arm.

Truth unfolds liars - Moon specific ritual, causes all crewmates beneath a sanity threshold to suffer brain damage until their sanity increases above the threshold. This effect is active as long as you channel, the position of your ritual is revealed to anyone who is below the sanity threshold. Components: heart, brain, 10 glass, tongue

## Talismans
A necklace which you insert talismans into that change and add effects to them. The necklace also has an activate ability which will cause carvings to become active, activating your carvings will cause the necklace to glow. A necklace can at first only hold 2 talismans but as you progress you will be able to get more slots, up to a maximum of 5.

Talisman of Leeches Grace - When used on someone will instantly draw a small amount of their blood, mainly used to obtain blood for the purposes of curses. 1 iron, 1 syringe

Talisman of Curses - Allows for 1 curse to be stored within, allowing the heretic to use it on an item or person to apply the curse onto it/them. 1 silver, 1 eye, 2 candles

Carving of the parade - Moon specific carving. Causes sanity loss around you, if someones sanity drops below a certain threshold they will gain a moon mark (as it works currently).
## Brewing
Mawed crucible brewing, now a bit more modular, and depending on what you throw into it you will create different concotions, the potion can have a maximum of 3 ingredients. Ingredients also change how long the potion lasts. Interact with the crucible with a glass to get a potion, the crucible requires new ingredients after this. 30 seconds is the default potion duration.

Ingredients:
Liver - -30 second duration, constantly purges all chemicals and mutations from your system
Heart -
Stomach -
Eyes -
Ears -
Tongue - 
Brain -
Arm - 
Leg -
Flower - +1 minute duration, causes slow healing and repairing of wounds
Meat -

## Advantages
## Disadvantages

# Heretic - Glimmers of truths
## Basics
There are no points, heretics progress their main path through 4 stages, progress is gained through sacrifices. Each stage has 1 new ritual and 1 new spell. All paths are meant to include more gimmicky and interactive things rather than reducing kill time. Sidepaths instead become misc knowledges, gained through siphoning rifts. Inspired by Jacqs heretic rework
## Sun Birth
Heretics now start with, 
## Dawn
## Day
## Dusk
## Night
## Sidepaths -> Miscs
## Advantages
## Disadvantages

# Heretic - The worms squirm
## Explanation
This heretics gear is more leaned towards combat against fellows of its kind, therefore making the antagonist weaker against the station than in its current state.

Turns heretic into more of a gamemode than a solo antagonist, this requires at least 2 heretics to roll whenever the ruleset is chosen. All heretics have the same sacrifices however they will also randomly be assigned one of the sacrifices to protect, which all other heretics have as a target. Failing to protect your sacrifice will mark you as Shunned, whilst succeeding in protecting your sacrifice and getting 1 successful sacrifice will mark you as Graced. Sacrificing a target will let you track a heretic (if unprotected, chosen at random, if protected, then the heretic meant to protect them).

When a heretic is killed and sacrificed by another heretic the pool resets. Whenever the pool resets everyone progresses up their main path, with the one who succeed in the sacrifice progressing up their main path twice. Getting sacrificed marks you as disgraced.

Rifts gain you knowledge which can be spent to gain new rituals for new items, curses, stationwide events, etc. The pool for this is based on a drafting system, and only resets once every ritual has been selected or once the cycle ends. However siphoning a rift will leave your residue which allows other heretics who interact with the rift to track you with their beating heart. Rifts also reset positions and refresh each cycle.
## Shared sacrifice pool
The shared sacrifice pool will have an amount of targets in it equal to the amount of currently non-shunned heretics each cycle. Each heretic will be assigned one of these sacrifices to protect because if anyone else succeeds in sacrificing the one the heretic has to protect said heretic will be trackable by the one who succeeded in the sacrifice. 

The shared sacrifice pool will reset after a heretic is sacrificed. A new pool will be drafted after 5 minutes, as to have a short grace period. 
## Shunned and Graced
## Rituals
## Advantages
## Disadvantages