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# System prepended metadata

title: Cult (s)

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# Cult (s)
## The problem
Blood cult is not in the best place at the moment and has not had new content for a long time. Not only that but cults gameplay is not in a good place at all, in most rounds cult either steamrolls or gets steamrolled within the first 30min. Cult is also lacking a tutorial which leads to a lot of issues with new players interacting with blood cult.

## The solution
This soft reboot of blood cult aims to fix the gameplay issues through replacing blood cult with cult. Cult is a new antag in which the starting players get to select one of 4 worships. I will go deeper into these later in the doc, but this fixes some fundemental issues of cult including lack of variation and steam rolling through making the cult slightly more defensivly orientated.

## What I don't want to happen
1. Make cult even more steamrolly, there should never be a stealth antag with round ending potential that can just sweep a large population crew with little effort.
2. Make cult immensly confusing for newer players. I'll either make a short tutorial or add a link to one.

## Cult(s)
Roundstart cult:
The original cultists will now recieve a voting prompt for the different cults and the one with the most votes wins!

All members of this roundstart cult will then be converted to the winning cult.

Cult members cannot be converted to a different cult unless they are deconverted first. 

Multiple cults can spawn in one round. This means that when the voting is finished each of these cultists will instead be converted to the second most voted cult.
Example: Cult 1 has 3 votes for blood cult, and one vote for weeping veil. Cult 2 has 4 votes for blood cult, in this example Cult 1 would become weeping veil whilst cult 2 would become blood cult as blood cult overall had the most votes in cult 2. In the case of a tie like both fully voting blood cult the winner is randomly decided and the loosers cult is also randomly decided.

A maximum of 4 cults can spawn in one round although this scenario is highly unlikely to ever occur without some admin fuckery (due to threat levels).

### Blood cult:

- Changes the paralyzing stun of the cult hand to a stun+shackle. The target is stunned for a very short duration(5 seconds), however they are still muted and slurred for the regular duration. The shackle effect does not work on mindsheilded people.
- Adds the blood fountain building, This building is used to refill unholy water, get your blood levels up to 100%, and finally fill up blood rites by 50 blood. If this is used for blood rites it can not be used again for 30 seconds.
- Blood is used more in rituals and rune invocations (Increase blood usage by 80% on each spell)
- Drawing on a cult floor makes the rune placement instant
- Conceal presence now hides cult floor and walls

### Weeping veil:
- Has no runes
- The Therimore: All your spells are stored within this book that is granted to you upon conversion
- Therimores have to wielded to cast
- Therimores can hold up to 5 spells at one time
-  Spells are added to your Therimore by using an occult research table (3 runed metal), the materials (runed metal) for this table is in your starting inventory as a cultist
- Spells in the Therimore
1. Soulhook: Cast on a player 4 or less tiles away. This spell will stun the targeted player for 8 seconds and is quickly (2 seconds at 4 tiles away) dragged to the caster. The targeted player is immune to damage for the stun duration. Mindshielded players will only be dragged close and muted.
2. Soulchain: Cast on a player that is visable. This spell will link you to the targeted player and cause a blue chain to appear between you. Whenever any of the linked players (Caster and targeted player) the other linked player will recieve the same amount of damage. This also cuffs the target. Cuffed players are muted. This spell is removed if the therimore is dropped.
3. Convert: Cast on an adjecent non-cultist. Requires another cultist to be adjecent to the target. If another cultist is adjecent the targeted player is converted and becomes a cultist of the Weeping veil. If cast on a mindshielded target all acolytes involved in the ritual will recieve a shorter cooldown on all their spells.
4. Weepers Salvo: Rapidly fires 6 "Weeping bolts" in a chosen directions. The weeping bolts deal 5 brute and 5 burn aswell as a small amount of stamina damage.
5. Teleport, instantly teleport the caster to any area that contains an occult research table.
6. Veil Rending orbs (prototype name): Slowly generates orbs up to a maximum of three, if you dont let it regenerate orbs the spell ends. Each orb deals 20 burn and 5 cellular. The orbs travel slower than the "Weeping bolts"

MORE SPELLS TO COME JUST FINISHING DESIGNS FIRST


### Lords of the eclipse:
- Has the Convert, summon cultist, empower and spirit realm runes from blood cult
- The runes are slightly altered though, convert will now fully raise someone from the dead, and empower has different spells
- All cultists start with a spell called "Veil walk" veil walk allows the cultist to jaunt but they only see peoples foot steps unless they (the person walking) is in complete darkness
- Completly unique structure: Night pylon, makes an area 5 from the pylon completly dark with all light sources being non functional within

Spells:
1. Terrify: Can be used in veil walk. The person this is cast on will begin to breathe rapidly whilst in the dark, then if they are in complete darkness for longer than 5 seconds they will faint. They are fully mute whilst the terrify effect is active. The effect lasts for 10 seconds. Mindshielded are immune to this effect.
2. Shroud: Cloaks an area in smoke that makes the effected area completly dark. The smoke effect is as strong as a 30/30 mix. The smoke will dissapate after 15 seconds
3. Night clone: Spawn a copy of yourself that rushes the closest player. Works in veil walk. When the clone is attacked the attacker is stunned for 3 seconds.
4. Utter dark: Makes a player completly blind, mute and deaf for 4 seconds. This duration is 2 on mindshielded players.
5. Behind you...: Teleports you behind a target. This effect makes the player mute for 8 seconds if they are in darkness. This duration is 4 on mindshielded players.
6. Light scar: Can be cast in veil walk. Makes the targeted player unable to leave completly dark areas for 5 seconds. This duration is 3 seconds on mindshielded players

MORE SPELLS TO COME JUST FINISHING DESIGNS FIRST

### Unbroken:
- Has the Convert, teleport, summon cultist and spirit realm runes from blood cult
- The runes are slightly altered though, convert will now if the target is dead or mindshielded turn them into a basic mob called a "shambler" which will attack non cultists, and empower has different spells
- Has access to the plague pots which are created with 3 runed metal
- Instead of knives the cult has vials, these vials are made by dipping glass shards in plague pots
- Drinking these vials will apply a temporary buff and a permanent buff of increased health but slower speed

Spells, this cult has none. Instead this cult only functions through making special "Plagues"
- Plagues are mixes of three different choices of debuffs and buffs
- First you pick a harmful effect
- Then you pick one good effect
- Lastly you pick one "Wildcard effect"
- The plagues last 10 seconds

##### Buffs:
- Threading: Increases stamina regeneration by 50%
- Plagued regeneration: Heals 5 of each damage type every 3 seconds
- Bloating: Suffer 20% less brute damage
##### Debuffs:
- Muscular decay: Rapidly deals stamina damage and mutes them
- Necrotizing:  Deals 5 toxin and 2 organ damage every 2 seconds
- Osteo: Breaks one random limb every 5 seconds
##### Wildcard:
- Leper: The Plague will spread two times to adjecent players
- Rending: The plague will produce histamine for both cultists and non cultists
- Clear symptoms: The plague will cause a particle effect on infected targets

MORE SYMPTOMS TO COME JUST FINISHING DESIGNS FIRST


## Why this solves the problem

## Alternatives
1.  Remove cult
2.  Tweak the cults to focus less agressivly
3.  Tweak the cults to be more agressive
4.  Remove 1 or multiple of the variants
5.  Make the variants more inline with blood cult