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# System prepended metadata

title: Heretic rework

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# Heretic rework

# Path of Forge
## Preamble

Heretic is hard. Heretic is very hard. It’s probably the hardest antag in /tg/ to learn and play effectively. It is also one of the most flavorful antag experiences we have to offer in /tg/. Every other antag in the game has some tool to aid cooperation amongest themselves, and other the crew antags (traitor, changeling, mostly traitor) have tools that allow you to wreck havoc even if you aren’t the best direct combatant (syringe guns for players with robust chem knowledge, distraction tools that can be used for engineers, ect.) Currently, heretic does not have any “support” tools for cooperating with other heretics, and the only way to grow your power as a heretic outside the limited influences is by direct combat (sacrificing.) The Path of Forge is a path intended to fill those two niches in a single package.

## Path Design

The Path of Forge (alternatively, path of forge, path of anvil), is a path designed around creating and upgrading heretical weapons and equipment namely for other heretics. The aesthetic themeing is that of a blacksmith and their shop. Path of Forge heretics act as “shopkeepers” in a way to other heretic, and can help coordinate and communicate with other heretics in the round to lure practioners to their smitheries. In order to facilitate this, a special contract system exist that can be initiated by the forgemaster, and tools are given to the forgemaster to help advertise themselves in secret.
Design Goals

Create a path that highlights a player’s robust knowledge outside of direct combat by creating a support role for other antagonist in the round.

Create a medium through which heretics can communicate, and therefore encourage cooperative gameplay and roleplay.

Avoid the path of forge heretic being completely dependent on other heretic, but have them be a good deal weaker than other solo antagonist without playing their supporting role.

Avoid stepping too much into the territory of rust heretic, which is designed around base building. (Ideally, a rust and forge heretic would play to eachother’s strengths.)

## The Contract System

Allows you to create contracts for other heretics. When a heretic signs a contract with you, they forfeit their ability to attack you in your place of work (shopkeeper’s domain.) In exchange for your services, they will also have one of their sacrifice targets turn into one of yours, which you both get credit for if either of you perform the heartbeat of mansus. The contract let’s you work on and upgrade their weapons and gear. If the heretic you contract with happens to be your sacrifice target, you can choose to reroll that target to a random crewmember. Choosing or choosing not to is unknown to the signer of the contract.

## Tools of the Trade

Your heretic blade is replaced with tongs, deals lower damage than blades but does heavy stamina damage in the shopkeeper’s domain, lets you work with your forge, and teleports you on breaking.
Mansus Grasp allows you to put soapstones on the ground that only heretics can see. Touching another contracted heretic with Mansus will let you communicate and identify that heretic over a private heretical radio channel. Later upgrades to the grasp will give you the exact health and location of your linked heretics. Using grasp in hand will toggle on and off this function, with the default being on.

Your first upgrade will be your Forge, which will allow you to apply upgrades to heretic blades. Upgrades can be created using various resources from across the station which will apply side effects to weapon swings, similar to kinetic crusher trophies. The forge will also allow you to turn any blade it touches into a focus, and with later upgrades, turn any weapon into a heretic weapon (can be broken to teleport, acts as focus, triggers grasp effects). Yes, this means the fire axe can be used as a valid heretic weapon.
Shopkeeper’s Domain

Whenever you create a Mansus Rune, the area surrounding your Manus rune becomes eligable for you to place your Forge. The shopkeeper’s domain is not bound to a single rune, but will appear wherever a rune is created, to encourage free travel.