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Some ideas for cult



  • *** Cults should be based around a certain object in the game**, used as their totem or symbol to represent Nar-sie. This should be a common random item and one that can be reproduced, either using the initial starting paper or a spell in the tome. When holding (including containers) or wearing it, the totem lights up and grants the following bonuses: 10% resistance to brute, burn damage (if held), 10% projectile deflect chance (if worn), handcuffs can be escaped from at half speed, and runes are drawn 25% faster with 25% less health loss for doing it.

    Possible totems could include: Multitools, white shoes, laser weapons, security berets, just about anything semi-common but not easy for everyone to get. Bear in mind there could be a -lot- of cultists looking for one. It could even be a type of food, like ambrosia vulgaris or meat.

    Whenever you become a cultist (either beginning of round or converted) it will tell you what your totem is and it gives a message whenever your bonus is turned on or off.

    *** More spells!** There are hundreds of combinations to choose from, and lots of possibilities for cool cultist magic that doesn’t yet exist. In fact most of these would be insanely easy to code as small snippets and sent in. Hell I could do these in my sleep

    Summon Priest Staff (travel technology hell): Conjures up in a free hand a powerful staff. Not only can it launch a wizard fireball every 30 seconds, but hitting a person with it will convert them to cultist after 25 seconds. Since 25 seconds is quite a long time this should require multiple stuns on one target, or cuffed to get them to hold still. Cannot be stored in containers but can be put on belt. Also: Only one can exist in the game at a time.

    Summon Cult (join hell travel): This spell, if cast with a priest staff in the hand, creates a temporary rune below the feet of every cultist on the station, visible only to them and lasting only 10 seconds. If they activate the rune they are immediately teleported to the same area as the summoner.

    Lights Out (destroy hell see): Lights on the station go completely out as long as the cultist stands on the rune. In addition, all other cultists can see just fine in the dark without needing any sort of goggles. Small amount of damage per tick while you stand on it.

    Incinerate (blood hell travel): Causes a large explosion in an area specified on the station, about half strength to the bluespace artillery. This requires three extra cultists around the rune and the caster must have the priest staff, who also must be standing on the rune itself. After it is cast the rune does massive damage to all 4 cultists, often getting them into crit (so keep a medic around!). If an injured cultist chants they will most likely die instantly.

    Mob Rule (join see blood): All cultists in viewing area of the rune when it goes off are inspired by their sheer numbers. For every cultist in sight, each gets: +6% chance of stun/knockdown resist (per cultist), +1 per 5 cultists melee and punch damage, and run 15% faster. The duration is 5 seconds per cultist, to a maximum of 45 seconds. If you are already under its effects and get hit with another one, the greater bonuses of the two applies.

    Brainwash Monkeys (join blood other): All monkeys in sight of this rune will become instantly hostile to non-cultists. They will also brandish nearby weapons and chase after non-cultists. The effect ends when the cultist steps off the rune, so they usually require someone nearby to herd the monkeys out.

    Anyway, just a couple of ideas to jazz up cults a bit. Post your own ideas!



  • *** Cults should be based around a certain object in the game**, used as their totem or symbol to represent Nar-sie. This should be a common random item and one that can be reproduced, either using the initial starting paper or a spell in the tome. When holding (including containers) or wearing it, the totem lights up and grants the following bonuses: 10% resistance to brute, burn damage (if held), 10% projectile deflect chance (if worn), handcuffs can be escaped from at half speed, and runes are drawn 25% faster with 25% less health loss for doing it.

    Possible totems could include: Multitools, white shoes, laser weapons, security berets, just about anything semi-common but not easy for everyone to get. Bear in mind there could be a -lot- of cultists looking for one. It could even be a type of food, like ambrosia vulgaris or meat.

    Whenever you become a cultist (either beginning of round or converted) it will tell you what your totem is and it gives a message whenever your bonus is turned on or off.

    *** More spells!** There are hundreds of combinations to choose from, and lots of possibilities for cool cultist magic that doesn’t yet exist. In fact most of these would be insanely easy to code as small snippets and sent in. Hell I could do these in my sleep

    Summon Priest Staff (travel technology hell): Conjures up in a free hand a powerful staff. Not only can it launch a wizard fireball every 30 seconds, but hitting a person with it will convert them to cultist after 25 seconds. Since 25 seconds is quite a long time this should require multiple stuns on one target, or cuffed to get them to hold still. Cannot be stored in containers but can be put on belt. Also: Only one can exist in the game at a time.

    Summon Cult (join hell travel): This spell, if cast with a priest staff in the hand, creates a temporary rune below the feet of every cultist on the station, visible only to them and lasting only 10 seconds. If they activate the rune they are immediately teleported to the same area as the summoner.

    Lights Out (destroy hell see): Lights on the station go completely out as long as the cultist stands on the rune. In addition, all other cultists can see just fine in the dark without needing any sort of goggles. Small amount of damage per tick while you stand on it.

    Incinerate (blood hell travel): Causes a large explosion in an area specified on the station, about half strength to the bluespace artillery. This requires three extra cultists around the rune and the caster must have the priest staff, who also must be standing on the rune itself. After it is cast the rune does massive damage to all 4 cultists, often getting them into crit (so keep a medic around!). If an injured cultist chants they will most likely die instantly.

    Mob Rule (join see blood): All cultists in viewing area of the rune when it goes off are inspired by their sheer numbers. For every cultist in sight, each gets: +6% chance of stun/knockdown resist (per cultist), +1 per 5 cultists melee and punch damage, and run 15% faster. The duration is 5 seconds per cultist, to a maximum of 45 seconds. If you are already under its effects and get hit with another one, the greater bonuses of the two applies.

    Brainwash Monkeys (join blood other): All monkeys in sight of this rune will become instantly hostile to non-cultists. They will also brandish nearby weapons and chase after non-cultists. The effect ends when the cultist steps off the rune, so they usually require someone nearby to herd the monkeys out.

    Anyway, just a couple of ideas to jazz up cults a bit. Post your own ideas!



  • I believe there already a spell to summon all the cult member to your location



  • not really, i think it does summon them but only one at a time



  • The only one I like is
    – Brainwash Monkeys (join blood other): All monkeys in sight of this rune will become instantly hostile to non-cultists. They will also brandish nearby weapons and chase after non-cultists. The effect ends when the cultist steps off the rune, so they usually require someone nearby to herd the monkeys out.
    The others aren’t too appealing to me.
    What I would like to see for cult is some way to better communicate or otherwise research words quicker.


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