Skip to content

Blood Cult Proposal #417

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
wants to merge 1 commit into
base: master
Choose a base branch
from

Conversation

kbarkevich
Copy link

This proposal aims to integrate the Blood Cult antagonist (originally from Space Station 13) into Space Station 14.

@github-actions github-actions bot added Design Related to design documentation for Space Station 14. English labels Mar 9, 2025
Copy link
Member

@beck-thompson beck-thompson left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

My other suggestion is to allow mindshields to be removed. It's a thing in funky but I'm pretty sure it isn't a thing upstream! It seems important so crew who get the mindshields aren't necessarily RRd.

- **Back and Forth** - Cultists must "win" individual encounters to sacrifice and convert players as they grow over the course of the round. Failure in any of these will reveal the cult's presence to the crew. When a cult is revealed, the game shifts to being one of cat-and-mouse, with Security hunting for cultists and cult bases as the cult attempts to shift their activities and become less predictable.
- **Discoverability** - Runes, spells, incantations, cult contraband, and reports from would-be victims may all serve to reveal the cult aboard the station. In addition, as the cult grows in strength (either through numbers or through accomplishing their objectives), the cult **gains visual giveaways** that make it difficult to hide their true nature. These giveaways include **glowing red eyes** when ~12.5% of the crew has been converted or one target has been sacrificed, and **glowing red blood halos above their heads** when ~30% of the crew has been converted or two targets have been sacrificed.
- **Accessibility** - A detailed guidebook entry has been created that explains the breadth and depth of this antagonist's mechanics, to make cultists more aware of their capabilities as well as to keep the crew informed about what signs to look for and what precautions to take if a cult's presence is suspected. In addition, the Commune ability makes this a highly collaborative antagonist in terms of strategy dissemination, with experienced cultists encouraged to explain things to junior cultists in order to increase their odds of victory.
- **Fun to lose against (or as)** - Losing to a cultist is unlikely to remove a player from the round. If converted, they themselves will become a cultist. If sacrificed, the soul stone that drops out of the ritual may be used to summon constructs that the victim player can control, keeping them engaged in the round. Losing *as* a Blood Cultist is likewise unlikely to remove the player from the round, as the station's primary method of countering a cult is deconversion using holy water. The Chaplain is the clearest counter to the Blood Cult, being highly resistant to their weapons/abilities as well as the station's sole producer of holy water. However, they are not completely safe; Blood Cultists may use more advanced strategy and more traditional (non-magical) means to assassinate a troublesome Chaplain.
Copy link
Member

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

Like we talked about in discord, it might be a good idea to allow holy water to be purchased in cargo in case the chap dies, is ssd, or not even on station!

@ScarKy0
Copy link
Contributor

ScarKy0 commented Mar 10, 2025

My other suggestion is to allow mindshields to be removed. It's a thing in funky but I'm pretty sure it isn't a thing upstream! It seems important so crew who get the mindshields aren't necessarily RRd.

Its actually a wanted feature, for revs as well
tbh it SHOULD be a small PR i hope

@Pumkin69
Copy link

this is insanely cool.

@chromiumboy
Copy link
Contributor

Overall I like the proposal

I do agree with beck's comment though, that such an important mechanic like deconversion shouldn't require having a chaplain on staff. I don't mind the idea that chaplain offer some minor perks in fighting cultists though. For example, chaplains could be able to bless weapons so they deal more damage to cult constructs, or the ability to sense nearby cultists when the cult advances to the stage that their eyes start glowing

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Design Related to design documentation for Space Station 14. English
Projects
None yet
Development

Successfully merging this pull request may close these issues.

5 participants