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  1. ISO #1

    Lightbulb Grakylan's Cult role dump

    Read these threads first for context:

    https://www.sc2mafia.com/forum/showt...Cultist-Rework
    - Frinckles believes that a huge turnoff for cult is how new cultists lose old wincons and abilities they liked.
    - However, his Zombie idea isn't that good, and isn't necessary if Cult is more fleshed out.

    https://www.sc2mafia.com/forum/showt...iscussion-Cult
    - Everyone talks about their desired changes to Cult.
    - Cult Leader/Prophet sounds like a good idea, but I think it could be done differently.

    Now I get it that I could post my shit there, but I kinda wanna consolidate my Cult ideas in one place.

    Some of the ideas I am about to present are already in those threads, but now that I got a better idea for how cult can be expanded, they may be adjusted.

    Anyways, here we go:

    Frinckles hit it right in the head when it comes to the main issues with cult:

    Quote Originally Posted by Frinckles View Post
    Addressing the primary issues involved with Cult should probably be a priority.

    -It snowballs out of control.
    -Dislike of a new win condition / playing against your old win condition.
    -Players dislike losing their old abilities.
    -Players can game-throw re-actively against Cult.
    -Variable settings can make the role to be over or under-powered.
    -Contention on whether it's truly a neutral or if it's a faction.
    -It lacks developed integration into the game (Mafia, Masons.)
    -Something I missed, probably.
    And he also was going in the right direction for Cult when he suggested the Cult Leader. However, I kinda disliked the idea that if he dies, the whole cult dies AT once. It is fair but probably isn't fun. I have an alternative concept for the death of the Prophet.

    So anyhow, lets get right into the role dump. For this, there will be two categories: Cult Recruiting (Prophet, Cultist, Zealot), and Cult Support (Witch Doctor, Mystic).

    The Rolecards Below are outdated, as they were made in 1.0 and in the early days of 2.0 Beta. For an update on the Cult Role Dump circa January 2022, when 2.0 was out, click here!

    TL;DR:

    The Prophet is the night-immune leader role that is the only one doing the converting.
    Cultists become do-nothing roles like Mafiosos/Enforcers.
    Witch Doc doesn't change at all, but can be made after converting any town prot, not just doc+witch.
    Converting a town investigative or spy turns them into Mystics, who can determine who can and can not be converted.

    If the Prophet dies, either all Cult dies immediately, or become Zealots (one-by-one or at once).
    A group of Zealots can convert multiple people at once, but they will ALL die after 2-4 nights.

    If the Prophet still doesnt summon Zealots, Zealots can be spawned out of the save, and if they do, they can convert alongside the Prophet. Hell, the Zealots have a variety of role options that can allow them to be stronger than the Prophet if you ever wanted to make a Prophetless cult save.

    More details below.

    Prophet
    (Cult Recruiting)
    (aka prop, phet)
    You are the holy leader of an occult following.

    Spoiler : Prophet :
    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone for conversion.
    - If you visit a Mafia/Triad, they won't be converted.
    - If you visit a Mason/Mason Leader, they will be notified that you are a Cultist.
    - If you convert a Town Investigative role or a Spy, he becomes a Mystic.
    - If you convert a Town Protective role, he becomes a Witch Doctor.
    - If you convert any other role besides the ones above, he becomes a Cultist.
    Night Passive: You share a nightly chat with your fellow Cultists.
    - Your messages are highlighted similar to the messages by GF/DH in maf/triad chat.

    Attributes
    - Your cult is limited to 1/3rds of the original game size (so 5 max in a 15 player game.)
    - If you die in any way, the Cult will enter its "suicide phase."


    At the beginning of the following night after your death, everyone receives this message: "Omnious bells ring doom at dusk."

    Role Options
    - Be immune (ON/OFF)
    - Immunity prevents conversion (ON/OFF)
    - Have to wait 0/1/2 nights between conversions
    - RNG if you don't wait (ON/OFF) [so if you select 1 or 2 nights btwn conversion, trying to convert during that one night/those two nights is a 50% chance of succeeding instead of 0% chance. If you select 0 nights, this option does nothing.]
    - Cult Suicide Phase (Zealots/Mass Suicide) [Zealots means that no Cults will die right away: they will become Zealots, which die eventually but can still convert. Mass Suicide means all Cults will die.]


    Change Cultist so that he can't convert at all. He's the Cult's Mafioso/Enforcer. Another change to Cultist is an role option so that if he is spawned into the game alone, he can become a Prophet.

    Mystic
    (Cult Support)
    (aka mys, myst)
    You are a master of channeling horoscopic energies.

    Spoiler : Mystic :

    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone to check their readiness.
    - If you visit a Mafia/Triad, you will get the result "They are nonbelievers!"
    - If you visit a Mason/Mason Leader, you will get the result "They are heretics!"
    - If you visit an Immune role (if Immunity prevents conversion = ON on Prophet), you will get the result "They don't fear our Gods!"
    - If you visit a role that CAN be converted, you will get the result "They can be converted!"
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - The result you get for a Survivor/Citizen depends on if they put on a vest on the night you visit them.
    - You bypass all detection immunity.
    - You are subject to the Forger/Framer's false results. (if you check a Town member and he was Framed to be mafia, you get the Mafia result instead of Town result.)
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Mystic, it becomes Prophet.)



    WD doesn't really change. Witch's option to become WD still remains.

    Now you notice at the end of the Prophet role card a "suicide phase". It can be either "Mass Suicide", where all members of the Cult die at once, or "Zealots", which is a gradual decline.

    If role option set to Zealots:
    Once Prophet dies, all members of the Cult will become Zealots, and anyone that is converted by any means become Zealots. Those converted earlier have higher priority, and the priority order for Zealot conversion is Cultist > Mystic > WD (if certain role options on)

    Witch Doctor gets a role option to become a Zealot if they're the last cult member and the Prophet is dead. They will become Zealots when they run out of uses anyways (if the Prophet is dead).

    Spoiler : Example scenario :

    So for an example scenario, we have 2 Cult slots: The Prophet and a Cult Random, which spawns a Witch Doctor.

    N1: The Prophet converts a neutral benign into cultist.
    N2: The Prophet is on cooldown. The Witch Doctor saves a Sheriff from GF, turning him into a Mystic.
    N3: The Prophet converts an unrevealed Marshall into cultist.
    So Cult is this:
    Prophet
    Witch Doctor
    Cultist 1
    Mystic
    Cultist 2

    Then on Day 4, the Prophet is lynched.
    N4: Cultist 1 becomes Zealot.
    N5: Cultist 2 becomes Zealot.
    N6: Cultist 1 suicides. Mystic becomes Zealot.
    N7: Cultist 2 suicides. WD has one use left.
    N8: Mystic suicides. WD held on to the one use from N7, and doesnt become Zealot. She uses her one use to save the last town from GF. That townie becomes a Zealot.
    N9: WD becomes a Zealot. GF+MM outnumber the two cult.
    N10: WD suicides. Zealot dies to both GF and MM


    Zealot
    (Cult Recruiting)
    (aka zeal, zea)
    You are the harbinger of the apocalypse.

    Spoiler : Zealot :
    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone for conversion.
    - Everyone you can convert becomes a Zealot, if Convert to Zealot is set to YES
    Night Passive: You share a nightly chat with your fellow Cultists.
    - Your messages are highlighted similar to the messages by GF/DH in maf/triad chat.

    Attributes
    - If the Prophet and the Zealot co-exist, the Zealot can convert alongside the Prophet. (so Prophet can convert one, and Zealot can convert the other.)
    - Unlike the Prophet, you are not bound by any Cult size or cooldown restrictions. You are only bound by the inevitable wrath of God.
    - You will suicide after 2/3/4 nights.

    Role Options
    - Suicide after (2/3/4/random amount from 2 to 4) nights.
    - Become Prophet if spawned alone (YES/NO) (if in a 8331 save the only cult role to spawn is Zealot, it becomes Prophet if this option is set to YES.)
    - Zealot conversion is Sudden (YES/NO) (If YES, all Cult members become Zealots upon Prophet death. If not, only one Cult member per night becomes a Zealot.)
    - Conversion bypasses immunity (YES/NO) (If YES, Zealots can convert Citizens, Survivors, Exes, and even Neutral Killers into Zealots.)
    - Can convert Mafia/Triad (YES/NO)
    - Becomes Cultist if Prophet is alive (YES/NO) (if in a cult save with two Cult slots should a Prophet and a Zealot spawn, the Zealot will become Cultist if the option is set to YES.)
    - Convert to Zealot (YES/NO) (if Yes, the zealot will convert just like Prophet would: town invests to Mystics, town prots+witch to WD, everyone else to Cultist. If No, everyone the zealot converts will become zealots regardless of previous role.)


    So with the inclusion of the Zealot and its versatility of options, you could either have a game with a stable Cult centered around a Prophet and specialized roles like a Mafia that can stay afloat, or a more erratic cult centered around Zealots that can convert anyone that HAS to expand or suffer. The Prophet could either spell the immediate end of the Cult upon his death, or cause a second phase via the summoning of Zealots upon his death.

    If you have any Cult role/concept ideas or feedback, drop em here in this thread.
    Last edited by Grakylan; January 19th, 2022 at 07:16 PM. Reason: OP IS NOW OUTDATED, CLICK THE GIANT URL TO GET TO LATEST UPDATE 2022
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  2. ISO #2

    Re: Grakylan's Cult role dump

    I think timed suicide and mass suicide are anti-fun mechanics regardless of how they are implemented. I doubt many people will be keen on playing a faction where if their leader sucks they more or less auto-lose. Double conversion seems like it will snowball games to end fast.

    Good post tho, these kind of posts are what will inspire the eventual settled upon concept for Cult to take.

  3. ISO #3

    Re: Grakylan's Cult role dump

    Quote Originally Posted by rumox View Post
    Double conversion seems like it will snowball games to end fast.
    The Zealot dies in 2-4 nights. Although realistically it will probably be locked at 2 nights, allowing two conversions between becoming Zealot or spawning as one and dying.

    Two cultists right now either get stopped or snowball without much counter. Having zealots spread and die like a coronavirus is an interesting twist.
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  4. ISO #4

    Re: Grakylan's Cult role dump

    My vision of cult is they become the third faction, separated from neutral. They get unique roles, what exactly I haven't put much thought into. They can possibly retain the conversion mechanic but it should be hard limited, not some percent of players value.

    Also a setup feature that randomises which main evil faction spawns (mafia/triad/cult). Doing this will bring ML to be generally accepted as a random spawned Government as it should generally spawn only when cult are in the game. And if ML doesn't instantly reveal, the suspense of what faction you are up against would be a nice feature.

  5. ISO #5

    Re: Grakylan's Cult role dump

    Quote Originally Posted by rumox View Post
    Also a setup feature that randomises which main evil faction spawns (mafia/triad/cult). Doing this will bring ML to be generally accepted as a random spawned Government as it should generally spawn only when cult are in the game. And if ML doesn't instantly reveal, the suspense of what faction you are up against would be a nice feature.
    *no kills from anyone besides NKs for day 1*

    "look guys we got cult"

    I would support this if it randomizes only between mafia and triad. Cult is way too different to be randomized into a typical 8331/933 save as your mafia, it needs to be built into a save specific for it.

    As for unique roles for cult, I was trying to think about what Cult-specific roles can be made to replace a few other common roles, since one of the main issues with Cult is the eradication of abilities.

    Here's me throwing some shit at the wall to see what sticks:
    convert Crier, Mayor, Marsh > Preacher: hidden extra vote and ability to talk anonymously at day like Judge but without courting, or some other government ability
    convert Crier, Judge > Priest: use -sacrifice to insta-lynch one person during trial. can only be done once or twice.
    convert Jailor > Missionary: can jail like jailor. His exe is replaced with a convert that is not signaled to the victim. He can convert once or twice.
    convert Spy > Sightseer (instead of mystic): can see mason and mafia chat
    Last edited by Grakylan; April 21st, 2020 at 08:00 PM.
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  6. ISO #6

  7. ISO #7

    Re: Grakylan's Cult role dump

    Quote Originally Posted by rumox View Post
    Cult would require a killing role if it becomes independent faction so the no kill = cult wouldn't be smart to assume.
    1. Cult shouldn't have a reliable killing role: it would ruin the main feature of cult: it doesn't rely on destruction as much as mafia/triad/NKs do.

    2. We shouldn't have a feature to let cult randomly replace all mafia/triad in a standard 8331/933 save. Those 8331/933s are NOT designed for cult. I'm fine with a randomization btwn having the mafia theme or the triad theme for 8331/933, but I'm going to say it again: cult needs different saves. And I'm not gonna compromise the very fundamental concepts and gimmicks of Cult just so that it could neatly stand in for mafia/triad in a save out of randomization or some other bullshit.

    I do want the second gimmick of Cult (which isn't present rn) to be assimilation to solve many of the problems with current Cult: converting a role with abilities should get you a Cult role with only the very basic idea of the ability preserved, but the details of it is different to better serve the first fundamental feature of Cult: conversion. That's what I was going for with Mystic, since both WD and Mystic kinda follow that theme and cover a majority of the town's most common roles. Maybe going along with that theme can help devs and the community think of more Cult roles.
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  8. ISO #8

  9. ISO #9

    Re: Grakylan's Cult role dump

    Quote Originally Posted by Grakylan View Post
    2. We shouldn't have a feature to let cult randomly replace all mafia/triad in a standard 8331/933 save. Those 8331/933s are NOT designed for cult. I'm fine with a randomization btwn having the mafia theme or the triad theme for 8331/933, but I'm going to say it again: cult needs different saves. And I'm not gonna compromise the very fundamental concepts and gimmicks of Cult just so that it could neatly stand in for mafia/triad in a save out of randomization or some other bullshit.
    The only good cult games I've played were regular setups with random low % neutral evil cult/wd spawns who stayed hidden until unexpectedly surfacing and taking the win late in the game.

    The "specialized" cult saves with confirmed cultists and masons are always terrible. Cult almost always loses to a town that's actively seeking them with a mason leader that's running down the list looking for skulls to smash. On top of that, people try to be clever and add confirmed auditors to them, which just ends up serving the town's interests by providing citizens to recruit and remove to the suspect/cult convertion list, as if they needed it.
    Last edited by Sylvanas; April 23rd, 2020 at 09:33 PM.

  10. ISO #10

    Re: Grakylan's Cult role dump

    Quote Originally Posted by Sylvanas View Post
    The only good cult games I've played were regular setups with random low % neutral evil cult/wd spawns who stayed hidden until unexpectedly surfacing and taking the win late in the game.
    ah yes I played those sorts of games before. They're always fun.



    A lot of people still think Cult should be a more developed "faction". It really doesn't matter that much if the Cult that spawns in a 8331 is a Prophet or a Cultist, since you only convert once per night anyways. The difference would be the preservation of some abilities.
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  11. ISO #11

    Re: Grakylan's Cult role dump

    Quote Originally Posted by Sylvanas View Post
    The only good cult games I've played were regular setups with random low % neutral evil cult/wd spawns who stayed hidden until unexpectedly surfacing and taking the win late in the game.

    The "specialized" cult saves with confirmed cultists and masons are always terrible. Cult almost always loses to a town that's actively seeking them with a mason leader that's running down the list looking for skulls to smash. On top of that, people try to be clever and add confirmed auditors to them, which just ends up serving the town's interests by providing citizens to recruit and remove to the suspect/cult convertion list, as if they needed it.
    double post because I should also shout out this suggestion here: https://www.sc2mafia.com/forum/showth...ert-to-citizen to make auditor more friendly to evils like cult.

    As for ML, either future dev allows Cult to be developed enough to stand up to ML, and/or ML can't go knock on doors to bash a Cultist's head in. That's the job of the vigilante. Although I would prefer if ML just has immunity from the Prophet: should the Prophet visit ML, Prophet dies, but ML should not be able to bash Prophet's head in: the Prophet should appear like any other non-Citizen town.
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  12. ISO #12

    Re: Grakylan's Cult role dump

    Bumping this to add more cult role ideas. Will require a lot of balancing.

    The Rolecards Below are outdated, as they were made in 1.0 and in the early days of 2.0 Beta. For an update on the Cult Role Dump circa January 2022, when 2.0 was out, read here!

    Convert a Jester to Zealot. (see OP for that)
    Convert a Sheriff, Investigator, or if possible, a Framer/Forger or Consigiliere/Administrator to Mystic. (see OP for that)
    Convert a Witch, Bus Driver, Doctor, Enchantress, or Armorsmith to Witch Doctor. (see OP for that)
    Convert a Scumbag, Citizen, Escort, Auditor, Survivor, or if possible, a Blackmailer/Silencer, a Beguiler/Deceiver, or Consort/Liaison to Cultist (see OP).

    Convert a Jailor or if possible a Kidnapper/Interrogator to Missionary.
    Convert a Vigilante, Veteran, Bodyguard, or if possible a Mafioso/Enforcer, a Godfather/DragonHead, or a SK/Arso/MM/Poisoner to Heretic.
    Convert a Judge, Marshall, or Executioner to Sacrificial Priest.
    Convert a Mayor, Crier, Elector, or Party Host to Preacher.
    Convert a Amnesiac, Coroner, Oracle, or if possible, a Janitor/Incense Master, Actress/Diva, or Disguiser/Informant to Necromancer.
    Convert a Spy, Detective, Lookout, or if possible, an Agent/Vanguard to Sightseer.

    Assume that the Prophet can not convert mafia/triad and immune targets.
    Assume that Zealots (see OP) can convert mafia/triad and immune targets if certain role options permit.


    Missionary
    (Cult Support, Recruiting)

    (aka miss, missi, mission)
    You are an occultist with a satanic dungeon ready to torture the uninclined.

    Spoiler : Missionary :
    You share win cons with Cult, Neutral Benigns, and Neutral Evils.

    Day Ability: Prepare to jail
    - At day, select someone to jail.
    - If there was a lynch that day, the day ability is voided for that day and the following night.
    Night Passive 1: Jailing
    - Once you drag someone to jail, you and your victim have a private chat.
    - You will be known as a Jailor to your victim.
    - Your target is roleblocked and protected by you and no one else.
    - If you jail a Mason, the Mason will know that you are a Missionary, depending on role options.
    - If you jail a Mason Leader, you will die at the end of the night.
    Night Passive 2: Cult Chat
    - You share a night chat with your fellow Cultists.
    - You always see Cult Chat, but you may only talk in it if you are not jailing someone.
    Night Ability: Convert
    - You have 1/2/3 uses of this ability, depending on role options.
    - This can bypass even the mafia/triad restriction.
    - This ability is presented to your victim as an execution. But there will be no execute sounds: a silent conversion will happen in its place.

    Attributes
    - All limitations had by the Jailor is had by the Missionary.
    - You have no executions.

    Role Options
    - Conversion limit (1/2/3) {Default: 1}
    - If converted from jailor, reset Conversion limit (ON/OFF) {Default: OFF}
    (if on, should a Missionary be created from converting a Jailor, no matter how much execution the Jailor had left before conversion, the Missionary will spawn with the full amount of Conversions alloted by the save.)
    (if off, should a missionary be created from converting a Jailor, than the Jailor's remaining amount of executions become the Missionary's starting amount of conversions. So if a Jailor had 1 execution left before conversion, then the newly converted Missionary only has 1 conversion left.)


    Heretic
    (Cult Support, Killing)
    (aka heret, here, her)

    You are a demented crusader thirsting for the blood of infidels.

    Spoiler : Heretic :
    You share win cons with Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Crusade
    - You have 1/2/3 uses of this ability.
    - This ability bypasses night immunity.
    - If you target another Killing Role, a Mason, or a Mason Leader, you will die with your target.
    - When you run out of uses, you will die with your target.
    - You are still prone to a bodyguard: should your target have a bodyguard, the target lives, while you and the BG die in a shootout.
    - You can not be saved by a Doctor if you run out of uses or target a Killer, Mason, or ML.
    - If saved by a Witch Doctor if you run out of uses or target a Killer, Mason, or ML, you become a Cultist, regardless of how many Crusade uses you have left.

    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.

    Role Options
    - Crusade limit (1/2/3) {Default: 2}

    Night sound for Crusading: "You hear deranged screaming followed by a brutal beheading." Use zealot death sounds followed by gory ass sounds as well as sounds implicating the usage of a sword or an axe.
    Death message for crusading: "His/her head is missing, and their neck completely severed."


    Sacrificial Priest
    (Cult Support, Killing)

    (aka SP, sac, priest, pri, sacr)
    You are a religious authority figure responsible for death row.

    Spoiler : Sacrificial Priest :
    You share win cons with Cult, Neutral Evils, and Neutral Benign

    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.
    Day Ability: Sacrifice
    - During any time at day, type -sacrifice to start a Sacrifice.
    - You only have 1 or 2 uses of this ability.
    - During a sacrifice, all chat is anonymous. All cult members have 2 votes each. The Prophet, Preacher, and Sacrificial Priest have highlighted chat (like Judge/Crier during Court).
    - If done during someone's trial before the gulity/innocent vote passes, the trial abruptly ends in the execution of that person without a gulity/innocent vote, defense, or last words.
    - The default execution during a sacrifice initiated during trial is much more likely (but not guaranteed) to be the extended mothership... for dramatic effect.
    - -sacrifice can not be done during the normal execution of someone via a regular trial.
    - Sacrifice is incompatible with Marshall's group lynch: if done after a Marshall reveal, there will still be only one lynch no matter what.
    - Judge and Marshall will be unable to reveal during a sacrifice-phase discussion. Mayor can, however.

    Role Options
    - Sacrifice Limit (1/2) {Default: 1}
    - Sacrifice execution defaults to Extended Mothership or some other long execution (ON/OFF) {Default: OFF}


    Sightseer
    (Cult Support)

    (aka sight, seer, ss)

    You are a secluded wizard with the eye of an eagle.

    Spoiler : Sightseer :
    You share win cons with Cult, Neutral Evils, Neutral Benigns.

    Night Passive 1: Cult Chat
    - You share a night chat with your fellow Cultists.
    Night Passive 2: See Mason Chat
    - You get to spy on Mason Chat if provided, but it is anonymous.
    - Depending on role options, you may or may not be able to see who the Masons visit.
    - The Mason Leader will be highlighted.
    Night Passive 3: See Mafia/Triad Chat
    - You get to spy on Mafia/Triad chat if provided, but it is anonymous.
    - The DragonHead/Godfather will be highlighted.
    - You DO NOT see who Mafia/Triad kill or visit.

    Role Options
    - See who Masons visit (ON/OFF) {Default: OFF}


    Necromancer
    (Cult Support)
    (aka necro, nm, nec)


    You are a supernatural summoner for lost souls.

    Spoiler : Necromancer :
    You share win cons with Cult, Neutral Evil, Neutral Benigns.

    Night Ability: Summon
    - Select any body from the graveyard at night.
    - You can select cleaned roles.
    - You can NOT select Judge, Mayor, Marsh, DH, GF, Crier, Mason Leader, or Mason.
    - If successful, you assume the Culted version of the body's role. See the top of the post for possibilities.
    - Upon assumption, depending on role options, you start with less or you start with the full amount.
    - Your new role is NOT shown to the town.
    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.

    Role Options
    - Remember full amount of new role's ability (ON/OFF) {Default: ON}
    (If ON, then for example if you remember as Missionary, and the save allows for 2 Conversions, then you have 2 Conversions.
    If OFF, then for example if you remember as Missionary, and the save allows for 2 Conversions, then you have 1 Conversions.
    If OFF, there is an exception if the amount given to you would otherwise be zero. For example, if you remember as Missionary, and the save allows for 1 Conversion, then you have 1 instead of 0 Conversions.)



    Preacher
    (Cult Support)

    (aka preach, prea, pre)

    You are an elevated authority figure in charge of religious propaganda.

    (side note: this role probably should be scrapped altogether. However, this would leave no suitable role replacement for Mayor, Crier, Party Host, and Elector. Such a culted version of these roles would be hard to brainstorm and implement, but this is my best shot.)

    (side note 2: this requires Judge's night chat still being in the game, but presented as either Crier or Judge via a replacement role option instead of "No night chat or Crier-looking night chat" which 2.0 has)

    Spoiler : Preacher :
    You share win cons with Cult, Neutral Evil, Neutral Benign

    Night Ability: Speak to the Town
    - At the press of a button at day, you can leave Cult Chat for a night and instead start a crier-like chat. You can use this to command other evils and neuts to do the Cult's bidding.
    - Your ability is void if the Party Host decides to party that night or if you're jailed. That ability would not be used up in that case.
    - You have one, two, or three uses of this ability, depending on role settings.

    - Depending on role settings, you are either presented as Judge, Crier, or Preacher.
    - While the Preacher is active, the Crier and Judge can not speak publicly: only they and the Preacher will see Crier and Judge's responses.
    - Neutral, mafia, triad roles can respond to the Preacher anonymously at night, only for the preacher to see. Preacher's responses will be public. However, the Spy, Party Host, and the Crier can also talk to the Preacher in secret.
    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.
    Day Passive: Hidden Vote
    - You have a Hidden vote at all times. It will not show up in the vote count until the vote is finalized.
    (explanation: during a gulity/inno vote, your vote will show up as one vote, but when the vote is finally presented, the hidden vote is added in. During a put-up-to-trial vote, your vote will show up as one vote, but when the actual threshold required is reached with the hidden vote, the vote finalizes, the hidden vote is added in, and the trial begins.)
    - That means in normal circumstances (including Judge's court), you have 1 public vote and 1 hidden vote.
    - During a Sacrificial Priest's sacrifice, where cult members get an extra vote, you have 2 or 3 hidden votes depending on role options since everyone is hidden behind a layer of anonymity.

    Attributes
    - If the Prophet dies while you are alive, you become the new Prophet and avoid a Mass Suicide.

    Role Options
    - Night Chat Speaking Limit (1/2/3) {Default: 2}
    - Keep extra vote during Sacrifices (ON/OFF) {Default: ON}
    (If ON, than you have 3 votes during sacrifices since the hidden vote is added to the extra vote Cult gains during a sacrifice. If OFF, then you have 2 votes during sacrifices.)
    - Presented as Crier in night chat (ON/OFF) {Default: OFF}
    - Presented as Judge in night chat (ON/OFF) {Default: OFF}
    If both of those options are OFF, then you are presented as Preacher during your night chat ability.


    example of the Preacher in action
    Spoiler : Preacher scenario :

    It is Day 2. 8 votes are needed to lynch someone.

    4 guys vote for Guy 1. This shows as 4 votes, and the game counts it as 4 votes.
    Preacher votes for Guy 2. This shows as 1 vote, and the game counts it as 2 votes.
    3 more guys vote for Guy 2. This shows as 4 votes, but the game counts it as 5 votes.
    After a bit of arguing, two guys switch to Guy 1. This shows as 6 votes, but the game counts it as 7 votes.
    Then one last guy votes Guy 1. This shows as 7 votes, but the game has detected that 8 votes has been reached.
    As a result, the trial of Guy 1 starts with only 7 public votes, and the guy to vote last is in the spotlight for vote manipulation. We will call him Guy 3.

    Day 3. 6 votes are needed to lynch someone.

    Preacher votes for Guy 2. This shows as 1 vote, but the game counts it as 2 votes.
    3 guys vote for Guy 3. This shows as 3 votes, and the game counts it as 3 votes.
    Preacher and one other guy simultaneously switch to Guy 3.
    Guy 2 shows 0 votes, and the game counts it as such.
    Guy 3 shows 5 votes, but the game has detected that 6 votes has been reached.
    As a result, the trial of Guy 3 starts with only 5 public votes.
    Last edited by Grakylan; January 19th, 2022 at 07:16 PM. Reason: POST IS NOW OUTDATED, CLICK THE GIANT URL TO GET TO LATEST UPDATE 2022
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  13. ISO #13

    Re: Grakylan's Cult role dump

    I am going to necromance this thread, since Cult is still in developmental limbo, although with some progress due to the inclusion of a "Cult Leader" 'role'.

    However, a lot of what was written in the previous posts were made back in the earlier days of the 2.0 beta, when some suggestions were made a lot more speculatively, when there was an Elector role, and none of our new favorites like Constable/Double Flower or Lover/Heartbreaker/Swinger ever existed.

    I will be re-writing all rolecards here to account for changes in 2.0, clarify some things that may not have been clear in the original posts, and restart discussion around these role ideas, especially considering that Cult has remained a divisive and controversial issue in the SC2Mafia community.

    Any suggestion I have made on this Cult role dump was made for either a typical 8331 save or a dedicated Cult save (Masons or no masons) in mind.




    Cult: Developed Faction Edition




    Categories:

    Cult Recruiting:
    Cultist, Prophet, Zealot, Blood Brother

    Cult Recruiting/Support:
    Witch Doctor, Missionary

    Cult Support:
    Mystic, Sightseer, Jinxer, Necromancer, Preacher

    Cult Killing:
    Crusader

    Cult Support/Killing:
    Sacrificial Priest


    Possibilities

    Spoiler : POSSIBILITIES :

    Cultist: Auditor, Citizen, Street Racer, Survivor, Scumbag, Blackmailer/Silencer

    Zealot: Jester

    Mystic: Sheriff, Investigator, Oracle, Framer/Forger or Consigiliere/Administrator.

    Witch Doctor: Poisoner, Doctor, Armorsmith, Bodyguard

    Jinxer (new role): Escort, Witch, Bus Driver, Enchantress, Beguiler/Deceiver, Consort/Liaison

    Missionary: Jailor, Kidnapper/Interrogator

    Blood Brother (new role): Executioner, Lover, Heartbreaker/Swinger

    Crusader (renamed role): Vigilante, Veteran, Mafioso/Enforcer, Godfather/DragonHead, SK/Arso/MM

    Sacrificial Priest: Marshall, Constable, Judge, Double Flower

    Preacher: Mayor, Crier, Party Host

    Necromancer: Amnesiac, Coroner, Janitor/Incense Master, Actress/Diva, or Disguiser/Informant, Caporegime

    Sightseer: Spy, Detective, Lookout, Agent/Vanguard


    Prophet can not be made out of any role.
    Stump can not be converted to cult under any circumstance.
    Mafia/Triad roles can not be converted (except with a super OP zealot), but the Necromancer can assume "Culted" versions of Mafia/Triad roles present in the graveyard.

    Some roles have their Culted version change due to balancing reasons to make potentially powerful Cult roles less common:
    - Executioner paired to Blood Brother instead of Sacrificial Priest
    - Bodyguard paired to Witch Doctor instead of Crusader (originally Heretic)

    As a pre-requisite, all Cult roles can do -target # to vote on someone to convert. But Prophets and Zealots actually have a choice, and Cultists and Blood Brothers (after doing their action) could press buttons to vote in addition to doing -target #.




    Cultist
    (Cult Recruiting)
    (aka cult)
    A believer of a shadowy cult.

    [Paired with: Auditor, Citizen, Street Racer, Survivor, Scumbag, Blackmailer/Silencer]

    Spoiler : Cultist :

    Night Ability 1: Vote on someone for conversion.
    - If the Prophet is not making a decision on who to convert, you may vote on who to convert by pressing the button next to the target's name or by typing -target #.
    - If the target you voted for has the most votes, then the Prophet will visit them for conversion if he himself has not made a decision.
    - If the target you voted for has the most votes but is tied to another target with the same amount of votes, than the Prophet will visit whichever of the tied targets is higher up on the playerlist if he himself has not made a decision.
    - If the target you voted for does NOT have the most votes, the Prophet would not visit them if he himself has not made a decision. Of course, the Prophet can still choose to visit the target you voted for.
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - Your cult is limited to 1/3rds of the original game size (so 5 max in a 15 player game.)
    - If you spawn into the game as the only Cult Role, you become the Prophet.
    - If you and the Prophet co-exist, you will be the one carrying out the conversions on the Prophet's orders.

    No Role Options.

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Soliciting





    (Replace the very barebones Cult Leader "role" with this)

    Prophet
    (Cult Recruiting)
    (aka prop, phet)
    You are the revered leader of an occult following.

    [Paired with: No role.]

    Spoiler : Prophet :
    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone for conversion.
    - If you visit a Mafia/Triad, they won't be converted.
    - If you visit a Mason/Mason Leader, they will be notified that you are a Cultist.
    - Other roles can be converted to their Culted versions (see Possibilities above)
    - If you currently have no Cultists, you will be conducting this ability yourself.
    - If you currently have atleast one Cultist, than whoever was Cultist for longer (and is higher up on playerlist, as a tiebreaker), will be conducting this ability for you while you don't visit.

    Night Passive: You share a nightly chat with your fellow Cultists.
    - Your messages are highlighted similar to the messages by GF/DH in maf/triad chat.

    Attributes
    - Your cult is limited to 1/3rds of the original game size (so 5 max in a 15 player game.)
    - There can be only one Prophet in the game at a time.
    - If you die in any way, and there is no Preacher to take your place, then the Cult will enter its "suicide phase."


    Role Options
    - Night-immune (ON/OFF)
    - Immune to detection (ON/OFF)
    - Immunity prevents conversion (ON/OFF) [This includes doc heals and vests in addition to natural NI.]
    - Have to wait 0/1/2 nights between conversions
    - Cult Suicide Phase (Zealots/Mass Suicide) [Zealots means that no Cults will die right away: they will become Zealots, which die eventually but can still convert. Mass Suicide means all Cults will die.]

    Investigative Results
    Sheriff = Cult (if detect Cult = ON AND Immune to detection = OFF), NS (if immune to detection = ON, detect Cult can be ON or OFF)
    Investigator = Conspiracy, Soliciting (if Immune to Detection = OFF), No Crimes (if Immune to Detection = ON)

    Night Messages
    "Omnious bells ring doom at dusk."
    This plays for everyone at the beginning of the night after the Prophet's death, regardless of if his death results in Zealots or Mass Suicide. Obviously, there will be bell sounds.

    "You hear a cacophony of bewitched and chaotic squealing flood into the night..."
    Plays whenever the Prophet's Death triggers a Mass Suicide. Zealot's death message is different.





    Zealot
    (Cult Recruiting)
    (aka zeal, zea)
    You are the harbinger of the apocalypse.

    [Paired with: Jester ]

    Spoiler : Zealot :
    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone for conversion.
    - Everyone you can convert becomes a Zealot, no matter what.
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - If the Prophet and the Zealot co-exist, the Zealot can convert alongside the Prophet. (so Prophet can convert one, and Zealot can convert the other.)
    - Unlike the Prophet, you are not bound by any Cult size or cooldown restrictions. You are only bound by the inevitable wrath of God.
    - The only targets you can NOT convert under ANY circumstance are Masons and Mason Leaders.
    - You will suicide after 1/2/3 nights.
    - No one can save you from your own suicide, not even a Witch Doctor.

    Role Options
    - Suicide after (1/2/3/random amount from 1 to 3) nights.
    - Become Prophet if spawned alone (YES/NO) (if in a 8331 save the only cult role to spawn is Zealot, it becomes Prophet if this option is set to YES.)
    - Zealot conversion is Sudden (YES/NO) (If YES, all Cult members become Zealots upon Prophet death. If not, only one Cult member per night becomes a Zealot. If Prophet's death is set to Mass Suicide, that overwrites this option.)
    - Conversion bypasses immunity (YES/NO/ONLY IF PROPHET DEAD) (If YES, Zealots can convert Citizens, Survivors, Exes, and even Neutral Killers into Zealots.)
    - Can convert Mafia/Triad (YES/NO/ONLY IF PROPHET DEAD)
    - Becomes Cultist if Prophet is alive (YES/NO) (if in a save should a Prophet and a Zealot spawn, the Zealot will become Cultist if the option is set to YES.)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Soliciting, Disturbing the Peace

    Night Messages
    "Your time is coming..."
    This is what the Zealot sees at the beginning of the night where he will finally suicide. Plays an insistent ticking theme throughout the night for the Zealot.

    "You hear agonized screaming echo into the night..."
    Plays for everyone at the end of the night when a Zealot finally suicides. No weapon sounds, he inexplicably and painfully passed away. Shudder.





    Witch Doctor
    (Cult Support, Recruiting)
    (aka WD)
    You are a hedge psychic, using your powers of healing to soothe initiates.

    [Paired with: Poisoner, Doctor, Armorsmith, Bodyguard ]

    Spoiler : Witch Doctor :
    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Save someone from death
    - If your target was Mason Leader or Mason, they will turn down your help, AND they will figure out who you are.
    - If your target was Mafia or Triad, they will turn down your help.
    - If your target was night immune, they will turn down your help.
    - If your target is a Cult member, they can survive an attack thanks to your help.
    - If your target is a fellow Crusader (cult killing role) that would otherwise die doing their job if not for your help, they will convert to a Cultist.
    - Otherwise, if your target is any other role, and if they survive an attack thanks to your help, then they will be converted to the Culted version of their role (see Possibilities).
    - This ability can not prevent any form of suicide (heart attack/afk, lover heartbreak, jester suicide, leaving the game, Zealot suicide, mass suicide as result of Prophet death)
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - Your saves bypass cult size restrictions (5 max in 15 player game)

    Role Options
    - Limited to 1/2/3 saves
    - Become Prophet if spawned alone (YES/NO) [This effect only happens at the beginning of the game once its detected that the only cult role to spawn is WD. This doesn't happen if WD is alone after the Prophet dies.]

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy





    Mystic
    (Cult Support)
    (aka mys, myst)
    You have mastered the art of tarot cards to read someone's personality.

    Paired with: Sheriff, Investigator, Oracle, Framer/Forger or Consigiliere/Administrator.

    Spoiler : Mystic :

    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone to check if they can be converted.
    - If you visit a Mafia/Triad, you will get the result "They are nonbelievers!"
    - If you visit a Mason/Mason Leader, you will get the result "They are heretics!". They won't find out about you, so don't worry.
    - If you visit an Immune role (if Immunity prevents conversion = ON on Prophet), you will get the result "They don't fear our Gods!". Watch out, b/c anyone using a vest that night or with a doc healing them that night can return this result.
    - If you visit a role that CAN be converted, you will get the result "They can be converted!"
    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - You bypass all detection immunity.
    - You are subject to the Forger/Framer's false results. (if you check a Town member and he was Framed to be mafia, you get the Mafia result instead of Town result.)
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Mystic, it becomes Prophet.)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy






    Jinxer
    (Cult Support)
    (aka jinx)

    You are a seasoned expert of voodoo rituals.

    Paired with: Escort, Witch, Bus Driver, Enchantress, Beguiler/Deceiver, Consort/Liaison

    Spoiler : Jinxer :

    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone to curse them.
    - This is essentially just witching someone to visit themselves.
    - This ability does not bypass night immunity.
    - You won't be notified if the curse was successful or a failure.

    Night Passive: You share a nightly chat with your fellow Cultists.

    Attributes
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Jinxer, it becomes Prophet.)

    Role Options
    - Notify victims that they've been cursed (ON/OFF)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Soliciting

    Night Messages
    "You have been jinxed!"
    This is what the Jinxer's victim sees at the end of the night, if Notify Victims = ON.




    Blood Brother
    (Cult Recruiting)
    (aka bloodbro, BB, bro)

    You are a genealogist who took his study into new esoteric heights.

    Paired with: Executioner, Lover, Heartbreaker/Swinger

    Spoiler : Blood Brother :

    You share win cons with the Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Visit someone to be linked by blood.
    - This ability can be done at any time, but it can ONLY be done once.
    - Once this ability is successful, you and your target will both be Blood Brothers, with no abilities whatsoever.
    - Mafia/Triad and Night-Immune roles are unaffected by this. However, if you tried to convert a Heartbreaker/Swinger who already has a target, their target will be converted to Blood Brother while the HBer/Swinger is unaffected.
    - Mason and Mason Leader would have you killed if you attempted to target them with this ability.
    - If you convert a Lover who already has a target, both the Lover and the Target will be converted to Blood Brothers.
    - Executioners can be made a Blood Brother, but their target won't be a Blood Brother.
    - If the person you attempted to convert died at the same night, you will die with them. No exceptions.
    - And if any of the Blood Brothers die, all the Blood Brothers will die.

    (yes that means you can theoretically have a chain of 3 Blood Brothers: the OG, the Lover, and the Lover's target.)
    (so theoretically if you converted a Lover, whose target is a Heartbreaker, and if the HBer's target is a Swinger, and if the Swinger's target is an Executioner who has a target...
    ...then you will convert the Lover and the Executioner to bloodbrothers, with the HBer, Swinger, and Exe's target unaffected.)
    (and if you convert a Lover who loves another Lover, you convert the two Lovers, and the second Lover's target. The chain extends with every Lover that another Lover loves.)

    Night Passive: You share a nightly chat with your fellow Cultists.
    Night Passive 2: Vote on who to convert/
    - Your only power while in the Cult is to vote on who the Prophet should convert by pressing a button or with -target #, just like with Cultists.
    - If the Prophet is not making a decision on who to convert, you may vote on who to convert by pressing the button next to the target's name or by typing -target #.
    - If the target you voted for has the most votes, then the Prophet will visit them for conversion if he himself has not made a decision.
    - If the target you voted for has the most votes but is tied to another target with the same amount of votes, than the Prophet will visit whichever of the tied targets is higher up on the playerlist if he himself has not made a decision.
    - If the target you voted for does NOT have the most votes, the Prophet would not visit them if he himself has not made a decision. Of course, the Prophet can still choose to visit the target you voted for.
    - Of course, your one benefit is that the Prophet would never send you or your blood brother to do the conversion. That's the job of the Prophet and the Cultists.

    Attributes
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Blood Brother, it becomes Prophet.)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Soliciting, Corruption

    Night Messages
    You hear soft weeping preceding pained grunts as a lengthy stab is heard.
    Plays for everyone when a Blood Brother suicides after the death of another BB. This implies seppuku.

    Your target's bloodline proudly refuses to mix with yours.
    Plays for the Blood Brother when he attempts to convert someone who is Mafia/Triad and/or Night-Immune
    ...and they are offended.
    Extension of previous message that plays when the BB additionally tries to convert a Mason or Mason Leader. The BB will be killed by them.





    Sightseer
    (Cult Support)

    (aka sight, seer, ss)

    You are a secluded wizard channeling horoscopic energies to achieve extreme foresight.

    Paired with: Spy, Detective, Lookout, Agent/Vanguard

    Spoiler : Sightseer :
    You share win cons with Cult, Neutral Evils, Neutral Benigns.

    Night Passive 1: Cult Chat
    - You share a night chat with your fellow Cultists.
    Night Passive 2: See Mason Chat
    - You get to spy on Mason Chat if provided, but it is anonymous, with all participants labeled "Mason".
    - Depending on role options, you may or may not be able to see who the Masons visit.
    - The Mason Leader will be highlighted.
    Night Passive 3: See Mafia/Triad Chat
    - You get to spy on Mafia/Triad chat if provided, but it is anonymous, with all Mafia participants labeled "Mafia", and all Triad participants labeled "Triad".
    - The DragonHead/Godfather will be highlighted.
    - You DO NOT see who Mafia/Triad kill or visit.
    Night Passive 4: See All Who Visit the Converts
    - If the Cult converts someone tonight, you will see all the targets they visited, in addition to who visited the converted ones, including your fellow cultists.
    - That applies to ANY conversion: Prophet conversion, Zealot conversion, Witch Doctor save, Missionary conversion...

    Attributes
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Blood Brother, it becomes Prophet.)

    Role Options
    - See who Masons visit (ON/OFF) {Default: OFF}

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Trespassing






    Necromancer
    (Cult Support)
    (aka necro, nm, nec)


    You are a supernatural summoner for lost souls.

    Paired with: Amnesiac, Coroner, Janitor/Incense Master, Actress/Diva, or Disguiser/Informant, Caporegime

    Spoiler : Necromancer :
    You share win cons with Cult, Neutral Evil, Neutral Benigns.

    Night Ability: Summon
    - Select any body from the graveyard at night.
    - You can or can NOT select cleaned roles depending on role options.
    - You can NOT select GF, DH, Neutral Killers, Mason Leader or Mason.
    - If successful, you assume the Culted version of the body's role. See the top of the post for possibilities.
    - Upon assumption, depending on role options, you start with either only 1 of their abilities, or you start with the full amount, depending on role options.
    - Your new role may or may not be shown to the Town, depending on role options.
    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.

    Role Options
    - Remember full amount of new role's ability (ON/OFF)
    (If ON, then for example if you remember as Missionary, and the save allows for 2 Conversions, then you have 2 Conversions.
    If OFF, then for example if you remember as Missionary, and the save allows for 2 Conversions, then you have 1 Conversions.
    If OFF, there is an exception if the amount given to you would otherwise be zero. For example, if you remember as Missionary, and the save allows for 1 Conversion, then you have 1 instead of 0 Conversions.)
    - Reveal new role to the entire town. (ON/OFF)
    - Can select cleaned bodies (ON/OFF)
    - Become Prophet if spawned alone (YES/NO) [This effect only happens at the beginning of the game once its detected that the only cult role to spawn is Necro. This doesn't happen if Necro is alone after the Prophet dies.]

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Identity Theft (once taking on a new role)

    Night Messages
    The Spirit of a/an [graveyard role] has been evoked. An inspired [Culted version of role] haunts us all.
    This plays for everyone at the beginning of the day if Reveal to Town is ON.
    For example, if the Necromancer selects the body of a Jester to become a Zealot, the message will say:
    The Spirit of a Jester has been evoked. An inspired Zealot haunts us all.






    Crusader
    (Cult Killing)
    (aka crus, cruz)


    You are a demented crusader thirsting for the blood of infidels.

    Paired with Vigilante, Veteran, Mafioso/Enforcer, Godfather/DragonHead, SK/Arso/MM

    Spoiler : Crusader :
    You share win cons with Cult, Neutral Evils, and Neutral Benigns.

    Night Ability: Kill someone for the Crusade
    - You have 1/2/3 uses of this ability.
    - This ability bypasses night immunity.
    - If you target another Killing Role (even a lowly BG), a Mason, or a Mason Leader, you will die with your target.
    - When you run out of uses, you will die with your target.
    - You are still prone to a bodyguard: should your target have a bodyguard, the target lives, while you and the BG die in a shootout.
    - You can not be saved by a Doctor if you run out of uses or target a Killer, Mason, or ML.
    - If saved by a Witch Doctor if you run out of uses or target a Killer, Mason, or ML, you become a Cultist, regardless of how many Crusade uses you have left.

    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.

    Attributes:
    - If you spawn into the game alone, you become a Prophet. (if in a 8331 save the only cult role to spawn is Crusader, it becomes Prophet.)

    Role Options
    - Crusade limit (1/2/3) {Default: 2}

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Murder, Trespassing

    Night Messages
    "You hear deranged screaming followed by a brutal beheading."
    Plays for everyone at night whenever a Crusader kills someone. There are no different or additional messages if the Crusader dies while Crusading.
    Use the death sounds of the Protoss Zealot unit from... you know... actual Starcraft 2?... followed by gory ass sounds as well as sounds implicating the usage of a sword or an axe.
    "His/her head is missing, and their neck completely severed."
    The death description for anyone killed by the Crusader. This one implies a beheading by sword or axe.
    "His/her chest has a large, lengthwise cut, guts spilling out of the wound."
    Alternative death description for anyone killed by the Crusader. This one implicates an axe swinging right into center mass.
    "His/her body has been badly cut and bruised, indicative of a close and heated struggle with their victim."
    Death description for the Crusader themselves once they die from running out of uses, die while killing a Killing Role, or die while killing a Mason/ML.





    Missionary
    (Cult Support, Recruiting)

    (aka miss, missi, mission)

    You are an occultist with a satanic dungeon ready to torture the uninclined.

    Paired with Jailor, Kidnapper/Interrogator

    Spoiler : Missionary :
    You share win cons with Cult, Neutral Benigns, and Neutral Evils.

    Day Ability: Prepare to jail
    - At day, select someone to jail.
    - If there was a lynch that day, the day ability is voided for that day and the following night.
    Night Passive 1: Jailing
    - Once you drag someone to jail, you and your victim have a private chat.
    - You will be known as a Jailor to your victim.
    - Your target is roleblocked and protected by you and no one else.
    - If you jail a Mason, the Mason will know that you are a Missionary, depending on role options.
    - If you jail a Mason Leader, the jail will go as planned, but you will die at the end of the night unless you "convert" (read; execute).
    Night Passive 2: Cult Chat
    - You share a night chat with your fellow Cultists.
    - You always see Cult Chat, but you may only talk in it if you are not jailing someone.
    Night Ability: Convert
    - You have 1/2/3 uses of this ability, depending on role options.
    - If this is done on a mafia/triad role, a Mason or Mason Leader, or a naturally night-immune role instead, this Convert becomes an Execution just like with Jailor, Kidnapper, and Interrogator.
    - If this is done on any other role, however, then the target will be converted to the Culted version of their role.
    - This ability is presented to your victim as an execution throughout the night.

    Attributes
    - All limitations had by the Jailor are had by the Missionary.

    Role Options
    - Conversion limit (1/2/3) {Default: 1}
    - If converted from jailor, reset Conversion limit (ON/OFF) {Default: OFF}
    (if on, should a Missionary be created from converting a Jailor, no matter how much execution the Jailor had left before conversion, the Missionary will spawn with the full amount of Conversions alloted by the save.)
    (if off, should a missionary be created from converting a Jailor, than the Jailor's remaining amount of executions become the Missionary's starting amount of conversions. So if a Jailor had 1 execution left before conversion, then the newly converted Missionary only has 1 conversion left.)
    - Mason is notified of your identity (ON/OFF)
    - Become Prophet if spawned alone (YES/NO) (if in a 8331 save the only cult role to spawn is Missionary, it becomes Prophet if this option is set to YES.)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Kidnapping, Murder (if an conversion went wrong resulting in an execution)

    Night Messages
    All night messages associated with this role are shared with the Jailor.

    Your victim has folded into the religion of the occult after a painful session of torture.
    Plays for the Missionary if the Convert was successful.
    Your victim is incredibly resilient, so you had to execute him as a last resort.
    Plays for the Missionary if the target is NI, Mason Leader, or Mafia/Triad, necessitating an execution.

    Your captor has tortured and co-erced you into believing a brand new worldview.
    You have been converted into a [Culted Role].

    This is what the victim sees if they have been successfully converted by the Missionary, despite seeing references to "executions" during their incarceration for the night.

    Your captor is a member of the occult!
    Plays for the Mason and Mason Leader (depending on role options) when captured by the Missionary at the beginning of the night. Despite this, the Missionary still shows as "Jailor" and the convert still shows as an execution.






    Sacrificial Priest
    (Cult Support, Killing)

    (aka SP, sac, priest, pri, sacr)

    You are a religious authority figure responsible for death row.

    Paired with Marshall, Constable, Judge, Double Flower

    Spoiler : Sacrificial Priest :
    You share win cons with Cult, Neutral Evils, and Neutral Benign

    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.
    Day Ability: Sacrifice
    - During any time at day, type -sacrifice (or press a button, its 2.0 now) to start a Sacrifice.
    - You only have 1 or 2 uses of this ability.
    - Sacrifice mandates only one lynch, overriding any of Marshall's remaining lynches.
    (so if Marsh reveals with 4 lynches and lynches 2 people before the Sacrificial Priest starts his sacrifice, than the amount of remaining lynches goes down from 2 to 1.)
    - During a sacrifice, all chat is anonymous (addressed as "Mortal"). All cult members have 2 votes each. The Prophet, Crier, Judge, Preacher, and Sacrificial Priest (addressed as "God") have highlighted chat.
    - If done during someone's trial before the gulity/innocent vote passes, the trial abruptly ends in the execution of that person without a gulity/innocent vote, defense, or last words.
    - The default execution during a sacrifice initiated during trial is much more likely (but not guaranteed unless the option for it is ON) to be the extended mothership... for dramatic effect.
    - -sacrifice can not be done during the last words and execution of someone via a regular trial, nor can it be done after a lynch (except with Marshall's lynches).
    - Judge can stop the sacrifice with his own -court reveal, taking away the Cult's votes while giving him his usual allotment of votes.
    - Mayor will be unable to reveal.
    - Marshall will be unable to reveal.
    - Constable will be able to reveal during a Sacrifice by shooting someone, and if he happens to shoot the SP, then the Sacrifice is prematurely ended.

    Role Options
    - Become Prophet if spawned alone (YES/NO) (if in a 8331 save the only cult role to spawn is SP, it becomes Prophet if this option is set to YES.)
    - Sacrifice Limit (1/2)
    - Sacrifice execution defaults to Extended Mothership (ON/OFF)
    (lol)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Corruption, Disturbing the Peace

    Night Messages
    The Gods demand a sacrifice!
    This plays for everyone when a SP begins a Sacrifice.

    The chat name for the Crier, Judge, Prophet, the SP, and the Preacher changes to "God", with their chat highlighted
    The chat name for everyone else changes to "Mortal"

    All votes are anonymous.

    The death description for someone lynched during a Sacrifice says Sacrificed. instead of Lynched.

    Idk what music would play during a Sacrifice. Something grandiose, confusing, cacophonic, villainous for sure but not the Judge court or mothership music. Maybe "The Baptism" from The Godfather as Godfather music is a recurring soundtrack in the Mafia mod?





    Preacher
    (Cult Support)

    (aka preach, prea, pre)

    You are an elevated authority figure in charge of religious propaganda.

    Mayor, Crier, Party Host

    (this role has been massively reworked from its original version, making his night ability more like Party Host's ability and removing the Extra Vote day passive since Elector will no longer exist.)

    Spoiler : Preacher :
    You share win cons with Cult, Neutral Evil, Neutral Benign

    Night Ability: Sermon
    - At the press of a button at day, you can leave Cult Chat for a night and instead start a Party Host-like chat. You can use this to command other evils and neuts to do the Cult's bidding.
    - Your ability is void if the Party Host decides to party that night or if you're jailed. That ability would not be used up in that case.
    - All neutral, mafia, and triad roles, as well as the Spy, Party Host, and Crier, will attend the Sermon, for as long as they are not held captive by a Jailor, Kidnapper, Interrogator, or Missionary.
    - You have one, two, or three uses of this ability, depending on role settings.
    - During the sermon, the Crier and Judge can not speak publicly.
    - During the sermon, the Mafia and Triad will be unable to have their private chats.
    - All participants in the Sermon are Anonymous. The Preacher in particular will have a different address and highlighted chat.
    Night Passive: Cult Chat
    - You share a night chat with your fellow Cultists.
    - You only have this Passive if you are not conducting a Sermon.

    Attributes
    - If the Prophet dies while you are alive, you become the new Prophet and avoid a Mass Suicide or Zealot mass conversion.
    - If you spawn into this save alone, you will become a Prophet.

    Role Options
    - Night Chat Speaking Limit (1/2/3)

    Investigative Results
    Sheriff = Cult (if detect Cult = ON), NS (if detect Cult = OFF)
    Investigator = Conspiracy, Corruption, Disturbing the Peace

    Night Messages
    You have been beckoned to an impassioned sermon!
    POV of anyone summoned to the Preacher's sermon.

    The Preacher is referred to as "Preacher", with highlighted chat. All other participants will be referred to as "Worshipper" during the Sermon.





    New Achievement Ideas


    The Apocalypse
    300 Point Reward
    Have the Cult win with Zealots being the only role alive in the game.

    Cursed Beyond All Repair
    50 Point Reward
    As Jinxer, die to the Arsonist after you jinx an Arsonist, causing him to ignite.

    Righteous Among the Nations
    75 Point Reward
    As Constable, shoot the Sacrificial Priest during a Sacrifice before anyone could be lynched.

    Lay My Vengeance Upon Thee
    150 Point Reward
    As Crusader, kill the murderer of the Prophet. (this is possible with Necromancer->Crusader, or Prophet death causing gradual Zealot conversion instead of mass Zealot conversion or mass suicide)

    La Familia Es Todo
    75 Point Reward
    As Blood Brother, convert two or more people to Blood Brother at once, creating a chain of three or more Blood Brothers.
    (Shoutouts to the Salamanca Family from Breaking Bad and Better Call Saul. The Twins are the honest-to-god inspiration for the Blood Brother role.)

    Town of Jones
    200 Point Reward
    Have 4 or more cult players suicide at once as a result of the Prophet's death.

    The Ascended
    50 Point Reward
    As Preacher, replace the Prophet, then win the game for Cult.
    Last edited by Grakylan; January 21st, 2022 at 05:16 PM. Reason: added suggestion for Sacrificial Priest theme
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  14. ISO #14

    Re: Grakylan's Cult role dump

    TL;DR

    Cultist is your basic boring do-nothing role now. Wanna know who actually does the converting?

    Prophet does the converting now. Hes the big bad leader of the Cult, and is night immune. But should he die, the Cult either suicides or goes frantically crazy.

    Zealots are the result of the Cult going full cuckoo from Prophet death. They have a lot less limitations to recruiting, but die by their own quickly, making them a force to be reckoned with.

    Mystic is cult sheriff. He goes around checking who can and cant be converted, whos maf/triad, whos NI, whos mason, etc.

    Sightseer reads maf/triad chat, reads mason chat, and can see who the recent converts visited and got visited by. You will most likely get only one of these at any given night.

    Witch Doctor is the same as before. She heals bitches, making them Cult, and heals cult bitches. But she cant stop suicides.

    Jinxer causes her target to visit herself. Its a hybrid between a roleblock and a witching, with... interesting results.

    Blood Brother is the cult version of Lover. They're a Blood Brother, the target is a Blood Brother. They live and die together.

    Preacher is the cult version of Party Host. At night, he can choose to actually meet all the evils and neutrals anonymously in a party-like environment. But he can also replace the Prophet should the Prophet die.

    Necromancer is cult Amnesiac. Except instead of remembering exact role of a dead guy, they remember a Cult version of the role of a dead guy.

    Crusader is the cult's only killer. He can behead anyone, but he dies if he beheads a NK, GF/DH, or a Mason Leader. And he dies once he runs out of his very few kills anyways.

    Missionary is the cult jailor. Except they convert the guy if they can. But they still wouldn't hesitate to execute someone who cant be initiated in the cult, giving Missionary good cover against the town.

    Sacrificial Priest is the cult judge. He will reveal, give the cult extra votes, shroud the chat in anonymity and darkness, instalynch someone they dislike, and force everyone to sit through Extended Mothership no matter how few points the victim's SC2Mafia account has for dramatic effect.

    If you want more details, you can always open up the spoilers to read the rolecards.
    Last edited by Grakylan; January 20th, 2022 at 08:35 PM. Reason: added Jinxer
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  15. ISO #15

    Re: Grakylan's Cult role dump

    >>At the beginning of the following night after your death, everyone receives this message: "Omnious bells ring doom at dusk."
    Good shit if i do say so myself.
    Coroner -> Blood Brother, and Oracle -> Sightseer.
    Looks like we got ourselves a Coven Expansion.

    Achivement Idea: At What Cost?
    As the Zealot, be the last player alive.

  16. ISO #16

    Re: Grakylan's Cult role dump

    Quote Originally Posted by Guy View Post
    Coroner -> Blood Brother, and Oracle -> Sightseer.
    Partial on Oracle -> Sightseer although Sightseer could be more powerful in certain saves.
    But Coroner literally interacts with the graveyard on a daily basis and is a rare town role, why wouldn't he become Necromancer, a role that interacts with the graveyard?

    Quote Originally Posted by Guy View Post
    Achivement Idea: At What Cost?
    As the Zealot, be the last player alive.
    Basically the Apocalypse achievement but even harder. Hard pass.
    Last edited by Grakylan; January 19th, 2022 at 11:01 PM.
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

  17. ISO #17

    Re: Grakylan's Cult role dump

    Change of Role Possibilities

    Pair Soldato with Crusader, due to simply being a killer (and a domestic terrorist too).
    Pair 49er with Jinxer, as 49er limits their victim's ability to conduct work similar to Jinxer.
    Pair Electromaniac with Crusader, due to simply being a killer.
    Pair Caporegime with Necromancer, since Caporegime interacts with role changes.
    Pair Easter Bunny/Caroler (seasonal roles that visit someone and gives them three player numbers, one of which is non-town) with Mystic, as EB/Caroler is an investigative-ish role like Mystic. Yes I have to account for killy's saves...
    Move Auditor and Blackmailer/Silencer from Cultist to Jinxer, as Auditor and BMer/Silencer limit their victim's ability to conduct work similar to Jinxer.

    Slight changes
    - Witch Doctor can now heal just about anybody. Masons and Mason Leader would accept the heal but find out your identity. You won't be able to convert NKs, Mafia/Triad, or anyone protected by a Doc, BG, or a vest if they get attacked and saved by you.

    Too lazy to update OP
    Last edited by Grakylan; August 7th, 2022 at 12:44 AM.
    https://imgur.com/a/NqMwElZ fuck it heres all the sc2mafia pics i would have put in the sig

 

 

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