
Originally Posted by
Zack
The cult won't be involved in normal games, considering that, any game with the cult involved will also involve Masons.
Wrong often times you will see all the neutrals replaced by cult and other non killing neutrals. Cult is amazing and does not
have to have masons in game if sheriff can detect or invest can somehow see cultists/leader.
Niether immunity, nor doctor heals should prevent culting. The only one with that power would be the Mason Leader, while he can convert citizens to Masons he could also protect any role from being converted to Cult. If Mason Leader visits a Cultist he will kill the Cultist, death message "Lynched at night by Masons".
That is going to lead to massive griefing. You need to imagine a pub game where 1 mafia gets culted and the others constantly think that the mafia is trolling trying to fuck them up and get them killed. It will happen with sub roles, but the core roles if they are immune at night they are immune to being culted. I really like the lynched at night by masons death description however.
Alternatively the Masons can be changed to work without the Mason Leader (removing the role), so they'd be voting on who to visit at night and one of them will randomly be sent to do the job, similar to the Mafioso's. The actions performed will be as stated above in this case too.
Sheriff should not detect cultists. Its the Masons job to stop the cult.
Not every cultist game is meant to have masons. Sheriff can have this option turned on or off.
Now as for the converted roles, I suggest there being a role "Violent Cultist", that votes who to kill at night and goes to kill. Only converted killing roles will become "Violent Cultists", the role can't be entered directly into the setup. The Violent version will be detected by Sheriff though, while normal Cultists won't be. Killing roles are: Vigi, Jailor, Mafioso, Disguiser, SK and Arso. GF can't be converted. Killing cultists can kill Masons.
I don't think that DR will agree with this at all. Cultists more or less hollow roles out. Anyways i doubt that will go live. Cult can already do many things to reach majority and abuse the lynch.
If a Mafia is recruited to the cult, his mafia buddies will know since he'l vanish from their allies list. The GF who can't be recruited will probably aim to kill his former Mafioso.
Not sure how this will work, I would honestly think that there would need to be some way to talk with either one. Or the mafia one would simply be silent for them. Finally the cult needs to be careful on who they recruit. This is one of the more pressing questions and needs to be answered by DR in regards to what is actually possible with coding shit in.
Any other role will become a regular cultist who can vote on who to recruit next. There won't be a cult leader, just an initial cultist that will begin the recruiting, and recruiting happens every night, not every 2 nights. Without normal cultists the cult won't be able to recruit anymore, if they have killers they can still kill.
I honestly like the idea of a cult leader just as a mason leader exists. It is the same role in function with a slightly different result. It makes the cult more fun and dynamic.
This isn't overpowered if you consider that luck is a big factor in the game, whoever gets checked first, recruited first, visited by masons first, etc. In some games the cult will be wiped night 1, in others they'l dominate the game, it all depends on how things turn out.