Why aren't masons allowed to convert other towners? Just citizens? What if there is a Mason Leader in the setup? Then you have to also add citizens for them to convert?
Why aren't masons allowed to convert other towners? Just citizens? What if there is a Mason Leader in the setup? Then you have to also add citizens for them to convert?
Or a cultist for them to bludgeon. The Mason leader is not a Town Cultist.
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I saw your party join...Spoiler : Forum Mafia :
Considering that Mason Leader is a TOWN role, it would REALLY suck to have every town power role converted into a Mason. Imagine if the Sheriff and Doctors all got converted. Town would get fucked, and be unable to find the Mafia effectively. Converting a town power role would actually HURT the Masons' attempt at a town win.
Maybe Crimlet means like forum-mafia styled cultists: if you actually have a power and your cult you can still use it, but it would be OP for town.
A better question would be why is there a Mason leader but not a Cult leader?
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SC2 Mafia cult is fine how it is.
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No. I meant ability to convert anybody to mason with no power other than to chat. So if you add Mason Leader to list, then might as well add citizen.
Exactly. If you have a Mason Leader in your setup it's a good idea to have some citizens. Unfortunately many pubs don't like this![]()
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We understood you the first time. The Mason Leader is not a Town Cultist. He will never have the ability to turn town Power roles (Invest/Sheriff/Vigilante) to masons. There is no reason for it. Mason Leaders can recruit Citizens or Kill Cultists that is already very useful if used properly.
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Mason leader is fine he way he is.
He's very efficient in discovering the cultists and then bashing them to death with a club.
If mason leader could convert town PRs to mason, if those PRs retained there abilitys, mason leader would be the most OP role in the game, but if those PRs lost there abilities when they became masons, mason leader would hurt the town more then it would help them.
Mason Leader can be a really good role if you don't suck at the game or get extremely unlucky.
Cult can convert mayor and such. They don't really need another power. I don't know what Goonswarm suggested for cult leader but I do think it would be a good idea to add that and automatically promote the first or a lone cultist to cult leader. The cult leader(what I envision) would have the mason leaders decision making power on the conversion. The regular cult would suggest so that in the event of the Cult Leaders jailing the conversion would still happen. A Mason Leader could not bludgeon a Cult Leader but ca still bludgeon regular culists. He will know if he tried to Bludgeon the Cult Leader though.
I like the Cult Leader in FM setups but in a small game like SC2 Mafia I think it makes it a bit difficult for the Cult to win (many people hate Cult because they're deemed too powerful, but I've found EU pubs to be remarkably efficient and lucky at Cult-hunting). Although of course I'm talking about the Cult Leader from FM being directly implanted into the setup, where he is the only one that can convert and with his death half the cult suicides and they can't recruit anymore.
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