Title- False Prophet
Alignment- CULT
Abilities- (1)EVERY Night You must visit one person and attempt to have them take the MARK OF THE BEAST(this is the action that happens if witched)
On nights 3 or 5 you can instead (excluding night one) Fear Someone, You can only fear one person (the counterpart to messiah's enlighten)
nights 3 and 6 you Cause whoever you visit temporary insanity (another counterplay to this but by virtue of him dying by visiting the messiah, it is impossible to cause the messiah to go insane)
special attributes- everyone you visit who takes the mark of the beast will die on night 6!
you cannot convince people who are visited by a bodyguard or jailed
If you visit The Messiah You Die.
Feared individuals cannot visit during the night unless the Messiah publicly reveals
Only Town aligned roles can be feared
Citizens are Fearless.
Mason Leaders are Fearless (but not run of the line masons)
Feared individuals can only speak in private messages.
Insane individuals Cannot speak (does not effect Jesters) or visit Unless they are Visited by the Messiah at night or Enlightened during the day.
Insane individuals cannot vote
If an insane individual is lynched, one guilty voter (at random) will die the following night.
you immediately give the triad/mafia the mark (you have no need to convince them)
you immediately give killing roles the mark, they do not get to deny or accept at the start of the next day.
after accepting the mark (I still haven't figured out the entire choice mechanic but I know it must be necessary) they can choose one person at night (excluding killing roles) for death that night
people who are marked that are killing roles do not know they are marked and cannot choose at the end of the night
people that are marked have a 666 number at the top of their rolecard (idk this would look cool but it may be a hassle)
people you choose to attempt to mark choose yes or no at the end of the night, if they don't choose no by the time voting starts (discussion ends) the game assumes they chose yes.
you do not know if your mark was successful
Can speak with the cult at night.
day 7 death description- it appears he was swallowed by the earth, and it is said he descended into the depths of hell...
investigator message- your target is a leader among men, they are either a Godfather/Dragon Head, mason leader, or false prophet
CONVERTS FROM JUDGE (best part of this role) -default on
Strategies
for town people who have already served their uses (useless spies where the triad/mafia are already wipes) citizens other cult etc.. accepting the mark allows you to make full use of your uselessness
fear a mason
fear on the killing mafia
cause Insanity to the Mason leader
The False Prophet can give his own cultists the mark, so they can help terminate mafia triad town killers, and when they die on day 6 help add to the possible cult
conversions remaining
In the perfect world that I know we all live in, when Dark Revenant implements these awesomely creative ideas (I'm kidding around), there will be a great interaction between the False Prophet and the Anarchist (another cultist role that I suggested recently).
check it out
https://www.sc2mafia.com/forum/showth...eath-Worshiper
Pros-
Gives the cult killing potential and stronger resistance to killing roles
cons-
has little defense of his own
should be exceedingly rare, and thus many new players may be confused of the abilities and interplay between Messiah and False Prophet (some people fucking think sk kills are actually Mass Murderer deaths and vice-versa and it kinda disturbs me)
Entrails have been spilled people, it's a fcking mass murderer... not an sk lol.