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    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    The Rolecards Below are outdated, as they were made in 1.0 and in the early days of 2.0 Beta.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

 

 

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