Board Thread:Role Ideas (Neutral)/@comment-50.37.92.220-20190304020646

Alignment: Neutral (Chaos)

Attack: None Defense: None

Abilities: Make someone become the Cult.

Attributes:

Being in the cult does not in any way change their role.

If you make someone become cult 2 nights in a row, you may not change the next night.

If the only players alive are "in" the cult, you win, and everyone else (except neutrals) loses.

Example:

Night 1:

A is Cult Leader. Converts B into Cult.

B did not change their role, however A wants B to live as if the only players alive are cult, they win.

Night 2:

A "converts" C.

Now A wants both B and C to live to win faster.

Night 3:

A "converted" 2 nights in a row so nothing happens.

B died. Now the only players in the cult are A and C.

Night 4:

A "converts" D into the Cult. D dies that night, and it does not count as a successful "conversion".

A and C remain in Cult.

Night 5:

A converts E into the Cult.

There's only A, C, E, F, G, H, and I left in the game. A doesn't want C or E to die soon.

Night 6:

A converts F into the Cult. E dies (so does H)

Remaining players: A, C, F, G, and I.

Players in cult: A, C, and F.

Night 7:

A converted twice in a row, so can't convert again. A dies (and nobody else does).

Remaining players: C, F, G, and I.

Players in cult: C and F

I gets lynched.

Night 8:

A is dead. F dies.

Remaining players: C and G.

Players in cult: C.

C reveals as Mayor and eliminate G.

Remiaining players: C.

Players in cult: C.

As a result, A wins...any Survivors, Guardian Angels, Neutral Evils, or Pirates that met their goal win as well. Town does not win. (Should I nerf this?)

If this is too op, we could make it so making someone to become cult is a harmful effect, (making Bgs, Trappers, and GAs affect this). Possibly give it Basic defense, and if it dies, it can't win. 