Board Thread:Role Ideas (Other)/@comment-71.46.89.246-20190312235509/@comment-39067078-20190421155525

71.46.89.246 wrote: The Cult is a faction with two alignments, Cult Killing, and Cult Support. Oh boy, killing and killer support. Once all Cult Killing roles are dead, the "Cult Necronomicon" (I can't think of a proper name for this) is given to a Cult Support Member. The Cult Necronomicon does not grant Detection Immunity. The Cult faction has a tan color in role lista. Spies can see all visits made by Cult Members, including Converted Cult members.

Cult Killing roles:

Cult Leader

Cult Killing

Attack: Basic

Defense: None

Is Unique

Priority: 6(Conversion) 5(Killing)

Abilities: Convert someone to the Cult. '''A large amount broken. Not only do you get rid of one of another faction’s members, but you gain one. This will snowball and will be the play of the game ending with majority vote against town.''' You must wait a night between conversions. Those who you convert will keep their same abilities. You cannot convert Jesters, Executioners, Mafia Members, Coven Members, Vampires, or Guardian Angels. You can have a maximum of two converted players. After you have two converted players, you will deal a Basic attack instead. If the entire cult consists of converted people, all of them will be dealt an Unstoppable attack.Clutch prevention, very necessary before breaking the game.

Attributes: Speaks in Cult Night chat.

Mechanics:Trying to convert someone who cannot be converted will show this message. "Your target could not be converted!" Conversion can be fended off by a Crusader and a Trapper but not the Bodyguard or Doctor. '''I don’t see why not. You should still die from visiting someone and still show up as visiting for balances and checks.'''  The target will get the message "A Cult Leader tried to convert you but they could not!" if the Cult Leader tries to convert an unconvertable role, but they will receive no message if the conversion is repelled by a Trap or Crusader. Converted players will keep their special abilities, but their win condition will be solely with the Cult. A few changes happen in certain situations. Converted Vigilantes will no longer commit suicide after shooting a town member. Converted Jailors will be able to continue executing even after killing a town member. After someone who is converted dies, the fact that they were a member of the Cult will appear next to their role in the graveyard.

Other effects:

Converted Retributionists will not convert whoever they revive.

Converted roles have the option to target Cult members and vice versa to throw off Spies or Lookouts, but this must not turn into gamethrowing.

You can convert neutral roles. In fact, it's probably best to convert Neutral Killing roles, especially Pestilence, because even though you will die from converting Pestilence, putting Pestilence on your team is often worth it. '''Broken. It defeats the whole purpose of a “Neutral” Role.'''

The message for a converted player who dies because the rest of the cult dies is "They died because they failed their Cult."

Converted players look exactly the same to Sheriffs and Investigators.

Sheriff:  Your target is suspicious.

Investigator:  Your target could be a Framer, Vampire, Jester, Hex Master, or Cult Leader.

Consigliere/Witch: Your target converts others to their secret society. They msut be a Cult Leader!

Goal: Kill all who would oppose the Cult

Silencer

Cult Killing

Summary:  You are a talented killer who can frame others for someone's murder.

Attack: Basic

Defense: Basic '''Broken. It doesn’t take an 8 year old to realize that killing roles should not be given defense, especially when in a faction.'''

Not Unique

Priority:5

Abilities: Select someone to kill. You canthen choose to make it appear like the body died due to another cause. This is kind of pointless, considering that you can easily disprove it.

Attributes: Speaks in Cult Night chat.

Mechanics: Clicking on someone's name will create a selection screen allowing you to make them look like they died in any possible way in the game, with the exception of suicide by leaving.

Sheriff: Your target is suspicious.

Investigator: Vigilante, Veteran, Mafioso, Pirate, Ambusher, Silencer

Consigliere/Witch: Your target frames other people for their killings! They must be a Silencer. You couldn’t give a better description?

Madman

Summary:  You are an insane member of the cult who is not afraid to kill during the day Oh boy.

Attack: Basic

Defense: Basic Oh boy.

Not Unique

Priority: 1

Abilities: Select a player during the day to kill. If their Defense is None, they will die at the beginning of that night, and all visits to them will fail. If their Defense is Basic, they will receive the "Somebody attacked you but your defense was too strong!" message at the beginning of the night. You cannot select a player who was protected by a Guardian Angel last night, and you will not be able to attack someone who is jailed. This is kind of pointless aside from preventing mediums from getting results.

Attributes: Speaks in Cult Night chat, role block immune, control immune, detection immune Remove all immunities, Killing Roles should not be unstoppable from utility. Mechanics: Select someone in the day to kill. That player can communicate with the medium that night if they died, but they will not be able to speak to their faction members. They will only appear in the graveyard in the beginning of the next day. The only thing with higher priority than the Madman is being Jailed. Killing the Jailor will prevent them from jailing their target. If you are dueled by a Pirate, you will kill your original target anyway.

Sheriff: You cannot find evidence of wrongdoing. Your target is innocent.

Investigator: Your target could be a Survivor, Vampire Hunter, Amnesiac, Medusa, Psychic, or Madman

Consigliere/Witch: Your target is not afraid to kill during the day. They must be a Madman.

Goal/Winswith/Mustkill: Same as other Cult

Cult Support roles:

Demonologist

Summary:  You harness demons and monsters for the Cult.

Cult Support

Attack: None (Powerful/Basic with Cult Necronomicon)

Defense: None

Is Unique

Priority: 1(Repelling visitors)/5(Attacking people)

Abilities: Summon a demon at another player's house. The demon will cause all visits to fail against that player unless they are role block immune. You will even stop Cult member visits. Gamethrow setup.  With the Necronomicon, every odd night, your demon will also Rampage at the other player's house, dealing a Powerful* attack to your target and a Basic attack to anyone who tries to visit them '''So this is an overpowered werewolf. Broken'''. I would consider this role a deception/killing.

Attributes: Speaks in Cult Night chat, control immuneBroken.

Mechanics:  Messages: "A demon patrolled your target's house so you stayed home." and "You were attacked by a demon!" If you die "indirectly" from a Rampaging demon, the demon will still cause your visit to fail, and you will be attacked anyway. The Demonologist visit is NOT Astral, and you will die to an alerting Veteran.

Sheriff: Your target is suspicious

Investigator: Your target could be a Lookout, Forger, Witch/Coven Leader, or Demonologist

Goal/Winswith/Mustkill: Same as rest of Cult

Priest

Cult Support

Attack: Powerful/None (Basic with Cult Necronomicon) '''Wayyy too much killing. Even Coven can’t choose their targets.'''

Defense: Powerful/None Oh boy.

Not Unique

Abilities:  Choose someone to Sacrifice at night. You can choose a member of the Cult, but you cannot choose yourself. If that person dies by lynching the next day, the following night, you will gain a Powerful Attack, a Powerful defense, and you will Rampage at your own house and another house of your choosing, as well as being able to choose another Sacrifice. With the Cult Necronomicon, you will be able to deal a Basic attack to a player every night, along with choosing a Sacrifice. '''That’s kind of a snowball effect. You have a higher chance of being powerful each night. You’re going to have a 1/12 chance after the Cult sweeps through.'''

Attributes: Cult Night chat, receives Cult Necronomicon

Mechanics: There will usually be one column to choose a Sacrifice target. When you successfully Sacrifice, you will get two columns. The first one if for Rampaging, the second one is to get a second Sacrifice. If you have the Cult Necronomicon, you can deal a Basic attack using the first column every night. The message for being killed by a Priest is "They were murdered by a Priest."

Sheriff: You cannot find evidence of wrongdoing. Your target is innocent.

Investigator:  Your target could be a Sheriff, Executioner, Werewolf, Poisoner, or Priest

Consigliere/Witch: Your target sacrifices to gain power. They must be a Priest.

Occultist

Summary: You are a skilled magician who can disable your enemies with powerful curses.

Cult Support

Attack: None/Basic

Defense: None

Is Unique

Abilities: Curse someone every night. The next two nights, they will not be able to use their night ability. Your Curse can be stopped by a Basic defense or any form of protection (a Bodyguard will kill you but a Trap will not). With the Cult Necronomicon, anyone who you Curse successfully will be dealt a Basic attack once their Curse runs out. This can only be stopped by a Doctor or a Crusader. Two nights is too long.

Attributes: Reads Cult night chat, can get Cult Necronomicon

Messages: "You are cursed!  You cannot use your ability for the next two nights." "They were cursed by the Occultist." Failed curses have the same message as an attack from the perspective of the player who got Cursed, but to the Occultist, this message will appear: "You could not curse your target becuase their defense was too high." No message appears if your target is healed.

Librarian

Summary:  You are a brainwashed bookworm who reads everyone's wills.

Cult Support

Attack: Basic/None

Defense: None

Priority: 4

Not Unique

Abilities: Choose a player to research. You will be able to read the will they had at the end of that night. You will read the will that the Forger forged on them if they are forged. You will read a blank will if they were Stoned or Cleaned. With the Cult Necronomicon, researching is now Astral as well as dealing a Basic attack. Killing someone will hide their will but not their role from the rest of the town.

Mechanics: At the end of the night, you will see as small Last Will button beside someone's name, similar to the Last Will button of a player in the graveyard. You can view their last will that way. Their name and this button will stay in the bottom right corner for the whole game, even if they die. Researching them again will show the most current will, and the information shown will simply change so that you see the most recent version. The message displayed to the town when the Librarian kills someone is "They were killed by a Librarian." The words "Will Stolen" will be found next to their name in the graveyard. Their corpse can still be brought back by a Retributionist or reanimated by a Necromancer.

Achievements:

Cult Leader

Secret Society:  Win one game as a Cult Leader

Dark and Mysterious: Win 5 games as a Cult Leader

Something evil in the dark...: Win 10 games as a Cult Leader

Society of Societies: Win 25 games as a Cult Leader

God Bless Us: Convert Pestilence

Not Convincing Enough: Fail to convert someone

Silencer

Shhh: Win one game as a Silencer

Setup: Win 5 games as a Silencer

Expert Killer: Win 10 games as a Silencer

Who did it?: Win 25 games as a Silencer

Confusion?: Kill someone who isn't a Vigilante, and make it appear that they died of guilt.

False Worship: Kill someone and make it appear like they were killed by a Crusader.

Yeah Right:  Make it appear like there were two Jailor executions in a single night.

Madman:

Brainwashed: Win one game as a Madman

Crazy: Win 5 games as a Madman.

A Little Cuckoo: Win 10 games as a Madman

Insanity!: Win 25 games as a Madman

Paranoia vs Insanity: Kill a Veteran

Severe Trauma: Kill an Amnesiac

Demonologist

Summoner: Win one game as a Demonologist

Deal with the Devil: Win 5 games as a Demonologist

Servant of Satan: Win 10 games as a Demonologist

Demonic Commander: Win 25 games as a Demonologist

I'm Scared: Summon a demon

Haunted House: Summon a demon at the same house 4 times in a row.

Dangerous Work: Get killed by your own demon.

Priest

Faithful: Win one game as a Priest

Religious: Win 5 games as a Priest

Devout: Win 10 games as a Priest

Temple of the Cult: Win 25 games as a Priest

Sacrifice: Sacrifice someone

Holy War: Sacrifice another Priest

Occultist

Magical: Win one game as an Occultist

Spell Blast: Win 5 games as an Occultist

Black Magic: Win 10 games as an Occultist

Master Magician: Win 25 games as an Occultist

Pinnochio: Curse a Jester

Mirror mirror: Curse yourself

Librarian

Bookworm: Win one game as a Librarian

Avid Reader: Win 5 games as a Librarian

Bibliophile: Win 10 games as a Librarian

Book Series: Win 25 games as a Librarian

I Can't Put it Down!: Research the same person 3 times in a row.

Diary of a God: Research Pestilence.

Fanfic: Copy and paste someone's exact will into your will, and have it be revealed when you die.

'''Why is it so hard to tell what’s wrong with your faction? This is so obviously broken, with the ability to have from 1 - 10 kills a night with how much rampages you get. It’s not just jailor conversion which is bad for Cult Leader, any losses are still bad.

Ever occur to you that you can win N3 with how much killing this faction has?

Some roles here are beyond repair and are just plain bad. '''