Board Thread:Role Ideas (Neutral)/@comment-2001:1C03:3403:C900:90C3:B8B4:5580:826D-20180503165532/@comment-2001:1C03:3403:C900:90C3:B8B4:5580:826D-20180503205111

Addfire wrote: 2001:1C03:3403:C900:90C3:B8B4:5580:826D wrote: Name: Cultist

Alingment: Neutral(Evil)

Summary: You are a former-Townie that has joined a Cult to eradicate the Town

Abilities: Each night you may perform a ritual on someone debuffing them

Attributes: The debuff will only work on Townies and has a different effect for each alignment

- roles will have their attack brought down by one stage.

- : : People will look suspicious. : They will get the, , , result. : Only evil people will appear in their good vision. : Won't be able to see who visited their target. : Will make it look like they visited someone else. : Can't see who mafia/coven visits

- : Their protection will be completely nullified.

- : : Their roleblock will fail. : Will fail to transport. : Immune. : Immune.

- : Will lose their seance if you used your ritual on them the same night they died.

– Investigative Results -

Investigator: Framer, Jester, Vampire, Hex Master or Cultist

Sheriff: Your target is not suspicious

Consigliere: Your target has held a grudge against the Town. They must be a Cultist

Goal: Survive to see the Town lose

P.S BlobbleTheDobble is my new waifu (even though gamesmaniac is made of higher quality) Alright, this goes directly against town. This has a few cons and a few pros. Obviously, town roles have the highest winrate so a role that essentially amounts to a hardcounter for the whole town (save Mayor and Ret) does, in a sense, help balance.

But... it's a hardcountering role. It's just... totally overpowered. It makes it so that all, , and are entirely useless for the night. The role literally cripples the town. It would tip the balance too far against the town.

If you nerfed the role, and seriously nerfed it, it could be more useful. Maybe giving it a more blanket effect, or just lessening its power, would make the role a lot better. The 2 nerfs that I could think of is that the killing roles would lose a bullet and/or that the cultist can only use this ability 3 times