Cult (Informed Minority)

Suggest new roles or changes to current roles for the game here.

What do you think?

To the Testing Grounds
60
53%
Needs just a bit of work
19
17%
Unbalanced (Comment)
2
2%
Idea will never work (Comment)
8
7%
To The Testing Grounds
25
22%
 
Total votes : 114

Cult (Informed Minority)

Postby Gooose26 » Thu Feb 02, 2017 9:13 pm

To-Do List
Spoiler: - Add Achievements
- Add Lores
- Get added to TG
- Hold a Pro Mafia game featuring the cult


Game Changes
Spoiler: - In a game with the cult, the final tallies of a lynch will not be given out, just the final result (Innocent/Guilty)
- When a cult member is killed in any way, their role will not be revealed, appearing in the graveyard as "Cult"
- How players are killed will not be revealed to the town
- Last wills are not revealed to the town upon death


Basic Information
Spoiler: Goal:
Kill anyone that does not submit to the cult.

Wins With:
Wins With Cult
Wins With Witch
Wins With Survivor
Must Kill Town
Must Kill Mafia
Must Kill Serial Killer
Must Kill Arsonist
Must Kill Werewolf
May Spare All Others

Special Attributes:
- All members of the cult may talk to each other at night
- Any member of the cult who cannot kill may become a Cutthroat if there are no killing roles left.
- Cult members with no defense will die upon being bitten by a Vampire, cult members with defense will be immune
- Cult (Head) and Cult (Killing) cannot roll as Random Cult
- When there are no Cult (Head) roles left, tactical cult will be used. (An extra option will appear for each living cult member, and they can choose to select this option to do the factional kill instead of their normal ability. Only one member may have this option selected at a time)

Alignments:
Cult (Head); Cleric, Silencer, Hollow, Beckoner
Cult (Support); Possessor, Spiritualist, Preacher, Arbiter
Cult (Deception); Ritualist, Oracle, Trickster, Shapeshifter


Cleric
Spoiler: Summary:
You are the leader of the cult, seeking the restoration of the old Gods.

Stats:
Attack: Powerful
Defense: Basic
Priority: 5th

Role Alignment:
Cult (Head)

Abilities:
- Kill 1 player every other night
- Your target will be sacrificed, and you may give power to one of your members

Attributes:
- If the Cleric is the last surviving cult member, then he will kill every night (Basic attack)
- May not power up itself

Interactions:
Cult (Head) - May kill every night
Possessor - Will be given the role of each possessed player
Ritualist - May choose 2 players to be switched with any 1 player (1 use)
Oracle - May curse up to 3 players at once
Preacher - Will be night immune for 1 preaching use
Spiritualist - No interaction (Spiritualist will be dead)
Arbiter - May make himself immune to being voted up 1 time (Active ability, cannot be used on the stand)
Trickster - Will deny voting for the next day if their target is lynched
Shapeshifter - Next 2 targets will be shifted for 3 days instead of 1

Sample Text:
"You have decided to kill Gooose26 tonight"
(Choosing who to kill on odd days)

"You have decided to give power to Gooose26 tonight"
(Choosing which member to give power on even days)


Silencer
Spoiler: Summary:
You are the leader of the cult, using religion as a scapegoat to kill.

Stats:
Attack: Powerful
Defense: Basic
Priority: 5th

Role Alignment:
Cult (Head)

Abilities:
- Kill someone every other night, making them appear alive until attacked or lynched.

Attributes
- Your previous target will be announced dead when you target someone else.
- Your target will still count towards the vote count

Sample texts:
"You have decided to silence Gooose26 tonight."
(Choosing who to silence at night)

"You have been silenced. You have died!"
(Being killed by a Silencer)


Hollow
Spoiler: Summary:
You are the leader of the cult, secretly using sacrifices to empower yourself.

Stats:
Attack: Powerful
Defense: Basic
Priority: 5th

Role Alignment:
Cult (Head)

Abilities:
- Every odd night, attack a player
- During the day, may reveal yourself as the Hollow by selecting the sun icon

Attributes:
- Players you kill will have their soul stolen, and they will appear as harvested in the graveyard
- When revealed, you will have the vote count of all the players you've killed added to your votes, and non-cult members cannot vote that day
- The following day after revealing, you will have just 1 vote, but non-cult members will still be unable to vote until the following day

Sample Text:
"You have decided to kill Gooose26 tonight."
(Choosing who to kill on odd nights

"Your soul was harvested! You have died!"
(Message to players who are killed by the Hollow))

"You have revealed yourself as the Hollow. You have ___ votes."
(Message to the Hollow if he reveals)

"The Hollow has revealed itself. The Hollow is Gooose26."
(Message to the town if the Hollow reveals)


Beckoner
Spoiler: Summary:
You are the leader of the cult, who can only see death and destruction come to Salem.

Stats:
Attack: Powerful
Defense: Basic
Priority: 5th

Role Alignment:
Cult (Head)

Abilities:
- May beckon 1 player every even night
- Every odd night, attack a player
- (Morph) Kill 2 players every night

Attributes:
- After 2 beckoned players are killed, will become morphed
- (Morph) All non-cult visitors of your targets will be roleblocked

Sample Text:
"You have decided to beckon Gooose26 tonight"
(Choosing who to beckon)

"Your targets have been beckoned. You have morphed."
(Beginning of night after successfully morphing)

"You have decided to attack Gooose26 and Gooose27 tonight."
(Choosing your targets after being morphed)


Possessor
Spoiler: Summary:
You are a powerful necromancer who can control the dead.

Stats:
Attack: None
Defense: None
Priority: 3rd

Role Alignment:
Cult (Support)

Abilities:
- Possess a player each night

Attributes:
- 3 charges
- Players who are killed while possessed will not be killed, telling the attacker that their defense was too strong
- The possessed player will lose their night ability and their ability to vote (Still counting in voting total) when attacked
- Possession lasts 3 nights, if the player is not attacked within these 2 nights then the possession will wear off
- Only 2 players may be possessed at once
- If the attacked player has a strong enough defense to survive the attack, then they will not lose any abilities

Sample Text:
"You have decided to revive Gooose26 tonight"
(Choosing a dead target to be revived)


Spiritualist
Spoiler: Summary:
You are a crazed man who is obsessed with dying for the cult.

Stats:
Attack: None
Defense: None
Priority: 1st

Role Alignment:
Cult (Support)

Abilities:
- (Martyr) May investigate 2 players a night to learn their exact roles (Astral visit)
- (Enlightened) May come back to life at night

Attributes:
- Will commit suicide Night 1 and become a Martyr
- (Martyr) May speak in day chat and cult chat when dead
- (Martyr) Will not be able to see dead chat
- (Martyr) After investigating all non-cult members, will become Enlightened (Removes Martyr)

Sample Text:
"You will commit suicide tonight."
(Killing yourself at night)

"You will investigate Gooose26 and Gooose27 tonight."
(Choosing who to investigate at night)

"You will revive yourself tonight."
(Choosing to revive yourself at night)


Preacher
Spoiler: Summary:
You are an outspoken representative of the cult.

Stats:
Attack: None
Defense: None
Priority: 1st

Role Alignment:
Cult (Support)

Abilities:
- May decide to preach during the day

Attributes:
- When he preaches, all players that can visit him, outside of the cult, will visit him.
- 2 charges
- May not preach night 1
- May not preach 2 nights in a row

Sample Text:
"You have decided to preach tonight."
(Choosing to preach at daytime)

"You visited a Preacher last night."
(Message sent to players affected by the Preacher)


Arbiter
Spoiler: Summary:
You are a powerful figure that is secretly connected to the cult.

Stats:
Attack: None
Defense: None
Priority: 1st

Role Alignment:
Cult (Support)

Abilities:
- Choose 2 players each night

Attributes:
- If that player is lynched the next day, the lynch will be stopped and night will begin
- You will lose a charge when you successfully stop a lynch (2 charges)
- May not target a player two nights in a row

Sample Text:
"You will try to lynch Gooose26 tomorrow"
(Choosing a target to lynch)

"You have chosen Gooose26"
(Choosing your target)

"An Arbiter has decided to stop the lynch!"
(Announcement when a lynch is stopped)


Ritualist
Spoiler: Summary:
You are a magician who plays with death from the shadows.

Stats:
Attack: None
Defense: None
Priority: 1st

Role Alignment:
Cult (Deception)

Abilities:
- Chooses 2 players to switch bodies for the night

Attributes:
- Switching 2 people swaps all targets against them.
- You may not switch yourself.
- Your targets will not know they were switched.

Sample Text:
"You have decided to switch Gooose26 and Gooose27 tonight."
(Picking players to be switched)


Oracle
Spoiler: Summary:
You are an evil seer who can play with the minds of your victims.

Stats:
Attack: None
Defense: None
Priority: 2nd

Role Alignment:
Cult (Deception)

Abilities:
- May curse one player every night, and they will no longer be able to send or receive night messages/notifications.

Attributes:
- May only have 3 curses active at once
- When cursing a 4th player, the player who has been cursed the longest will be uncursed.

Sample Text:
"You have decided to lay a curse on Gooose26"
(Cursing a player)

"You were cursed! You are now unable to send or receive night results."
(Being cursed by an Oracle)

"Your curse has been lifted! You may now send and receive night results."
(Being uncursed)

Lore:
Mother of the Cleric, the Oracle helped the Cult without question. Knowing her son personally, she felt that his murder needed to be avenged. However, when she spoke out against the Silencer, she was found brutally murdered in her sleep.


Trickster
Spoiler: Summary:
You are a crazed murderer who messes with the unworthy.

Stats:
Attack: None
Defense: None
Priority: 3rd

Role Alignment:
Cult (Deception)

Abilities:
- May choose 1 player at night to trick, making them appear as a member of the cult
- If a tricked player is killed before the next night, then the Trickster may choose from the guilty voters to kill one
- If killed at night by a town member, the attacker is killed

Attributes:
- If a tricked player is killed, you will lose a charge (2 charges)
- Your target will appear to be a member of the cult if investigated and in the graveyard if killed
- A trick will last 2 days

Sample Text:
"You have decided to trick Gooose26 tonight"
(Choosing a target to trick at night)

"The player is cursed! Someone shall die tonight!"
(Message to town if your target is lynched)

"You killed a cursed player! You are destined to die."
(Message to attacker)

"You have decided to kill Gooose26 tonight"
(Choosing who to kill the night after your target was lynched)


Shapeshifter
Spoiler: Summary:
You are a witch that can control the appearances of the dead.

Stats:
Attack: None
Defense: None
Priority: 3rd

Role Alignment:
Cult (Deception)

Abilities:
- Select someone and change what role they will appear as if they die

Attributes:
- Your will replaces your target's will.
- Shapeshifting lasts for the end of the night and following day

Sample Text:
"You have decided to alter Gooose26's appearance."
(Selecting to alter your target's appearance.)


Investigative Results
Spoiler: Your target is different than before. They could be a Framer, Arsonist, Beckoner, Hecate or Vampire.

Your target is respected by their peers. They could be a Bodyguard, Silencer, Godfather or Veteran.

Your target has a personal vendetta. They could be a Retributionist, Possessor, Witch, Lookout or Forger.

Your target reeks of death. They could be a Doctor, Serial Killer, Hollow, Janitor or Medium.

Your target is looking for information. They could be a Investigator, Consigliere, Amnesiac or Shapeshifter.

Your target is acting a fool. They could be a Jester, Trickster or Spiritualist.

Your target is quite disruptive. They could be a Escort, Consort, Transporter or Preacher.

Your target is incognito. They could be a Spy, Blackmailer, Oracle or Survivor.

Your target is armed with a deadly weapon. They could be a Vigilante, Mafioso or Cutthroat.

Your target is capable of changing forms. They could be Disguiser or Ritualist.

Your target has keen senses. They could be a Werewolf, Sheriff, Vampire Hunter, Cleric or Executioner.

Your target is in a position of great power. They could be a Jailor, Mayor or Arbiter.


Gamemodes
Spoiler: Cult Ranked
Town Killing
Town Killing
Town Support
Town Support
Town Investigative
Town Investigative
Random Town
Random Town
Random Town
Cult Head
Cult Deception
Cult Support
Random Cult
Neutral Killing
Neutral Evil

Cult Classic
Mayor
Retributionist
Vigilante
Investigator
Sheriff
Lookout
Town Killing
Town Protective
Random Town
Cleric
Possessor
Oracle
Random Cult
Serial Killer
Neutral Evil

Faction Royale
Mayor
Vigilante
Sheriff
Transporter
Doctor
Veteran
Investigator
Escort
Medium
Godfather
Consigliere
Janitor
Cult Head
Ritualist
Shapeshifter


Priorities
Spoiler: 1st Priority
Medium
Mayor
Hollow (Revealing)
Arbiter
Jailor (Jailing)
Spiritualist (Suicide)
Spiritualist (Reviving)
Preacher
Transporter
Ritualist

2nd Priority
Veteran
Escort
Consort
Witch
Oracle

3rd Priority
Bodyguard
Doctor
Cleric (Sacrificing)
Consigliere
Framer
Blackmailer
Forger
Janitor
Possessor
Trickster
Shapeshifter
Arsonist (Dousing)

4th Priority
Disguiser
Spiritualist (Investigating)
Investigator
Sheriff
Lookout
Survivor

5th Priority
Jester
Godfather
Cleric (Attacking)
Silencer
Hollow (Attacking)
Beckoner (Attacking)
Beckoner (Dooming)
Mafioso
Cutthroat
Serial Killer
Arsonist (Igniting)
Werewolf
Vampire
Vigilante
Vampire Hunter
Jailor (Executing)

6th Priority
Amnesiac
Executioner
Spy
Retributionist


Faction Lore
Spoiler: The Cult was founded upon the principles of the old Gods. Those who believe in the old Gods believe that standing up and fighting in their name will result in the reward of eternal life, and anybody who does not believe deserves to perish under the feet of the believers. Thus, the Cult will stop at nothing to kill all of the heretics of the town until they are the last ones standing, or until they can't stand any longer.

The Cleric can see visions from Hecate when the full moon is out. Hecate gave him a mission and told him that if he was successful, he would rule over Salem. The mission was to recruit as many followers as possible and kill everybody who didn't obey Hecate until the town was liberated. He was just another pawn in a game of chess, but he was loyal to Hecate and he went out and recruited some members to form the Cult, whom will stop at nothing until they control the town.

The Silencer was recruited by the Cleric within one of the beginning days of the Cult. He had always been by the side of the Cleric, and he was there when the Cleric had been killed. In fact, he killed the Cleric. The Silencer never believed in the gods and thought that the Cleric was a crazy old man. He buried the body and convinced the Cult that he was innocent, taking the position of the Cult leader. He used his power to fulfill his sadistic needs of killing, unaware of anything to do with Hecate or taking over the town.

Once Hecate had heard about the betrayal of the Silencer, she had sent the Hollow to take care of him. The Hollow was a powerful spirit, but he had to rely on consuming the souls of others to survive. He consumed the Silencers soul and liberated the Cult, putting them back on track according to Hecate's will. However, unlike the Cleric, the Hollow couldn't talk to Hecate and although he was powerful, he was stupid. And because he was so desperate to consume so many souls, he consumed some of the cultist's souls as well, and the Cult was left devastated.

The Beckoner was working under the Hollow when the Hollow had tried to slaughter the Cult, but he and a small handful of others escaped the wrath of the Hollow. The Beckoner could see the future, and he knew that the Cult was ruined. He went about his end days telling people about the end of the world when it actually came. Hecate had opened up to the world through the body of the Beckoner, and she was prepared to make the town pay for their blasphemy. After killing every last human, her link to the real world ended, and she disappeared.

The Possessor was one of the first to join the Cult, and one of the last to go. He was one of the Cleric's closest friends when he was first given the vision to take over the town. He saw the Silencer kill his friend, but when questioned he said nothing due to his fear of death. He survived the attack of the Hollow and was killed by Hecate upon summoning her into the Cleric's dead carcass.

Spiritualist: Incomplete

Preacher: Incomplete

Arbiter: Incomplete

Ritualist: Incomplete

Oracle: Incomplete

Trickster: Incomplete

Shapeshifter: Incomplete


Change Log
Spoiler: 1/21/17 - Faction created (Faction Development)
1/22/17 - Created Deformer and Devout (Mutation system) and deleted the Poisoner and Witch
1/23/17 - Added Spirit Taker and Spirit Walker
1/27/17 - Added Shapeshifter
1/30/17 - Decently heavy balancing
2/2/17 - Created thread outside Faction Development
2/3/17 - Added faction lore
2/4/17 - Mutation balances, new names, and prettier page
2/5/17 - Added Prevaricator
2/13/17 - Added Sophist
2/17/17 - Added Mortician
2/21/17 - Replaced Shapeshifter with Empusa
2/22/17 - Added possible Cult gamemodes
2/23/17 - Added Oracle
3/19/17 - Finished Sample Texts and Achievements for all roles
4/25/17 - Complete faction overhaul. All old roles deleted or reworked outside of recognition
4/27/17 - Added the Spiritualist
4/30/17 - Cleaned up page, removed archived Cult roles from thread
5/1/17 - Added Arbiter, rebalanced lightly
5/2/17 - Reworked Cleric heavily
5/6/17 - Added Trickster
5/7/17 - Added Sample Text to every role
5/14/17 - Investigative Results added
5/24/17 - Small balancing additions
5/29/17 - Heavily reworked Necromancer, Psychic, and Trickster. Added the Silencer and Taxidermist
6/2/17 - Renamed Taxidermist to the Spiritualist
6/3/17 - Finished some Interactions with the Cleric and added some summaries
6/4/17 - Renamed Psychic to Oracle
6/5/17 - Finished summaries
6/11/17 - Added the Hollow
6/12/17 - Light rework changes, changed faction color from purple to grey
6/13/17 - Reworked Investigative Results and added possible gamemodes
6/14/17 - Renamed Necromancer to Possessor
7/3/17 - Changed some Cleric interactions
7/4/17 - Added the Doomcaller/Hecate role
7/5/17 - Lore written for all Cult (Head) roles
11/23/17 - Small Oracle nerf, curses now last 2 days
11/24/17 - Added lore to Possessor and Oracle
12/2/17 - Small changes (Suggested by Mystoc)
1/25/18 - Oracle buff, removed mechanics
1/27/18 - Hollow change (Buff and nerf)
1/28/18 - Complete Ritualist overhaul
2/3/18 - Complete Possessor overhaul
2/8/18 - Role explantion changes (Made some things more clear)
2/10/18 - Complete Spiritualist rework
2/11/18 - Added Ambiguous cult deaths
2/12/18 - Renamed Doomcaller to Beckoner, Oracle buff, rolelist changes
2/13/18 - Added Priority list
5/20/18 - Cult (Head) now kills roleblockers
5/25/18 - Trickster rework
5/30/18 - Arbiter rework
7/14/18 - Renamed Cult (Deceptive) to Cult (Deception)
7/15/18 - Added Alignments to Basic Information
7/16/18 - Various tweaks to Preacher and Spiritualist
7/17/18 - Reworked Beckoner
7/18/18 - Added Stats to every rolecard
7/24/18 - Removed Cult (Killing), added tactical cult killing
Last edited by Gooose26 on Wed Feb 20, 2019 6:05 pm, edited 322 times in total.
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Re: Cult(Mafia Faction)

Postby RuledByChaos » Thu Feb 02, 2017 9:31 pm

Gooose26 wrote:Alright so all these new factions are coming out, so does that make me a trend setter? I was the one that originally created the Faction Development Thread with this faction, and then all these new factions came out with their own threads, so this faction hasn't gotten really any love. So I'm putting it here in its own thread, and now the Faction Development Thread will just be a place to suggest factions, and, as it says in the name, develop them until they are good enough to create a seperate thread in.

Cult:

Info For Entire Faction:
Spoiler: Goals: Kill everybody who does not accept you as supreme leaders of the town.

Wins With:
Wins with Survivor
Wins with Witch

Special Attributes:
- All members of the Cult, who can not kill, have the ability to become Enforcers(I need a better name), who can just kill 1 person a night(Like a mafioso)
- All members of the Cult may talk to each other at night.

Investigative Results:
I'm thinking that adding an entirely new faction basically just requires new investigative results in general, so I'm planning to make an entirely new one.

Devout:
Spoiler: Role Name:
Devout

Role Alignment:
Cult(Support)

Abilities:
- Every full moon, the Devout may choose to mutate the Deformer to add more abilities to him. Roles dependent on other roles... Eh...
- May choose 1 good mutation and 1 bad mutation.
- The mutation acore may not go over 5, or the Devout may not choose to mutate any mutations.
- May decide to sacrife himself to the cult, which takes away all of the negative mutations imposed on the Deformer.

Attributes:
- Night Immune
- Bite Immune
- Unique
- May not exist without a Deformer


Shapeshifter:
Spoiler: Role Name:
Shapeshifter

Role Alignment:
Cult(Deception)

Abilities:
- Every night, may shift 2 people.
- A shift means that the players chosen will switch places, and anybody visiting one will visit the other. So Transporter.

Attributes:
- May not shoft any Cult member other than himself So a nerfed Transporter.
- The targets will not be notified that they were shifted.(Transporter will need to get a change so that people don't know that they were transported for this to be practical, so assume that this change happens)
- Bite Immune


Deformer:
Spoiler: Role Name:
Deformer

Role Alignment:
Cult(Killing)

Abilities:
- Starts out being able to attack 1 player every odd night

Attributes:
- Bite Immune
- May be given mutations by the Devout.
- May not exceed the score of over 5 by the mutations. May be given positive and negative mutations to make sure you dont go over.
- Only is mutated on full moons, and can only receive 1 mutation from both types of mutations, a total of 2


Spirit Walker:
Spoiler: Role Name:
Spirit Walker

Role Alignment:
Cult(Support)

Abilities:
- May talk to the dead at night
- All dead players may talk back to the Spirit Walker
- Can talk to the mafia even when dead Why..?

Attributes:
- The dead will not know who you are and see you as a "medium"
- Can only talk to the mafia during the night, even if dead Once again... Why?


Spirit Taker:
Spoiler: Role Name:
Spirit Taker

Role Alignment:
Cult(Deception)

Abilities:
- May take a soul from somebody on every odd full moon
- May only take 2 souls, but may try to take a soul as many times until 2 souls are taken

Attributes:
- Taken souls will be given the role of "TAKEN" in the graveyard and the will will not show up
- The souls may not talk after they are killed Yes, let's encourage more leavers. Totally a great idea.


Mutations:
Spoiler: Positive Mutations:
Night Immunity - 10
Will not come up as a cult member to sheriff - 7
May kill every night - 13
Attacks go through night immunity - 6

Negative Mutations(Subtract Points):
Will die in 3 days - 7
Invest will see Deformer as a mafia member(Like sheriff) - 3
May not talk during day - 5
May not vote - 3


Ideas:
Spoiler: As a cult, people usually go through pretty dark things in order to strengthen the cult. The idea is to make sure that no matter what you do the cult will survive, even give your own life. So the roles here either a) Strengthen the cult by any means necessary, or b) Use some sort of dark arts/magic to hurt others who aren't part of the cult.
awa2001 wrote:Spy: The reason Mafia meetings turn into awkward staring and sign language.

Spoiler: What can I make and what can I sell?
A timeshare in heaven that's just out of hell
Am I a fraud or a genuine scam?
Am I a monster or worse, just a man?

But in the end we're all the same
To the grave we only take our names
And there's an ocean made of dreams
But the current strands you out at sea
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Re: Cult(Mafia Faction)

Postby Gooose26 » Thu Feb 02, 2017 10:07 pm

Gooose26 wrote:Alright so all these new factions are coming out, so does that make me a trend setter? I was the one that originally created the Faction Development Thread with this faction, and then all these new factions came out with their own threads, so this faction hasn't gotten really any love. So I'm putting it here in its own thread, and now the Faction Development Thread will just be a place to suggest factions, and, as it says in the name, develop them until they are good enough to create a seperate thread in.

Cult:

Info For Entire Faction:
Spoiler: Goals: Kill everybody who does not accept you as supreme leaders of the town.

Wins With:
Wins with Survivor
Wins with Witch

Special Attributes:
- All members of the Cult, who can not kill, have the ability to become Enforcers(I need a better name), who can just kill 1 person a night(Like a mafioso)
- All members of the Cult may talk to each other at night.

Investigative Results:
I'm thinking that adding an entirely new faction basically just requires new investigative results in general, so I'm planning to make an entirely new one.

Devout:
Spoiler: Role Name:
Devout

Role Alignment:
Cult(Support)

Abilities:
- Every full moon, the Devout may choose to mutate the Deformer to add more abilities to him. Roles dependent on other roles... Eh...Well it is dependent, but to me the cult already has to work together; they know who each other are, they have a night char, and they being hunted as a minority group. I feel like they should be dependent on each other, do you disagree? I ahould also point out that the cult will be always Deformer and Devout, like godfather and mafioso, then I guess a random(cult)
- May choose 1 good mutation and 1 bad mutation.
- The mutation acore may not go over 5, or the Devout may not choose to mutate any mutations.
- May decide to sacrife himself to the cult, which takes away all of the negative mutations imposed on the Deformer.

Attributes:
- Night Immune
- Bite Immune
- Unique
- May not exist without a Deformer


Shapeshifter:
Spoiler: Role Name:
Shapeshifter

Role Alignment:
Cult(Deception)

Abilities:
- Every night, may shift 2 people.
- A shift means that the players chosen will switch places, and anybody visiting one will visit the other. So Transporter.

Attributes:
- May not shoft any Cult member other than himself So a nerfed Transporter.So the idea behind this is that he can defend from things like vigilante, and he can get town protectives off of targets that the cult want dead. I felt like every night would be too much. Like we need to kill player A? Here is shift player a with player b and then you attack player b to avoid the town protective. Underpowered?
- The targets will not be notified that they were shifted.(Transporter will need to get a change so that people don't know that they were transported for this to be practical, so assume that this change happens)
- Bite Immune


Deformer:
Spoiler: Role Name:
Deformer

Role Alignment:
Cult(Killing)

Abilities:
- Starts out being able to attack 1 player every odd night
No comment? Does that mean you like it or it is just that bad?
Attributes:
- Bite Immune
- May be given mutations by the Devout.
- May not exceed the score of over 5 by the mutations. May be given positive and negative mutations to make sure you dont go over.
- Only is mutated on full moons, and can only receive 1 mutation from both types of mutations, a total of 2


Spirit Walker:
Spoiler: Role Name:
Spirit Walker

Role Alignment:
Cult(Support)

Abilities:
- May talk to the dead at night
- All dead players may talk back to the Spirit Walker
- Can talk to the mafia even when dead Why..?
Felt it would be balanced, as medium can seance, so he should be able to talk to the mafia, give them information that he might have. No?
Attributes:
- The dead will not know who you are and see you as a "medium"
- Can only talk to the mafia during the night, even if dead Once again... Why?Well it was either that or he would switch tabs from mafia chat to normal chat, and that's more programming and why would he even talk at night as he ha been discovered as evil, nobody would want to give him information anyways


Spirit Taker:
Spoiler: Role Name:
Spirit Taker

Role Alignment:
Cult(Deception)

Abilities:
- May take a soul from somebody on every odd full moon
- May only take 2 souls, but may try to take a soul as many times until 2 souls are taken

Attributes:
- Taken souls will be given the role of "TAKEN" in the graveyard and the will will not show up
- The souls may not talk after they are killed Yes, let's encourage more leavers. Totally a great idea.Why would that even matter? If they cant talk anyways, then who cares if they leave? Just means that they can't get points. I was thinking about putting if the Spirit Taker dies, then the soles are revealed in the graveyard as well as the will, so that this is most likely a temporary affect. What are your thoughts?


Mutations:
Spoiler: Positive Mutations:
Night Immunity - 10
Will not come up as a cult member to sheriff - 7
May kill every night - 13
Attacks go through night immunity - 6

Negative Mutations(Subtract Points):
Will die in 3 days - 7
Invest will see Deformer as a mafia member(Like sheriff) - 3
May not talk during day - 5
May not vote - 3


Ideas:
Spoiler: As a cult, people usually go through pretty dark things in order to strengthen the cult. The idea is to make sure that no matter what you do the cult will survive, even give your own life. So the roles here either a) Strengthen the cult by any means necessary, or b) Use some sort of dark arts/magic to hurt others who aren't part of the cult.

I apreciate your imput, and I gave responses in red. Please tell me what you think about it, and what changes you think should be made to fix it. I realize it isn't balanced that well, but it does have a lot different things than the mafia. For the most part, that is.
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Re: Cult(Mafia Faction)

Postby Gooose26 » Sat Feb 04, 2017 11:13 am

*Coughs* Go Falcons!
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Re: Cult(Mafia Faction)

Postby BuckeyeNation » Sat Feb 04, 2017 7:58 pm

So... sorry, I am slightly confused by the gameplay of this cult. Can they only kill one person every other night? Do I have that right?

Because if that is the case, the Cult doesn't stand a chance against Town. I hope I'm wrong.
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Re: Cult(Mafia Faction)

Postby Gooose26 » Sat Feb 04, 2017 9:30 pm

BuckeyeNation wrote:So... sorry, I am slightly confused by the gameplay of this cult. Can they only kill one person every other night? Do I have that right?

Because if that is the case, the Cult doesn't stand a chance against Town. I hope I'm wrong.

Alright so the Deformer is the killing role. He can only kill every other night AT FIRST, which is probably what you noticed. So how this works is that there will always be a deformer and a devout, and every full moon the devout may mutate him. So one of the mutations is that he will kill every night, that he can go through night immunity, or cant be roleblocked. The only problem is that he cant go over 5 positive mutation points, so the negative traits will subtract so that he can get the better traits. At the bottom you can see all mutations, check it out. Is it balanced?
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Re: Cult(Mafia Faction)

Postby BuckeyeNation » Sat Feb 04, 2017 9:38 pm

I see, I see. There's a problem though:

Every full moon, Devout can choose only one good mutation and one bad mutation. Mutation score cannot be more than 5. Ability to kill every night is 13 points; there is no -8 point mutation to bring it back down. So unless I'm wrong, they really cannot kill every night.
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Re: Cult(Mafia Faction)

Postby Gooose26 » Sat Feb 04, 2017 9:46 pm

BuckeyeNation wrote:I see, I see. There's a problem though:

Every full moon, Devout can choose only one good mutation and one bad mutation. Mutation score cannot be more than 5. Ability to kill every night is 13 points; there is no -8 point mutation to bring it back. So unless I'm wrong, they really cannot kill every night.


EDIT: Actually i take that back. Not talking during the day is really bad lol, cant make plays when you cant talk. I changed it to 8

Added the Scholar role, a spin off of an evil investigator, can be more efficient than consig, but has to visit more people running the risk of ww vet or lookout.
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Sun Feb 05, 2017 6:50 am

You're right. Scholar can be more efficient than consig; I don't think that's a good thing. Especially when the 3 alignments you get will be mostly obvious. Since you know who cult members are, "investigative, support, protective" can only be Town, "benign, evil, chaos" can only be neutral; the only one that can be either is "killing". It is *much* more efficient than the already sort of OP consig.

So.. this entire Mutations system. Lot of numbers, lot of options. What does it actually look like in-game? How does it work?
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Re: Cult (Mafia Faction)

Postby Gooose26 » Sun Feb 05, 2017 10:07 am

BuckeyeNation wrote:You're right. Scholar can be more efficient than consig; I don't think that's a good thing. Especially when the 3 alignments you get will be mostly obvious. Since you know who cult members are, "investigative, support, protective" can only be Town, "benign, evil, chaos" can only be neutral; the only one that can be either is "killing". It is *much* more efficient than the already sort of OP consig.

So.. this entire Mutations system. Lot of numbers, lot of options. What does it actually look like in-game? How does it work?

So about the Scholar, i feel like it goes with th a mutation system. With the consigliere you know alright this is investigator, and the Devout can perfectly work around the town with how the negative mutations are with the positive mutations. I was thinking I move down the amount of investigated, maybe 2 on normal days 1 on full moons.

As for this mutation screen the Devout will get a second screen kind've like the Jailor's jailing screen. This screen when opened will be split into 3 parts, the negwtive and the positive, and at the top it will say the total mutation points. Whn he mutates something, then the next time he opens the screen the mutation score will change and the letters of that mutation will turn black instead of green(Positive) or red(Negative), so that you will know what you mutated, and when you are still choosing mutations that are too expensive will be grey. The deformer will get notifications like when the godfather orders to attack. "The Devout has chosen to mutate you with _____", and at the end of the day there will be a note in red saying for the entire Cult what was mutated. "The Deformer has mutated _____ and _____". (And keep in mind you dont have to mutated at all, or you can mutate just one thing, but i wouldnt suggest that as it isnt balanced like that)

And ignore this if you still don't understand but I thought about maybe adding the ability to devolve a bad/good trait, or if you dont do anything then you will earn like 8 mutation points. So then you dont have to debuff yourself to be a mafioso or something, and if the game changes a bit you can change with it and dont have to carry all of the bad traits on you forever.
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Sun Feb 05, 2017 12:40 pm

Gooose26 wrote:So about the Scholar [...] I was thinking I move down the amount of investigated, maybe 2 on normal days 1 on full moons.


That would definitely be preferable to being able to get alignments for 3 people every other night. In general though, the mutations points system is a bit overcomplicated. For starters, they *have* to give the Deformer the ability to kill every night or this Faction is just screwed. There will definitely be "everybody vote" or "everybody talk" metas developed by Town to try to weed out the Deformer. Additionally, nobody should ever be able to kill while jailed.

I mean, don't get me wrong, it's an interesting idea, but at this moment, it needs a bit of tweaking to actually work in-game.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Sun Feb 05, 2017 1:02 pm

BuckeyeNation wrote:
Gooose26 wrote:So about the Scholar [...] I was thinking I move down the amount of investigated, maybe 2 on normal days 1 on full moons.


That would definitely be preferable to being able to get alignments for 3 people every other night. In general though, the mutations points system is a bit overcomplicated. For starters, they *have* to give the Deformer the ability to kill every night or this Faction is just screwed. There will definitely be "everybody vote" or "everybody talk" metas developed by Town to try to weed out the Deformer. Additionally, nobody should ever be able to kill while jailed.

I mean, don't get me wrong, it's an interesting idea, but at this moment, it needs a bit of tweaking to actually work in-game.

Everybody talk/vote wont become a thing, as too many people wont vote/talk, and then the town will be too busy trying to find the Deformer that they dont get much done. But this is also why i was wondering about the ability to gain mutation points and the ability to get rid of bad effects. I guess I might as well make the Deformer kill every night at first, since you have a point. And how about Devout attacks the target if the Deformer gets roleblocked? So then he doesn't get the attack effects but still somebody can die.
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Sun Feb 05, 2017 1:30 pm

Don't just assume that a meta will not form when the payoff (finding the Deformer) is so great, particularly if it would be a meta that requires minimal effort.

I don't see why Devout couldn't attack the target if Deformer is roleblocked; that's how Mafia works.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Sun Feb 05, 2017 1:41 pm

BuckeyeNation wrote:Don't just assume that a meta will not form when the payoff (finding the Deformer) is so great, particularly if it would be a meta that requires minimal effort.

I don't see why Devout couldn't attack the target if Deformer is roleblocked; that's how Mafia works.

Yep, but here it has to be mutated ;) But do you think being able to demutate mutations would fix the problem?

Gooose26 wrote:
BuckeyeNation wrote:Don't just assume that a meta will not form when the payoff (finding the Deformer) is so great, particularly if it would be a meta that requires minimal effort.

I don't see why Devout couldn't attack the target if Deformer is roleblocked; that's how Mafia works.

Yep, but here it has to be mutated ;) But do you think being able to demutate mutations would fix the problem?

But i think that this system wont work perfect. Like i would go to bet that like 1/3 of the players wont talk for this. I think that they would get voted up for it like vfr, but vote for talking instead. So i guess it could happen. Maybe if he can talk only when voted up?

And who voted this was cancer and left without saying snything? Fight me
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Re: Cult (Mafia Faction)

Postby Gooose26 » Mon Feb 06, 2017 10:07 am

Added the Sophist. Basically a reworked framer, he can choose how he wants to make any member appear to the investigatives. Likewise he can make himself appear as whatever he wants, or can make the mafia not come up as mafia
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Re: Cult (Mafia Faction)

Postby sh99er » Mon Feb 06, 2017 10:46 am

Has anyone mentioned that scholar is op?

Because its too unbalanced, on non fullmoons it should only br able to check 1 person for their allignment nkt 3 even if it only says killing support etc if theyre important theyre gonna die so this role could find evrryones alignments in days
Check out my ideas:
My Guardian Faction
My Elemental Faction
My Spirit Faction
My Demon Faction

After agreeing that as Godfather id have my mafioso make food for me, here was a funny response.
Jezz wrote:Godfather: mafioso, make me a sandwich
Mafioso: ...we kinda should kill one of our enemies tonight sir
Godfather: no I'm hungry fuck you
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Re: Cult (Mafia Faction)

Postby Gooose26 » Mon Feb 06, 2017 11:09 am

How about this? Changed some numbers and combined alignment types so you dont know automatically

Scholar:
Spoiler: Role Alignment:
Cult(Support)

Abilities:
- May ask the moon about 1 person each full moon, learning their Faction(Town, Cult, or Neutral)
- On non-full moons, may research 2 people, learning their alignment type(Killing/Evil Protective, Support, Investigative/Deception Benign)

Attributes:
- None

Also added the ability for the Devout to demutate some attributes on non-full moon days
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Mon Feb 06, 2017 12:30 pm

Okay Goose, my turn to actually do yours role-by-role! Comments in red!

Gooose26 wrote:Devout:
Spoiler: Role Alignment:
Cult(Support)

Abilities:
- Every full moon, the Devout may choose to mutate the Deformer to add more abilities to him.
- May choose 1 good mutation and 1 bad mutation.
- The mutation score may not go over 5, or the Devout may not choose to mutate anything.
- May demutate 1 mutation every non-full moon, for the cost of 5 mutation points.
[I have thoughts on your mutations system. I'll touch on those in the Mutations section.]

Attributes:
- Night Immune
- Unique
- May not exist without a Deformer


Shapeshifter:
Spoiler: Role Alignment:
Cult(Deception)

Abilities:
- Every night, may shift 2 people.
- A shift means that the players chosen will switch places, and anybody visiting one will visit the other instead.
[Does TP kill the Shapeshifter? Because this role is so incredibly OP if they do not. You could just switch a confirmed town with someone else and have the Deformer attack that spot. If TP does kill Shapeshifter, I can get behind a Scum-porter.]

Attributes:
- The targets will not be notified that they were shifted.(Transporter will need to get a change so that people don't know that they were transported for this to be practical, so assume that this change happens)


Deformer:
Spoiler: Role Alignment:
Cult(Killing)

Abilities:
- Starts out being able to attack 1 player every odd night [Did you make the change so they attack every night? Or decide against it?]

Attributes:
- Unique
- May be mutated by the Devout [Once again, my thoughts on the Mutations system are later.].
- May not exceed the score of over 5 by the mutations. May be given positive and negative mutations to make sure you dont go over
- Only is mutated on full moons, and can only receive 1 mutation from both types of mutations, a total of 2 mutations
- 1 mutation may be demutated on non-full moons, for the cost of 5 mutation points.


Necromancer:
Spoiler: Role Alignment:
Cult(Support)

Abilities:
- May talk to the dead at night
- All dead players may talk back to the Necromancer
- Can talk to the Cult even when dead

Attributes:
- The dead will not know who you are and see you as a "Medium"
- May call upon the moon to communicate with the Cult at night. May do this twice.
- When talking to the Cult after dead, he may not talk to the dead but can still hear them
[Evil mediums.... I understand the appeal of being able to appear as a confirmed townie, but this role is near useless unless a Retributionist brings someone back. It doesn't even really help the Cult. At least give it a useful ability it can use 3x or something.]


Ritualist:
Spoiler: Role Alignment:
Cult(Deception)

Abilities:
- May steal the soul from any player every full moon
- May only take 2 souls, but may use as many charges as neccesary until 2 souls are taken.

Attributes:
- Taken souls will be given the role of "TAKEN" in the graveyard and the will won't be shown [Oh, so it's a janitor.]
- The souls may not talk after they are killed [This makes it a bit OP. Maybe just give it a day's delay or something.]


Scholar:
Spoiler: Role Alignment:
Cult(Support)

Abilities:
- May ask the moon about 1 person each full moon, learning their Faction(Town, Cult, or Neutral)
- On non-full moons, may research 2 people, learning their alignment type(Killing/Evil Protective, Support, Investigative/Deception Benign)
[This is better than it was before. Markedly better.]

Attributes:
- None


Sophist:(Name isn't the best explanation, better name?)
Spoiler: Role Alignment:
Cult(Deception)

Abilities:
- Every night, may choose somebody to appear as a Cultist to the Sheriff, and may choose what results the Investigator will find if he visits the target
- May target anybody, including a Cultist
- Likewise, the Sophist will be able to choose how he appears to an Investigator as well
- If he decides to visit a Cult member, then that player will appear as not a cultist to the Sheriff
[So it can make someone appear to be any role in play, every night. This is a pretty neat twist on Framer.]

Attributes:
- Doesn't appear as a cultist to the Sheriff [Does Devout appear suspicious to the Sheriff? If Devout is NS, having 2 Cult roles both appear NS would be incredibly OP in the same game.]


Mutations:
Spoiler: [Just got rid of that text to clean this up a little. What if, instead of doing a numbers score, you just picked one good mutation and one bad mutation? All of the good mutations are close in number anyway. Why not just make it an even 1-for-1 swap? It would be considerably easier in gameplay as well. Or at least simplify the numbers to Level 1 or Level 2 attributes, where like if you wanna use a Level 2, you have to have one Level 2 nerf or two Level 1 nerfs.]

Faction Lore:
Spoiler: Today is the blood moon. As it has been formed, we will form. The stars guide us to what the Sycnja needs us for. We must take back the sacred town of Salem, the place where our Goddess, Sycnja, was born. She is the Goddess of the moon, which hangs directly over her town, and no man may ever touch. Unto our dying breaths, we will fight to take back what was rightfully hers. To Sycnja! [Why make up a goddess? There are plenty that had actual cults behind them. Why not Hecate?]
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Re: Cult (Mafia Faction)

Postby Gooose26 » Mon Feb 06, 2017 2:04 pm

BuckeyeNation wrote:Okay Goose, my turn to actually do yours role-by-role! Comments in red!

Gooose26 wrote:Devout:
Spoiler: Role Alignment:
Cult(Support)

Abilities:
- Every full moon, the Devout may choose to mutate the Deformer to add more abilities to him.
- May choose 1 good mutation and 1 bad mutation.
- The mutation score may not go over 5, or the Devout may not choose to mutate anything.
- May demutate 1 mutation every non-full moon, for the cost of 5 mutation points.
[I have thoughts on your mutations system. I'll touch on those in the Mutations section.]

Attributes:
- Night Immune
- Unique
- May not exist without a Deformer


Shapeshifter:
Spoiler: Role Alignment:
Cult(Deception)

Abilities:
- Every night, may shift 2 people.
- A shift means that the players chosen will switch places, and anybody visiting one will visit the other instead.
[Does TP kill the Shapeshifter? Because this role is so incredibly OP if they do not. You could just switch a confirmed town with someone else and have the Deformer attack that spot. If TP does kill Shapeshifter, I can get behind a Scum-porter.]Yep, bg would kill him id say, but it would still switch the targets so it would be a 1 for 1 trade against the shapeshifter and the confirmed townie. The biggest idea here is that you can transport the mafia to make them appear good, or you can mess with investigative results, or just really results in general./color]

Attributes:
- The targets will not be notified that they were shifted.([color=#40BF00]Transporter
will need to get a change so that people don't know that they were transported for this to be practical, so assume that this change happens)


Deformer:
Spoiler: Role Alignment:
Cult(Killing)

Abilities:
- Starts out being able to attack 1 player every odd night [Did you make the change so they attack every night? Or decide against it?]Yea every night, didn't realize it said odd that it just said every

Attributes:
- Unique
- May be mutated by the Devout [Once again, my thoughts on the Mutations system are later.].
- May not exceed the score of over 5 by the mutations. May be given positive and negative mutations to make sure you dont go over
- Only is mutated on full moons, and can only receive 1 mutation from both types of mutations, a total of 2 mutations
- 1 mutation may be demutated on non-full moons, for the cost of 5 mutation points.


Necromancer:
Spoiler: Role Alignment:
Cult(Support)

Abilities:
- May talk to the dead at night
- All dead players may talk back to the Necromancer
- Can talk to the Cult even when dead

Attributes:
- The dead will not know who you are and see you as a "Medium"
- May call upon the moon to communicate with the Cult at night. May do this twice.
- When talking to the Cult after dead, he may not talk to the dead but can still hear them
[Evil mediums.... I understand the appeal of being able to appear as a confirmed townie, but this role is near useless unless a Retributionist brings someone back. It doesn't even really help the Cult. At least give it a useful ability it can use 3x or something.]Likw what? I guess you're right though.


Ritualist:
Spoiler: Role Alignment:
Cult(Deception)

Abilities:
- May steal the soul from any player every full moon
- May only take 2 souls, but may use as many charges as neccesary until 2 souls are taken.

Attributes:
- Taken souls will be given the role of "TAKEN" in the graveyard and the will won't be shown [Oh, so it's a janitor.]
- The souls may not talk after they are killed [This makes it a bit OP. Maybe just give it a day's delay or something.]Yea, I agree. 2 days can be deadly if they cant talk i guess


Scholar:
Spoiler: Role Alignment:
Cult(Support)

Abilities:
- May ask the moon about 1 person each full moon, learning their Faction(Town, Cult, or Neutral)
- On non-full moons, may research 2 people, learning their alignment type(Killing/Evil Protective, Support, Investigative/Deception Benign)
[This is better than it was before. Markedly better.]Sweet

Attributes:
- None


Sophist:(Name isn't the best explanation, better name?)
Spoiler: Role Alignment:
Cult(Deception)

Abilities:
- Every night, may choose somebody to appear as a Cultist to the Sheriff, and may choose what results the Investigator will find if he visits the target
- May target anybody, including a Cultist
- Likewise, the Sophist will be able to choose how he appears to an Investigator as well
- If he decides to visit a Cult member, then that player will appear as not a cultist to the Sheriff
[So it can make someone appear to be any role in play, every night. This is a pretty neat twist on Framer.]Yea i really liked how that turned out

Attributes:
- Doesn't appear as a cultist to the Sheriff [Does Devout appear suspicious to the Sheriff? If Devout is NS, having 2 Cult roles both appear NS would be incredibly OP in the same game.]Yes you would find the Devout as the sheriff. Really the Deformer is the Cult leader, or at least will become one. The Devout is like his slave


Mutations:
Spoiler: [Just got rid of that text to clean this up a little. What if, instead of doing a numbers score, you just picked one good mutation and one bad mutation? All of the good mutations are close in number anyway. Why not just make it an even 1-for-1 swap? It would be considerably easier in gameplay as well.]Hat could work, I can make a system around it. The numbers were there to make sure that i didn't make anything too op/up, felt like it could easily happen

Faction Lore:
Spoiler: Today is the blood moon. As it has been formed, we will form. The stars guide us to what the Sycnja needs us for. We must take back the sacred town of Salem, the place where our Goddess, Sycnja, was born. She is the Goddess of the moon, which hangs directly over her town, and no man may ever touch. Unto our dying breaths, we will fight to take back what was rightfully hers. To Sycnja! [Why make up a goddess? There are plenty that had actual cults behind them. Why not Hecate?]I literally looked up goddess of the moon and just looked for one with a cool looking name. Job done xD


Alright responses in blue, thanks for the feedback i agreed with most of it to an extent
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Mon Feb 06, 2017 2:47 pm

Where did you find Sycnja? Absolutely nothing comes up for it on Google.

I still advocate Hecate. She was a pretty popular Greek Goddess to go all cult over back in the day. Among other things, she was associated with witchcraft, necromancy, ghosts and crossroads. Shit, people STILL worship her.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Mon Feb 06, 2017 3:42 pm

BuckeyeNation wrote:Where did you find Sycnja? Absolutely nothing comes up for it on Google.

I still advocate Hecate. She was a pretty popular Greek Goddess to go all cult over back in the day. Among other things, she was associated with witchcraft, necromancy, ghosts and crossroads. Shit, people STILL worship her.

I dont actually remember and i couldn't find it either. :lol: And ewww popularity? There's like only 3 people that are in this cult and they live in salem... If you make the lore ill take it and put it in :lol:

EDIT: I remember what i did. I looked up random goddess name generator, and one of the answers was Sycnja goddess of the moon
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Tue Feb 07, 2017 2:44 pm

Still recommend:
- Simplifying the Mutations system to a 2-3 level system instead of varying numbers and math
- Giving Necromancer a more useful ability
- Giving the Cult a real God/Goddess to worship

Newly recommend:
- Why create a new unit (Enforcer) to take up the killing mantle? If Devouts can kill each night, why not turn Random Cultists into Devout?
- I think this Faction is developed enough so you should at least get a rough draft of how investigative results would look.
- A Greek cult origin would give this a unique twist, as well as make the role name "Sophist" actually sound right, since Sophistry is Greek in origin. If not, I would recommend changing the name Sophist to something like Fabricator.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Tue Feb 07, 2017 4:29 pm

BuckeyeNation wrote:Still recommend:
- Simplifying the Mutations system to a 2-3 level system instead of varying numbers and math
- Giving Necromancer a more useful ability
- Giving the Cult a real God/Goddess to worship

Newly recommend:
- Why create a new unit (Enforcer) to take up the killing mantle? If Devouts can kill each night, why not turn Random Cultists into Devout?
- I think this Faction is developed enough so you should at least get a rough draft of how investigative results would look.
- A Greek cult origin would give this a unique twist, as well as make the role name "Sophist" actually sound right, since Sophistry is Greek in origin. If not, I would recommend changing the name Sophist to something like Fabricator.

The Enforcer is just mafioso so that they can kill. Devout is like the godfather for the Deformer, but it cant kill when Deformer is gone. Then the Devout will become the Enforcer because there are no killing roles.

I actually had one the whole time but it hasn't really been balanced, I'll add it in.

Alright so i have fixed everything except 1 thing; I can't think of any buff to just give to the Necromancer. Any ideas? This is sorta a bump though, but check everthing out. And I also replaced "positive mutations and negative mutations" with "mutations and deformities"
Alright I guess I'll add it in.

EDIT: Most are done. No numbers for mutations, added the investigative results, and the lore was deleted and replaced with the central ideas.
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Wed Feb 08, 2017 7:30 pm

I'll bump your faction if you bump mine. ;)

- You said you changed the Mutations system, but what you typed under Devout doesn't... sound like English. It makes no sense. And you didn't change the Mutations tab down lower either, so I have no idea what you actually did.
- As for the Necromancer... the name implies that they bring people back from the dead. If you're actually going Greek, can I suggest the name Ferryman or Charon instead? Charon was the Ferryman that took people into the Underworld over the River Styx, in Greek mythology. Not a big deal, just a thought.
- As for the Necromancer's other ability... I dunno. I see you have nobody that can hear whispers, maybe give them that ability... aaaaand... one other low-level ability. Basically make them a listener to Whispers, Cult, and Dead chat, with some other minor ability? Not sure man.
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Re: Cult (Mafia Faction)

Postby HereThereEverywhere » Wed Feb 08, 2017 7:36 pm

BuckeyeNation wrote:As for the Necromancer... the name implies that they bring people back from the dead.

Image
Though I do understand where you're coming from, my avatar is the(ponified) Necromancer from Diablo 2, and in that game you did revive the dead, but still.
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