Cult (Informed Minority)

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

What do you think?

To the Testing Grounds
64
51%
Needs just a bit of work
21
17%
Unbalanced (Comment)
3
2%
Idea will never work (Comment)
10
8%
To The Testing Grounds
27
22%
 
Total votes : 125

Re: Cult (Mafia Faction)

Postby BuckeyeNation » Wed Feb 08, 2017 7:40 pm

(the way the communication works is by raising the Spirit, either bodily or as an apparition)
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Re: Cult (Mafia Faction)

Postby Gooose26 » Wed Feb 08, 2017 7:42 pm

BuckeyeNation wrote: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.

- I reworded it for somebody of a... "lower IQ" :lol: It might not have made since but I understood. Basically you can get 1 mutation for every 2 deformities, then you can delete a deformity every non-full moon, no numbers and the mutations were updated...
- Well the name should be representive of what they do. Like naming a role Jesus, and can bring people back from the dead, instead of Retributionist. Like you are that role not that player, or at least that is the style currently in game.
- I like it, it's the Listener! xD I'll think of a better name but basically they hear every talking in game.
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Re: Cult (Mafia Faction)

Postby HereThereEverywhere » Wed Feb 08, 2017 7:44 pm

BuckeyeNation wrote:(the way the communication works is by raising the Spirit, either bodily or as an apparition)

It's just for communication. How do you know that's not what the role does at night? Spoiler alert: you don't.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Wed Feb 08, 2017 7:45 pm

BuckeyeNation wrote:(the way the communication works is by raising the Spirit, either bodily or as an apparition)

Ah, the spirit, not the body. They are a dead person so the way i would picture that is with a ghost floating around or something. But yea i saw the definition and thought of that. Do you think it would be ok still to be a Necromancer and be able to hear all whispers?
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Re: Cult (Mafia Faction)

Postby HereThereEverywhere » Wed Feb 08, 2017 7:47 pm

If Necromancer can read whispers as well as see the dead chat, I think that's plenty strong.
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Re: Cult (Mafia Faction)

Postby Salamandos35 » Wed Feb 08, 2017 8:09 pm

As a listener: maybe they can hear anything said by anyone during the night phase, but it is in the order it is said and the "name" always just says "Voice" - so they can hear jailor chat and dead chat and cult chat and whispers (and maybe anything people say to the darkness in general at night) but they have no indication who said what.
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Re: Cult (Mafia Faction)

Postby HereThereEverywhere » Wed Feb 08, 2017 8:16 pm

I don't think that's a good idea at all. For one, no role needs to see the Jailor chat, and for two, I think whispers and dead chat is enough. If people could talk at night even without a night chat then they could completely render the Necromancer useless, or gamethrow easily.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Wed Feb 08, 2017 8:46 pm

Salamandos35 wrote:As a listener: maybe they can hear anything said by anyone during the night phase, but it is in the order it is said and the "name" always just says "Voice" - so they can hear jailor chat and dead chat and cult chat and whispers (and maybe anything people say to the darkness in general at night) but they have no indication who said what.

So he's talking on the dead chat with people who have their dead names and stuff acting all medium. Voices also talk too.
"Role"
"Escort"
(Tells the mafia that they should mutate the ability to not be roleblocked)
"Say the word waffle in chat if you trust me"
Next day: "Waffle"
(Now the Jailor has been found, and the escort is useless)

So then the meta of confirming the Jailor is destroyed, which I think is fair, and this becomes an investigative class as it can find information. I feel like tis could be good, but maybe can only hear Jailor on full moons? Because being a medium, hearing whispers, AND jailor chat could be too powerful. What would you guys think after that?

HereThereEverywhere wrote:I don't think that's a good idea at all. For one, no role needs to see the Jailor chat, and for two, I think whispers and dead chat is enough. If people could talk at night even without a night chat then they could completely render the Necromancer useless, or gamethrow easily.

I mean why not hear the jailor chat? Why would people talk? About he also gets the ability to scare the jailor, maybe he doesn't want to make any players at night because then the Cult might know if they have a Necromancer. Kind've like the anti-spy
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Re: Cult (Mafia Faction)

Postby HereThereEverywhere » Wed Feb 08, 2017 8:54 pm

It doesn't need to hear the Jailor chat.
Medium is fine as is, and you copied the Medium, why isn't your role fine then?
I get it, since Town has a majority and whatnot, the role could be stronger. So whisper reading.
That's enough.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Wed Feb 08, 2017 8:56 pm

HereThereEverywhere wrote:It doesn't need to hear the Jailor chat.
Medium is fine as is, and you copied the Medium, why isn't your role fine then?
I get it, since Town has a majority and whatnot, the role could be stronger. So whisper reading.
That's enough.

Alright since you get it. :lol: You have a point

So the only things I have left that I'm not confident about, other than more roles:
- Check out my investigative results in the faction info, might make it by itself because it is really big.
- What do you guys think about the lore i have at the bottom?
- Do you guys think that having the Enforcer(Mafioso) replace your role after the killing dies is a good thing or not? It is basically a direct copy from the mafia, not proud of it but it works. Any better ideas? Or ok?
- Does anybody have anything extra that could be put into the mutations? Right now there are only 4 each, so it is easily possible that the Devout will run out of things to mutate.
- I doubt anybody will care about this one but, any roles? Or really role ideas I could work around to create a new role? I'm a bit dried out, I was never too creative.
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Re: Cult (Mafia Faction)

Postby Salamandos35 » Thu Feb 09, 2017 10:29 pm

I can't find the invest results. maybe I'm not looking in the right places

The lore: just replace Syncja with Hekate and you're probably all good. Ultimately, this is faction design, not creative writing so its not really a massive issue.

enforcer is OK until/unless someone has a better idea. I feel like the name "Cutthroat" fits with the cult better, but otherwise, mafioso is a tried and tested role. It works. that makes it a decent stand-in.
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Re: Cult (Mafia Faction)

Postby HereThereEverywhere » Thu Feb 09, 2017 10:34 pm

Salamandos35 wrote:enforcer is OK until/unless someone has a better idea. I feel like the name "Cutthroat" fits with the cult better, but otherwise, mafioso is a tried and tested role. It works. that makes it a decent stand-in.

Mafioso works until you realize it doesn't, because Tactical Mafia Kills should be a feature.
Cutthroat sounds like bandit or pirate to me, and those don't sound like what you'd want in a cult.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Thu Feb 09, 2017 10:36 pm

Salamandos35 wrote:I can't find the invest results. maybe I'm not looking in the right places

The lore: just replace Syncja with Hekate and you're probably all good. Ultimately, this is faction design, not creative writing so its not really a massive issue.

enforcer is OK until/unless someone has a better idea. I feel like the name "Cutthroat" fits with the cult better, but otherwise, mafioso is a tried and tested role. It works. that makes it a decent stand-in.

The investigative results are in the faction info at the very top, at the bottom of that section.

Ywa then it's all cool? Did you see it or just saying?

I like that name better, but yea I agree
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Re: Cult (Mafia Faction)

Postby Salamandos35 » Fri Feb 10, 2017 12:02 am

I see them now.

Makes sense, but... why is the mafia there? is it that you want to leave it unclear whether a particular game has mafia or cult?

I also feel that one of the Cult roles should go in with Spy Bm and Jailor, or, when the town finds out its a Cult game, that invest result will be a guaranteed (and sometimes very powerful) townie.
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Re: Cult (Mafia Faction)

Postby sh99er » Fri Feb 10, 2017 10:43 am

put necromancer in spy / bm / jailor as it can read whispers
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 » Fri Feb 10, 2017 5:23 pm

Salamandos35 wrote:I see them now.

Makes sense, but... why is the mafia there? is it that you want to leave it unclear whether a particular game has mafia or cult?

I also feel that one of the Cult roles should go in with Spy Bm and Jailor, or, when the town finds out its a Cult game, that invest result will be a guaranteed (and sometimes very powerful) townie.

Ill put the Necromancer there then. And I have the mafia there because a gamemode could exist with both mafia and cult, like all any(Not ranked or anything). But investigator cant confirm literally anything if he finds it like that so yea it stays unclear

Oh and I do want to point out that the way I see it is that I'm 4 roles short of total completetion. 1 role for each investigstive result without a Cultist in it, so don't be super worried about there being unused ones as they will be filled by the time of completion.
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Fri Feb 10, 2017 8:09 pm

You're not four roles short. You have seven roles, Mafia has nine. I wouldn't worry about making sure every investigative result has one; they could very well change the way investigative results work at some point, rendering that moot. I'd just make sure you have the same number as Mafia to make sure it will always work. Only two short.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Fri Feb 10, 2017 8:54 pm

Well I'm wiped out with making more roles. Any ideas to build on or something? Probably not but still
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Re: Cult (Mafia Faction)

Postby Salamandos35 » Sat Feb 11, 2017 5:05 am

Comparing Cult roles to Maf roles, and assuming that each Maf role has a rough equivalent in the Cult, what you're missing is a Forger equivalent (something that messes with wills) and a Disguiser (kind of replaced by Sophist)
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Sat Feb 11, 2017 5:10 am

He shouldn't just try to copy Mafia roles. I didn't do a Forger or Disguiser in Bratva either. I did things that made sense to balance within the faction.
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Re: Cult (Mafia Faction)

Postby Salamandos35 » Sat Feb 11, 2017 5:18 am

I understand, and if there are better ideas, then that's GREAT. But working with modifying and renaming existing roles is something that you could do to fill roles when you're short on ideas - they're already decently balanced and you don't have to make up mechanics from scratch.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Sat Feb 11, 2017 9:42 am

Alright so what do you think of this idea? No name yet, just the idea.
At night my choose 1 player. May guess 2 roles that this player is. If one guess is right, then the player will night be ablw to use his night ability.
For example:
Jailor will still jail because it is a day ability, but cannot kill anymore.
Wont affect the mayor because he only has a day ability
Doctor can no longer heal
Escort cant roleblock
Investigator cannot investigate

I was thinking either having 4 uses, or giving 2 and you dont lose a charge if you are right
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Re: Cult (Mafia Faction)

Postby HereThereEverywhere » Sat Feb 11, 2017 9:53 am

Do you mean they'll never be able to use their night ability, or is it just for that night? If it's never, then hell no it's way too OP, and if it's just for that night then it's way too UP.
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Re: Cult (Mafia Faction)

Postby BuckeyeNation » Sat Feb 11, 2017 11:24 am

Way too OP. You just target people that claim their role.
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Re: Cult (Mafia Faction)

Postby Gooose26 » Sat Feb 11, 2017 2:00 pm

HereThereEverywhere wrote:Do you mean they'll never be able to use their night ability, or is it just for that night? If it's never, then hell no it's way too OP, and if it's just for that night then it's way too UP.

Oh i did feel like i forgot to say something... :lol: I was thinking 2 or 3 nights
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