Cult (Informed Minority)

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

What do you think?

To the Testing Grounds
67
52%
Needs just a bit of work
23
18%
Unbalanced (Comment)
3
2%
Idea will never work (Comment)
10
8%
To The Testing Grounds
27
21%
 
Total votes : 130

Re: Cult (Mafia Faction)

Postby Gooose26 » Tue Feb 21, 2017 9:30 pm

Another new role, will replace he shapeshifter as they will work the same but I like this better

Empusa (Cult Support)
Abilities:
- May visit any player every night

Attributes:
- Anybody is who visits his target will get the notification "You saw an Empusa, and fleed", getting no results that night
- Transporter will still switch
- Will stop people from visiting veteran
- Cult members may visit the target of the Empusa and will not flee

The Empusa was a demigoddess that transformed from a beautiful woman into a scary monster. She was said to be subject to Hekate, so it fits perfectly with the lore of the faction. Basically this is my version of the consort, but it is pretty different


I haven't gotten any real feedback since my first 6 roles, now I have 10(If yoy include the post just before as well)
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Re: Cult (Faction) (NEED FEEDBACK!)

Postby Salamandos35 » Fri Feb 24, 2017 11:36 pm

I'm not the guy who made this, but:

Oracle just gets a pile of visitor names I'm pretty sure. No indication of who visited who.

The "medium copy" and "janitor copy"... medium is something that doesn't have a strong evil CC and janitor is just a good role which is essential/useful enough to justify recycling.

Scholar is less OP than you think because it only gets half as many roles/night as consig does. Sure, it gets alignments, but those are worth a lot less.

Mortician - Since the Mortician can't do anything with his puppet, the reasonable option probably means not counting it for vote purposes. It'll be noticed, but then you have to figure out who the puppet is...
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Re: Cult (Faction) (NEED FEEDBACK!)

Postby Gooose26 » Fri Feb 24, 2017 11:51 pm

Salamandos35 wrote:I'm not the guy who made this, but:

Oracle just gets a pile of visitor names I'm pretty sure. No indication of who visited who.

The "medium copy" and "janitor copy"... medium is something that doesn't have a strong evil CC and janitor is just a good role which is essential/useful enough to justify recycling.

Scholar is less OP than you think because it only gets half as many roles/night as consig does. Sure, it gets alignments, but those are worth a lot less.

Mortician - Since the Mortician can't do anything with his puppet, the reasonable option probably means not counting it for vote purposes. It'll be noticed, but then you have to figure out who the puppet is...


No, the Oracle will first get, Player A cultist was visited by an invesigator and transporter, Player B....

But if somebody visits again to another it will be;
Player A cultist was visited by a lookout and the doctor, Player B...
"You recognize a face. It belongs to [Visitors name here]!"

Yea the medium copy thing is a lot different than the normal medium and it converted to an evil role, which CC's the medium. As the Janitor there is a good argument that it is copied but I feel like it was alreasy a super good role and it is hard to change that without ruining the balance of it.

I do feel the scholar is balanced, sure he can get pure answers every other day and 1 alignment, but hat is actually worse than the consigliere. The way I would do it is that you would only revisit somebody if yoy need to know something to help with the Deformer mutations going on, and instead get information on 3 people every 2 days. Also, I would use the double visit when I would find a neutral player.

Yea Salamando's got it. It won't affect the number of votes, which sure hardcore players will notice(Personally I never even notice the "this many votes for voting up" thing until we are at a standstill and almost voting somebody up), but they cant find the puppet througg this. Discovering the puppet is really just a waste of your night though, unless you are lookout and find out it was a puppet...

I definitely enjoy the feedback though, I will take note of it, from both of you

EDIT: I also noticed how it would require both the Defotmer and the Cleric to be alive to night 6 in order to hit max deformities/mutations, which is highly unlikely and should be rewarded well. But i dont think more are needed because of this.
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Re: Cult (Faction) (NEED FEEDBACK!)

Postby Salamandos35 » Sat Feb 25, 2017 1:20 am

Maybe if the Cleric and Deformer survive to get all the Mutations, all the Deformities they got get cleared... this might be unbalanced on second thought... but if two "maf" are alive by night 6, town has already basically lost.
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Re: Cult (Faction) (NEED FEEDBACK!)

Postby Gooose26 » Sat Feb 25, 2017 11:45 am

Salamandos35 wrote:Maybe if the Cleric and Deformer survive to get all the Mutations, all the Deformities they got get cleared... this might be unbalanced on second thought... but if two "maf" are alive by night 6, town has already basically lost.

I mean the same thing would hold for the Cult. The Cleric is like a strong support but no night immujity and no detection immunity. It is meant to make sure that the Deformer can get through until the late tame. The random cultist are what you use to get good targets or just be disruptful to the other factions in general.
But if the Deformer and another cultist is alive at late gamw it is basically over.

Alright I don't know how I can change the Ritualist to be less Janitory. I want to make this faction as different from the mafia as posssible and even though it is a good role it is too close to the Janitor
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Re: Cult (Faction) (NEED FEEDBACK!)

Postby Gooose26 » Sun Mar 05, 2017 1:34 pm

Bump... been a while
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Re: Cult (Mafia Faction)

Postby Gooose26 » Sun Mar 19, 2017 1:31 am

Ok I've gotten an idea, I can combine the Mortician with the Ritualist. Here would be the result:

Mortician (Cult Deception)
Abilities:
- Every night, may choose 2 people to appear as alive during the next day
- If one of those targets are killed, the attacker will get the message, "Your target was immune!" and the target will appear to be alive, but the target will be dead

Attributes:
- The Mortician will know the roles of his targets if they are killed or attacked(Like night immune)
- May stack onto a dead body and make them appear alive for multiple days
- If they are not retargetted by the Mortician, they will be shown as dead at the beginning of the day
- If an Investigator or Sheriff visits a mortified playe, they will know that they were mortified, and the Mortician will know that the body was found
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Re: Cult (Mafia Faction)

Postby Gooose26 » Wed Apr 05, 2017 9:43 pm

Quality bump
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Re: Cult (Mafia Faction)

Postby Gooose26 » Mon Apr 10, 2017 3:12 pm

So I know what I want to do in order to change this faction from the themes of the mafia. I want to link them with death, so that it doesn't seem as unilateral as it does with the mafia. You are dead, lets hope your team pulls through. Maybe make resurrection possible, even though it would end in a redeath immediately, but it could give majority. Or maybe allow players to do their ability after death. Either way, I will be changing a lot!

How about this idea? Still in beta but hey if anybody wants to give me feedback it would be appreciated.

Ritualist - Prepare a body to be combined by another Cultist

Must pick which Cultist, and which player. After 2 days, the body will be ready. If the chosen Cultist dies on the day that the body was prepared, or the day after, then the two players will switch places. This is kind've like an old Disguiser that helps his other members get Disguised instead.

I'm not entirely sure how people would see the cultist afterwards. I was thinking that we straight out deleted the other players role, and the Cult members role would be seen. But then of course the body that is now being used will be the same name and appearances. So then the murdered player from this wouldn't be able to say they were switched because they appeared as a cult member. Or players would believe the actual cult member if he normally died, and that dead cult member just got a normal townie or somebody dead. Manipulation complete.
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Re: Cult (Evil Faction) (Under Construction)

Postby KAKERMAN23 » Sun Apr 23, 2017 5:32 pm

pretty much a purple, slightly cooler and more powerful mafia right now. Has lots of potential to become a great new faction!
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Re: Cult (Evil Faction) (Under Construction)

Postby Gooose26 » Sun Apr 23, 2017 9:24 pm

KAKERMAN23 wrote:pretty much a purple, slightly cooler and more powerful mafia right now. Has lots of potential to become a great new faction!

Yea, I'm trying to rewrite it to be less like the mafia. This is a post I made with 4 roles being rewritten in the Faction Development. Could use some feedback as I'm sure half of them are terrible:

Gooose26 wrote:Cleric
- Kills 1 player per night
- Night Immune
- Detection Immune

Necromancer
- Revive 1 player from the dead
- Revived players will not be able to talk, but can vote
- Their role will be shown as "ZOMBIE" once killed, but their goal won't be changed
- Not a conversion role for disclaimer, the player will still bw the same role, but the body will be put to use

(NO NAME)
- If this role can guess who will be killed, the killer will switch bodies with the player that is killed, killing the attacker and the cult member will take the other players body and name
- Will only work the night and day of use
- Only 2 charges
- If hung, the hung player will choose from the guilty voters during the "last words" faze to switch bodies, if nobody is selected then one will randomly be selected
- This will be completely secret, only the swtiched players will know what happens

(NO NAME)
- May talk to the dead
- May read whispers
- Will be able to avoid the spy when talking at night
- Just felt like a whisper guy is necessary to counter spy test claims

What do you guys think so far? Too mafia-like? The idea is that they work around almost "hinting" they are bad like a Jester, then they can escape death and things like that. I thought about making them kill every other day, on odd nights so they kill n1, and giving the other roles more deadly abilities, what would you think of that?


But that's where I've been playing around with it. So it isn't really updated on here. But I do have the old one saved as I plan to come back to this mutation system I had created. But sadly it was too similar to the mafia playstyle. I didn't realize it as it was like my 3rd role in total, didn't know what I was doing...
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Re: Cult (2.0) (Faction)

Postby KaptainTemmie » Sat Apr 29, 2017 5:26 pm

Hey! So I really like your idea, but I wonder if you could add some sort of cult leader, similar to a Godfather. Idk I feel like a cult faction would need a cult leader. You could also have where if a cult member votes up the leader, or something they commit suicide over the guilt of killing their leader the following night. That's just my idea.
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Re: Cult (2.0) (Faction)

Postby Gooose26 » Tue May 02, 2017 12:31 am

KaptainTemmie wrote:Hey! So I really like your idea, but I wonder if you could add some sort of cult leader, similar to a Godfather. Idk I feel like a cult faction would need a cult leader. You could also have where if a cult member votes up the leader, or something they commit suicide over the guilt of killing their leader the following night. That's just my idea.

Sorry I missed the comment! But the Cleric is basically a godfather. Detection immune, night immune, but kills at 0.5 kpn. He is the modt stable player, but the other roles will also have killing potential with lynches. But if you need a cult leader, then that is the Cleric
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Re: Cult (2.0) (Faction)

Postby Gooose26 » Sun May 07, 2017 1:49 am

A bunch of roles have been added! Cleric reworked! Half the other roles have been reworked! Added Sample Text to every role! Created a To-Do List! Created a Basic Information List! Tell me what you think of all the changes!
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Re: Cult (2.0) (New Roles/Reworks)

Postby Parallax7 » Mon May 08, 2017 4:57 am

Oh dad, someone's been putting in the work, I myself like it,(wonder why? ;) )
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Re: Cult (2.0) (New Roles/Reworks)

Postby Gooose26 » Mon May 08, 2017 5:53 am

Joshuabfagan wrote:Oh dad, someone's been putting in the work, I myself like it,(wonder why? ;) )

xD I should probably put a shoutout
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Re: Cult (2.0) (New Roles/Reworks)

Postby Gooose26 » Sun May 14, 2017 1:02 am

Well, it's been a while. Deserves views, haven't gotten any feedback about balancing and I feel it is probably necessary as I'm sure it isn't balanced. Added some Investigative Results too. And btw, this will be in a Forum Mafia game soon! *spoilers*
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Re: Cult (Best Faction Ever?) (Version 2.5)

Postby Gooose26 » Mon May 29, 2017 12:39 am

Version 2.5 is live! Thanks to the Faction Development Discord, we have decided on 4 reworks: Necromancer, Psychic(Now Oracle), and Trickster. Then we added the Silencer and Taxidermist
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Re: Cult (Best Faction Ever?) (Version 2.5)

Postby MrIncendiary88 » Wed May 31, 2017 12:27 pm

Sorry this is a little late. I'd prefer the roles to get promoted to the head and gain their abilities when they die rather than making another mafioso clone. Also, the reason why they got rid of Mafias bite immunity was because if there were a lot of them, then Vampires would be put at a severe disadvantage, the same can be said here.

Apart from that, your roles have interesting abilities. Props to you for those role ideas.
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Re: Cult (Best Faction Ever?) (Version 2.5)

Postby Gooose26 » Wed May 31, 2017 1:13 pm

MrIncendiary88 wrote:Sorry this is a little late. I'd prefer the roles to get promoted to the head and gain their abilities when they die rather than making another mafioso clone. Also, the reason why they got rid of Mafias bite immunity was because if there were a lot of them, then Vampires would be put at a severe disadvantage, the same can be said here.

Apart from that, your roles have interesting abilities. Props to you for those role ideas.

Mafioso clone? I mean yea if nobody can kill that's left then 1 player will become a cutthroat, but over half the roles can kill too.

And yea you have a point with vampires I'll change that.

Thanks! Please vote in the poll likewise! Hopefully we can have a faction contest... which mine is totally the best! xD
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Re: Cult (Faction)

Postby Gooose26 » Mon Jun 12, 2017 2:21 am

Added the Hollow! It is the 3rd cult heal role, and it cleans its kills, killing every odd night, and may reveal himself during night by selecting himself, and he will earn 1 vote for each killed player, but he will be revealed to the town. Think of it as a reverse Cleric, instead of helping someone else, it helps himself. Tell me what you think.

And the Faction Development and I are working on the 4th cult head role to make 4 roles in each alignment, that will be able to sacrifice one of the cult members to become some overpowered god role, kind've like a pestilence thing, but of course we aren't done yet and it could change drastically.
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Re: Cult (Faction)

Postby Parallax7 » Mon Jun 12, 2017 3:04 am

Cult Expansion Investigator Result Overhaul
Spoiler: Your target is brutal with their methods. You deduce they must be a Silencer Serial Killer Bodyguard Vampire Hunter or Godfather

Your target is a hermit. This leads you to believe they are a Spy Oracle Witch Lookout or Blackmailer

You notice that your target is quite distracting. This concludes they are a Consort Escort Preacher Executioner or Ritualist

Your target seems very alert. They must be a Survivor Cleric Doctor or Werewolf

Your target reeks of death. You believe them to be a Hollow Retributionist Janitor Medium or Necromancer

Your target is almost without a doubt Town. They can only be a Jailor Mayor Arbiter Sheriff or Disguiser

Your target is without a doubt not Town. Therefore they are a Vampire Arsonist Framer Jester or Spiritualist

Your target has a weapon, and is not afraid to use it. You believe they are a Cutthroat Vigilante or Mafioso

You believe your target utilizes information gathered. They must be a Consigliere Investigator Trickster or Amnesiac

Your target is restless. They are definetly a Forger Shapeshifter Veteran or Transporter


Cult Expansion Gamemodes Spoiler: Double Header
Mayor
Random Town
Random Town
Random Town
Random Town
Random Town
Random Town
Random Town
Random Town
Cult Head
Cult Head
Neutral Killing
Random Neutral
Random Neutral
Random Neutral

Cult Ranked
Mayor
Town Killing
Town Killing
Town Support
Town Support
Town Investigative
Town Investigative
Town Investigative
Random Town
Cult Head
Cult Deception
Cult Support
Random Cult
Neutral Killing
Any

Cult Classic
Mayor
Retribusionist
Vigilante
Investigator
Investigator
Lookout
Town Killing
Town Protective
Random Town
Cleric
Necromancer
Oracle
Random Cult
Serial Killer
Neutral Evil

Faction Royale
Mayor
Jailor
Retribusionist
Bodyguard
Doctor
Veteran
Godfather
Consigliere
Janitor
Cult Head
Trickster
Shapeshifter
Neutral Killing
Neutral Benign
Any
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Spoiler:

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Re: Cult (Faction)

Postby Cirque » Tue Jun 13, 2017 3:16 am

I would consider renaming the Necromancer, seeming as we have a role named Necromancer in-game now :)
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Re: Cult (Faction)

Postby Gooose26 » Tue Jun 13, 2017 9:51 am

Cirque wrote:I would consider renaming the Necromancer, seeming as we have a role named Necromancer in-game now :)

True. I don't know any better names though, however. Any suggestions?
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Re: Cult (Faction)

Postby CheeseyCakes » Tue Jun 13, 2017 10:13 pm

I think the Hollow role is a little overpowered. He's basicly a janitor + a mayor + night immunity AND he can kill :/
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