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m (moved Cult Doctor to Alarmist over redirect: Less ambiguity, shorter, what's not to love?)
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{{role|alias=Alarmist|align=Pro-town|type=Protective}}
{{role
A Cult Doctor is a form of protective role designed to counteract a [[Cult Recruiter]]. The role usually functions similarly to a [[Doctor]]'s role vs. kills - the player the Cult Doc targets with their [[Night Action]] is immune to (one) recruitment for that night only.
|alias=
|align= Pro-town
|type= Protective
|type2= Linked
|choice= Night
}}
An '''Alarmist''' is a form of protective role designed to counteract a [[Cult Recruiter]]. The Alarmist targets a player at Night, and if someone else attempts to recruit that player that Night, the recruitment will fail.


A [[Deprogrammer]] functions differently - they usually un-recruit a player who has previously been drawn into the Cult (obviously, there should be some sort of rule or mechanic preventing the deprogrammed player from revealing their entire former team).
Alarmists are almost always pro-Town, as Cults generally cannot recruit anti-Town players anyway.
 
The presence of an Alarmist is a fairly clear indicator of either the existence of a [[Cult]], or a moderator who likes toying with false positives.
 
==Variations==
A few moderators make Alarmists' protection permanent.  However, this effectively confirms the player as non-Cult for the rest of the game if they were not Cult-aligned to begin with.
 
Alarmist is not to be confused with [[Deprogrammer]].
 
==Use and Power==
Beyond making it evident to the game that a Cult exists in the game, the Alarmist's actions are generally only useful late in the game when process of elimination is being used to determine who was recruited into the Cult and when.

Revision as of 19:59, 22 July 2011

Alarmist
Alias: none
Alignment:
Role type:
  • Protective
  • Linked
Choice:
  • Night

An Alarmist is a form of protective role designed to counteract a Cult Recruiter. The Alarmist targets a player at Night, and if someone else attempts to recruit that player that Night, the recruitment will fail.

Alarmists are almost always pro-Town, as Cults generally cannot recruit anti-Town players anyway.

The presence of an Alarmist is a fairly clear indicator of either the existence of a Cult, or a moderator who likes toying with false positives.

Variations

A few moderators make Alarmists' protection permanent. However, this effectively confirms the player as non-Cult for the rest of the game if they were not Cult-aligned to begin with.

Alarmist is not to be confused with Deprogrammer.

Use and Power

Beyond making it evident to the game that a Cult exists in the game, the Alarmist's actions are generally only useful late in the game when process of elimination is being used to determine who was recruited into the Cult and when.