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Cult Leader
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A Cult Leader is a Cult-aligned player whose Night action is to attempt to recruit other players into the Cult (making them Cultists.)
Cult Leaders are by definition aligned with their own faction.
Cult Leader is an alignment-changing role, and thus requires declaring a game mechanically bastard.
Standard version
They attempt to recruit other players into the Cult (making them Cultists.)
Variations
Some moderators will force the Cult Leader to unavoidably die if they attempt to recruit scum. This would make them Weak.
Some moderators will allow another Cultist (usually the one that has been in the Cult longest) to replace the Cult Leader if the original one dies. However, this makes it easier for the Cult to continue growing, which is not usually desired.
Some moderators will force all allied Cultists to die upon the death of the Cult Leader in order to prevent the remaining Cult from essentially being a Mafia without a kill.
Some moderators will allow any recruited town power roles to retain their original powers despite their alignment change. When this is allowed, the leader is often called an Improved Cult Leader.
Sample Role PMs
The sample Role PM for "Cult Leader" describes the action as follows:
- As a targeted action:
you will recruit that player to the Cult.
(edit)
Example (simplest form)
Welcome to game! You are a Cult Cult Leader.
You may talk to the other cultists here during night phases and confirmations only.You have the following active ability:
- Each Night, you may target a player. Assuming no interference with your action, you will recruit that player to the Cult.
You win when all the threats to the Cult are gone and at least one Cultist is still alive, or when nothing can prevent this from occurring.
Confirm by replying to this PM with a summary of your role.
Example (with modifiers)
Welcome to game! You are a Cult Flagbearer Loud Cult Leader.
You may talk to the other cultists here during night phases and confirmations only.When you are eliminated via the Day vote, all members of your faction will die.
You have the following active ability:
- Each Night, you may target a player. Assuming no interference with your action, you will recruit that player to the Cult. Your target will learn that you targeted them (but not what action you targeted them with).
You win when all the threats to the Cult are gone and at least one Cultist is still alive, or when nothing can prevent this from occurring.
Confirm by replying to this PM with a summary of your role.