Cult Rework Version 1.3

General Cult Changes
  • There is now no limit on how many cult members there can be. This might seem overpowered, however I reworked the cult’s conversion mechanic, nerfed their killing, and encouraged sacrificing members. This change is optional though if it would make the cult too strong.

  • Vessel would replace the current cult leader(CL is a generic and unoriginal name).

  • The current benefits for sacrificing a cult member should be removed(Current: Gives the CL one charge of eradicate and each cultist one charge of their main ability). Instead, the cult should receive a different effect depending on which class is sacrificed.

  • What should the cult member limit be with these changes?
  • Unlimited
  • 4
  • Other(Post below)

0 voters

Positive Effects
  • Brotherhood(Acolyte)

  • Blood Ward(Acolyte)

  • Clear Mind(Court Wizard)

  • Crimson Blood(Apostle)

  • Crimson Charge(Acolyte)

  • Crimson Wrath(Invoker)

  • Defend(Knight)

  • Empower(Court Wizard)

  • Enrage(Invoker)

  • Frenzy(Enforcer)

  • Guards!(King)

  • Healing(Physician and Alchemist)

  • Inoculate(physician)

  • Protection(Enforcer)

  • Scout(sheriff)

  • Shield(Mercenary)

  • Crimson Shield(Acolyte)

  • Smite(paladin)

  • Stand Guard(Mercenary)

  • Wrath of Mithras(Cult Leader)

Negative Effects
  • Bewilder

  • Blood Barrier

  • Circle of Death

  • Crimson Curse

  • Crimson Ward

  • Deprive

  • Distract

  • Frame

  • Icy Touch

  • Mental Blur

  • Mind Warp

  • Occupation

  • Redirection

Vessel

Cult Special

Class type: Special

  • Passive 1: Wrath of Mithras- If you are killed by poison then you will prevent anyone from targeting the cult tonight.

  • Night ability 1: Initiate(Uses: Unlimited) - Reveal your target’s immunities. If they are not conversion immune then you will mark them for conversion. Select yourself to convert all marked players into the cult.

  • Night ability 2: Rupture(Uses: 3) - kill your target. If they are immune to death then you will cause them to bleed. They will die in one night. Can be healed. Bleeding bypasses death immunity.

  • Day ability 1: Nightshade (Uses: 2)- Poison target player. They will die in 2 nights. Can be healed. Bypasses night immunity.

  • Day Ability 2: Offering(Uses: Unlimited) - Poison target faction member. They will die tonight. Can be healed. Bypasses night immunity

Ritualist

Cult Killing
  • Passive 1: Crimson Charge- If you are killed by poison then you will give the cult one use of each limited ability.

  • Passive 2: Corax’s armor - Immune to death at night once.

  • Night ability 1: Crimson Ward(Uses: 3) - Prevent anyone but the cult from targeting target player.

  • Night ability 2: Blood Barrier (Uses: 2)- Cause everyone visiting target player to bleed. They will die the next night. Can be healed. Bypasses night immunity.

  • Day Ability 1: Deprive(Uses: 2) - If your target has any limited use abilities then remove one use of each. You will be told how many uses you remove.

  • Day ability 2: Crimson Curse(Uses: 1)- Your target may not receive any positive effects tonight. If they have a persisting positive effect(ex: merc’s shield) then you will cancel it.

Invoker

Cult Offensive
  • Passive 1: Fanatic- Immune to redirection and occupation at night

  • Passive 2: Crimson Wrath- If you are killed by poison then you will guarantee that the cult is successful in their actions.

  • Night ability 1: Strength of Mithras(Uses: 3) - Occupy your target

  • Night ability 2: Strings of Corax(Uses: 2)- Redirect your first target to your second.

  • Day ability 1: Bewilder(Uses: 2)- Disable your target’s day abilities. They will not be notified until they attempt to use an ability. Still consumes a use(or souls).

  • Day Ability 2: Enrage(Uses: 1) - Your abilities will bypass immunities tonight.

Seeker

Cult Investigative
  • Passive 1: Corax’s sight- If you are killed by poison then the cult may not receive incorrect feedback tonight.

  • Crimson Eyes- You may not receive incorrect feedback.

  • Night ability 1: Identify(Uses: 3) - Determine your target’s faction and class type.

  • Night ability 2: Gaze(Uses: 1)- Reveal who your target visits and who visits them.

  • Day ability 1: Expose(Uses: 2)- Reveal the next player to use a day ability

  • Day Ability 2: Foreshadow(Uses: 1) - Determine the next player to be affected by a day a ability.

Acolyte

Cult Support
  • Passive 1: Crimson Shield - If you are killed by poison then the cult will be immune to death tonight.

  • Night ability 1: Tornado(Uses: 3) - Same as CW’s

  • Night ability 2: Brotherhood(Uses: 2)- Prevent anyone from targeting target cultist.

  • Day ability 1: Corax’s Guidance(Uses: 2)- Choose a cultist and a cult class. They will become that class at the beginning of the night. Will only consume a use at the end of the day. If you change the Vessel’s class then the oldest cultist will become the new Vessel.

  • Day Ability 2: Blood Ward(Uses: 1) - Cause the cult to become secretly immune to all negative effects tonight.

Apostle

Notes
  • Version A will require my Mystic and Noble reworks to be added first or during the same patch.

  • Version B requires no other changes to be added

Cult Social
Version A
  • Passive 1: Crimson Chant - Members of the cult may speak to each other in a separate chat during the day.

  • Passive 2: Crimson Blood - During the election for the next king, votes for you will count twice. If you are killed by poison then each cultist will gain this passive.

  • Night ability 1: Mind Warp(Uses: 3) - Cause your target to receive incorrect feedback from their abilities. Receive all of their night feedback(* > Night Ability 2: Eavesdrop(Uses: 2) - Receive the content of all public whispers tomorrow.

  • Day ability 1: Voice of Corax(Uses: 1) - Cause your target’s messages, whispers, and accusations of treason to become anonymous for the rest of the day They will appear as “Telepathy” to the court.

  • Day ability 2: Mental Blur(Uses: 2) - Erase your target’s chat history. You will gain a copy of it

Version B
  • Passive 1: Crimson Chant - Members of the cult may speak to each other in a separate chat during the day.

  • Passive 2: Crimson Blood - During the election for the next king, votes for you will count twice. If you are killed by poison then each cultist will gain this passive.

  • Night ability 1: Mind Warp(Uses: 3) - Cause your target to receive incorrect feedback from their abilities. Receive all of their night feedback.

  • Night Ability 2: Eavesdrop(Uses: 2) - Receive the content of all public whispers tomorrow.

  • Day ability 1: Voice of Corax(Uses: 1) - Your next message will be anonymous. You will appear as telepathy to the court

  • Day ability 2: Political Pressure(Uses: 2) - Force your first target to accuse your second target of treason. Prevent your first target from accusing and voting further for the rest of the day.

Changelog
Version 1.1
  • Created a changelog

*Split apostle into 2 versions: One that requires my Noble and Mystic reworks to be added first and one that doesn’t

Version 1.2
  • Swapped the uses of Crimson Curse and Deprive

  • Deprive now tells you how many uses you remove

  • Swapped the sacrifice effects of Ritualist and Acolyte

  • Fixed formatting on apostle

You should rework Apostle so that your class ideas aren’t required. Every suggestion should be independent.

1 Like

Do I like these changes? Yes I do. This makes Cult seem incredibly powerful to play. I can’t say I care for an unlimited number of Cult though. A higher limit is fine, like 5.

1 Like

K, changed it.

Alright, but I’ll wait to see what others say about it first.

This is perhaps your most well-thought-out idea. I only suggested the independent Apostle because Noble and Mystic are arguably in the best spot they’ve been in.

1 Like

major problem with unlimited is that everyone who is BD who is convertible can do nothing and let them win, while the rest of the other unconvertible people suffer.

2 Likes

Mystic is close, but it is a bit similar to the prince and should have a focus on coordinating other BD. Noble’s night abilities are almost fine(aside from gossip which just needs a small buff to make it less niche), but its day abilities are not. They’re too confirmable, noble twin is almost useless, and they don’t fit with the theme of noble(which should be spying).

Alright, but it should still be increased to help the conversion focus. Would a member limit of 5 be fine? And are the other changes good?

I will if you join SFOL 34 Totally not blackmail

1 Like

Just sent a request lol. It sounds interesting.

@RHCube wrong one it’s SFOL 34.

this one is even more interesting.
that game is currently ongoing but SFOL 34 isn’t.

K changed it. And is this thread good?

Thing with this is people shouldn’t be notified if they were prevented, unless they are an invest, due to people putting 1 to 1 together of it dying.

Seems alright tbh, honestly we should move all investigative abilities to make it so the whole faction receives the results as well.

Also seems fine, mostly works for people being guarded for king as NK’S are typically immune.
The rest of the abilities are normal.

I’m assuming that this works even for gather darkness, imo it should just make them immune.

Three uses seems a little too much, especially as WOF is typically a great ability. Maybe two?

Does this work on the prince? Kind of iffy on it, because while prince shouldn’t be immune to everything THIS would be hard to deal with. Imo it should work on the prince, as it reveals this class exists.

This is a offensive class, not a supportive. IMO it should be to occupy two people maybe?

This is actually needed for normal invoker right now, it would be lovely.

IMO this won’t ever be used as it’s soo useless. Maybe reveal someone’s class?

I don’t get why this has to be a separate day ability from expose. Know who used a day ability and what it did?

does this include killing? if so a little OP.

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normally I wouldn’t put that much effort but I made a promise.

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I think Cult is in a pretty good spot and this would push them over the edge to becoming overpowered. Unseen needs a rework though, they’re too reliant on blitzing whereas cult can play patiently and still win.

unseen should be pushing for mislynchs tbh.

1 Like

That’s easier in cult games too because there’s only one class (CL) that doesn’t have confirmable logs.

Whereas in unseen there are two (assassin and mastermind) with a cap of 3, meaning that the converted target has to give the good logs to MM if they want to be safe. If there’s an observer though this fucks you even harder cause now two people are outed.

Faking observer as MM is easy if you know what to look for.

Not really, but even if that was true it’s still way harder than cult. They don’t even have to fake logs.

yeah, throw in dead people’s visits, look in chat to add other people’s visits to your logs, then you throw in your assassin as well. And then you have a big log that people won’t dare to question.