Italy is the Cult Leader.
The Cult Leader
Cult Special
Train (Passive) - At any point before the start of the first night, you may message the host and choose the Cult alts that the Cult class that spawned with you will receive, based on a non-unique class they can be converted from. If you do not choose the Cult alts, they will receive a random valid set.
Fanaticism (Passive) - You are immune to death at night until you successfully convert a player, where upon this passive is disabled. (Starting Cult Leader only)
Disguise (Day) - If the target player dies tonight, they will appear as a class of your choice. - 1 use (shared)
Rupture (Day) - Cause a player to bleed. They will bleed and die in two nights if not healed. - 3 uses (shared)
Brainwash (Night) - Change target player into the Cult version of their class. If you have failed to convert a target twice already and your next conversion would fail it will instead target a random convertible player. - Infinite uses, 1 night cooldown
Blood of Mithras (Night) - Kill a Cult player and a non-Cult player. The first use of this will not kill the cult player. - Infinite uses
Your objective is to defeat the Blue Dragon and any neutrals that seek to do you harm.
Marshal is the Acolyte.
2:
The Acolyte
Cult Killer
Spirit of Mithras (Passive) - Starting with the second use of the Cult Leader’s Blood of Mithras, if you would be sacrificed, the first time you will not die.
Uncontrollable Bleeding (Day) - Invoke Mithras’ will to cause a target to start bleeding uncontrollably. They will bleed and die in two nights if not healed. - 1 use
Curse of Mithras (Night) - If the target is bled tomorrow, they will die in 1 night instead of 2 nights. - 1 use
Hunter’s Mark (Night) - Target two other players. If the first visits the second, you will attack the first. You will only be seen visiting the first. - 2 Uses
Your objective is to defeat the Blue Dragon and any Neutrals that oppose you.
Cult Points
Cult Points are a system for deciding what abilities you gain when you are converted to the Cult. Each ability varies in cost (though they usually cost 1 point, and you usually have 2 points) and you are able to take any ability you once had from your former class, with some exceptions. You are still limited to a maximum of two passives, two day abilities and two night abilities, including the ones from your new cult class.
For example, if you were converted from The Squire you would have 1 Cult point, and could use it to take the power Unskilled to become immune to death at night. You could instead take Corax’s Guidance, an altered ability.
Cult Alts are abilities that have been altered to be balanced on a cult class. Most classes have at least one Cult Alt, and can buy it and/or normal abilities within Cult point maximum. You can not take the normal variant of an ability from your class if it has been modified to be a Cult Alt.