Rolecards
Cultist
You are the Cult. Your goal is to put an end to Town and start a new world order.
On every even night, Cultist team gets one conversion. N0>N2>N4>N6
You can send one of the Cultists to visit another player to convert them into Cult. Converted TPR's retain their power.
N0 conversion is rolled from citizens and can never be a TPR.
Cultists share a Day/Night chat.
Feedback:
a. You have successfully converted your target.
b. You hear a pin drop in a dark alley followed by a bright, loud explosion. You are dead.
Citizen
You are a member of Town. Eliminate all Cultists to win.
Feedback:
a. You were visited by a charismatic stranger. They convinced you to join their Cult.
Sheriff
You are one of the two assigned investigators for Town, tasked to find and reveal the Cultists.
On every night, visit another player to find out their alignment.
Lunatic Sheriff gets a reversed result. You will never know if you are a lunatic or not.
Feedback:
a. Your target is Town.
b. Your target is a member of Cult.
c. You were visited by a charismatic stranger. They convinced you to join their Cult.
Mason
You are a member of another secret society aligned with Town.
You share a Day/Night chat with the other member of Mason.
Feedback:
a. You were visited by a charismatic stranger. They convinced you to join their Cult.
Lookout
You are a DIY investigator, working with a motion detector to find out who is home at night.
You are forced to visit other players at even nights, find out if another player visited them or they were visiting another player. You won't know who they visited or who visited them.
Feedback:
a. Your target was visited by another player.
b. Your target was visiting another player.
c. You hear a gun shot in the distance and a bullet impact on your head. You are dead.
d. You were visited by a charismatic stranger. They convinced you to join their Cult.
Veteran
You are a paranoid war veteran. You can only go on alert once by choosing between N2 or N4.
You will kill yourself and the cultist visiting you at night. If you are visited by the Lookout, you will live but the Lookout will die.
Feedback:
a. There were no visitors.
b. A suspicious looking man was creeping around your place. You leave to deal with them.
b.2. You have died. / You have survived.
Order of Operations
Veteran alert
Lookout visit
Cult conversion
Sheriff checks
Win Conditions
Town: Eliminate all Cultists.
Cultist: Reach a minimum 50%/50% with town.
Rules
Link to Forum Mafia Rules
Need to change the rules as a host? Communicate with FM mods before creating a sign-up thread.
Additional Rules
Lynch is Maj+Plurality. 51% of votes to hammer.
Day elimination is skipped in case of a tie.
Day is 48h/Night is 24h.
Minimum 10 post requirement on D1.
Roles will be rolled and handed out on N0.
Host can pick the 2nd Cultist on N0 or leave it to the first Cultist to choose before the host rolls the TPR's.
Once converted from Town to Cult, your wincon changes to Cult's wincon regardless of your role.
Important Notes & Balance
Inspired by both
@
Lumi
's ideas on our discord server and
@
Damus_Graves
Werewolf setup:
https://www.sc2mafia.com/forum/showt...php/43635-S-FM
Solo scum start and cultist games can be hard to balance. Cultist conversions is one those sharp mechanics that can easily deter any other alignment player from playing the game effectively.
This setup aims at solving that problem by limiting conversion to Even Nights and removing factional kill. We are considering cultist conversion at a value between 2 and 2.5 KP instead of 1 KP.
N0 conversion avoids D1 defeat for Cult if Town correctly eliminates the cultist on D1.
TPR conversion reduces the limitations imposed by the roles on the game.
Earliest Town victory is EOD2 and earliest Cult victory is EOD3. Game can last longer than D3.
If you have a fun role/comp suggestion, please feel free to suggest them! I am looking forward to improve the setup and have more variants