Some cult variants I've messed around with (or faced myself):
A Numbers Cult: Leader has a 10% chance to cultivate for every cultist in the entire game. (the role also had a trigger that allowed him to add to that chance) He sends out a player to do the Culting. A successful Cultivation on scum kills the player sent. This role also survives its first death.
This role was used in a double-Cult game, and it won, eventually.
A Town Cult: Basically, the Cult Leader is a Townie, but he doesn't know he's the Cult Leader. He can only target every player once (edit: and fails on scum).
This role was used in the same game. The player who got it was onto something, but didn't know exactly what.
More standard versions:
100% success, has to send out guys, if he targets a cop or scum, he fails and guy sent dies.
50% success, fails on scum, all cultists are vanilla-ized.
Balancing Cults
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Zindaras Mr(s) Popularity
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Last edited by Zindaras on Sat Sep 30, 2006 9:28 am, edited 1 time in total.ShowFinished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed-
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Zindaras Mr(s) Popularity
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If the Cult Leader has an advantage (for example, surviving first death), that clause is very important for the balance, also because it forced the Leader to play conservatively.Tamuz wrote:Lets see, Uhh... killing culties when they recruit a scum is hell. That would be like a no-night immune SK. Pretty much making their chances of dying N1 really really high.ShowFinished: 159 (120 Town, 33 Mafia, 5 Other, 1 Cult, 4 Cultivated)
68 Wins, 71 Losses
Town: 52 Wins, 54 Losses (2 Wins as Cult)
Mafia: 13 Wins, 15 Losses (1 Win as Cult)
Other: 3 Wins, 1 Loss (1 Win as Cult)
Cult: 0 Wins, 1 Loss
Cultivated: 4 Wins, 0 Losses
59 Survived, 31 Lynched, 60 Killed
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