Each night may target a player in the game, living or dead. Any ghost-like effects involving the player targeted will be nullified (So Specters are killed and Haunted players lose their Haunted status, and if a Medium is in the game, targeting the Medium will break every connection they have and targeting a dead player they are connected to ends that connection only). This role cannot become Haunted. Btw Haunted counts as a Negative Status. Also there might be more ways this role could interact I am not aware of rn.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
You are a member of the Brain Trust, a group confirmed to not be Cult and that is unable to be recruited by any Cult. You have access to a PT to talk to other Brain Trust members in. I don’t know what a Brain Trust actually is but it feels like the best idea for a group that would be rooted in logical thought enough to not be swayed by a Cult.
Also, add extra players in the game to the Brain Trust if there would only be one person in it.
<Embrace The Void>
“A flipped coin doesn't always land heads or tails. Sometimes it may never land at all...”
If this role is rolled, the player gets to choose their exact role, alignment, and anything else relevant to the role.
They may have up to two role modifiers, and two abilities, in addition to any faction/factional abilities.
If they pick Cult, and this is the only Cult role, they automatically gain Cult Leader abilities. If there is already a cult leader present, and they submit Cult Leader abilities, do not change anything. The Cult then just has multiple abilities.
If this role is rolled, the moderator gets to choose their exact role, alignment, and anything else relevant to the role.
They may have up to two role modifiers, and two abilities, in addition to any faction/factional abilities.
If they pick Cult, and this is the only Cult role, they automatically gain Cult Leader abilities. If there is already a cult leader present, and they submit Cult Leader abilities, do not change anything. The Cult then just has multiple abilities.
At the start of the game, change all player's alignments to cult. Do not inform them as such; instead, send to them whatever their role PM would've been. The game ends as soon as someone realizes that this role is in the game, and that they're all cult. Instead of sending the player who received this PM this role, instead send them a Cult Leader PM.
All player flips do not reflect the fact everyone is secretly cult as well.
Apart from the normal Cult PT, (henceforth referred to as the Single Cult), you are given access to a second Cult PT which contains all Double Cult Players. All Players in the Double Cult also are given access to the Single Cult PT, but all players in the Single Cult PT are not given access to the Double Cult PT. At least half, (rounding down), of all Single Cult members at the start of the game will randomly be selected to be Double Cult as well. The Double Cult PT also has daytalk without the need of an encryptor or similar role. However, if all living Single Cult members are present in the Double Cult PT, it will lose that ability.
All players are given the following post restriction as well, although, only those in the Double Cult know about it: You may not say anything about the Double Cult outside of the Double Cult PT. If you break this rule, you will automatically commit suicide. The suicide is unavoidable and cannot be prevented in any method.
The information above is not specific to the role; it applies to all Double Cult roles, (and players in general), in the game.
The post restriction applies to everything regarding the Double Cult. It's like Fight Club. You don't talk about Fight Club outside of Fight Club. If you do however, you die.
Each night, you may attempt to target
any non-double cult player
. If successful, they will be added to the Double Cult PT, (and Single Cult if they do not have access already.)
If multiple Cult recruitment attempts occur on the same night you attempt to recruit
Apart from the normal Cult PT, (henceforth referred to as the Single Cult), you are given access to a second Cult PT which contains all Double Cult Players. All Players in the Double Cult also are given access to the Single Cult PT, but all players in the Single Cult PT are not given access to the Double Cult PT. At least half, (rounding down), of all Single Cult members at the start of the game will randomly be selected to be Double Cult as well. The Double Cult PT also has daytalk without the need of an encryptor or similar role. However, if all living Single Cult members are present in the Double Cult PT, it will lose that ability.
All players are given the following post restriction as well, although, only those in the Double Cult know about it: You may not say anything about the Double Cult outside of the Double Cult PT. If you break this rule, you will automatically commit suicide. The suicide is unavoidable and cannot be prevented in any method.
The information above is not specific to the role; it applies to all Double Cult roles, (and players in general), in the game.
KDCC applies to this role. KDCC is like KCC, but with Double Cult roles:
- If there is only one Double Cult, and that is all the Cult roles in generation, randomly select one player to become Single Cult.
- If all Cult-Aligned players are Double Cult, randomly select half of them to become Single Cult.
- If a Double Cult player should become the Cult Leader due to none generating, they become a Double Cult, Cult Leader instead of a (Single) Cult Leader.