Cultist
(NB: the following is a one shot power.) Target a player to change their Win Condition to your own ("You win when players with this Win Condition equal or outnumber all other players.") They will also become your Lover (i.e. if one of you is lynched, the other dies). Additionally, they will gain a one shot recruitment power identical to this one. However, they will not immediately be informed of your identity.
Note, however, that while the Cult consists of an odd number of players, the last three players to be recruited are all Lovers with each other, whilst all other players are in pairs of Lovers. When there is an even number of players, Lovers are only in pairs.
For example:
A recruits B, and the two become Lover Cultists. B recruits C, and A, B, and C all become a Lover Cultist Group (if one is lynched, all die). C recruits D, and the four players split back into two pairs of Lover Cultists (
A + B
, and C + D). D recruits E, and E is added to C and D's Lover Cultist Group (i.e.
A + B
, C + D + E). E recruits F, and the Lover Cultist Groups again split back into pairs of Lover Cultists (
A + B
,
C + D
, E + F), and so on. At no point during this are any of the players informed by the mod of what size their Lover Cultist group is nor of who else is a Cultist, unless they are in a Confirmed Lover Cultist pair.
Confirmed Lover Cultist pairs (shown in
bold
above) are Cultists who are in a group of two Lovers, neither of whom any longer have access to the one shot recruitment power. Once they become Confirmed, their identity is revealed to each other.
If a Cultist is lynched or killed, their Lover obviously dies with them. If a Cultist dies with the recruitment power, it's up to the mod whether the Cult is no longer able to recruit but its members are all informed of each others' identities and Lover Groups, or whether the recruitment power returns to the most recently recruited Cultist.