Balance-wise, in a small/low-powered setup I might allow the town to lynch twice each Day after a one-lynch Day-start; in a bigger setup, I'd give the Cult Leader(s) immunity to the first nightkill on them and start at Night.
I'd rather this thread not devolve into a discussion as to why cults are bad; I tried to address some of the reasons people throw around in this setup by the way everyone knows up front that there is at least one cult, and if you get recruited by the winning cult, you win.
Cult Leader
Clarifications: The only thing that grants protection from nightkills is being the SK. If multiple Cults recruit the same unprotected player at the same time, it acts as a nightkill attempt on that player. If an unprotected player is culted and nightkilled at the same time, the recruitment fails. Everyone already in a cult is immune to cult recruitment. Cult recruits are revealed as [cultname] Cultist, previously [oldrole].You are a [cultname] Cult Leader. Every night, you may attempt to recruit one player into your cult or kill one player. Once you have fellow cultists, you may discuss with them at night, but the ultimate decision and responsibility to PM is yours. If you die, the cult may kill but not recruit.
You win when your cult makes up the entire town, or such a situation is inevitable.
Cult Recruit
Serial KillerYou have been recruited by the [cultname] Cult, led by [name] and also composed of [names]. You may communicate with the rest of the cult at night. You lose all other abilities you previously had,exceptthat if you were a Mason, you can still talk to your fellow Masons at night.
You win when your cult makes up the entire town, or such a situation is inevitable.
Clarification: All kills are simply listed as "killed", with no way to distinguish the doer.You are a Serial Killer. Each night, you may kill someone. You are immune to investigations, nightkills, and cult recruitment.
You win when you are the last person standing.
Steadfast Mason
MasonYou are a Steadfast Mason; the rest of your group is
- . You know that everyone in your group is pro-town... for now. You may communicate with any living members at night.
You are immune to cult recruitment; however, this does not necessarily apply to everyone in your group.
You win when any threats to the town are eliminated.
Clarifications: If a Mason is recruited, the masonry is not notified and they can still communicate with fellow members.You are a Mason; the rest of your group is
- . You know that everyone in your group is pro-town... for now. You may communicate with any living members at night.
Some members of your group may be immune to cult recruitment. However, you are not one of them.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Inquisitor (Cop)
Clarifications: Sanity is not revealed on death. Gets "cult" or "not cult". Cult leaders are not immune.You are an Inquisitor. Each night, you may investigate one other player and determine their cult status as of the end of the night. You are not necessarily sane.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Alarmist (Doc)
Clarifications: Nobody is notified of a successful protection (The cult is told that the recruitment failed, but not why). If multiple cults target a person who an Alarmist is protecting, nothing happens. An Alarmist may not self-protect, and is not immune to culting unless protected by another.You are an Alarmist. Each night, you may protect one other player from any cult or cults that may attempt to recruit them.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
Vigilante
Steadfast TownieYou are a Vigilante. Once in the game, you may attempt to kill another player at night.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.
TownieYou are a Steadfast Townie. You are immune to recruitment, but have no other abilities.
You win when any threats to the town are eliminated.
You are a Townie. You have no special abilities.
You win when any threats to the town are eliminated, or if you join a cult before its takeover is inevitable.