Cultafia Interest Thread
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This is an area for forum games. Please note that to support mafia games players cannot edit their own posts in this forum. Off Topic threads will be relocated or deleted. Issues taking place in forum games should be dealt with by respective game GMs and escalated to the moderators only if absolutely necessary.
Re: Cultafia Interest Thread
Awesome, if anyone else is interested feel free to sign up.
If anyone has any setup questions please ask. Will answer soon.
If anyone has any setup questions please ask. Will answer soon.
- dargorygel
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- Location: Over the rainbow
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Re: Cultafia Interest Thread
Cult win's when they take over the majority of the town. If you are one of the unlucky people not to be recruited by them then you lose. @Yav
- Jamiet99uk
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Re: Cultafia Interest Thread
Can you go into more details on this? How do the Mason's stop them from recruiting if there are no RBs? How does the Cult recruit people to begin with?ND wrote: ↑Sun Sep 23, 2018 9:52 pm
Each night the Cult team attempts to recruit one person to join the cult and the Masons attempt to stop the Cult from recruiting.
Roles:
I have to work out the exact balance of the two sides, but I am thinking that there will be the following for a 12-10 player game.
2x Mason (Can speak in the Mason QT and town aligned)
6-8x Town (regular VT's)
2x Cultists (Can speak in the Cult QT and Cult aligned)
Re: Cultafia Interest Thread
Player List:
1) Squigs44
2) Nephthys
3) Brainbomb
4) ChippeRock
5) DemonRHK
6) Bozotheclown
7) damo666
8) yavuzovic
9) darg (as GM if needed... player otherwise...)
10) worcej
11) yoyoyozo
12) Jamie
If we receive one more player then Dargorygel will co-GM. So there is one position still open. After that any other interested players will go into our substitution list.
@Worcej: I am working on the mechanics now. I anticipate being able to post something tonight at the earliest or tomorrow at the latest.
1) Squigs44
2) Nephthys
3) Brainbomb
4) ChippeRock
5) DemonRHK
6) Bozotheclown
7) damo666
8) yavuzovic
9) darg (as GM if needed... player otherwise...)
10) worcej
11) yoyoyozo
12) Jamie
If we receive one more player then Dargorygel will co-GM. So there is one position still open. After that any other interested players will go into our substitution list.
@Worcej: I am working on the mechanics now. I anticipate being able to post something tonight at the earliest or tomorrow at the latest.
Re: Cultafia Interest Thread
I am sure ND will give me vanilla town so don't waste your lynch with me.
Re: Cultafia Interest Thread
I'd be happy to join this one, but I'm also happy to sub so Darg (my greatest mafia teammate and coach) can stay in.
Re: Cultafia Interest Thread
Wonderful, I will talk to Darg and see if he wants to play or Co-GM.
1) Squigs44
2) Nephthys
3) Brainbomb
4) ChippeRock
5) DemonRHK
6) Bozotheclown
7) damo666
8) yavuzovic
9) darg (as GM if needed... player otherwise...)
10) worcej
11) yoyoyozo
12) Jamie
12) or Substitute #1: DrCJG
1) Squigs44
2) Nephthys
3) Brainbomb
4) ChippeRock
5) DemonRHK
6) Bozotheclown
7) damo666
8) yavuzovic
9) darg (as GM if needed... player otherwise...)
10) worcej
11) yoyoyozo
12) Jamie
12) or Substitute #1: DrCJG
- dargorygel
- Site Moderator
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- Joined: Mon Dec 18, 2017 1:55 pm
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Re: Cultafia Interest Thread
1) Squigs44
2) Nephthys
3) Brainbomb
4) ChippeRock
5) DemonRHK
6) Bozotheclown
7) damo666
8) yavuzovic
9) Dr. CJG
10) worcej
11) yoyoyozo
12) Jamie
And I will work with ND behind the scenes... This game will be great and interesting!
2) Nephthys
3) Brainbomb
4) ChippeRock
5) DemonRHK
6) Bozotheclown
7) damo666
8) yavuzovic
9) Dr. CJG
10) worcej
11) yoyoyozo
12) Jamie
And I will work with ND behind the scenes... This game will be great and interesting!
Re: Cultafia Interest Thread
Indeed!
Also, we will continue to take substitutes if anyone else is interested.
Also, we will continue to take substitutes if anyone else is interested.
- dargorygel
- Site Moderator
- Posts: 7168
- Joined: Mon Dec 18, 2017 1:55 pm
- Location: Over the rainbow
- Contact:
Re: Cultafia Interest Thread
I also found a new RNG that rolls EVERYONE randomly other than Yavuzovic. It's a pretty specific site.
Re: Cultafia Interest Thread
Is this the version like on EM where if cult leader ever dies town wins?
Re: Cultafia Interest Thread
What happens if cult converts a mason. Wouldnt they just be caught by the other mason because theyd lose the chat? Or...
Re: Cultafia Interest Thread
LOOOK IN MAH EYEEEEEEEEES~
WHAT DO YA SEEEEEEE?~
A CULT OF BRAINBOMB-ALLLLLLITY~
WHAT DO YA SEEEEEEE?~
A CULT OF BRAINBOMB-ALLLLLLITY~
Re: Cultafia Interest Thread
Okay here is a working information post on the roles. Darg and I are still fine-tuning. Feel free to offer suggestions and we will take them into consideration.
Mason
Mason's are town aligned. They win when the Cult is defeated. Each night they can talk in the Mason QT. The Masons as a faction can take one night action a night phase even though there are two masons. Mason's cannot be recruited to the cult and are notified if they are targeted for cult conversion. They are hardcapped at two members. If a Mason dies the surviving Mason can recruit a new mason. Each night the mason faction can vote to send one mason out to 'bless' a player. The bless prevents that player from being converted to the cult that night. Bless just lasts for that night phase. Bless also prevents a curse. If the player targeted is cult aligned the Mason doing the bless learns that the player targeted is cult aligned. If a Mason dies then the surviving Mason can recruit a new mason or choose to not do so. If the Mason doesn't recruit a new mason they become a Templar. As long as they don't recruit a new Mason every time they do a Bless if that Bless is on a Cult member instead of learning alignment they kill the Cult member. Mason's can be killed via curse and lynch.
Cult
Cultists are Cult aligned. They win when they reach a majority. Each night the Cultists talk in the Cult QT. Cultists cannot be recruited into the Masons. The Cult faction can take two night actions each night phase but only one of each type. The Cult begins with *two* cult leaders. They can take a recruit action and curse action. Who does what depends on oldest vote. They are not hardcapped and need to reach a majority to win. Each night the Cult Leaders can choose to recruit one town member to the Cult. If they target a Mason for recruitment or a player blessed then the conversion will fail. If they are successful the player targeted will become a cult follower and will be tied to the Cult Leader who recruited them. If that Cult Leader dies then anyone they ever recruited dies with them. The Cult can also curse a player. Any player cursed has their vote attached in the final EOD vote tally to whoever that Cult Leader who cursed them voted for. Curse just lasts for the day phase. Their vote does not count towards who they voted for. This is only visible at final EOD tally. Additionally, if a Mason is *cursed* then that Mason will die not at EON but at the following EOD to the curse. If a Cult Leader dies the surviving Cult Leader can choose to do no action and promote a Cult Follower they control to a Cult Leader but they have to have a follower to do this.
Notes
-The curse mechanic is in play to prevent a mason mass claim
-Cult Leader promotion is a failsafe mechanic
-Cult Followers do die as soon as the Cult Leader that recruited them dies
-Templar mechanic is powerful but risky because it is only in effect as long as there is one Mason if that last Mason dies to curse or lynch then the Mason town aligned faction is gone forever.
-Bless gives the town a chance at a kind of doc save and also cop scan but only one player can be blessed a night.
-Cult has two actions but can only do one curse and recruitment or in the event there is one leader hold all actions and promote a follower.
We have also decided to allow Night talking in the game thread to allow for continued talking/participation.
Feel free to comment, question, and post feedback. Still working on this and looking to post confirmations in the next few days after people have a chance to comment on this.
Mason
Mason's are town aligned. They win when the Cult is defeated. Each night they can talk in the Mason QT. The Masons as a faction can take one night action a night phase even though there are two masons. Mason's cannot be recruited to the cult and are notified if they are targeted for cult conversion. They are hardcapped at two members. If a Mason dies the surviving Mason can recruit a new mason. Each night the mason faction can vote to send one mason out to 'bless' a player. The bless prevents that player from being converted to the cult that night. Bless just lasts for that night phase. Bless also prevents a curse. If the player targeted is cult aligned the Mason doing the bless learns that the player targeted is cult aligned. If a Mason dies then the surviving Mason can recruit a new mason or choose to not do so. If the Mason doesn't recruit a new mason they become a Templar. As long as they don't recruit a new Mason every time they do a Bless if that Bless is on a Cult member instead of learning alignment they kill the Cult member. Mason's can be killed via curse and lynch.
Cult
Cultists are Cult aligned. They win when they reach a majority. Each night the Cultists talk in the Cult QT. Cultists cannot be recruited into the Masons. The Cult faction can take two night actions each night phase but only one of each type. The Cult begins with *two* cult leaders. They can take a recruit action and curse action. Who does what depends on oldest vote. They are not hardcapped and need to reach a majority to win. Each night the Cult Leaders can choose to recruit one town member to the Cult. If they target a Mason for recruitment or a player blessed then the conversion will fail. If they are successful the player targeted will become a cult follower and will be tied to the Cult Leader who recruited them. If that Cult Leader dies then anyone they ever recruited dies with them. The Cult can also curse a player. Any player cursed has their vote attached in the final EOD vote tally to whoever that Cult Leader who cursed them voted for. Curse just lasts for the day phase. Their vote does not count towards who they voted for. This is only visible at final EOD tally. Additionally, if a Mason is *cursed* then that Mason will die not at EON but at the following EOD to the curse. If a Cult Leader dies the surviving Cult Leader can choose to do no action and promote a Cult Follower they control to a Cult Leader but they have to have a follower to do this.
Notes
-The curse mechanic is in play to prevent a mason mass claim
-Cult Leader promotion is a failsafe mechanic
-Cult Followers do die as soon as the Cult Leader that recruited them dies
-Templar mechanic is powerful but risky because it is only in effect as long as there is one Mason if that last Mason dies to curse or lynch then the Mason town aligned faction is gone forever.
-Bless gives the town a chance at a kind of doc save and also cop scan but only one player can be blessed a night.
-Cult has two actions but can only do one curse and recruitment or in the event there is one leader hold all actions and promote a follower.
We have also decided to allow Night talking in the game thread to allow for continued talking/participation.
Feel free to comment, question, and post feedback. Still working on this and looking to post confirmations in the next few days after people have a chance to comment on this.
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