Yes. The acolytes would have the standard cult orientation, so to speak: PT/QT to speak in, know who the cult leader is, know the cult wincon, and they'd also know the first two conditions. (The bit about the bulletproof they would not.) Thus, the cult leader has motivation to keep the size reasonably small for the earlygame (to keep them loyal) and larger lategame (to go for the win). The acolytes have motivation to protect their leader regardless of whether they want to win with the cult or their original faction, but have a narrow window in which they can get out. (Too late and the mass-suicide could result in their faction's loss.)
If you have fewer than two neighbors who are Conway Cells, you die.
If you have more than three neighbors who are Conway Cells, you die.
If any player has exactly three neighbors who are Conway Cells, that player becomes a Conway Cell and becomes a neighbor with X randomly chosen players.
You win when at least half of all living players are Conway Cells.
. Each time you try to sign up for any game, one or more players who also signed up for that game will WOT you. This action can't be blocked or redirected.
You're a
WOT preventer
. When you or anyone else are being WOT'd, you must fight your/their way into games you/they signed up for.
. Each day, you may recruit one player into your cult and they will become your acolyte.
If there are less than
three
acolytes and you die, then the eldest living acolyte replaces you as the cult leader, inheriting every aspect of your role. (You will win if your replacement wins.)
If there are four or more acolytes and you die, then they all commit suicide and die with you, but
retain their original win condition
.
You have a one-shot bulletproof, which will be passed on until it is used. (This resolves instantaneously.)
You win if the cult at any time makes up 50% of the living players.
(I thought it was an interesting take on the cult--basically, it forces cult players in a small cult to remain loyal to their cult leader because they'll lose otherwise, but offers them a way out of the third party wincon after being recruited, if they sacrifice their life.)
The recruit would have to be compulsive, or it's basically impossible to lose by just staying at 3 players.
Who said that?
Chamber. It's all a conspiracy.
Or is it?
Whenever a player is not voting, he is voting you instead.
Mod note: in games using this: 90% of the people start of voting one of the other people in the game at the start of day. No one can be at L-2 or L-1, including Not Voting, due to this.
When a mafia-aligned player targets you, you are allowed to post in their mafia topic and try to bribe them into changing their target. You win if they accept your bribe, which is indicated by them changing their target to another player.
You are
Tomato Thrower
Each time someone targets you, you must throw a tomato at their face or you'll be modkilled. You win when everyone but you is covered in tomato juice. If this doesn't happen by the end of the game, you lose and I will file a report against you.
in thread and the mod will resolve the kill. However, because you are inaccurate, your shot will hit the playerslot one above or below your stated target at random.
You earn another daykill at the beginning of day 5 and every 3rd day after that (8, 11, 14....)
You win by being alive when another faction completes their wincon. You do not count against any faction's wincon and you are not considered a threat for the purpose of any wincons.
What if you claim something else entirely? Claim something that will get you killed at night. I'd try to think of something like that and claim it day 1
When I joined this site, I was a software tester for mobile business applications and the song PokerFace was not yet written by Lady Gaga
Now I test lottery and gambling software as my job. It's funny how my life has turned out. Somewhere a Time Traveler is laughing madly
Cop/Doctor are claims likely to get you nightkilled (assuming you can substantiate them; Doctor might work better for that purpose). Unfortunately, they're also the most likely to bait out useful town power roles.