This game is an almost open setup. There are exactly three different factions: a 1 person (to start) Cult, a 2 person Mafia (possibly with mafia power role(s)), and a Town with exactly 2, 3, or 4 power roles.
Cult PMs:
Cult Leader role PM wrote:You are the Cult Leader! Each night, you can send me a name of someone you wish to attempt to recruit in the cult, and at daybreak I will notify you if your attempt to recruit them is successful. You can recruit "vanilla" townies only -- mafia and pro-town power roles are not recruitable into the cult. You win if the cult is the last remaining faction in the game. You may communicate with your recruits at night, and the cult may communicate with new recruits for 3 days as soon as I let you know they are recruited.
Cult Recruit role PM wrote:You have been recruited into the cult led by XXXX. Current members of the cult are: XXXX. You no longer can win with the town -- You win if the cult is the last remaining faction in the game. You may communicate with your fellow cultists at night, and the cult may communicate with new recruits for 3 days as soon as I let you know they are recruited.
Successful Recruitment PM sent to all cultists wrote:XXXX was sucessfully recruited into the cult!
Failed Recruitment PM sent to all cultists wrote:The Cult Leader tried to recruit XXXX into the cult, but failed!
Mafia PMs:
Sample Mafia power role PM wrote:You are the godfather of the Mafia -- this means you will show up innocent to cop investigations. XXXX is your partner. You win when the mafia is the last faction standing. Each night, you and your partner may communicate, and one of you must send in both a kill target, and a choice of which mafia member wishes to "make the kill".
Mafia Goon role PM wrote:You are a mafia goon -- you have no special powers. XXXX is your partner. You win when the mafia is the last faction standing. Each night, you and your partner may communicate, and one of you must send in both a kill target, and a choice of which mafia member wishes to "make the kill".
Town PMs:
Sample Town power role PM wrote:You are a doctor -- each night, you may send me a name of a player and if that player is targeted for one night kill, then they will be saved from death. You win when all factions hostile to the town have been eliminated
Townie role PM wrote:You are a townie. You have no special abilities. You also have no special allegiances -- you win if all factions hostile to the town have been eliminated -- but if you are recruited into the cult, you win when the cult is the last remaining faction in the game.
Nights:
Night communication will probably be more important in this game than in some others. The game will start with day, but all nights will last 72 full hours to allow any factions that can communicate to communicate. Any choices not in to me by that deadline will either be randomized or counted as a no-choice, at my discretion.
Q&A
Q: Would a cult recruit inherit the cult leader's power upon death?
A: No
Q: In a 1-1 scenario with a cultist and a townie, would the cultist win?
A: Yes
Do not lynch me.
[wiki]Great Nibbler Takeover of 2008[/wiki]