What i'm proposing is currently an open and traditional setup. It will most likely remain that way unless custom elements are recommended.
The idea is a scaled down version of this:
1 Cop with Mafia/Not Mafia results
1 Normal Vig (No day shooting)
Cult has a maximum size of 3, which includes dead cultists.
They cannot recruit town power roles, the mafia, the mafia's kill target or the vigilante's night kill target. Any attempt to do so will cause the cult's night to be wasted.
The cult never get a night kill.
The cult can attempt to recruit every night if not a max size.
Town Power Role Notes:
The cop only detects mafia members.
The Vigilante can only shoot once per day and night phase. This means he can shoot either Day 1 or Night 1 but not both.
All other mechanics relating to roles are the same.
Ideally want win % to be as close to 33/33/33 as possible while still retaining the cult aspect of the game.
Mafia wins when mafia >= all non mafia
Cult wins when cult >= all non cult OR it is 1v1v1 at the start of a day phase.
Town wins when all non town are dead.
If it's 2v2 or 1v1 cult vs mafia I wanna say cult also win? but idk if that would tip the game toward being too cult sided.
I'm perfectly fine with adjusting the amount of VT's as 17 is just a ballpark estimate of mine, but i'm not sure how much I should mess with power roles without making the balance a ???????. But I'm open to whatever ideas you guys have to make the game potentially more fun but still playable.
Day/Night Cycle: 48/24, may allow for shorter days as game progresses
Mafia chat: Day & Night
Cult Chat: Day & Night
Role claiming: Allowed.
Resolution of ties: RNG
Lynch mechanics: Deadline Lynch
Minimum post requirement:
5 posts per phase
Night actions due: 30 minutes before EON