I suppose the Cabalist could do the same thing
Either way Samarie isn’t groupscum and I’m ok with leaving them alive for today in that case
Sage too, fair.
No, wait. Cabalist can’t, they start with 4 mana.
But can get mana by doing nothing.
That puts Sam n1 claim into question.
Cult Points: 0
The Sage
Unseen Special
Mana Pool (Passive) - You start with 8 mana, which is the fuel source for all of your abilities. You will have 8 mana even if you had less before conversion.
Spellbook (Passive) - You start knowing 8 out of 13 possible spells. Before the end of the day after your conversion, choose 5 to learn, or they will be randomly chosen. You’ll always be offered the spells you had pre-conversion.
Spells are as follows:
- Prestidigitation (1) (Night) - Accomplish one of the following minor effects:
- Color everyone targeting a player with red paint. If that player would be the target of an investigation this night, the investigator also learns that ‘Your target is covered in Red Paint.’
- Make a campfire at a player’s room. They are protected from any abilities with a ‘cold’ flavor tonight. All Neutral Killer abilities except a Demon’s attack count as Cold.
- Make a minor illusion on yourself, altering what you appear as to investigative abilities for the rest of the game until you use this again.
- Play menacing music to a player, if they are a member of the Blue Dragon. The next ability that targets them will bypass immunities.
- Fireball (5) (Night) - Choose a player. They and the adjacent players above and below them on the playerlist each have a 50% chance to die. Dead players do not lose their place on the playerlist. - Only usable on night 3 onward
- Polymorph (3) (Night) - Choose a player and a non-BD killer class. If they Blue Dragon and not The Prince, they are converted into the role you chose for the next two cycles. Kills they make can be stopped by you should you allow it.
- Wish (7) (Day/Night) - Make a wish to the host. It will come true in an unexpected and likely disastrous manner.
- Mental Prison (2) (Day/Night) - Give a player a valid piece of feedback of your choice. This will be fake and has no basis in reality.
- Wall of Ice (3) (Night) - Prevent all visitors to a player.
- Chain Lightning (2) (Night) - Occupy a player. Also occupy the player they would have targeted. Also occupy the player that player would have targeted. If you would occupy yourself with this ability, the entire ability will fizzle and only you will be roleblocked.
- Stoneskin (1) (Day) - Gain immunity to kills except execution tonight. The cost of this increases by 2 each time it is used.
- Blink (2) (Night) - Bus drive yourself with another player for the night.
- Vampiric Touch (3) (Night) - Remove a player’s ability to be healed for the night. Also heal yourself. Can not be used 2 nights in a row.
- Alter Self (1) (Night) - Give yourself a passive from any class that is not starting Unseen, Cult, The Pretender, a Neutral Killer, or makes you leave the game.
- Levitate (1) (Day) - Send a member of the court into the sky. Their vote will count as zero today and votes against them will have their values halved.
- Web (4) (Day) - Choose a player. For the remainder of this cycle, when a player attempts to “go through” that slot to target a player, they will suffer a 60% chance of being occupied.
Your objective is to defeat the Blue Dragon, and any Neutrals that seek to do you harm.
The Cabalist
Cult Special
Warlock’s Pact (Passive) - You start with 4 mana, which is the fuel source for all of your abilities. You will have 4 mana even if you had less before conversion.
Incantations (Passive) - You start knowing 8 out of 13 possible spells. Before the end of the day after your conversion or Day 1, choose 5 to learn, or they will be randomly chosen. You’ll always be offered the spells you had pre-conversion.
Fickle God (Passive) - If you spend an entire cycle performing no action at all (even factional actions), you will gain 3 mana.
Spells are as follows:
- Prestidigitation (1) (Night) - Accomplish one of the following minor effects:
- Color everyone targeting a player with red paint. If that player would be the target of an investigation this night, the investigator also learns that ‘Your target is covered in Red Paint.’
- Make a campfire at a player’s room. They are protected from any abilities with a ‘cold’ flavor tonight. All Neutral Killer abilities except a Demon’s attack count as Cold.
- Make a minor illusion on yourself, altering what you appear as to investigative abilities for the rest of the game until you use this again.
- Play menacing music to a player, if they are a member of the Blue Dragon. The next ability that targets them will bypass immunities.
- Fireball (5) (Night) - Choose a player. They and the adjacent players above and below them on the playerlist each have a 50% chance to die. Dead players do not lose their place on the playerlist. - Only usable on night 3 onward
- Polymorph (3) (Night) - Choose a player and a non-BD killer class. If they Blue Dragon and not The Prince, they are converted into the role you chose for the next two cycles. Kills they make can be stopped by you should you allow it.
- Wish (7) (Day/Night) - Make a wish to the host. It will come true in an unexpected and likely disastrous manner.
- Mental Prison (2) (Day/Night) - Give a player a valid piece of feedback of your choice. This will be fake and has no basis in reality.
- Wall of Ice (3) (Night) - Prevent all visitors to a player.
- Chain Lightning (2) (Night) - Occupy a player. Also occupy the player they would have targeted. Also occupy the player that player would have targeted. If you would occupy yourself with this ability, the entire ability will fizzle and only you will be roleblocked.
- Stoneskin (1) (Day) - Gain immunity to kills except execution tonight. The cost of this increases by 2 each time it is used.
- Blink (2) (Night) - Bus drive yourself with another player for the night.
- Vampiric Touch (3) (Night) - Remove a player’s ability to be healed for the night. Also heal yourself. Can not be used 2 nights in a row.
- Alter Self (1) (Night) - Give yourself the Cult Alt form of a passive from any class.
- Levitate (1) (Day) - Send a member of the court into the sky. Their vote will count as zero today and votes against them will have their values halved.
- Web (4) (Day) - Choose a player. For the remainder of this cycle, when a player attempts to “go through” that slot to target a player, they will suffer a 60% chance of being occupied.
Your objective is to defeat the Blue Dragon, and any Neutrals that seek to do you harm.
Sometimes we should not play by mechanics.
hmm
u right
oh yeah
You are currently not helping.
no he is
i think the whole “didn’t die” bit is already confirmation enough, given the lack of immune groupscum and the assumed multiball game
It’s confirmation towards CW or converted CW?
they COULD be converted
I am saying we should not attempt to verify the Court Wizard claim. Sometimes blindly following mechanical info leads to demise.
but it’s generally better to seek out starting scum
And I’m saying that more information is better. What we do with it is up to us afterwards.
this is less true of the Cult but
I think the better question is to figure out if all neutrals are accounted for.
oh shit i lied CL is death immune before converting someone
so if they failed to convert…
this is niche tho