Vodoo doll

Cult Conspiracies

January 14, 20266 min read

“All culture must have arisen from cult.” - Alan Moore

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Introduction:

Whenever I'm in a Legion game, I tend to spiral into a world where everyone is evil and out to get me, yet often most people don't share my same sense of panic and paranoia. Cult Conspiracies was built to share this feeling of unease with everyone. From the majority starting Legion, to the slow growing Idol, to the uncertainty of Fang Gu jumps and Leshy madness, Cult Conspiracies gives you a reason to doubt everyone and everything.

Cult Conspiracies is meant to be a script where information is constantly coming out and creating new realizations, while also providing reasons to doubt that information, including even doubting your own alignment.

As the good team, you need to figure out who you can trust, and what's more figure out for how long you can keep trusting them. While you may be enticed to simply follow only your information, a healthy dose of drunk, poison, and misregistration throughout the script means that to pull it all together you will need to figure out who else is working towards your same aims and come together to piece the information bit by bit.

As the evil team, you will likely be joined by many more evil than you may typically be used to, but your evil team will either be hampered by a ticking clock, inability to vote, or even doubt amongst themself that they truly are evil. You'll need to sew distrust amongst the good team, turning them against one another in order to make your way towards your occult ambitions.


Interactions:

The Carpenter, Noble, and Smith each start with information that can give the good team an idea of where to start hunting for evil players, but this information can become out-of-date as good players turn evil. The Printer can hold off on their power, grabbing one of these roles late in the game to learn vital information when the number of players is reduced.

The Dreamer & Undertaker both can keep an eye out for fellow Townsfolk roles and assist one another in confirming their information, giving them a powerful way to be certain of roles, although not certain of alignments.

The Distiller & Innkeeper are two sources of drunkenness that can be utilized by strategic players not only to help learn information and keep their team safe, but by utilizing their abilities offensively preventing the evil team from being able to use their own abilities. The Innkeeper can take this a step further in an Idol game by deliberating protecting evil players, confirming them as evil in the event of no deaths.

The Reporter not only helps to figure out what players are getting bad information, but to figure out if bad information is even in play, or if it is simply a ruse by evil claiming misinformation roles that they are not.

The Warden offers a tempting ally to Outsiders, giving them a confident that they can lay their trust in. Yet, with a Fang-Gu on the script, and the possibility of a Ratking being in play when you draw the Rat token, you may want to consider if it is worth it to lay your trust in town, or if you are better off working towards the aims of evil. Paired with the Widow, and you have the Warden equally unsure about the trustworthiness of those who approach them.

Leshy pairs well with Legion, as while players begin to become paranoid and accuse one another on being part of the evil majority, in a Leshy game, this ends up allowing the Leshy's ability to easily begin to activate and cause misregistrations that turn good against one another. Similarly, in a Legion game, the existence of Leshy on the script means that Legion can quickly excuse their evil appearance by doubling down on accusations against good players, stating that they only appear evil because they accused them previously.


Featured Homebrew:

Carpenter: The Carpenter is meant to catch evil out of their bluffs in games where there is just not enough bluffs to go around, yet paired with the existence of one of the roles they learned, they need to figure out whose lying and whose telling the truth.

Smith: The Smith pairs well with large evil team games as it gives more opportunities to the Storyteller to weave different worlds and leave the Smith with a puzzle to figure out.

Reporter: The Reporter allows the good team to be more certain about their information, but only so long as they trust the Reporter. Paired with the Widow, this leaves the Reporter on the hunt for which powerful role has been tampered with.

Printer: The Philosopher light, the Printer due to their 1 day/1 night only with their selected ability does less harm (drunking) than the Philosopher, while also allowing the Printer to more happily choose a YSK role and get powerful information quickly.

Distiller: Designed to confirm suspected Minion players, the Distiller can be used to find out who is good at a price, or find out who is evil and shut them down.

Donor: A Juggler who has to decide how wide to cast their net, the Donor has to contend with a smaller standard evil team and the possibility of a larger Legion team.

Beloved: A simple Outsider that doesn't want to die to avoid hurting their teams information, the Beloved ideally wants to find someone to make them drunk before they die.

Rat: The Rat pairs well with Legion & the Ratking, as it leaves players guessing as to why it is that players are being so cagey with their votes, leaving other Demon worlds open.

Leper: Similar to the Rat, the Leper once again changes the way players begin to vote, leaving open worlds. The Leper is also becomes a major consideration whenever any player is a little to eager to get up on the executioner's block.

Ratking: While the Ratking has little ability to mess with the town, their strength comes from being able to gather more votes for their team. However, with the presence of a Widow on the script, they'll need to convince their converted Outsiders that they truly are evil.

Idol: Designed as a script companion for the Legion, the Idol ups the paranoia by constantly shifting good players to evil, while always allowing good to come back, even if most everyone has been turned by making it so that so long as the remaining living good come together, they can overcome this Demon. The Idol must play a game of balancing taking out players that gain too much information and taking out players who have begun to trust each other too much.

Leshy: The Leshy was born out of the idea of the Recluse's ability turned Demon. Rather than misregistering themselves, they make others deal with that pain.


Jinxes:

None at this time.


Additional Thoughts:

While at the moment the Barber is on the script as a way to help evil deal with strong information roles that they otherwise can't kill, I am still floating the idea of replacing it with the Lunatic, with the goal of further sewing doubt amongst the evil team about their own alignment.

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