I'm posting information I found useful on the wikipedia. I tried to not get too drawn into specific roles, due to the quote below. If you guys found anything incorrect / not representative of the game we're playing or maybe just something I didn't see? Feel free to post it and correct me. The more info we have circulating about the potential roles / abilities / functions, the better chance we have at catching Unseen or Cult.
Just keep this quote from Drago in mind as we start the game and use the wikipedia as our source for knowledge. Some town abilities / scum abilities could be entirely different. So we need to keep an open mind if someone claims townie and doesn't immediately line up with the wiki. Likewise, we need to assume the scum has some other tricks up their sleeves too, for a forum style approach. I get the feeling this is meant to be played more similarly to ToS just off the wiki and abilities.
This is interesting. It means that if
@Kiwipom happens to be evil, she has no idea who her allies are and could attempt to signal them? Does this also mean that scum wouldn't know if the King is also on their side? They could try to signal her too, or buddy up with her early on to test the field? Definitely something to keep in mind, though.
Someone mentioned it earlier in this thread, but we either get Sheriffs for the Unseen or Paladins for the Cult. Off the wiki, sheriffs have wider range and usage of abilities whereas Paladins are pretty linear until Night 3, where they can actively
Purge when visiting a townie. I.E., if they visit Me the same time a cult member is there, they kill the cult member. Same if the cult member visits the Paladin.
It's important to note that
we can have a maximum of 3 of either of these roles and it goes without saying they are mutually exclusive. My only gripe is, it feels like Paladin is a lot less useful for catching third party roles. But this also indicates in a cult game we may not have many (or any?) third parties due to the lack of overall investigative abilities. Not confirmed, just a suggestion to think over.
So Unseen is more likely to have, and they have a maximum of 3 members (fourth if Kiwi is apart of their team). Every Unseen game comes with a
Mastermind and
Assassin.
So the Cult only has 4 members max., sans the possibility for a Cult King. Every Cult game comes with the
Cult Leader.
Here is what the wikipedia says regarding the Unseen for when a player is visited by a member of that faction;
And here, which I find more interesting, is what it says in regards to a strategy if the Unseen is at max occupancy'
This is a big issue for us, because it means anyone who's working on a push could end up being Unseen (if we're in an Unseen game) and be doing this for the singular purpose of whittling down town members via conversion. It means we need to have our Sheriffs out and really on top of the game when it comes to scum reading and following people. Because regular players can scum read, but you never know who's going to be converted over the night and screw everything up.
So the way we see the difference between Cult and Unseen is going to be if anyone dies N1. Looking at both of these strategies, the biggest difference is the fact that Unseen can convert and kill the same night, but has less people in their ranks overall. Whereas the cult can
only convert or kill at night. And they immediately want to convert, according to the wiki's optimal strategy guide. So, that means that if by tomorrow, we don't have anyone dead? We're dealing with the Cult.
Looking at the rest of Cult's loose abilities—keep in mind Drago mentioned that this wasn't a 1 | 1 with the wiki so I expect powers and rules to be loosely adjusted—tells us that the Cult will work through indirect measures. This could be post restrictions, role blocking, forcing a player to vote for another set player for a day phase. If we do have Cult, we all have an obligation to keep in mind their inherit trickery as we sus people. It seems like they are most comfortable with almost framing other players for their means.
Their Day kill ability, if it's in this round as well, is a little frightening. It means, above all else, we do not want to risk getting close to parity with them. Even a close lynch could be turned aside because of the Cult Leader's ability. Also, according to the wikia for Cult leader;
So this is an ever present sword of Damocles over our heads.
For the Unseen, I feel like it's similar but to a lesser extent;
So if we get on the Mastermind/Assassin in an Unseen game, we'll be able to really limit their potential.