1 Cult Recruiter
0 or 1 Inquisitor (Investigates nightly, gets a result of "cult" for the recruiter or any cultist including the one recruited the night of the investigation)
0 or 1 Alarmist (Protects a player from recruitment, can't self-protect, only cult is notified if the recruitment fails)
- Day start
- The Town gets one lynch Day 1 and two lynches a day for the rest of the game.
- The pro-Town power roles can be recruited, but any recruit who dies has their original role revealed as well (e.g. "Cultist, was Inquisitor")