Gimmick archetype breakdown: Cult Leader
May 4, 2020 16:51:15 GMT -5
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“The RevolutiDaddy” Wesley, Lockhart, and 2 more like this
Post by Odin Balfore on May 4, 2020 16:51:15 GMT -5
Gimmick: cult leader
* summary *
The cult leader is a branch of the monster gimmick, being a psychological monster more than a physical one.
It's easy to start but difficult to continue. It's an alluring gimmick but that's high creativity and high writing skill.
Its durability is subjective. It can survive loss and booking but often doesnt.
It's a favorite of green horns and pros and in efeds in general but is often stuck in mid card because it requires a lot of communal help.
The cult leader only has her goals in mind and does not care for others she is one way, her way. She is evil and manipulative and shuns reality not her own. She prays, she hurts.. all in her own plan that can change to suit need
Her midcard place serves to raise lowcards and feed to high card but a handler with high creativity and writing skill can make this main event
* Survival *
Loss: med
Booking: Med
Burnout: Med
longevity: Med
Survival rating: 3 of 5
Pros: Med survival across the board is helpful, stronger range than the monster. dominates low card
Cons: high upkeep. easily fed to higher card/skill players
tier placement: Low to mid
Fed Utility: out of the "monster" gimmicks, cult leader is most visable and one of the harder to work because it requires fed participation. you're goal is to take over a low card solo then rally low cards to help you take over the mid card. From there, battle into highcard
Ease of use: 2 of 5
High creativity and high writing skill are needed for sustained sucess. Burn out can happen and the vulnerability to the rest of the feds willing participation give the character shaky ground.
Creativity level: high
You'll need high creativity to convince people of the gimmick
Writing skill: high
A low or even moderate writing skill can hurt this character because loss is a dangerous enemy to the cult leader
Experience level: pro to vet
Not for the rookie, as alluring as the power fantasy is. It's a trap for the inexperienced
Recommendation: 2 of 5
High threshold to enter and maintain make this a difficult gimmick. As I said, its alluring to new handlers but it does not always end well. Pros and vets are more equipped to deal with the gimmick and absorb loss and booking. The high card is obtainable but rare. Its the ultimate test of skill and pride for the cult leader.
* summary *
The cult leader is a branch of the monster gimmick, being a psychological monster more than a physical one.
It's easy to start but difficult to continue. It's an alluring gimmick but that's high creativity and high writing skill.
Its durability is subjective. It can survive loss and booking but often doesnt.
It's a favorite of green horns and pros and in efeds in general but is often stuck in mid card because it requires a lot of communal help.
The cult leader only has her goals in mind and does not care for others she is one way, her way. She is evil and manipulative and shuns reality not her own. She prays, she hurts.. all in her own plan that can change to suit need
Her midcard place serves to raise lowcards and feed to high card but a handler with high creativity and writing skill can make this main event
* Survival *
Loss: med
Booking: Med
Burnout: Med
longevity: Med
Survival rating: 3 of 5
Pros: Med survival across the board is helpful, stronger range than the monster. dominates low card
Cons: high upkeep. easily fed to higher card/skill players
tier placement: Low to mid
Fed Utility: out of the "monster" gimmicks, cult leader is most visable and one of the harder to work because it requires fed participation. you're goal is to take over a low card solo then rally low cards to help you take over the mid card. From there, battle into highcard
Ease of use: 2 of 5
High creativity and high writing skill are needed for sustained sucess. Burn out can happen and the vulnerability to the rest of the feds willing participation give the character shaky ground.
Creativity level: high
You'll need high creativity to convince people of the gimmick
Writing skill: high
A low or even moderate writing skill can hurt this character because loss is a dangerous enemy to the cult leader
Experience level: pro to vet
Not for the rookie, as alluring as the power fantasy is. It's a trap for the inexperienced
Recommendation: 2 of 5
High threshold to enter and maintain make this a difficult gimmick. As I said, its alluring to new handlers but it does not always end well. Pros and vets are more equipped to deal with the gimmick and absorb loss and booking. The high card is obtainable but rare. Its the ultimate test of skill and pride for the cult leader.