What does this new cultist role consist of?
This seems to be it.
I'm sorry but I never liked the "must be incontact" part because of the ways it can be abused and also I think your rules makes the cultist too much like just another wolf.Cylon Symphatizer (cultist): These humans have decided to side with the Cylon menace for one reason or other; Either believing that the only way for humanity to survive is as fallow slaves to their new robotic masters, or for reasons of simple greed or lust for power.
Cultists come in two flavors; Attached or unattached.
Unattached cultists can only win the game if they attach themselves to a pack and fulfill the criteria for an attached cultist to win; In order to attach themselves to a pack, at least one member of the pack needs to recieve a PM from said cultist stating the cultists' desire to attach themselves to the pack, with the GM clearly designated as a second recipient to said PM. Upon the next deadline the GM will confirm the attachment to the pack in a PM detailing the new pack composition to all players involved.
Abuse of this rule by sending mass PM's to players will be frowned upon and may result in instant death by random lightning strike, nuclear explosion, or somebody leaving the airlock open at a really unopportune time.
Attached cultists count as wolves in every respect save one; They count for parity, and can send hunt orders for the pack. They win the game when the entire wolf pack wins. Attached cultists that are attached at the start of the game will know every other pack member, as a regular wolf would. An attached cultist can not attach themselves to a different pack after they have become attached to one pack. Switching sides is not an option.
However, an attached cultist does not count as a wolf for the purpose of scan results; See the various scanning roles for more details.
I know some GMs (EURO?) have cultists with scanning powers (and sorcerers with protection powers) if you want variety in cultist rules but I prefer the old rules with the possibility to pile traits on them if I think the cultists becomes to boring or the baddie side needs something extra for balance. OTOH cultists are the baddie villagers so they are supposed to make the game interesting themselves, not by having the GM fix the game for them.