Deck of Astral Roles: Reopened [Completed]

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Post Post #725 (ISO) » Sat Oct 21, 2023 3:22 am

Post by DragonEater70 »

Town Whacky Inventor
(
Town
/ Whacky Inventor)

Each night, you may target a player to give them one of the following inventions:
  • A bunny invention - may be used to mod-confirm the player as cute. May also be used to detect if another player is scary.
    (Werewolves, Demons, Unholy Beings and Serial Killers are scary, as well as any role that has "scary" in its name)

  • A gold star invention - may be used to mod-confirm the player as the best student in class. May also be thrown at another player with a 20% chance to kill, 20% chance to roleblock, and 60% chance to miss.
  • A fruit invention - may be used to either give another person a fruit, or just eaten for lunch.
  • A virus invention - oooooh, mysetrious.
  • A toy gun invention - may be used to force another player to claim (not necessarily a trueclaim) in their next post.
The mod will decide what the virus invention does
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Post Post #726 (ISO) » Sat Oct 21, 2023 9:38 am

Post by SmileyDude1 »

Town Random Flipper
(
Town
/Random Flipper)

Alignment:
Town


Upon your death and flip, you will flip as a random role and alignment that someone else has in the game chosen at random out of those still alive. When that person dies , they will flip normally and your flip will be corrected.



Inspired by a role in Veiled Committee Mafia: List Mods Edition
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:18 pm, edited 1 time in total.
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Post Post #727 (ISO) » Sat Oct 21, 2023 9:47 am

Post by SmileyDude1 »

Town Mod-Approved 3-Shot Block-Inventor
(
Town
/Mod-Approved 3-Shot Block Inventor)

Alignment:
Town


You may PM the mod an invention that grants its user some sort of 1-Shot blocking ability of your making. Upon doing so the mod may elect to approve or reject said invention. The mod should provide notice of their decision as soon as they're able. The mod will only approve one invention of yours per day, though upon an invention being rejected you may alter or resubmit as much as you like until you gain approval. After 3 blocking inventions have been approved, you will no longer be able to submit inventions.

At night, you may attempt to give a player one of your approved inventions. Assuming no interference with your action, they will gain access to the invention and will be told what it does. They may then use said invention during the stated time.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:18 pm, edited 3 times in total.
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Post Post #728 (ISO) » Sat Oct 21, 2023 9:58 am

Post by SmileyDude1 »

Town Mod-Approved 2-Shot Investigative-Inventor
(
Town
/Mod-Approved 2-Shot Investigative Inventor)

Alignment:
Town


You may PM the mod an invention that grants its user some sort of 1-Shot Investigative ability of your making. Upon doing so the mod may elect to approve or reject said invention. The mod should provide notice of their decision as soon as they're able. The mod will only approve one invention of yours per day, though upon an invention being rejected you may alter or resubmit as much as you like until you gain approval. After 2 investigative inventions have been approved, you will no longer be able to submit inventions.

At night, you may attempt to give a player one of your approved inventions. Assuming no interference with your action, they will gain access to the invention and will be told what it does. They may then use said invention during the stated time.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:19 pm, edited 1 time in total.
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Post Post #729 (ISO) » Sat Oct 21, 2023 10:04 am

Post by SmileyDude1 »

Town Mod-Approved 3-Shot Activatable-Inventor
(
Town
/Mod-Approved 3-Shot Activatable-Inventor)

Alignment:
Town


You may PM the mod an invention that grants its user some sort of 1-Shot Activatable ability (e.g like an activated bulletproof) of your making. Upon doing so the mod may elect to approve or reject said invention. The mod should provide notice of their decision as soon as they're able. The mod will only approve one invention of yours per day, though upon an invention being rejected you may alter or resubmit as much as you like until you gain approval. After 3 activatable inventions have been approved, you will no longer be able to submit inventions.

At night, you may attempt to give a player one of your approved inventions. Assuming no interference with your action, they will gain access to the invention and will be told what it does. They may then use said invention during the stated time.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:19 pm, edited 1 time in total.
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Post Post #730 (ISO) » Sat Oct 21, 2023 11:20 am

Post by DragonEater70 »

Town Scary Guard Dog
(
Town
/ Scary Guard Dog)

Each night, you may target a player to guard. Any actions carried by scary players on your target will fail. Additionally, if anyone attempts to kill your target, you will bite them on their way out, causing them to bleed (this does not prevent the kill).
(Werewolves, Demons, Unholy Beings and Serial Killers are scary, as well as any role that has "scary" in its name)


Bleeding players cannot be protected from death. If a player is already bleeding and something would cause them to bleed, they die instead.



In post 683, RH9 wrote:
Mafia 50% Inverted Visitor
In post 684, RH9 wrote:
Werewolf 50% Inverted Visitor

Did you want to post these at GIM? You can't post mafia/werewolf alignment here, only groupscum.
Last edited by DragonEater70 on Sat Oct 21, 2023 11:31 am, edited 3 times in total.
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Post Post #731 (ISO) » Sat Oct 21, 2023 11:21 am

Post by DragonEater70 »

Town Bleeder
(
Town
/ Bleeder)

The first time you would be killed by any method except execution, you start bleeding instead.

Bleeding players cannot be protected from death. If a player is already bleeding and something would cause them to bleed, they die instead.
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Post Post #732 (ISO) » Sat Oct 21, 2023 11:26 am

Post by DragonEater70 »

Town Plague Doctor
(
Town
/ Plague Doctor)

Each night target a player. If they are poisoned or bleeding, they will be cured. If they are roleblocked, you make them unblockable for that night phase. If none of the above apply, you will instead cause them to bleed and roleblock them.

Bleeding players cannot be protected from death. If a player is already bleeding and something would cause them to bleed, they die instead.
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Post Post #733 (ISO) » Sat Oct 21, 2023 4:36 pm

Post by SmileyDude1 »

Groupscum Sacrifice
(
Groupscum
/Sacrifice)

Alignment:
Groupscum


At any point before you flip, you may post in the main thread a bolded
Sacrifice
. This may not be retracted once sent. You will immediately die upon doing so and players who are aligned with you will gain one of the new powers listed below chosen at random as a divine gift. This sacrifice does not end the day. Each of the listed powers may only be dealt out to a single person, if there are more players aligned with you than there are abilities than not everyone will get one. Likewise if there are less players aligned with you than there are abilities than not all abilities will be dealt with those left off chosen at random. These abilities will be added onto their role, they do not replace. Players will be informed that the sacrifice gave x-faction additional powers, but the boons the sacrifice gives will remain hidden (i.e the gained abilities should be redacted upon their sacrificial flip). Should the player holding this role exit the game through means other than sacrifice then the boons may be shown upon their flip

Upon your sacrifice, those aligned with you will gain 1 of the following abilities.

Investigation-Immune- Alignment investigative roles will always gather an innocent on you upon being checked

JOAT (Redirector x2, Combined Rolecop Roleblocker)- Twice a game at night, target two players. Assuming no interference with your action, the actions of your first target will be redirected to your second target. Once a game at night, target a player. Assuming no interference with you will learn your target's role and block them causing all actions they perform to fail.

---
Should you pick this card for your role after picking
town
alignment then those aligned with you will not gain the above boons upon your sacrifice. You may still elect to sacrifice yourself, but it will have no additional effect
Last edited by SmileyDude1 on Sat Nov 11, 2023 12:45 pm, edited 3 times in total.
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Post Post #734 (ISO) » Sat Oct 21, 2023 4:49 pm

Post by SmileyDude1 »

Groupscum Sacrifice
(
Groupscum
/Sacrifice)

Alignment:
Groupscum


At any point before you flip, you may post in the main thread a bolded
Sacrifice
. This may not be retracted once sent. You will immediately die upon doing so and players who are aligned with you will gain one of the new powers listed below chosen at random as a divine gift. This sacrifice does not end the day. Each of the listed powers may only be dealt out to a single person, if there are more players aligned with you than there are abilities than not everyone will get one. Likewise if there are less players aligned with you than there are abilities than not all abilities will be dealt with those left off chosen at random. These abilities will be added onto their role, they do not replace. Players will be informed that the sacrifice gave x-faction additional powers, but the boons the sacrifice gives will remain hidden (i.e the gained abilities should be redacted upon their sacrificial flip). Should the player holding this role exit the game through means other than sacrifice then the boons may be shown upon their flip

Upon your sacrifice, those aligned with you will gain 1 of the following abilities.

1-Shot Recharged Super-Charger- Target a player during the day. The following night your target may perform any abilities they have twice within the same night phase (this includes factional abilities). This may only be used once successfully, should the ability fail your shot will be refunded .

Janitor- Target a player at night. If that person dies during that night phase, their role will not flip upon their death. This may be used alongside factional abilities.

---
Should you pick this card for your role after picking
town
alignment then those aligned with you will not gain the above boons upon your sacrifice. You may still elect to sacrifice yourself, but it will have no additional effect
Last edited by SmileyDude1 on Sat Nov 11, 2023 12:45 pm, edited 4 times in total.
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Post Post #735 (ISO) » Sun Oct 22, 2023 12:41 am

Post by SmileyDude1 »

Groupscum Sacrifice
(
Groupscum
/Sacrifice)

Alignment:
Groupscum


At any point before you flip, you may post in the main thread a bolded
Sacrifice
. This may not be retracted once sent. You will immediately die upon doing so and players who are aligned with you will gain one of the new powers listed below chosen at random as a divine gift. This sacrifice does not end the day. Each of the listed powers may only be dealt out to a single person, if there are more players aligned with you than there are abilities than not everyone will get one. Likewise if there are less players aligned with you than there are abilities than not all abilities will be dealt with those left off chosen at random. These abilities will be added onto their role, they do not replace. Players will be informed that the sacrifice gave x-faction additional powers, but the boons the sacrifice gives will remain hidden (i.e the gained abilities should be redacted upon their sacrificial flip). Should the player holding this role exit the game through means other than sacrifice then the boons may be shown upon their flip

Upon your sacrifice, those aligned with you will gain 1 of the following abilities.

Loved Ascetic- You will take one more vote than normal to execute, this will disable in ELO game states. You are passively immune to non-killing actions, such actions that target you will fail as if it was roleblocked.



---
Should you pick this card for your role after picking
town
alignment then those aligned with you will not gain the above boons upon your sacrifice. You may still elect to sacrifice yourself, but it will have no additional effect
Last edited by SmileyDude1 on Sat Nov 11, 2023 12:45 pm, edited 2 times in total.
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Post Post #736 (ISO) » Sun Oct 22, 2023 1:27 am

Post by DragonEater70 »

Town Bloodless Warrior
(
Town
/ Bloodless Warrior)

You cannot bleed.

Every night you may strike a player, blocking their action and causing them to bleed.

Bleeding players cannot be protected from death. If a player is already bleeding and something would cause them to bleed, they die instead.
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Post Post #737 (ISO) » Sun Oct 22, 2023 1:27 am

Post by DragonEater70 »

Town Upgradable Bloodless Warrior
(
Town
/ Upgradable Bloodless Warrior)

You cannot bleed.

Every night you may strike a player, blocking their action and causing them to bleed.

Upgrade:
If you block a kill, you may now strike up to two players every night.

Bleeding players cannot be protected from death. If a player is already bleeding and something would cause them to bleed, they die instead.
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Post Post #738 (ISO) » Sun Oct 22, 2023 1:34 am

Post by DragonEater70 »

Upgradable Vanilla Townie
(
Town
/ Upgradable Vanilla ____)

You start with no special powers.

Upgrade:
If you hammer a player that cannot win with you, you will be upgraded and gain 2-Shot Bulletproof and the Loved modifier for the rest of the game.

XeLo Normality Clause still applies.




I'm worried that this might be slightly broken as it basically confirms your alignment by making you loved, do you think this version is better?

Spoiler:
Upgradable Vanilla Townie
(
Town
/ Upgradable Vanilla ____)

You start with no special powers.

Upgrade:
If you hammer a player that cannot win with you, you will be upgraded and gain 2-Shot Bulletproof and a 1-Shot Unblockable Normal power of your choice.
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Post Post #739 (ISO) » Sun Oct 22, 2023 2:31 am

Post by SmileyDude1 »

Town Recharged JOAT (Motivator, Super-Charger, Permanent Hastener)
(
Town
/Recharged JOAT (Motivate, Supercharge, Permanent Hasten)

Alignment:
Town


You are a JOAT with the following abilities you may use over the course of the game. You may use one off these per night. Should any of these fail your shot will be refunded, and you will be notified should this occur.

Motivator
: Once a game, target a player at night. Assuming no interference with your action, you will make all actions they take during the next night strong-willed, they will not be able to be redirected or blocked.

Super-Charger
: Once a game, target a player at night. Assuming no interference with your action, you will super-charge them, allowing them to perform all abilities they have twice during the next night phase. This includes factional abilities.

Permanent-Hastener
: Once a game, target a player at night. Assuming no interference with your action, you will permanently hasten them, causing all actions they take from then on to have priority over most other actions in regards to action resolution.



I think the spoilered version would be more balanced, would probably either do that or make it 1-shot BP if you were going to balance it.
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:21 pm, edited 1 time in total.
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Post Post #740 (ISO) » Sun Oct 22, 2023 3:44 am

Post by SmileyDude1 »

Spectre
(
Spectre
/Vanilla)

Alignment:
Benign Third Party


You are a
Spectre
. At the beginning of the game the mod will immediately inform the main thread that you have become a supernatural being and you will be sent to the Haunted Grove.

While in the Haunted Grove, you will gain the following inherit abilities

Ghostly Communications
: You may freely post thoughts on the game, and communicate with all other supernatural beings in the Haunted Grove at all times as long as you have access

Message from the spirits
: A message may be composed in the Haunted Grove each night which the mod will post in the morning. This message will be flavored as coming from "ghostly apparitions" and shouldn't feature the usernames of anyone who is in the Haunted Grove. This ability may not be used multiple nights in a row. This message uses Ghost Power (GP) to be sent, the more GP in the Haunted Grove the longer the message may be. Ghosts= 1 GP, Ghouls= 2 GP Poltergeists= 3 GP
1 GP= 10 Words
2 GP= 20 Words
3 GP = 50 Words
4-5 GP= 100 Words
6 GP= 160 Words
7 GP= 250 Words
8 GP= 340 Words
9-11 GP= 500 Words
12 GP or More= Unlimited

Members of the grove must agree on the message that is to be sent by a plurality vote. Use a bolded
Propose
to make a proposal for a message and a Bolded
Rescind
to retract it. Players will vote on proposals by voting players to indicate support. The proposal that has the most votes upon the next possible daystart will be the message that is sent with ties being broken by Poltergeist votes then Ghoul Votes then Ghost Votes with no message being sent if the tie is unbroken after that point.

---
As you are a
Spectre
you have the following additional abilities while in the haunted grove.
Strong Spirit
: You count as 4 GP while in the Haunted Grove. Your vote will hold as much influence as a poltergeist's when breaking ties for Messge from the Spirits.

Restless Spirit
: You cannot be forcibly laid to rest. You are immune to Spirit Hunter abilities (though not the effect of a grove medium)

Informed
: You know of all players who are already supernatural beings.

Soul Sucker
: Each night, you may target a player. This cannot be blocked or redirected and will not work on those who are already supernatural beings. Upon doing so, should your target die during that night, they will become a supernatural being instead of being flipped. Should this occur the 1st person successfully targeted by this will gain the abilities and power of a basic ghost, while the 2nd person successfully targeted will gain the abilities and power of a Ghoul 1-Shot Roleblocker. In both instances you will gain power from their purged soul. If you successfully use this ability twice you will come back to life.

You may opt out of the Haunted Grove at any point by using this ability.

Lay to rest
: Purge your supernatural abilities and join your friends in the afterlife. Pm the mod intent to use this ability and you will lose access to the haunted grove and be given access to the regular dead thread. This action cannot be reversed. Upon using this ability the mod will publicly inform the other players that your soul has been laid to rest in the main thread. At this point your role will then flip publicly. In this case use this only if you wish to concede, because your win condition is
---

Win Condition
: Upon successfully using your Soul Sucker ability twice. You will come back to life and exit the game in victory. If you fail to do this before the game ends you will lose, you will also lose should you be laid to rest before achieving your win condition
Last edited by SmileyDude1 on Fri Oct 27, 2023 7:22 pm, edited 1 time in total.
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Post Post #741 (ISO) » Sun Oct 22, 2023 3:48 am

Post by camelCasedSnivy »

Townie with Tin Foil Hats
(
Town
/ with Tin Foil Hats)

Each night, you may give out a tin foil hat to a player. They will be unaware of this. They will also investigate as an
Alien
for the rest of the game, unless any effect overrides it (like Godfather).
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Post Post #742 (ISO) » Sun Oct 22, 2023 3:52 am

Post by camelCasedSnivy »

Groupscum Kinetheodolite
(
Groupscum
/ Kinetheodolite)

Once per game, you may launch a nuke from your nuclear silo and aim it at a player, strongman killing them. This does not constitute as an action, so you will not be seen moving, and you may perform another action such as any factional actions alongside this.
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Post Post #743 (ISO) » Sun Oct 22, 2023 3:56 am

Post by camelCasedSnivy »

Town Vettura Driver
(
Town
/ Vettura Driver)

Each night, you may choose a player. If anyone else targets that player, you will be notified of that and target them as well. Otherwise, you will not move at night.
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Post Post #744 (ISO) » Sun Oct 22, 2023 3:58 am

Post by DragonEater70 »

Town Speedy Speed Booster
(
Town
/ Speedy Speed Booster)

Every day you may target up to players to speedboost. During the following night, they can use one extra ability (if they aren't inherently multitasking). If they possess only a single usable ability or are already multitasking, they can use the same ability twice in the same night instead.

You have 5 total charges of the speedboosting ability.

Stolen from Korina, I think.
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Post Post #745 (ISO) » Sun Oct 22, 2023 4:00 am

Post by camelCasedSnivy »

Astrapophobic Townie
(
Town
/ Astrapophobic)

Every 5 cycles, the mod must make 2 of the 5 cycles have a storm at night. Only the astrapophobic will be informed of when a storm is happening, and on nights where a storm takes place, they will compulsively commute.

The astrapophobic will only be aware of when the storm is happening, not will happen. Also, every 5 cycles means the mod could, for example, choose nights 3 and 4 out of the nights 1-5 and then after night 5, choose nights 6 and 10 for the next ones.
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Post Post #746 (ISO) » Sun Oct 22, 2023 4:03 am

Post by camelCasedSnivy »

Town Phototachometer
(
Town
/ Phototachometer)

If you were targetted at night, you will get the result 299792458 m/s.

Otherwise, you will get no result.
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Post Post #747 (ISO) » Sun Oct 22, 2023 4:09 am

Post by DragonEater70 »

Town Pokemon Trainer
(
Town
/ Pokemon Trainer)

If there are no players with Pokemon-related avatars or usernames in the game, you should reroll this role.


You have one Pokeball at game start. You may use it to capture Pokemon, by throwing it at a player who is a Pokemon during the day. If you are not eliminated by the end of that day phase, the player will be captured.

Captured Pokemon may not use their night actions. Instead, they share a PT with you where you are able to command them to perform certain moves (chosen by the moderator. Determined by Pokemon type, NOT by in-game role).

The mod will give you game related challenges (such as killing a mafia or preventing a nightkill), and when you complete them you will level up. At each new level, you gain a new Pokeball.

All captured Pokemon may win with you regardless of their initial alignment, if you have reached level 5 before the game ends (this does not impact your own win condition, which is determined by your alignment). Captured Pokemon can still win with their old alignment, regardless of your level.

If you die, your Pokemon are released.



BTW i think you should not place any more groupscum alignments into the deck, because the groupscum slots have been depleted, so any more groupscum would just eat into the free spaces (which personally I would love to have filled with reroll cards, weird alignments, etc.)
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DragonEater70
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Post Post #748 (ISO) » Sun Oct 22, 2023 4:14 am

Post by DragonEater70 »

Free Space


It appears you have stumbled upon a free space! Select any card from the Deck of Astral Roles: Reopened that has either no alignment, no role, or neither, and it will replace this card.
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Post Post #749 (ISO) » Sun Oct 22, 2023 4:16 am

Post by DragonEater70 »

Draw 2 More, Discard 3


This card is rerolled after you draw 2 more cards.

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