Deck of Astral Roles [Complete]

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Post Post #444 (isolation #0) » Wed Aug 04, 2021 11:09 am

Post by MegAzumarill »

Discard Recycler
(Discard/discard)

If you choose this card as your alignment, you may pick the alignment of any other player's discard.
If you choose this card as your role, it is any other player's discard role.
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Post Post #445 (isolation #1) » Wed Aug 04, 2021 11:13 am

Post by MegAzumarill »

Town Chattterbox
(town/chatterbox)

Chatterbox: if there are any non factional-group Pts, you are added to one at random. (i.e. Monks, Masons, Neighborhood watch, neighbor) If there are no groups, or the only group is one that your faction is guaranteed not to be in (i.e. Masons as mafia, monks as werewolf), you instead have no special abilities.
Last edited by MegAzumarill on Tue Aug 31, 2021 1:07 pm, edited 1 time in total.
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Post Post #446 (isolation #2) » Wed Aug 04, 2021 11:30 am

Post by MegAzumarill »

Unjester Faction Switcher
(unjester/faction switcher)

Faction Switcher- at the start of the game, all mafia aligned players will become werewolf aligned players, and all werewolf aligned players will become mafia aligned players. This effect triggers again on your death.
Last edited by MegAzumarill on Tue Aug 31, 2021 1:07 pm, edited 1 time in total.
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Post Post #458 (isolation #3) » Tue Aug 31, 2021 11:52 am

Post by MegAzumarill »

Macho Flip
Flop Clinician
(flip flop/ Macho Clinician)

Flip Flop: pre game, the moderator chooses a standard groupscum faction. On odd days and nights, you are aligned with the town, on even days and nights you are aligned with this faction (acting as a traitor type role). If you die, your alignment will be revealed as the current faction you are (instead of as flip flop), and you will stay that alignment while dead. You will know what groupscum faction you are aligned with at the start of D2.

Clinician: target a player at night, all players targeting that player are protected from one (1) kill that night
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Post Post #459 (isolation #4) » Tue Aug 31, 2021 11:56 am

Post by MegAzumarill »

Day 1 Jester Puzzled Bloodhound
(D1 Jester/Puzzled Bloodhound)

Day 1 Jester:if you are alive at the end of day 1, your alignment becomes town.

Puzzled Bloodhound: target 1 player at night, you will learn if this players card they chose for a role is aligned with the town. If this is in any context where the target doesn't have a role choice, you get no result.
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Post Post #460 (isolation #5) » Tue Aug 31, 2021 11:58 am

Post by MegAzumarill »

Town Alien
(town/alien)


Alien: you may target a player at night, they will be roleblocked and rolestopped
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Post Post #462 (isolation #6) » Tue Aug 31, 2021 12:33 pm

Post by MegAzumarill »

Sunshine Reflexive Marker
(Sunshine Club/Reflexive Marker)

As a Sunshine Club member, you have access to the Sunshine Club factional PT, found here.
In addition, any actions you have can and must be used during the day, and take effect during the day.

You win when all threats to the Sunshine Club are eliminated.

Reflexive Marker: all players visiting you will be marked. On all future nights whenever a player visits a marked player they will get a message saying "Your target was marked"\
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Post Post #463 (isolation #7) » Tue Aug 31, 2021 12:38 pm

Post by MegAzumarill »

Town Anti-town Marker
(Town/ Anti- town marker)


Anti-town Marker: you may visit a player at night, if that player is not aligned with the Town, that player will be marked. (On all future nights whenever a player visits a marked player they will get a message saying "Your target was marked")
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Post Post #464 (isolation #8) » Tue Aug 31, 2021 12:40 pm

Post by MegAzumarill »

Marked Townie
(town/marked)

Marked: Whenever a player visits a marked player they will get a message saying "Your target was marked"
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Post Post #466 (isolation #9) » Tue Aug 31, 2021 12:43 pm

Post by MegAzumarill »

Mafia Compulsive Eraser
(Mafia/Compulsive Eraser)


Compulsive Eraser: you must visit a player at night, that player will have the "marked" effect removed. No players are affected by the "marked" effect on your target the night you remove the effect.
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Post Post #467 (isolation #10) » Tue Aug 31, 2021 12:47 pm

Post by MegAzumarill »

Mod chooses Before picks Chosen Scum Cop
(mod choice/chosen scum cop)


Chosen Scum Cop: you may select a player and a non-town alignment, you will receive results on the targeted player as the chosen alignment/not chosen alignment. You may select a different alignment at any given night.
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Post Post #469 (isolation #11) » Tue Aug 31, 2021 1:05 pm

Post by MegAzumarill »

Day 1 Condemner Personal Unabductor
(day 1 condemner/personal unabductor)

Day 1 Condemner: A randomly chosen player (who may or may not be town) is your target. If they are eliminated on day 1 you win and leave the game, if they die by any other means you become aligned with town, you also become town at the end of day 1.

Personal Unabductor: choose a target at night, all non factional abilities targeting your target, and your target's non factional abilties are treated as strong-willed that night.
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Post Post #470 (isolation #12) » Tue Aug 31, 2021 1:39 pm

Post by MegAzumarill »

Town Loyal Hidden Bulletproofizer
(town/ Loyal Hidden Bulletproofizer)


Loyal Hidden Bulletproofizer: a random member of your faction will start the game with a 1-shot bulletproof ability. They will not be aware of this ability. You will gain this ability if and only if you are the only starting member of your faction.
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Post Post #476 (isolation #13) » Wed Sep 01, 2021 10:41 am

Post by MegAzumarill »

Enigmatic Dragoon
(Dragoon/ Enigmatic)
Dragoon: Dragoons are solo 3rd party roles that win whenever there are 3 or less players remaining, winning solo. They must make one anonymous mod post each night, labeled as a dragoon message. Failure to submit a message will result in “No message submitted” message. This ability is not affected by roleblocks or other manipulative roles.


Enigmatic: you are charged with a mysterious energy, additionally, investigations visiting you return "no result"
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Post Post #477 (isolation #14) » Wed Sep 01, 2021 10:50 am

Post by MegAzumarill »

Salesman
(Salesman/vanilla)

Salesman: every night you may message the host the flavor for a product, they will return to you what the product does exactly. Each day, select another player, a product you have, and a price (as well as a sales pitch if you would like) (this may be done as many times as products that you currently have. The player may pay the price for the product, and gain it. The player gives up abilities to pay for the invention, or refuse.

They gain 5 credits by losing that night’s abilities, and may repeat this for the next night and so on
They gain 10 credits for giving up any actions and their vote the next day phase, and may repeat this for the next day phase and so on.

Notes:
The salesman will know what their product does, but the target will only know the name of the product.
The salesman cannot use their own products, and if a sale is denied they may attempt to sell
The role card of the salesman instead is turned into an invention of the same effect (but one-shot) pregame. Vanilla Salesmen start with 5 credits instead.
All inventions are one-shot, and inventions may be actively harmful to the buying player.

Spoiler:
“ A salesman is offering you a freeze gun for 15 credits, you may pay by giving up night abilities for 5 credits or day abilities and your vote for 10 credits. The salesman claims “With this limited time offer you may freeze a player’s house, effectively roleblocking and rolestopping them, perfect for any alignment.”


You win if you gain 40 credits in total. (35 if you are a vanilla salesman)

Mod Note: you may change the number of credits needed to win before picks based on the size of the game if you would wish.
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Post Post #478 (isolation #15) » Wed Sep 01, 2021 10:52 am

Post by MegAzumarill »

Werewolf Conditional Arms Dealer
(Werewolf/Conditional Arms Dealer)


Conditional: if you are a member of a group scum faction, your action is disloyal. If you are not, your action has no modifier
Arms Dealer: your target gains a one shot day vigilante ability, and is informed of receiving this ability

In post 475, TemporalLich wrote:
For roles that attach abilities to factional abilities, should I assume a nonexistent or depleted factional ability can be used to simply use the ability attached to the factional ability?
This sounds like a good idea. Maybe add a clause that makes it up to mod discretion in case it creates anything too powerful.
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Post Post #479 (isolation #16) » Wed Sep 01, 2021 11:11 am

Post by MegAzumarill »

Stubborn Townie
(town/named self- alarmist)

Self-alarmist- you cannot change alignments mid game, prevent any such effects
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Post Post #480 (isolation #17) » Wed Sep 01, 2021 11:24 am

Post by MegAzumarill »

Lover
(lover/vanilla)

Lover: you are in love with a random other player (other than a 3rd party) who is in love with you. You share a PT (unless you are both groupscum.) You are of the same alignment of that player. If one of you dies then the other dies as well.
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Post Post #484 (isolation #18) » Wed Sep 01, 2021 2:18 pm

Post by MegAzumarill »

Conduit Cult Leader
(cult/ evangilistic mysterious conduit)

Cult: if you are the cult leader, your factional ability causes the target to be surrounded by a mysterious energy, additionally, cultists charged by a mysterious energy flip as their original alignments on death.


Each night, you may target a player to charge them with a mysterious energy. You will appear as CULT to investigations.
Last edited by MegAzumarill on Wed Sep 01, 2021 11:42 pm, edited 1 time in total.
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Post Post #485 (isolation #19) » Wed Sep 01, 2021 2:18 pm

Post by MegAzumarill »

R
a
i
n
b
o
w
townie
(town/Rainbow)


Rainbow:The mod will post your role name in rainbow letters in your role PM and death flip.

(edited because last post double posted)
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Post Post #501 (isolation #20) » Wed Sep 01, 2021 11:46 pm

Post by MegAzumarill »

Serial Killer Activated Backup (Serial Killer/ Activated backup)

Activated Backup: during the night, you may become a dead player’s role (but not alignment) with your night action

In post 484, MegAzumarill wrote:
Eldritch Cult Leader
(cult/ evangilistic mysterious conduit)

Cult: if you are the cult leader, your factional ability causes the target to be surrounded by a mysterious energy, additionally, cultists charged by a mysterious energy flip as their original alignments on death.


Each night, you may target a player to charge them with a mysterious energy. You will appear as CULT to investigations.
Is this Eldritch Cult alignment? (Cult in all but name, but also has an additional mysterious energy ability and mysterious energy flip alterer on the alignment)
Was just supposed to be regular cult, is now changed.
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Post Post #509 (isolation #21) » Thu Sep 02, 2021 9:49 am

Post by MegAzumarill »

Starkin Sagitarius
(starkin/ one shot activated ninja)

Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.

You will be star aligned if, last night, you visited a target that was visited by no other players that same night.
While you are star aligned: you are a strong-willed ninja, and will ‘focus’ players you visit. If you visit a player already ‘focused’, you will attack that player.


One shot activated ninja- once per game, you may choose to not be seen by trackers, watchers, or similar roles for that night only.
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Post Post #510 (isolation #22) » Thu Sep 02, 2021 9:52 am

Post by MegAzumarill »

Starkin Gemini
(starkin/parity cop)

Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.

You are star aligned on even nights.
While star-aligned: players you visit become linked. If one linked player is eliminated (not killed at night), then all other linked players die.



Parity Cop: at night select 2 players, you will be told if they are the same alignment
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Post Post #511 (isolation #23) » Thu Sep 02, 2021 9:56 am

Post by MegAzumarill »

Starkin Aries
(starkin/ novice public day vigilante)

Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.

You are star aligned if, during the last day phase, you were on the hammered wagon.
While star aligned: if your action is successful you will gain a 1 shot day vigilante shot if you do not already have one. This shot is declared publicly.

Novice Public Day Vigilante: once during the day (except day 1) you may publicly post
SHOOT Player
to shoot a player.
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Post Post #512 (isolation #24) » Thu Sep 02, 2021 9:59 am

Post by MegAzumarill »

Starkin Scorpio
(starkin/even night venomous)
Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.


You will be star aligned if you chose to take no action last night.
While you are star aligned: your action is also a venomizer.
Venomizer: your target will cause all players that visited them (besides the venomizer) to die on the next night phase unless protected

Even night venomous: all players that visit you on an even night will die on the next night phase unless protected
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Post Post #513 (isolation #25) » Thu Sep 02, 2021 10:02 am

Post by MegAzumarill »

Starkin Leo
(starkin/one shot gladiator)
Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.


You will become star aligned if you are the only living member of the starkin faction.
While you are star aligned, players you visit will be attacked by you.

One-shot Gladiator: once per game during the day you may post
GLADIATE player
you and that player will be the only elimination candidates for that day
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Post Post #514 (isolation #26) » Thu Sep 02, 2021 10:07 am

Post by MegAzumarill »

Starkin Aquarius
(starkin/firefighter)
Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.




You will be star aligned if no starkin member caused another player’s death last night. (but not on n1)

While you are star aligned, you will get any players you visit all wet (they will be protected from fire based kills but will die if they are electrified.) Players that visit you will be electrified. (If an electrified player successfully targets another electrified player, they both die.)

FIrefighter: you may visit a player to protect them against fire based kills that night. If this fails, it will instead get them all wet. (they will die if electrified)
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Post Post #516 (isolation #27) » Thu Sep 02, 2021 10:55 am

Post by MegAzumarill »

Mafia "Goon"
(Mafia/Named Vanilla [Goon])
In post 515, TemporalLich wrote:
Town Elimination Fulfiller Wincon


Elimination Fulfiller Wincon: All
Fulfillers
on your wagon will win if you are eliminated by vote.




Is star-aligned an ability for Starkin in the same vein as a Fulfiller wincon or is it part of the role?
The star aligned ability is alignment based rather than role based. You would only get it if you pick it as the alignment part of your role.
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Post Post #521 (isolation #28) » Thu Sep 02, 2021 11:40 am

Post by MegAzumarill »

Starkin Libra
(starkin/multitasking JOAT (Doctor Roleblocker Vigilante))

Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.


You are star aligned if during the last day phase, a player was not eliminated that was in the same faction as the player eliminated in the day phase prior (but not N1)

While you are star aligned, your abilities will instead target all players that visit you and your target instead of your target(s)

Multitasking Joat (doctor vigilante roleblocker):
once per game, you may visit a player to protect them from one night kill,
once per game you may visit a player to kill them,
Once per game you may visit a player to stop them from taking action that night
you may use any number of abilities on the same night.
Imprefection is the spice of life.
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Post Post #522 (isolation #29) » Thu Sep 02, 2021 11:42 am

Post by MegAzumarill »

Starkin Pisces
(starkin/double fruit vendor)

Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.


You will become star aligned after day 3.
While you are star aligned you may target an additional player with your abilities.


Double Fruit Vendor: you may visit up to 2 players at night, they will be told they received fruit. They will receive the same fruit.
Imprefection is the spice of life.
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Post Post #523 (isolation #30) » Thu Sep 02, 2021 11:47 am

Post by MegAzumarill »

Starkin Capricorn
(starkin/daylight sensor)


Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.


You will become star aligned at all times before night 3.

While you are star aligned you are immune to day abilities and your actions that you would usually use at night can instead be used during the day. If you use an ability on a day, you may not use it the following night, but not vice versa.

Additionally if you would be killed at night while star aligned you instead are kidnapped (you will be unable to post or perform day abilities the next day. Their absence and return will be announced by the mod)


Daylight Sensor: you will passively be told if and when an action is activated during the day. You will not be told who used this action or what it was.
Imprefection is the spice of life.
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Post Post #532 (isolation #31) » Fri Sep 03, 2021 10:31 am

Post by MegAzumarill »

Starkin Taurus
(starkin/rolestopper)


Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.


You will be star aligned if, during the last night phase, your action failed.
When you are star aligned your ability has an alien (combined roleblocked-rolestopper) ability added onto it, and you are 1 shot bulletproof.

Rolestopper: At night select a player, any other player that tries to target that player will be roleblocked.
Imprefection is the spice of life.
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Post Post #533 (isolation #32) » Fri Sep 03, 2021 10:33 am

Post by MegAzumarill »

Starkin Cancer
(starkin/loyal Jailkeeper)


Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.


You will be star aligned if it is an odd night.
Whenever you are star aligned, players you visit will gain the loyal modifier, but will not be notified. Additionally, after you have been star aligned 3 times, you will be surrounded by a mysterious energy.

Loyal Jailkeeper: every night you may visit a player to prevent a kill on that player and roleblock them. This action fails if the target is not of your alignment.
Imprefection is the spice of life.
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Post Post #534 (isolation #33) » Fri Sep 03, 2021 10:37 am

Post by MegAzumarill »

Starkin Virgo
(starkin/action martyr)


Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.

You will become star aligned if a town aligned player was not eliminated in the last day phase.

While you are star aligned, you a reflexive vanillaiser. (any players that visit you will lose their abilities. Additionally players you visit will require one less vote to be eliminated the next day phase.

Action Martyr- if you are eliminated via vote, all players will be roleblocked the next night.

Zodiac signs down
Imprefection is the spice of life.
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Post Post #539 (isolation #34) » Fri Sep 03, 2021 12:01 pm

Post by MegAzumarill »

Town Daylight Sensor
(town/daylight sensor)

Daylight Sensor: you will passively be told if and when an action is activated during the day. You will not be told who used this action or what it was.
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Post Post #577 (isolation #35) » Tue Sep 07, 2021 5:33 am

Post by MegAzumarill »

Spectral Townie
(town/spectral)
Spectral: upon death you gain an additional "Specter" win condition. Additionally any non factional powers you have may be used if and only if you are dead. If no other specters exist the number of souls you need to win as a specter is calculated by the number of living players at the time of your death rather than the total number of players. You still can win with your original alignment
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Post Post #580 (isolation #36) » Tue Sep 07, 2021 5:52 am

Post by MegAzumarill »

Mafia Haunting Roleblocker
(mafia/haunting Roleblocker)

Haunting: this ability may only be used while dead, while the user has at least 1 living ally.
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Post Post #583 (isolation #37) » Tue Sep 07, 2021 5:55 am

Post by MegAzumarill »

Town Haunting Doctor
(town/haunting doctor)

Haunting: this ability may only be used while dead, while the user has at least 1 living ally
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Post Post #584 (isolation #38) » Tue Sep 07, 2021 5:59 am

Post by MegAzumarill »

Alien Death-Treestump
(alien/death Treestump)
Death Treestump: your alignment is not revealed on death and you may still post in the thread while dead, but you cannot use any abilities or vote. You will be declared to be a Treestump.
Imprefection is the spice of life.
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Post Post #586 (isolation #39) » Tue Sep 07, 2021 6:04 am

Post by MegAzumarill »

Serial Killer Hauntifier
(Serial killer/Hauntifier)

Hauntifier: target someone alive at night. Their abilities become haunting (except factional abilities)(Haunting: this ability may only be used while dead, while the user has at least 1 living ally)

Mod note: Tell players given a haunting modifier that they are haunting at the time of that player's death.
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Post Post #605 (isolation #40) » Tue Sep 07, 2021 9:00 am

Post by MegAzumarill »

Werewolf Pregame Masonizer
(werewolf/ pregame masonizer)

Pregame Masonizer- if you are not aligned with the mafia, you and a random other (non mafia) player start as masons together. If you are aligned with the mafia you and a random other (non werewolf) player start as monks together
Imprefection is the spice of life.
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Post Post #606 (isolation #41) » Tue Sep 07, 2021 9:01 am

Post by MegAzumarill »

Mafia Pregame Monkizer
(mafia/ pregame monkizer)

Pregame Monkizer- if you are not aligned with the werewolves, you and a random other (non werewolf) player start as monks together. If you are aligned with the werewolves you and a random other (non mafia) player start as masons together.
Imprefection is the spice of life.
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Post Post #607 (isolation #42) » Tue Sep 07, 2021 9:08 am

Post by MegAzumarill »

Town Pregame Neighborhood Watchizer
(town/ pregame neighborhoodwatchizer)

Pregame Neighborhood Watchizer: if you are not aligned as a 3rd party you will start the game with another non 3rd party player as the neighborhood watch. If you are aligned as a 3rd party you are instead 3 shot activated bulletproof
Imprefection is the spice of life.
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Post Post #608 (isolation #43) » Tue Sep 07, 2021 9:10 am

Post by MegAzumarill »

Alien Traffic Analyst
(alien/traffic analyst)

Every night you may check a player, you will be told if that player has access to a PT or not.
Imprefection is the spice of life.
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Post Post #609 (isolation #44) » Tue Sep 07, 2021 9:57 am

Post by MegAzumarill »

Town Tripled Inverse Alignment Cop
(town/ Tripled Inverse alignment cop)

Tripled Inverse Alignment Cop. Each night you may check a player, you will be told 3 different factions that they are NOT a part of. These factions will be from the following list (Town, Mafia, Werewolf, Alien, Cult, Standard 3rd party, Non Standard Groupscum, Nonstandard 3rd party). Targeting the same player multiple times will yield the same 3 factions (unless the target's alignment changes)
Imprefection is the spice of life.
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Post Post #617 (isolation #45) » Tue Sep 07, 2021 2:03 pm

Post by MegAzumarill »

Mimic
(?/?)

This card is treated as the alignment and role of the other card you chose. (If that wouldn't make sense in a given situation instead treat this card as a vanilla townie.)

During picks this may be chosen by the player to instead be treated as (
Mod Chooses After picks
/Vanilla)
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Post Post #618 (isolation #46) » Tue Sep 07, 2021 2:13 pm

Post by MegAzumarill »

Town Rampaging Flavor Cop
(town/ rampaging flavor cop)


Rampaging Flavor Cop: each night you may select a player, the mod will give you 1-2 sentences describing the flavor of that player's role, you will also get 1-2 sentences describing the roles of the players that visited them.

(Ex. Checking a Doctor visited by a neighborizer and a tracker: Your target is very experienced in their craft. ||They were visited by someone who is very sociable.|| They were also visited by someone who chases knowledge.)
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Post Post #633 (isolation #47) » Wed Sep 08, 2021 8:11 am

Post by MegAzumarill »

Werewolf Haunting Rolestopper
(Werewolf/Haunting Rolestopper)

Haunting: this ability may only be used while dead, while the user has at least 1 living ally
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Post Post #661 (isolation #48) » Sat Sep 11, 2021 8:33 am

Post by MegAzumarill »

Town Publishing Forensic


Publishing Forensic: While you are alive all nightkills will reveal what caused them to all players. This isn't always conclusive.


Examples:
Spoiler:
Player X died last night.....
they were shot (anything involving guns)
they were mangled (physical based kills/werewolf)
they disappeared without a trace (alien/anything without a flip)
they burned to a crisp (fire/explosion based kills)
they were electricuted (electrician)
they were stabbed to death (stabbing kills/ninja)
they died to poison (delayed kills and evil doctors)
they were haunted (apparition/anything killing from beyond the grave)
they died to a mysterious force (untargeted kill)
they died by multiple causes (the individual causes aren't revealed, just that they died to more than one.)
If it isn't on the list come up with something yourself.
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Post Post #671 (isolation #49) » Tue Sep 14, 2021 2:37 pm

Post by MegAzumarill »

Town Block Checker
(town/Block checker)

Each night you may check a player, you will get two results
Result 1:
1. if the player is able to roleblock other players (this includes jailkeeper, rolestopper, etc), you get "roleblocker"
2 if the player is not able to roleblock other players, you get "Not Roleblocker"

'Result 2:
You will be informed if the target was affected by a roleblocking role or not, "Your target was roleblocked at least once" "Your target was not roleblocked"

Your Block Checker ability is strong-willed.
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Post Post #672 (isolation #50) » Tue Sep 14, 2021 2:41 pm

Post by MegAzumarill »

Mafia Interrogator
(mafia/interrogator)

Interrogator: You may select a target at night, that target is roleblocked and you will receive Alien/Not Alien results on them
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Post Post #673 (isolation #51) » Tue Sep 14, 2021 2:43 pm

Post by MegAzumarill »

Werewolf Hypnotist
(Werewolf/ Hypnotist)

Hypnotist You may select a target at night, that target is roleblocked and you will receive Mafia/Not Mafia results on them
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Post Post #674 (isolation #52) » Tue Sep 14, 2021 2:44 pm

Post by MegAzumarill »

Alien Prober
(alien/Prober)

Prober: You may select a target at night, that target is roleblocked and you will receive Werewolf/Not Werewolf results on them
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Post Post #686 (isolation #53) » Wed Sep 15, 2021 10:00 am

Post by MegAzumarill »

Alien Unvoter
(Alien/ Unvoter)

Unvoter: once each day phase you may PM the mod another player’s name (that has voted) to have their vote for the player they voted for not counted that day (it will count on other players).
In post 683, Jake The Wolfie wrote:
Alien Conspiracy Theorist
(Alien/Conspiracy Theorist)

You are a member of the Aliens, who have 1 factional kill per game.
If the factional kill has not been used, during the night you may target a player. Assuming no interference with your action, that player will die.
You win when all threats to the Aliens have been eliminated.

During the night, you may target a player. Assuming no interference with your action, you will learn if that player is an alien via the results "Alien" or "Not Alien".
Conspiracy Theorists typically identify as alien to investigations, is this the case with this or no?
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Post Post #687 (isolation #54) » Wed Sep 15, 2021 10:02 am

Post by MegAzumarill »

Town Vengarsonist
(town/vengarsonist)


Vengarsonist: each night you may douse a player with flammable liquid, upon being eliminated, you may (or may choose not to) ignite all players doused in a flammable liquid (this kills them during twilight)

If all remaining players die by this ability, your faction wins the game
Imprefection is the spice of life.
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Post Post #688 (isolation #55) » Wed Sep 15, 2021 10:03 am

Post by MegAzumarill »

Survivor Phase Martyr
(survivor/phase martyr)


Phase Martyr- if you are aligned with Town: the next night phase after your death is skipped. If you are aligned with any other alignment: the next day phase after your death is skipped.
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Post Post #689 (isolation #56) » Wed Sep 15, 2021 10:09 am

Post by MegAzumarill »

Non Standard 3d20
- (Mod Chooses Before Picks/3d20)

Mod Chooses Before Picks: the mod must choose a non-standard groupscum alignment for this card

3d20 is a role which repicks a new role based on two dice you send in to the mod.

Send [2d20] to the mod.

Spoiler: First Die - Role
1 - Vanilla (town)/Goon (groupscum)/Bulletproof (3p)
2 - Alignment Cop (moderator, roll another d20 to determine which alignment it finds, turning it essentially into a Bloodhound, Cop, Seer, Conspiracy Theorist, Private Investigator, or FBI Agent, depending on what rolls)
3 - JOAT (With a 1-shot of Alignment Cop, Doctor, Roleblocker, and one role on this list (roll d20) each.)
4 - Mason-type (Roll d20, rerolling same-faction results, to determine if they are added to the Hypogeans, Masons, Monks, Truthers, Atheists, or Neighborhood Watch, based on what evil alignment rolls)
5 - Neighborizer/Cult Leader
6 - Fruit Vendor
7 - Paranoid Gun Owner
8 - Parity Cop
9 - Role Cop
10 - Tracker
11 - Asceticizer
12 - Motion Detector
13 - Finder (moderator, roll another d20 and consult this list for the result)
14 - Voyeur
15 - Doctor
16 - Babysitter
17 - Bus Driver
18 - Jailkeeper
19 - Roleblocker
20 - Vigilante/Serial Killer


Spoiler: Second Die - Modifier
1, 2, 3 - Normal (no modifier)
4 - 1d4-shot (may only use the ability in question the specified amount of times)
5 - Multitasking (may use multiple abilities that aren't the same in the same night)
6 - Odd-Night (ability only works on odd nights)
7 - Even-Night (ability only works on even nights)
8 - Night 1d4 (ability only works on the night specified)
9 - Simple (ability only works on Vanillas and Goons)
10 - Complex (ability only works on power roles)
11 - Reflexive (will passively use their ability if someone visits them)
12 - Activated (must choose when to use their ability the day before)
13 - Doubled (may use their ability twice in the same night)
14 - Rampaging (uses ability on everyone who also visited their target)
15 - Godfather (appears Town)
16 - Miller (appears Mafia)
17 - Hirsute (appears Werewolf)
18 - Ugly (appears Alien)
19 - Evangelistic (appears Cult)
20 - Reroll twice, adding both modifiers. If they contradict, the higher die wins. If they are complementary (read: even and odd night) they cancel out.
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Post Post #690 (isolation #57) » Wed Sep 15, 2021 10:12 am

Post by MegAzumarill »

Town Gambit Force of Nature
(town/ gambit force of nature)

Gambit: your ability only works if you die on the same night
Gambit force of nature: at night choose a player, if you die that night, that player will unstoppably die as well (this effect is considered untargeted)
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Post Post #691 (isolation #58) » Wed Sep 15, 2021 10:12 am

Post by MegAzumarill »

Town Weak Gambit Vigilante
(town/ weak gambit vigilante)

Gambit: your ability only works if you die the same night
Weak: if you target a non town player you will unstoppably die
Weak Gambit Vigilante: Each night target a player, if you die that night, you will attempt to kill that player.If that player is not aligned with the town, you will die.
If the player with this role is not aligned with the town, they lose the weak modifier.
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Post Post #692 (isolation #59) » Wed Sep 15, 2021 10:13 am

Post by MegAzumarill »

Cult Pathologist Doctor
(Cult/pathologist doctor)

Cult: if you are selected as cult leader with this alignment card, all starting members (not new ones) of the cult will have the pathologist ability

Pathologist: you are passively immune to the effects of abilities by dead players or that happened at the same time as their death (i.e. vengeful/supersaint or on the night of their death)
Doctor: you may select a player at night, that player will be protected from 1 kill that night
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Post Post #693 (isolation #60) » Wed Sep 15, 2021 10:15 am

Post by MegAzumarill »

Double Groupscum Macho Gambit Sacrifice
(Mod Chooses After picks/ Macho gambit sacrifice)

Mod Chooses After Picks: the mod will choose a double groupscum for you to be (note that all double groupscum are traitors)
Macho Gambit sacrifice: prevent all other deaths the night of your death , you cannot be protected by any means
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Post Post #694 (isolation #61) » Wed Sep 15, 2021 10:16 am

Post by MegAzumarill »

Werewolf Odd-Night Gambit PGO
(werewolf/ Odd-Night Gambit PGO)


Odd-night Gambit PGO: if you die on an odd night, all players who visited you the same night will also be killed by you

Gambit: this ability only works on the night that you die
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Post Post #695 (isolation #62) » Wed Sep 15, 2021 10:19 am

Post by MegAzumarill »

Mafia Hexframer
(Mafia/hexframer)

Hexframer: each night, select a player and a non-town alignment, that player will appear as that alignment to investigations for the rest of the game in addition to their actual alignment (if these contradict only apply the alignment from this ability) {I.e. a mafia framed as werewolf would show as mafia to cops, werewolf to seers, and werewolf to alignment cops}

Spoiler:
Yes I have a list of roles to add to this that I do in batches.
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Post Post #696 (isolation #63) » Wed Sep 15, 2021 10:20 am

Post by MegAzumarill »

Town Delayed MegaSaint
(Town/ Delayed mega saint)


Delayed Megasaint: if you are eliminated, the hammerer/last vote will die that night phase, then the vote before that will die the next night phase, this process continues until all players on your wagon are dead (If a player on the wagon dies by other means, do not skip them, just cause no death on the night this would of killed them, then continue afterward)
Ex.
Spoiler:
This role is eliminated d1
Player A the Delayed MegaSaint ( Player B, Player C, Player D, Player E) ← Hammer
On n1, player E dies from the effect and Player D is killed by the mafia
N2 Player D would die from the effect, but is already dead, so no death from the effect, player B dies from the mafia
N3 Player C dies from the effect, all players on the wagon are now dead so the effect is over
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Post Post #699 (isolation #64) » Wed Sep 15, 2021 11:06 am

Post by MegAzumarill »

Town Double Playerlist Doctor
(town/ Double Playerlist Doctor)

You compulsively perform a doctor action on the player before and after you on the player list.

Note 1: Treat Slot 1 and the final slot as next to each other for this ability
Note 2: The two players at the start of the game next to this player are the only ones able to be affected. If one of them die the ability does not move but instead is negated.
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Post Post #703 (isolation #65) » Wed Sep 15, 2021 2:43 pm

Post by MegAzumarill »

Night 1 Cyan Townie
(Town/ Night 1 Cyan)

Night 1 Cyan: after night 1 you will appear as
cyan
on all votecounts. If you die on d2 or later, you don't flip.
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Post Post #733 (isolation #66) » Thu Sep 16, 2021 4:31 pm

Post by MegAzumarill »

Spirit Channeler
(Mod chooses before picks/ spirit channeler)


Spirit Channeler: each night you may target a dead player (you may only target each dead player once) That player will be able to talk and vote during the next day phase. (They are considered alive for vote count/hammer purposes but cannot use or be affected by abilities)
Note: do not add players to a dead thread if this role exists in game
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Post Post #734 (isolation #67) » Thu Sep 16, 2021 4:32 pm

Post by MegAzumarill »

Day Reanimator
(Mod chooses after picks /Day Reanimator)


Day Reanimator: once During each day you may select a dead player via pming the mod (you may not select the same player twice) During the next night phase, that player will compulsively do their action (not factional actions) as if they were alive. you will know who they target, what action they do and whatever night messages they would receive. If the target does not submit a night action, the target is random (although you will still know who it went to) This fails if used on a target with no active ability, or on a target who’s active ability has no more uses.
Note: do not add players to a dead thread if this role exists in game
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Post Post #735 (isolation #68) » Thu Sep 16, 2021 4:33 pm

Post by MegAzumarill »

Delayed Death Townie
(town/ delayed death)

Delayed Death: whenever this player would die by any means, they instead die at the twilight of the next day phase (if they die during the day they live to the end of the next cycle’s day phase) They are informed whenever they would have normally died. “You have died, however your death is delayed so you are still alive until twilight of day X”
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Post Post #736 (isolation #69) » Thu Sep 16, 2021 4:34 pm

Post by MegAzumarill »

Town Delaying Doctor
(town/Delaying doctor)

Delaying Doctor: may target player at night, they gain the delayed death ability for that night only.

Delayed Death: whenever this player would die by any means, they instead die at the twilight of the next day phase (if they die during the day they live to the end of the next cycle’s day phase) They are informed whenever they would have normally died. “You have died, however your death is delayed so you are still alive until twilight of day X”
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Post Post #737 (isolation #70) » Thu Sep 16, 2021 4:35 pm

Post by MegAzumarill »

Activated Saulus
(mod chooses after picks/activated saulus)

Activated Saulus: if you are eliminated you may(or may not) instead become a vanilla townie. You are considered a traitor of your alignment.
If your starting alignment is town you are instead a named townie.
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Post Post #738 (isolation #71) » Thu Sep 16, 2021 4:37 pm

Post by MegAzumarill »

Activated Judas
(mod chooses after picks/activated judas)

Activated Judas: if you are eliminated via vote you may(or may not) instead choose to become a vanilla
demon
instead (you win if groupscum wins)
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Post Post #739 (isolation #72) » Thu Sep 16, 2021 4:38 pm

Post by MegAzumarill »

Vampire Night 1 Universal Janitor
(vampire/Night 1 Universal Janitor )

Vampire
: you have no win condition as a vampire and are deathproof (until you change alignments). You become aligned with whoever would first kill you (you join the factional PT afterward as well). (i.e. you start as vanilla vampire but would become a mafia goon if attacked by a mafia member) If you are attacked by a 3rd party that can have no allies, you become a survivor instead. If you are eliminated you become the alignment of the hammerer. If multiple alignments attack you at once you will join one at random.

Night 1 Universal Janitor: if you are alive at the end of night 1, all players who die n1 will not have their role or alignment revealed. This ability is untargeted.
Last edited by MegAzumarill on Thu Sep 16, 2021 4:52 pm, edited 1 time in total.
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Post Post #740 (isolation #73) » Thu Sep 16, 2021 4:40 pm

Post by MegAzumarill »

Cult Eliminator-Vigilante
(Cult/ eliminator-vigilante)

Cult: if you are selected as the cult leader, the first player you attempt to recruit but the action fails by any means, you will immediately use a strong-willed eliminator-vigilante action on.

Eliminator-Vigilante: Each night you may select a player, you will attempt to shoot that player. If this succeeds the player is dead and considered eliminated via vote (So jesters would win, unjester would lose, vengeful would fire)
Note: for supersaints and similar roles, the eliminator-vigilante is considered the only vote on the wagon and the hammerer.
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Post Post #744 (isolation #74) » Fri Sep 17, 2021 1:09 am

Post by MegAzumarill »

Vanilla Town
In post 741, TemporalLich wrote:
Town Strong-Willed Serendipitous Mage
(
Town
/ Strong-Willed Serendipitous Mage)

Your actions can't be blocked, redirected or interfered with in any way.

Each night, you may target a player and create a random effect (1d10000):

1 - The game ends with your faction winning. If you are a neutral third party, Town wins.
2-99 - You will attempt to kill your target if they aren't aligned with you, or will grant a layer of Bulletproof to your target if they are aligned with you. You will also gain a layer of Bulletproof and a random invention.
100-499 - You will attempt to kill your target if they aren't aligned with you, or will grant a layer of Bulletproof to your target if they are aligned with you.
500-1999 - You will roleblock your target if they aren't aligned with you, or will protect your target if they are aligned with you.
2000-7999 - You will neighborize your target.
8000-9999 - Nothing happens. You aren't even considered to be visiting your target.
10000 - The moderator says "Pineapple is a viable topping on pizza."



In post 740, MegAzumarill wrote:Cult: if you are selected as the cult leader, the first player you attempt to recruit but the action fails by any means, you will immediately use a strong-willed eliminator-vigilante action on.
uhh, is the strong-willed elim-vig only applicable to a
Cult Eliminator-Vigilante
? If so you should say so.

Also I'd rather have dead-affecting roles only prevent the Dead PT from having spoilers (still lets them be powerful, but not broken and also lets the Dead PT exist)
1. It deals with the cult section so it is intended to go with the alignment part of the card. (Otherwise it almost never applies)
2. The dead pt thing is mainly to avoid the situation where a scum player may out their own scumteam in spoilers not expecting dead interaction. I suppose adding a line in the OP of the dead thread telling players to not do so
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Post Post #750 (isolation #75) » Fri Sep 17, 2021 6:36 am

Post by MegAzumarill »

Sunshine Astrologer
(sunshine club/astrologer)


As a
Sunshine Club
member, you have access to the Sunshine Club factional PT, found here.
In addition, any actions you have can and must be used during the day, and take effect during the day.

Astrologer- each night you may investigate a player, assuming no interference to your action you will be told if they are
starkin
or not
starkin
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Post Post #751 (isolation #76) » Fri Sep 17, 2021 6:40 am

Post by MegAzumarill »

Pirate Sun Spotter
(Pirate / Sun Spotter)

Pirates
have a factional ability: plundering a player. That player will be permanently Vanillaised. The plunderer will learn their target's role. This ability will fail on any Vanilla.

You win when at least 1 player from each alignment in the game has been successfully plundered and at least one
Pirate
is alive. When this happens, all
Pirates
will exit the game as winners.


Sun Spotter: each night, you may investigate a player to determine whether they are
sunshine club
or not
sunshine club
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Post Post #752 (isolation #77) » Fri Sep 17, 2021 6:42 am

Post by MegAzumarill »

Starkin Andromeda
(starkin/starlight)

Starkin: You are star aligned whenever you were not on the hammered wagon the day prior.
While you are star aligned- players you visit get the “starlight” modifier (they are not informed of this)
You may not give more than 1 player the starlight modifier each night, if you visit multiple while star aligned, one at random is chosen instead.

Faction info:
Spoiler:
You are a member of the
starkin
, you may talk with your partners during the night.
As a member of the
starkin
you have a special condition under which you are star-aligned. (determined by alignment card) When you are star aligned, your actions have a greater effect. Being star-aligned lasts for one night, unless the conditions are met the next night as well.

The
starkin
have a one shot factional ability to star-align one member for that night, this ability is inherently strong-willed and multitasking. The starkin also have a factional visit each night, making one member visit a player for no effect.

You win when you compose >=50% of the currently alive players, after which you will leave and win the game. This does not end the game, unless the game would otherwise immediately end in a town win, in which case
town
loses.



Starlight:you show as Starkin to investigations and are counted as a starkin for the starkin win condition (you however do not win or exit the game after reaching this condition)
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Post Post #753 (isolation #78) » Fri Sep 17, 2021 6:45 am

Post by MegAzumarill »

Sunny Sunshine Club Member
(sunshine club/sunny)

As a
Sunshine Club
member, you have access to the Sunshine Club factional PT, found here.
In addition, any actions you have can and must be used during the day, and take effect during the day.

Sunny: you appear as
Sunshine Club
to investigations


Non-Standard Groupscum lineup (as of this post- not counting mod choice non standard groupscum)
14 starkin

14 apparition

10 dark creatures

5 Pirates

6 sunshine club

7 specter
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Post Post #754 (isolation #79) » Fri Sep 17, 2021 6:48 am

Post by MegAzumarill »

Town Sailor
(town/ swashbuckling)

Sailor: you appear as a Pirate to investigation
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Post Post #761 (isolation #80) » Fri Sep 17, 2021 9:22 am

Post by MegAzumarill »

Electric Townie
(town/ Electric)

Electric: you start the game electrically charged (if an electrically charged player targets another electrically charged player both die)

You are immune to death by eletricution.
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Post Post #762 (isolation #81) » Fri Sep 17, 2021 9:23 am

Post by MegAzumarill »

Charred Townie
(town/charred)

Charred: You are immune to kills from fire/heat based sources.
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Post Post #763 (isolation #82) » Fri Sep 17, 2021 9:24 am

Post by MegAzumarill »

Town Marine
(town/marine)

Marine: you are immune to death by 3rd party roles.
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Post Post #772 (isolation #83) » Fri Sep 17, 2021 12:51 pm

Post by MegAzumarill »

Ugly Alien
(alien/ ugly)

Ugly: you appear as Alien to investigations
In post 771, TemporalLich wrote:
Mod Chooses Before Picks Scumfinder
(
Mod Chooses Before Picks
/ Scumfinder)

Scumfinder: You may investigate a player each night.

You get an
Innocent
result if your target can win while the Town wins. You get a
Guilty
result if this isn't the case.

Town, Survivor, Jester, Unjester, and Condemner are examples of Innocent results.
Groupscum (e.g. Mafia), Cult, and Serial Killer are examples of Guilty results.
Does this work based off whether the alignment could theoretically win with town in a circumstance, or if they can in the current state of the game (without having alignment changed of course)?

For an Example
Spoiler: Post 18
Guardian Angel (Guardian Angel / Vanilla)

Alignment Section: You win if your target survives till endgame. It doesn't matter if they are endgame'd in the endgame, they have to survive to see it.

If this role has a target that is town/survivor/condemner/etc. it can win with town.
If this role has a target that is say, a mafia goon. This role can never win with town.

Would this role return an innocent result always or only if it has a target that allows it to win with town?

(There are other situations where this can come up as well so it should be clarified, like a condemner with the last townie as its target, >1 starkin with another scum group, etc.)
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Post Post #782 (isolation #84) » Sat Sep 18, 2021 4:09 am

Post by MegAzumarill »

Alien Inventor
(alien/inventor)

Inventor: each day you make a random one-shot invention from the DoaR:Expanded universe, you may give these to other players at night. You may not use your own inventions.
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Post Post #784 (isolation #85) » Sat Sep 18, 2021 4:12 am

Post by MegAzumarill »

Alien Tiebreaker
(alien/tiebreaker)

Tiebreaker: if you are one of the last 2 players remaining, your faction wins the game.
If you are a member of the town, or a faction that has a win condition other than eliminates all threats to your faction, you are a named townie.


Guillotina wrote:
Town Informed of Edits
(Town / Informed of Edits)

At the start of day 1, you will know the identity of one player who has a role that has been edited at least once in the DoAR thread. On night 3, you will be informed of the Post Number of that role.

If there are no roles that have been edited, nothing happens and you become essentially “vanilla”.
You should still be considered informed for rolecops as you are informed no other exisiting role was edited in this thread
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Post Post #785 (isolation #86) » Sat Sep 18, 2021 4:16 am

Post by MegAzumarill »

Town Priest
(town/priest)

Priest: Your vote is not counted if it would hammer a player.
Imprefection is the spice of life.
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Post Post #786 (isolation #87) » Sat Sep 18, 2021 4:18 am

Post by MegAzumarill »

Town Hammerer


Hammerer: you MUST hammer a player if they are at E-1 when you post (assuming you are not on the wagon)

Failure to do so means that you will die during twilight of that day.




That should be the hammer for the required
town
slots.
Imprefection is the spice of life.
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Post Post #787 (isolation #88) » Sat Sep 18, 2021 4:21 am

Post by MegAzumarill »

Goon
(mod choice before picks/Named [Goon])


You have no special abilities
Imprefection is the spice of life.
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Post Post #790 (isolation #89) » Sat Sep 18, 2021 9:10 am

Post by MegAzumarill »

Werewolf Best Friend
(werewolf/best friend)

Best friend: Pregame, you will be informed of a player (not in your groupscum) that is able to win with you (i.e. survivor, jester, same alignment) They will also become a best friend in addition to their other role, and will know that you can win with them. You do not share a PT.
Imprefection is the spice of life.
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Post Post #791 (isolation #90) » Sat Sep 18, 2021 9:10 am

Post by MegAzumarill »

Mafia Best Friend
(mafia/best friend)

Best friend: Pregame, you will be informed of a player (not in your groupscum) that is able to win with you (i.e. survivor, jester, same alignment) They will also become a best friend in addition to their other role, and will know that you can win with them. You do not share a PT.
Imprefection is the spice of life.
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Post Post #792 (isolation #91) » Sat Sep 18, 2021 9:12 am

Post by MegAzumarill »

Cult Elemental Mage
(cult/elemental mage)

Cult: if this is selected as your alignment card, and you are the cult leader: you have one of the charred, strong-willed, or electric modifiers chosen at random (you know which one you have)

Elemental Mage: during pregame, 3 random players not of your faction gain the charred, electric, and strong-willed modifiers. (Each chosen player gets one of the modifiers) They are not informed they have these modifiers.

During each night, choose 1 of the following abilities

1. Electrically charge your target (if an electrically charged player targets another electrically charged player both die)
2. Douse your target in a flammable liquid, if they are already doused, ignite them, killing ONLY them.
3. Freeze your target, roleblocking their non-factional abilities until you die. (This is untargeted after the first night)

Modifier definitions:
1. Electric (you are immune to death by electric sources, you start the game electrically charged
2. charred (you are immune to fire based kills)
3. Strong-willed - you cannot be roleblocked or redirected
Imprefection is the spice of life.
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Post Post #794 (isolation #92) » Sat Sep 18, 2021 5:31 pm

Post by MegAzumarill »

Werewolf Instructor
(werewolf/imstructor)
Instructor: at night you may target a player, that player gains a 1 shot multitasking rolecop ability they can use on any future night.
Imprefection is the spice of life.
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Post Post #795 (isolation #93) » Sat Sep 18, 2021 5:33 pm

Post by MegAzumarill »

Super Disguiser
(mod chooses after picks/ super disguiser)

Super disguiser: Pregame select a role and alignment possible from the DOAR:XU. You will appear as that alignment/role would to investigative roles and you flip as that alignment/role on death.
Imprefection is the spice of life.
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Post Post #810 (isolation #94) » Sun Sep 19, 2021 5:51 am

Post by MegAzumarill »

Cult Digit Cop
(cult/digit cop)

Cult: normal cult

Digit Cop: each night you may target a player, you will receive a random digit of the post number of their alignment and role. (i.e. roll 2d3 to determine which digits 1- hundreds place, 2- tens place, 3 - ones place|i.e. roll 2,1| then give the results "Your target's alignment card has the second digit of 1, your targets role card has the hundreds digit of 8")
Imprefection is the spice of life.
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Post Post #819 (isolation #95) » Sun Sep 19, 2021 2:08 pm

Post by MegAzumarill »

Mafia Factional Firebreather
(Mafia/ factional firebreather)

Factional Firebreather: your faction's factional actions are fire-based, if your factions factional action is used on a player doused in a flammable substance, it will ignite them, killing them and ignoring most protective roles If you do not have a factional ability, you gain a 1 shot visit as a factional ability.

Each night you may visit a player to douse them in a flammable liquid (if this happens on the same night a factional action is used on them they will be ignited)
Imprefection is the spice of life.
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Post Post #820 (isolation #96) » Sun Sep 19, 2021 2:10 pm

Post by MegAzumarill »

Alien Redirector
(alien/redirector)


Redirector:Each night select a target, that target will use all of the actions they used that night on your secondary target instead of the intended target
Imprefection is the spice of life.
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Post Post #821 (isolation #97) » Sun Sep 19, 2021 2:11 pm

Post by MegAzumarill »

Alien One-shot personal mass redirector
(alien/ 1-shot personal mass redirector)
One-shot Personal Mass Redirector: once per game, during the night: select a player, all non- factional abilities used that night will instead target that player
Imprefection is the spice of life.
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Post Post #822 (isolation #98) » Sun Sep 19, 2021 2:13 pm

Post by MegAzumarill »

Werewolf Naive Gun Owner
(werewolf/naive gun owner)

Naive Gun Owner: all players who visit you gain a 1-shot night vigilante invention Each player can only gain 1 of such an invention by this effect
Imprefection is the spice of life.
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Post Post #824 (isolation #99) » Sun Sep 19, 2021 2:32 pm

Post by MegAzumarill »

Mafia Compulsive Janitor-Coroner
(mafia/ compulsive janitor coroner)

Compulsive-janitor coroner - all flips will be concealed until you die (but your flip isn't) You will be told the true roles and alignments of any flips obscured in any way.
Imprefection is the spice of life.
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Post Post #825 (isolation #100) » Sun Sep 19, 2021 2:32 pm

Post by MegAzumarill »

Alien Coroner
(alien/coroner)
Coroner:You will be told the true roles and alignments of any flips obscured in any way.
Imprefection is the spice of life.
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Post Post #826 (isolation #101) » Sun Sep 19, 2021 2:33 pm

Post by MegAzumarill »

Mod Chooses before picks Coroner
(Mod chooses before picks/coroner)
Coroner:You will be told the true roles and alignments of any flips obscured in any way.
Imprefection is the spice of life.
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Post Post #827 (isolation #102) » Sun Sep 19, 2021 2:36 pm

Post by MegAzumarill »

Pirate False Flip Detector
(Pirate / False flip detector)

Pirates
have a factional ability: plundering a player. That player will be permanently Vanillaised. The plunderer will learn their target's role. This ability will fail on any Vanilla.

You win when at least 1 player from each alignment in the game has been successfully plundered and at least one
Pirate
is alive. When this happens, all
Pirates
will exit the game as winners.

False flip detector: you will be told for all flips whether or not that was the true role/alignment of that player. you will not be told what the true alignment/role is if the flip was false, but you will be aware that it is false.
Imprefection is the spice of life.
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Post Post #833 (isolation #103) » Sun Sep 19, 2021 2:41 pm

Post by MegAzumarill »

Demonic Townie
(town/ demonic)

Demonic: you will appear as a Demon to investigative roles, if you receive any inventions/powers they will automatically become passive reflexive powers
You may still perform factional actions as normal.
Imprefection is the spice of life.
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Post Post #835 (isolation #104) » Sun Sep 19, 2021 2:43 pm

Post by MegAzumarill »

Demonic Alien n1, n2 PGO
(alien/ demonic n1, n2 PGO)

Demonic n1, n2 PGO: you will appear as a Demon to investigative roles, if you receive any inventions/powers they will automatically become passive reflexive powers. Additionally you will kill all visitors to you N1 and N2.
You may still perform factional actions as normal.
Imprefection is the spice of life.
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Post Post #836 (isolation #105) » Sun Sep 19, 2021 2:44 pm

Post by MegAzumarill »

Mafia Tracker
(mafia/tracker)
Imprefection is the spice of life.
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Post Post #839 (isolation #106) » Sun Sep 19, 2021 2:53 pm

Post by MegAzumarill »

Discussion Killer
(discussion Killer/ discussion killer)

Discussion Killer (alignment-3p) You have a factional ability to select 2 players (living or dead). If those two players are both in a private thread TOGETHER both die. This ability is untargeted. All attempts to add you to a neighborhood/other private thread fail. Win condition: you will win and exit the game if all players that have private communication with another player(living or dead) are dead. (note that hydra (alignment)slots are technically all private communication to the same player so hydrae do not need to die unless a player inside of the hydrae have communication to another player outside the hydrae)


Discussion Killer (role) At night: select 2 players (living or dead). If those two players are both in a private thread TOGETHER both die. This ability is untargeted. All attempts to add you to a neighborhood/other private thread fail.
Imprefection is the spice of life.
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Post Post #841 (isolation #107) » Sun Sep 19, 2021 2:56 pm

Post by MegAzumarill »

Sunshine Club Watcher
(sunshine club/watcher)

As a Sunshine Club member, you have access to the Sunshine Club factional PT, found here.
In addition, any actions you have can and must be used during the day, and take effect during the day.
Imprefection is the spice of life.
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Post Post #844 (isolation #108) » Sun Sep 19, 2021 3:01 pm

Post by MegAzumarill »

Error.Alignment=null
(Null/vanilla)

Null: you have no alignment, and cannot gain one, therefore you cannot win and may do whatever you wish in the game. You may also choose during picks to treat this as a
mod chooses after picks
instead.
Imprefection is the spice of life.
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Post Post #845 (isolation #109) » Sun Sep 19, 2021 3:04 pm

Post by MegAzumarill »

Mafia Ninja
(mafia/ninja)

Ninja: you are not treated as visiting targets you act upon.

If you are not groupscum, you gain a 1 shot- vigilante ability as well.
Imprefection is the spice of life.
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Post Post #847 (isolation #110) » Sun Sep 19, 2021 3:07 pm

Post by MegAzumarill »

Extremely unfortunate Alien
(Alien/extremely unfortunate)

Extremely unfortunate: you appear as Not-Town to investigations, you are macho (cannot be protected),and you are a traitor to any faction you are in.
Imprefection is the spice of life.
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Post Post #860 (isolation #111) » Sun Sep 19, 2021 8:36 pm

Post by MegAzumarill »

Alien Announcing Bus Driver
(Alien/announcing bus driver)

Announcing bus driver: select 2 players at night, players who target 1 will instead target the other. The 2 players selected will be told they were bus driven.
Imprefection is the spice of life.
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Post Post #861 (isolation #112) » Sun Sep 19, 2021 8:44 pm

Post by MegAzumarill »

Alien Triple Neighborhood Maker
(Alien/triple neighborhood maker)

Triple Neighborhood Maker: pregame 5 other players and yourself will form 3 neighborhoods of 2 players each.

Note that groupscum cannot be neighbored with their partners.
Imprefection is the spice of life.
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Post Post #968 (isolation #113) » Mon Sep 20, 2021 11:00 am

Post by MegAzumarill »

Mod chooses before picks Non standard third party
(mod choice/ vanilla)

Must be a 3rd party non-standard alignment.
Imprefection is the spice of life.
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Post Post #969 (isolation #114) » Mon Sep 20, 2021 11:00 am

Post by MegAzumarill »

Mod chooses before picks Non standard third party
(mod choice/ vanilla)

Must be a 3rd party non-standard alignment.
Imprefection is the spice of life.

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