Deck of Astral Roles [Complete]

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Post Post #750 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » 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 (ISO) » 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 #755 (ISO) » Fri Sep 17, 2021 8:04 am

Post by TemporalLich »

Solar Flare Mafioso
(
Mafia
/ Solar Flare)

Solar Flare: All roles that care about your alignment treat you as if you were a
Sunshine Club Member
.

Once in the game, you may perform your factional ability during the day. If picked for an alignment with no factional ability or a Cultist who isn't chosen as Leader, you have a 1-shot factional ability that does nothing by default. If rolled for alien tech, this is attached to a factional kill.
Last edited by TemporalLich on Fri Sep 17, 2021 10:09 am, edited 1 time in total.
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Post Post #756 (ISO) » Fri Sep 17, 2021 8:39 am

Post by TemporalLich »

Free Townie
(
Town
/ Free Townie)

Free Townie: During the setup phase (as in whenever you are picking your alignment and role cards), if you are picking this as your role card, you may target a player. That player's alignment will be
Town
.

Reroll this role but not alignment if you aren't playing a setup where you choose alignment and role cards independently.
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Post Post #757 (ISO) » Fri Sep 17, 2021 8:41 am

Post by TemporalLich »

Town Planar Coin Flipper
(
Town
/ Planar Coin Flipper)

Your planar die is a d2. 1 is "planeswalk" and 2 is
Chaos
.

If this is not a Planechase game (such as Grand Idea Planechase), you may roll your planar die (1d2) regardless, but
Chaos
will randomly charge someone with a mysterious energy and "planeswalk" will have the mod post a message of their discretion.
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Post Post #758 (ISO) » Fri Sep 17, 2021 9:02 am

Post by Guillotina »

Town Vanilla
(Town / Vanilla)

Every night, you may target a player to kill them.

———————




My opinion is that if there is a role that interacts with the dead in any way, the DEAD PT cannot be spoiled by the moderator for obvious reasons and warn in the PT that there are dead interactions in the game but not punish players for spoiling their own info in the PT.
Last edited by Guillotina on Fri Sep 17, 2021 9:13 am, edited 1 time in total.
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Post Post #759 (ISO) » Fri Sep 17, 2021 9:09 am

Post by Guillotina »

Town Super Commander
(Town / Sper Commander)

The Super Commander may every night simultaneously protect a player if they can't kill or recruit someone, as well as investigate if they have an active or passive role.
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Post Post #760 (ISO) » Fri Sep 17, 2021 9:09 am

Post by Guillotina »

Town Roleblocker
(Town / Roleblocker)
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Post Post #761 (ISO) » 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 (ISO) » 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 (ISO) » Fri Sep 17, 2021 9:24 am

Post by MegAzumarill »

Town Marine
(town/marine)

Marine: you are immune to death by 3rd party roles.
Imprefection is the spice of life.
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Post Post #764 (ISO) » Fri Sep 17, 2021 10:01 am

Post by TemporalLich »

Hidden Card
(
Hidden Card
/ Hidden Card)

Hidden Card (both alignment and role): Reroll this card, but only tell the player that it is a
Hidden Card
.



In post 758, Guillotina wrote:My opinion is that if there is a role that interacts with the dead in any way, the DEAD PT cannot be spoiled by the moderator for obvious reasons and warn in the PT that there are dead interactions in the game but not punish players for spoiling their own info in the PT.
I agree, that is how I feel.
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Post Post #765 (ISO) » Fri Sep 17, 2021 10:25 am

Post by TemporalLich »

Mod Chooses After Picks Arbitrator
(
Mod Chooses After Picks
/ Arbitrator)

Arbitrator: Each night, you may target two players to prevent them from voting each other or targeting each other for the next Day/Night cycle.

The targets are informed that they were arbitrated and who they can't vote or target.
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Post Post #766 (ISO) » Fri Sep 17, 2021 10:27 am

Post by Jake The Wolfie »

Citrus Wolf
(Werewolf / Citrus)

You are a member of the werewolves, and win when all threats to the werewolves have been defeated.

Citrus: You have a tangy, citrus taste and smell. Anyone who targets you will be informed that you smell of Citrus. In addition, anyone who you target will gain the Citrus modifier.

During the night, you may target a player. Assuming no interference with your action, you will target that player.
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Post Post #767 (ISO) » Fri Sep 17, 2021 10:28 am

Post by TemporalLich »

Mod Chooses After Picks Strong-Willed Parrot Role
(
Mod Chooses After Picks
/ Strong-Willed Parrot Role)

Strong-Willed Parrot Role: Your actions can't be blocked, redirected or interfered with in any way.

Each night, you may target a player. If that player has an active ability, you will use that ability on that player.
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Post Post #768 (ISO) » Fri Sep 17, 2021 10:49 am

Post by Guillotina »

Mod Chooses After Picks Captain
(
Mod Chooses After Picks
/ Captain Role)

Captain: The Captain will at the start of the game be given control over X number of players with power roles. Neither party will know anything about each other's alignment and/or identity. Each day phase, the Captain has the ability to choose what actions the power roles must perform the following night phase and on whom, to which the power roles must respond either "Obey" or "Disobey". If they choose "Obey", it will succeed, presuming no other sources of interference. If they choose "Disobey", they will not be able to use their action. The Captain can also choose to not relay any orders at all to one or more of the power roles, in which case they will have free use of their abilities.

I.e. if the Captain has control over a Cop, they will be able to give the Cop an order to investigate Player A, and the Cop would have to "Obey" the order if they want to not forego their night action. The Captain does not receive any information pertaining to the results of his subjects' night actions. However, depending on the variant, the Captain might be informed if one of his subjects chooses to "Disobey". The Captain uses his ability during day and as such cannot be roleblocked, unless there's a Day Roleblocker, in which case the roleblock would mean that the Captain's subjects will not receive any orders. Roleblocking the Captain at night will not have any effect on his subjects' abilities.
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Post Post #769 (ISO) » Fri Sep 17, 2021 12:09 pm

Post by Not Known 15 »

Mafia
Quick Town Recruiter
Alignment:Mafia
Role:Quick Town Recruiter
Every night, you may target a player to attempt to convert them into a Vanilla Townie.
The following will happen:
If you target yourself you will be vanillaized.
If your target is town (and not yourself) they are (secretly, although loss of access to PT's is obviously noticable) vanillaized.
If your target is part of a groupscum faction(including hydras) and there was, at any prior point during the game, or is, another member of this faction, the conversion fails(regardless of any strongwilled modifier you might get).
If none of the above happen they are converted into a Vanilla Townie.

Your actions happen before other conversions.
The role is Town Recruiter. Not Faction Recruiter.
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Post Post #770 (ISO) » Fri Sep 17, 2021 12:26 pm

Post by Not Known 15 »

Cult Trap

This card looks like another card with the Cult alignment(roll randomly amongst them) until picked.
If it is chosen for role, then the role will not be determined until the cards have been discarded, at that point, the player chooses a discarded role.
If it is chosen for alignment, then the alignment will not be determined until the cards have been discarded, at that point, the player chooses a discarded alignment except Cult if possible. If only the Cult alignment and unpickable alignment slots have been discarded the player may choose Cult. The player may ignore the effect of magnets.
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Post Post #771 (ISO) » Fri Sep 17, 2021 12:31 pm

Post by TemporalLich »

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.
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Post Post #772 (ISO) » 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 #773 (ISO) » Fri Sep 17, 2021 1:04 pm

Post by TemporalLich »

Vanilla Mod Chooses After Picks
(
Mod Chooses After Picks
/ Vanilla)

You have no special abilities.



In post 772, MegAzumarill wrote: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.)
Scumfinder works on the wincon and doesn't take the current gamestate into account - it is an alignment investigative.

Guardian Angel is strange though, since the wincon itself may or may not be town-compatible and thus a Scumfinder can get either an innocent or a guilty on one.
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Post Post #774 (ISO) » Fri Sep 17, 2021 4:26 pm

Post by TemporalLich »

Mod Chooses After Picks Korista
(
Mod Chooses After Picks
/ Korista)

You are immune to the Arramas.

A nonsense immunity for DoAR... just what we needed.




#777 is coming up. Hope you are lucky.
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