Deck of Astral Roles [Complete]

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Post Post #520 (isolation #0) » Thu Sep 02, 2021 11:27 am

Post by Not Known 15 »

Town
2-shot Non-Consecutive Night Quick Town Recruiter
Alignment: Town.

Role:2-shot Town Recruiter
Two times per game, at night, you may target a player to attempt to convert them into a Vanilla Townie. You cannot act if you targeted someone the previous night.
Your actions happen before actions that are normally same priority(in your case, before other conversions, which means conversions by your target fail because they are no longer that role/alignment IF your conversion succeeds)
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.

if this role is given to scum instead it does
not change
. It still recruits for town.
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Post Post #526 (isolation #1) » Thu Sep 02, 2021 1:20 pm

Post by Not Known 15 »

Town Protected Innocent Child

Alignment: Town; Role: Protected Innocent Child
You are publicly mod-confirmed to be town at the start of the game if your alignment is town at the start of the game.
Your win condition(s) cannot be changed. Your alignment cannot be changed. Your role cannot be changed. Your role cannot be disabled. Your abilities cannot be disabled. Your abilities cannot be changed. You cannot gain new win conditions. You cannot gain new loss conditions. You cannot gain new tie conditions.
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Post Post #536 (isolation #2) » Fri Sep 03, 2021 11:05 am

Post by Not Known 15 »

Town Protected 1-shot Town Recruiter

Alignment: Town; Role: Protected 1-shot Town Recruiter
Once at night, you may target a player to attempt to convert them into a Vanilla Townie.
The following will happen:
If you target yourself nothing happens.
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.

if this role is given to scum instead it does
not change
. It still recruits for town.

Your win condition(s) cannot be changed. Your alignment cannot be changed. Your role cannot be changed. Your role cannot be disabled. Your abilities cannot be disabled. Your abilities cannot be changed. You cannot gain new win conditions. You cannot gain new loss conditions. You cannot gain new tie conditions.
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Post Post #538 (isolation #3) » Fri Sep 03, 2021 11:21 am

Post by Not Known 15 »

Town Golden Setup Rule

Alignment:Town.
Role:Golden Setup Rule

If town-aligned players are not in the majority or if the game would otherwise end with town losing check if the following are true:
A town-aligned player placed one of the votes that lead to the execution(day elimination by votes) of a town-aligned player.
A town-aligned player tried to kill another town-aligned player with a non-compulsive not randomly targeting ability(This is tried, not killed. It's who they wanted to kill, not whom they actually killed(e.g. redirection))
If none of these are true:
If there were four executions or more, all town-aligned players, players who win when town wins, Astral Creatures and Survivors win the game, and all others lose the game.
If there were 1-3 executions the Town-aligned players are now treated as groupscum with a factional kill and gain a factional PT. This causes you to be vanillaized afterwards.
If there was no execution at all, all Town-aligned players are, if possible, converted into Bulletproof Strongman Compulsive Serial Killers. This causes you to be vanillaized afterwards.
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Post Post #543 (isolation #4) » Sat Sep 04, 2021 11:14 am

Post by Not Known 15 »

Town Dying(Day 5) Night Disabler

Alignment:Town
Role: Dying (Day 5) Night Disabler
All night phases are skipped whilst you are alive.
You die at the end of Day 5. This cannot be prevented by any means, except you being fully vanillaized.
You cannot be revived after or during the end of Day 5.
Day 5 cannot be skipped.
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Post Post #555 (isolation #5) » Mon Sep 06, 2021 3:28 pm

Post by Not Known 15 »

Werewolf

Faction:Werewolf
Role:Vanilla

You have no role abilities.

-------------------------------------------------------------------------------------------------------------------------
In post 554, Guillotina wrote:
Specter Rhadamanthus
(Specter alignment / Rhadamanthus role)

Spoiler:
The Specters are a groupscum faction that starts off with 1 or 2 players (similar to the cult leader) and are dead. Yes! They start off in the graveyard where they must remain until they have collected the souls of 1/4 minus 1 of the total players to win the game. In example, if the game started with 21 players, then 4 souls must be collected to win.

The Specters have a factional “Sleep Paralysis” action that they can target a player that is alive with. Players under sleep paralysis cannot perform any night actions, they cannot communicate in PTs that night and they are informed of what types actions they are targeted by (excluding those from specters). If a player is killed while under “Sleep Paralysis, their soul is collected by the Specter faction, joining them in the graveyard.

Specters can never perform kill actions.

If a Specter is targeted by a player with an ability to interact with the dead or are resurrected, the entire faction loses the game.


Rhadamanthus:
Every night, you may target a player that is still alive to redirect their action to the player under sleep paralysis. If the target is a cop or detection type role they will get sleep paralysis the following night.
Not a good design. Specters being specters is rather obvious...
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Post Post #556 (isolation #6) » Mon Sep 06, 2021 3:32 pm

Post by Not Known 15 »

Werewolf Compulsive Night 1 Desperado

Faction: Werewolf
Role:Compulsive Night 1 Desperado

On Night 1, you must target a player. If your target is not town-aligned, your target dies. This can be prevented.
If your target is town-aligned, you die. This can not be prevented.
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Post Post #563 (isolation #7) » Mon Sep 06, 2021 4:01 pm

Post by Not Known 15 »

Balance
2-shot Sacrificer
Alignment:Balance
At the start of the game, the mod will determine your win condition, and tell you the result.
Only the first part of the following list that gives you a win condition will be applied.
  1. If Cult is present, you will win convert into Town and then gain the modifier Unrecruitable.
  2. If less than 70% of all players are town, then you will win if Town wins.
  3. If there are more than 2 factional kills you will win if Town wins.
  4. If there is only one groupscum faction with one player, you will convert into that faction.
  5. If there is no groupscum with more than 1 player, you will win when any groupscum wins.
  6. If more than 80% of all players are Town, you will win if Town loses.
  7. Get killed, but not by the town vote, to win the game.
Role:2-shot Sacrificer
Twice per game, once per day, you may target a player, and a secondary target.
If you and that player are still alive at the end of the day, you will commute with them into a neighborhood for that night. You will be both protected from outside influences similar to commuters(but not from each other)
The player you chose will be killed and kill a target of their choice(this can be yourself). If they do not select a target, they will target your secondary target.
You may, at any time of that night(until the end), prevent this by doing one - and only one - of these actions:
/Kill
to kill the player you chose and yourself
/Protect
to kill yourself but save the player you chose.
The kills cannot be prevented by any other means.
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Post Post #565 (isolation #8) » Mon Sep 06, 2021 4:12 pm

Post by Not Known 15 »

Werewolf Bastard Vigilante

Alignment:Werewolf
Role:Bastard Vigilante
At night, you may attempt to kill a player.
The attempt will always fail if none of the following is true:
  1. Your target is aligned with the Cult or any faction that can convert other players.
  2. Your target can give other people post restrictions(excluding universal post restrictions).
  3. Your target has a post restriction(excluding universal post restrictions).
  4. Your target can change the win conditions or loss conditions of other players(this excludes your target).
  5. Your target has the alignment Jester.
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Post Post #573 (isolation #9) » Tue Sep 07, 2021 5:03 am

Post by Not Known 15 »

Werewolf
Town-specific 1-shot Reflexive Alignment Declarer
Alignment:Werewolf
Role:Town-specific 1-shot Reflexive Alignment Declarer

On the first night you are visited by at least one person aligned with the town you will return the following message to anyone who is visiting that night.
Name
is aligned with
Faction

Exchange Name and Faction with the name and faction of the player who gets this role.
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Post Post #575 (isolation #10) » Tue Sep 07, 2021 5:22 am

Post by Not Known 15 »

Mute Werewolf

Alignment:Werewolf
Role:Mute
You cannot speak during the day.
You cannot speak during the night.
You cannot gain access to PT's except the Werewolf PT.
During the day, you may PM the moderator to privately vote a person(this can be changed until twilight).
This vote will not show up on the vote counts, except the final vote count of the day.
During the night, you may PM the moderator to privately vote for a target of the factional action, if any. If no factional action would be performed by your faction then it will be performed on the target with most votes(randomly amongst tied targets, unless amount of votes is zero)
Your mute-ness will be publicly announced.
Your mute-ness CANNOT be removed by any means, including death.
Do not make the mistake to change Werewolf PT into Mafia PT if the alignment is Mafia, or the mistake to give access to the Werewolf PT automatically.
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Post Post #576 (isolation #11) » Tue Sep 07, 2021 5:32 am

Post by Not Known 15 »

Post-restricted Werewolf

Alignment:Werewolf
Role:Post-restricted

You should not use the word "not" in the main game chat.
If you ever do so, the following penalty applies to you for the rest of the game: Your vote only counts if one of the following applies:
1.It would be the last vote needed to hammer the person.
2.The game is played under plurality voting rules and the target of the vote does not have less votes than any other person, and more than 0.
3.Another player with the same post restriction breach penalty attempted to vote your target and the vote did not count at that time.
The moderator will inform you when the penalty is triggered.

There is no further penalty for breaches of the post restriction.
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Post Post #578 (isolation #12) » Tue Sep 07, 2021 5:39 am

Post by Not Known 15 »

Post-restricted 1-shot Vigilante Werewolf

Alignment:Werewolf
Role:Post-restricted 1-shot Vigilante

You should not talk in the main thread except in VOTE: tags.
You should not use the VOTE: tags more than twice per 12 hours.
If you ever do so, the following penalty applies to you for the rest of the game: Your vote only counts if one of the following applies:
1.It would be the last vote needed to hammer the person.
2.The game is played under plurality voting rules and the target of the vote does not have less votes than any other person, and more than 0.
3.Another player with the same post restriction breach penalty attempted to vote your target and the vote did not count at that time.
The moderator will inform you when the penalty is triggered.

In addition, you cannot use role or factional abilities the following night if you break the post restriction.

There is no further penalty for breaches of the post restriction.

At night, once in the game, you may attempt to kill a target.
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Post Post #579 (isolation #13) » Tue Sep 07, 2021 5:49 am

Post by Not Known 15 »

Werewolf Dead Space

Alignment:Werewolf
This card cannot be picked for the role, unless all cards cannot be picked for the role.
In that case the mod chooses their role from any legal roles in the expanded or basic Deck of Astral Roles.
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Post Post #581 (isolation #14) » Tue Sep 07, 2021 5:53 am

Post by Not Known 15 »

Division by Zero

This card cannot be picked at all.
Re-roll if it is the only card avaliable.
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Post Post #582 (isolation #15) » Tue Sep 07, 2021 5:55 am

Post by Not Known 15 »

Werewolf Dead Space

Alignment:Werewolf
This card cannot be picked for the role, unless all cards cannot be picked for the role.
In that case the mod chooses their role from any legal roles in the expanded or basic Deck of Astral Roles.
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Post Post #587 (isolation #16) » Tue Sep 07, 2021 6:10 am

Post by Not Known 15 »

Werewolf
Cult-dependant Compulsive Scumteam Rejecting Deadly Town Recruiter
Alignment:Werewolf
Role:Cult-dependant Compulsive Scumteam Rejecting Town Recruiter
Every night, you
must
target a player that is not in your known scumteam, if possible.
If there is at least either one living member of the cult or a living hydra:
The following will happen:
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 target dies.
If none of the two above happen they are converted into a Vanilla Townie.
If there is no living member of the cult and no living hydra you vanillaize yourself(not secretly, but not publicly either)
If there are living members of the cult AND a living hydra the game the game ends in a tie immediately if you target one of them.
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Post Post #588 (isolation #17) » Tue Sep 07, 2021 6:11 am

Post by Not Known 15 »

Werewolf

Alignment:Werewolf
Role:Vanilla
You have no role-related abilities.
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Post Post #589 (isolation #18) » Tue Sep 07, 2021 6:20 am

Post by Not Known 15 »

Werewolf Dead Space

Alignment:Werewolf
This card cannot be picked for the role, unless all cards cannot be picked for the role.
In that case the mod chooses their role from any legal roles in the expanded or basic Deck of Astral Roles.
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Post Post #590 (isolation #19) » Tue Sep 07, 2021 6:29 am

Post by Not Known 15 »

Empty Space
Slow 2-shot Sacrificer

This card cannot be picked for the alignment, unless all cards cannot be picked for the alignment.
In that case your alignment is:
Game-ending Jester

Your presence is announced at the start of the game, but not who you are.
Get killed by the elimination(by vote) during the day to win. If you do, the game ends.
You will die after Day 3, and you cannot be revived, protected against death and/or converted.
Day 3 cannot be skipped.
Whilst you are alive No Elimination may not occur, and plurality applies at day end.

Role:2-shot Sacrificer
Twice per game, once per day, you may target a player, and a secondary target.
If you and that player are still alive at the end of the day, and no other Sacrificer targeted a player with their role action, you will commute with them into a neighborhood for that night. You will be both protected from outside influences similar to commuters(but not from each other).
The player you chose will be killed and kill a target of their choice(this can be yourself). If they do not select a target, they will target your secondary target.
You may, at any time of that night(until the end), prevent this by doing one - and only one - of these actions:
/Kill
to kill the player you chose and yourself
/Protect
to kill yourself but save the player you chose.
The kills cannot be prevented by any other means.
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Post Post #591 (isolation #20) » Tue Sep 07, 2021 6:37 am

Post by Not Known 15 »

Werewolf
Magnet
Alignment:Werewolf
Role:Magnet
You can only pick an alignment attached to a magnet.
You may choose one of the following roles if you pick this role:
2-shot Lightning Rod
2-shot Commuter
You cannot use factional actions at the same night as Commuting, even if you are Multitasking.
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Post Post #592 (isolation #21) » Tue Sep 07, 2021 6:39 am

Post by Not Known 15 »

Mod Chooses After Picks
Magnet
Role:Magnet
You can only pick an alignment attached to a magnet.
You may choose one of the following roles if you pick this role:
2-shot Lightning Rod
2-shot Commuter
You cannot use factional actions at the same night as Commuting, even if you are Multitasking.
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Post Post #593 (isolation #22) » Tue Sep 07, 2021 6:42 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod choice after picks.
Role:Mod choice after picks.
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Post Post #594 (isolation #23) » Tue Sep 07, 2021 7:12 am

Post by Not Known 15 »

Werewolf
Divider(100)

Alignment:Werewolf
Role:Divider(100)
At night, you may roll for a role in the deck of Astral Roles and target a living player.
If you roll a "Divide by []" or "Division by []" card apply the number, otherwise apply the post number.
Attempt to divide 100 by the number to be applied.
If you attempt to divide by 0/Zero every member of your faction leaves the game.
If your result is:
<1:Nothing happens.
1=< result <5:you vanilla cop your target
5=< result<9:you determine the alignment of your target
9=<result=<10:you die
result>10 Nothing happens.
Result otherwise invalid:Nothing happens.
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Post Post #596 (isolation #24) » Tue Sep 07, 2021 7:18 am

Post by Not Known 15 »

Divide by 300

The player chooses the role of this card before they pick from any valid role in the
basic
Deck of Astral Roles.
The player chooses the alignment of this card before they pick from any valid alignment in the
basic
Deck of Astral Roles,
except
Cult and re-rolls.
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Post Post #597 (isolation #25) » Tue Sep 07, 2021 7:30 am

Post by Not Known 15 »

Werewolf
PT Disruptor
Alignment:Werewolf
Role:PT Disruptor
Any PT you are part of is locked immediately, and unlocked only upon your death.
Factional actions may be submitted via PM. One of conflicting submissions will be chosen randomly by the mod, if needed.
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Post Post #599 (isolation #26) » Tue Sep 07, 2021 7:53 am

Post by Not Known 15 »

Werewolf
Lightning Rod
Alignment:Werewolf
Role:Lightning Rod
You redirect every night action to yourself.
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Post Post #600 (isolation #27) » Tue Sep 07, 2021 7:54 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod choice after picks.
Role:Mod choice after picks.
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Post Post #601 (isolation #28) » Tue Sep 07, 2021 8:01 am

Post by Not Known 15 »

Werewolf
Town Factional Kill Enabler
As long as you are alive, Town has access to a factional kill at night. The existance of the Town factional kill is made public.
One random submission by a town-aligned player is picked if multiple submissions are PM'ed to the mod.
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Post Post #602 (isolation #29) » Tue Sep 07, 2021 8:07 am

Post by Not Known 15 »

What's the current alignment ratio btw? We might hit the upper limit for Free Space soon, if we didn't already.

Alignment:Town
Role:What's the current alignment ratio btw? We might hit the upper limit for Free Space soon, if we didn't already.
Once per game, at night, you may target the moderator.
If successful, you will know the current alignment ratios.
If you are town, and the result shows you that you are the only town-aligned player left alive you will leave the game in a win.
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Post Post #612 (isolation #30) » Tue Sep 07, 2021 12:17 pm

Post by Not Known 15 »

Cult
Vigilante
Alignment:Cult
Role:Vigilante
Each night, you may attempt to kill a player.
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Post Post #613 (isolation #31) » Tue Sep 07, 2021 12:20 pm

Post by Not Known 15 »

Empty Space
Very Slow 2-shot Sacrificer

This card cannot be picked for the alignment, unless all cards cannot be picked for the alignment.
In that case your alignment is:
Survivor

Role:2-shot Sacrificer
Twice per game, once per day, you may target a player, and a secondary target.
If you and that player are still alive at the end of the day, and no other Sacrificer targets a player with their role action, you will commute with them into a neighborhood for that night. You will be both protected from outside influences similar to commuters(but not from each other).
The player you chose will be killed and kill a target of their choice(this can be yourself). If they do not select a target, they will target your secondary target.
You may, at any time of that night(until the end), prevent this by doing one - and only one - of these actions:
/Kill
to kill the player you chose and yourself
/Protect
to kill yourself but save the player you chose.
The kills cannot be prevented by any other means.
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Post Post #614 (isolation #32) » Tue Sep 07, 2021 12:22 pm

Post by Not Known 15 »

Town
Magnet
Alignment:Town
Role:Magnet
You can only pick an alignment attached to a magnet.
You may choose one of the following roles if you pick this role:
2-shot Lightning Rod
2-shot Commuter
You cannot use factional actions at the same night as Commuting, even if you are Multitasking.[/quote]
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Post Post #615 (isolation #33) » Tue Sep 07, 2021 12:23 pm

Post by Not Known 15 »

Alien
Magnet
Alignment:Alien
Role:Magnet
You can only pick an alignment attached to a magnet.
You may choose one of the following roles if you pick this role:
2-shot Lightning Rod
2-shot Commuter
You cannot use factional actions at the same night as Commuting, even if you are Multitasking.[/quote][/quote]
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Post Post #616 (isolation #34) » Tue Sep 07, 2021 12:43 pm

Post by Not Known 15 »

Division By 1

This must be picked as the alignment or the role if there is no magnet amongst the other cards.
Alignment:Mod choice amongst Town and Unjester. Your win condition will not be disclosed to you until your death.
Role:Mod choice. In addition, the mod choice will be hidden from you until your death.
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Post Post #638 (isolation #35) » Wed Sep 08, 2021 11:34 am

Post by Not Known 15 »

Werewolf
Magnet(Weak)

Alignment:Werewolf

Role:Magnet(Weak)
You may choose one of the following roles if you pick this role:
1-shot Self-Redirector
1-shot Self-Visit Preventor(Once in the game, at night, choose a player. That player will be prevented from visiting you.)
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Post Post #639 (isolation #36) » Wed Sep 08, 2021 11:35 am

Post by Not Known 15 »

Town
Magnet(Weak)
Alignment:Town

Role:Magnet(Weak)
You may choose one of the following roles if you pick this role:
1-shot Self-Redirector
1-shot Self-Visit Preventor(Once in the game, at night, choose a player. That player will be prevented from visiting you.)
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Post Post #641 (isolation #37) » Wed Sep 08, 2021 11:40 am

Post by Not Known 15 »

Town
Flagbearer
Alignment:Town
Role:Flagbearer
If you are killed by any means all members of your faction lose the game, and all members of your faction who lost the game leave the game.
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Post Post #642 (isolation #38) » Wed Sep 08, 2021 11:49 am

Post by Not Known 15 »

Veto

This card is never discarded publicly.
Draw one additional card if you draw this. One random valid card that was not picked is discarded publicly, the others privately.
If this is the only card you can pick for role and/or alignment all your cards are re-rolled, but this card vanishes.
If you pick this card as alignment, you get one random card to be publicly discarded as your alignment instead. That card will not be displayed as discarded.
If you pick this card as role, you get one random card to be publicly discarded as your role instead. That card will not be displayed as discarded.
Last edited by Not Known 15 on Wed Sep 08, 2021 2:15 pm, edited 1 time in total.
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Post Post #643 (isolation #39) » Wed Sep 08, 2021 12:03 pm

Post by Not Known 15 »

Post-restricted Werewolf

Alignment:Werewolf
Role:Post-restricted

You should not use the word "player" in the main game chat.
If you ever do so, the following penalty applies to you for the rest of the game: Your vote only counts if one of the following applies:
1.It would be the last vote needed to hammer the person.
2.The game is played under plurality voting rules and the target of the vote does not have less votes than any other person, and more than 0.
3.Another player with the same post restriction breach penalty attempted to vote your target and the vote did not count at that time.
The moderator will inform you when the penalty is triggered.

There is no further penalty for breaches of the post restriction.
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Post Post #644 (isolation #40) » Wed Sep 08, 2021 12:13 pm

Post by Not Known 15 »

Cult
Non-Consecutive Day (Day 5+Public) Governor
Alignment:Cult
Role: Non-Consecutive Day (Day 5+Public) Governor
During the day, unless you used this ability the day before, you can select a player other than you. That player cannot be voted out by elimination(or whatever the removal by votes is called) today. An attempted elimination of that player fails and ends the day.
If it is Day 5 or later the protected player, your role, and your identity(not your alignment) will be revealed if you use your ability.
Not usable in Twilight.
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Post Post #647 (isolation #41) » Wed Sep 08, 2021 2:44 pm

Post by Not Known 15 »

Empty Space
Mortician
Alignment:This card cannot be picked for alignment, unless all cards you get cannot be picked for alignment.
In this case, pick either Town, Werewolf, Mafia, Alien, Survivor or Game-ending Jester.

Use the linked version of the Game-ending Jester.

Role:Mortician
You may visit dead and living players.
If you visit a dead player you will determine the true faction of the killer(s) and your target.
If you visit a living player you will determine if they visited a dead player you visited at the phase of death; you get a result for each dead player.
You cannot visit more than two different living players.
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Post Post #658 (isolation #42) » Fri Sep 10, 2021 10:54 am

Post by Not Known 15 »

Town
Mod Chooses After Picks

Alignment:Town
Role:Mod choice after picks.
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Post Post #659 (isolation #43) » Fri Sep 10, 2021 11:03 am

Post by Not Known 15 »

Cult Combined(Groupscum PT Cop/Janitor)

Alignment:Cult
Role:Combined(Groupscum PT Cop/Janitor)
At night, you can target a player.
If that player has access to a faction-related PT with one more living person, or has the Hydra alignment, you get the result Suspicious. If your action fails you get No Result. Otherwise, you get the result Not Suspicious.
If the player is killed that night their role and alignment will not be disclosed to the public, but instead disclosed to you(however, you get the normal flip information, which might eb incorrect)
You cannot use factional actions on the same night you use this ability.
Last edited by Not Known 15 on Sat Sep 11, 2021 10:56 am, edited 1 time in total.
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Post Post #662 (isolation #44) » Mon Sep 13, 2021 5:23 am

Post by Not Known 15 »

Mirror

If one of your other cards is Division By Zero, re-roll this card.
Alignment:Your alignment is the alignment of your other picked card. If it is an Empty Space your alignment is Survivor.
Role:Your role is the alignment of your other picked card. If it is an Empty Space your role is Vanilla.
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Post Post #664 (isolation #45) » Tue Sep 14, 2021 4:23 am

Post by Not Known 15 »

Town
1-shot Rolecop
Alignment:Town
Role:1-shot Rolecop
Once, at night, target someone to get their role, but not alignment.
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Post Post #665 (isolation #46) » Tue Sep 14, 2021 5:15 am

Post by Not Known 15 »

Post-restricted Werewolf

Alignment:Werewolf
Role:Post-restricted

You should not use the word "person" in the main game chat.
If you ever do so, the following penalty applies to you for the rest of the game: Your vote only counts if one of the following applies:
1.It would be the last vote needed to hammer the person.
2.The game is played under plurality voting rules and the target of the vote does not have less votes than any other person, and more than 0.
3.Another player with the same post restriction breach penalty attempted to vote your target and the vote did not count at that time.
The moderator will inform you when the penalty is triggered.

There is no further penalty for breaches of the post restriction.
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Post Post #666 (isolation #47) » Tue Sep 14, 2021 5:23 am

Post by Not Known 15 »

Town Post-restricted 9-shot Shield

Alignment:Town
Role:Post-restricted 9-shot Shield

You should not use the word "person" in the main game chat.
If you ever do so, the following penalty applies to you for the rest of the game: Your vote only counts if one of the following applies:
1.It would be the last vote needed to hammer the person.
2.The game is played under plurality voting rules and the target of the vote does not have less votes than any other person, and more than 0.
3.Another player with the same post restriction breach penalty attempted to vote your target and the vote did not count at that time.
The moderator will inform you when the penalty is triggered.

Whenever you breach that post restriction you lose one use of your role ability, if you still have one. The moderator will inform you each time.
There is no further penalty for breaches of the post restriction.
Nine times per game, at night, you may target a player. If that player attempts to kill at least one player that night you will attempt to prevent all their kills. If you prevent a kill by using this ability, you die.
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Post Post #667 (isolation #48) » Tue Sep 14, 2021 5:33 am

Post by Not Known 15 »

Town Ascetic Macho Gladiator

Alignment:Town

Role:Ascetic Macho Gladiator

You will prevent any visits to you, except kills.
You cannot be protected from death by others.

Once per day, you may target a player.
Only you and the other player may be voted for the rest of the day. All votes are reset.
You cannot use this ability if one quarter of the daytime, or less, remain.
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Post Post #731 (isolation #49) » Thu Sep 16, 2021 11:54 am

Post by Not Known 15 »

Cult
(Even-Night Macho)Combined(Doctor/Vanillaizer)
Alignment:Cult
Role:(Even-Night Macho)Combined(Doctor/Vanillaizer)
Every night you may target a player. You will prevent a kill towards them and change their role into Vanilla.
You cannot be protected from death on even-numbered nights.
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Post Post #769 (isolation #50) » 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 (isolation #51) » 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 #800 (isolation #52) » Sat Sep 18, 2021 10:45 pm

Post by Not Known 15 »

Game-ending Jester

Alignment:Game-ending Jester
Your presence is announced at the start of the game, but not who you are.
Get killed by the elimination(by vote) during the day to win. If you do, the game ends.
You will die after Day 3, and you cannot be revived, protected against death and/or converted.
Day 3 cannot be skipped.
Whilst you are alive No Elimination may not occur, and plurality applies at day end.
Role:Vanilla
You have no role-related abilities.
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Post Post #801 (isolation #53) » Sat Sep 18, 2021 10:51 pm

Post by Not Known 15 »

Werewolf
Sacrificer

Alignment:Werewolf
Role:Sacrificer

Once per day, you may target a player, and a secondary target.
If you and that player are still alive at the end of the day, you will commute with them into a neighborhood for that night. You will be both protected from outside influences similar to commuters(but not from each other)
The player you chose will be killed and kill a target of their choice(this can be yourself). If they do not select a target, they will target your secondary target.
You may, at any time of that night(until the end), prevent this by doing one - and only one - of these actions:
/Kill to kill the player you chose and yourself
/Protect to kill yourself but save the player you chose.
The kills cannot be prevented by any other means.
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Post Post #802 (isolation #54) » Sat Sep 18, 2021 10:52 pm

Post by Not Known 15 »

Werewolf
Night 1 Skipper
Alignment:Werewolf
Role:Night 1 Skipper
Whilst you are alive night 1 will be skipped.
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Post Post #803 (isolation #55) » Sat Sep 18, 2021 11:05 pm

Post by Not Known 15 »

Werewolf
Astral Deck
Alignment:Werewolf
Role:Astral Deck
At the start of every day except the first the moderator rolls for a card. You get its role powers until the start of the next day if it has any. Re-rolls and card draws are not applied.
Once, at night, you may disable this role for the rest of the game(excluding this ability, of course). This cannot be prevented.
If the moderator rolls a card that has no role and no ability due to your ability you get a strike.
If you get three strikes you lose the game.
Last edited by Not Known 15 on Sun Sep 19, 2021 11:52 am, edited 2 times in total.
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Post Post #815 (isolation #56) » Sun Sep 19, 2021 11:56 am

Post by Not Known 15 »

Vanilla
Mafia

Alignment:Mafia
Role:Vanilla
You have no role-related abilities.
In post 806, TemporalLich wrote:While you are still alive, all flips show the true role and and any information the moderator has hidden from the player. Redactions still work as normal.

Mod Note: This overrides any roles that suppress or alter flips.
The role description is actually imprecise, then. Based on what I see here, outside of the mod notes, I would not think that this affects roles that prevent flips on death(e.g. Flipless Enabler).
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Post Post #817 (isolation #57) » Sun Sep 19, 2021 1:40 pm

Post by Not Known 15 »

Mod Chooses After Picks
Universal Backup
Alignment:Mod Chooses After Picks
Role:Universal Backup
You gain the role of the first power role of your faction that dies. Ties are resolved randomly. You inherit all restrictions of the role you inherit as if you, instead of them, acted.
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Post Post #818 (isolation #58) » Sun Sep 19, 2021 2:07 pm

Post by Not Known 15 »

Mod Chooses After Picks
Bad Flip
Alignment:Mod Chooses After Picks
Role:Bad Flip
The mod rolls a 1d20, privately, for each death including your own, until and including the night or day you die. Time ties are resolved randomly.
Based on the result:
1-10:The flip is not affected.
11-15:Flip the player as the alignment of the role card they picked and as the role of the alignment card they picked. If one of them has an Empty Space or is otherwise unpickable, flip that part as
[ERROR]
.
16-17:Flip the alignment part as
[ERROR]
instead.
18-19:Flip the role part as
[ERROR]
instead.
20:Vanillaize all True Flip roles. Then vanillaize all Bad Flip roles.
Your presence is publicly announced after the first roll.
Last edited by Not Known 15 on Sun Sep 19, 2021 2:09 pm, edited 1 time in total.
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Post Post #823 (isolation #59) » Sun Sep 19, 2021 2:17 pm

Post by Not Known 15 »

Alien
Number Flip
Alignment:Alien
Role:Number Flip
Everyone flips as the number of the role card they picked and the number of the alignment card they picked in the following manner:
PLAYER NAMEAlignment:NUMBER 1
Role:NUMBER 2


A Bad Flip will override this, but only on a roll of 11-19. Exchange PLAYER NAME with the name of the flipped player, NUMBER 1 with the number of the alignment card and NUMBER 2 with the number of the role card.
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Post Post #828 (isolation #60) » Sun Sep 19, 2021 2:38 pm

Post by Not Known 15 »

Werewolf
Number Flip
Alignment:Werewolf
Role:Number Flip
Everyone flips as the number of the role card they picked and the number of the alignment card they picked in the following manner:
PLAYER NAMEAlignment:NUMBER 1
Role:NUMBER 2


A Bad Flip will override this, but only on a roll of 11-19. Exchange PLAYER NAME with the name of the flipped player, NUMBER 1 with the number of the alignment card and NUMBER 2 with the number of the role card.
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Post Post #829 (isolation #61) » Sun Sep 19, 2021 2:39 pm

Post by Not Known 15 »

Werewolf
Number Flip
Alignment:Werewolf
Role:Number Flip
Everyone flips as the number of the role card they picked and the number of the alignment card they picked in the following manner:
PLAYER NAMEAlignment:NUMBER 1
Role:NUMBER 2


A Bad Flip will override this, but only on a roll of 11-19. Exchange PLAYER NAME with the name of the flipped player, NUMBER 1 with the number of the alignment card and NUMBER 2 with the number of the role card.
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Post Post #830 (isolation #62) » Sun Sep 19, 2021 2:40 pm

Post by Not Known 15 »

Town
Number Flip
Alignment:Town
Role:Number Flip
Everyone flips as the number of the role card they picked and the number of the alignment card they picked in the following manner:
PLAYER NAMEAlignment:NUMBER 1
Role:NUMBER 2


A Bad Flip will override this, but only on a roll of 11-19. Exchange PLAYER NAME with the name of the flipped player, NUMBER 1 with the number of the alignment card and NUMBER 2 with the number of the role card.
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Post Post #831 (isolation #63) » Sun Sep 19, 2021 2:40 pm

Post by Not Known 15 »

Town
Number Flip
Alignment:Town
Role:Number Flip
Everyone flips as the number of the role card they picked and the number of the alignment card they picked in the following manner:
PLAYER NAMEAlignment:NUMBER 1
Role:NUMBER 2


A Bad Flip will override this, but only on a roll of 11-19. Exchange PLAYER NAME with the name of the flipped player, NUMBER 1 with the number of the alignment card and NUMBER 2 with the number of the role card.
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Post Post #832 (isolation #64) » Sun Sep 19, 2021 2:41 pm

Post by Not Known 15 »

Mod Chooses After Picks
Number Flip
Alignment:Mod choice after picks
Role:Number Flip
Everyone flips as the number of the role card they picked and the number of the alignment card they picked in the following manner:
PLAYER NAMEAlignment:NUMBER 1
Role:NUMBER 2


A Bad Flip will override this, but only on a roll of 11-19. Exchange PLAYER NAME with the name of the flipped player, NUMBER 1 with the number of the alignment card and NUMBER 2 with the number of the role card.
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Post Post #834 (isolation #65) » Sun Sep 19, 2021 2:43 pm

Post by Not Known 15 »

Mod Chooses After Picks
Gravedigger
Alignment:Mod choice after picks
Role:Gravedigger
You visit everyone who dies. These visits are Cold-Blooded, you do not trigger reflexive roles due to these visits.
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Post Post #838 (isolation #66) » Sun Sep 19, 2021 2:52 pm

Post by Not Known 15 »

Mod Chooses After Picks
Voting Nights
Alignment:mod choice after picks.
Role:Voting Nights
As long as you are alive, including the night you die:
At night, people vote on elimination by PM.
The vote count and flip for the night will only be provided at the start of the next day.
Plurality and majority apply, with ties resolved randomly.
People killed by having more than 50% of the possible votes against them die before the end of the night and cannot use their night action due to being dead(there is only one elimination per night). Their flips cannot be prevented from being delayed until the start of the next day.
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Post Post #842 (isolation #67) » Sun Sep 19, 2021 2:58 pm

Post by Not Known 15 »

Inflation


The player holding this card has a card maximum of 4 and draws an extra card..
All other players have a card maximum of 3.
The mod removes a card of their choice from a player if that player exceeds their card maximum.
The mod choice is restricted in the following way:The mod must remove cards with unpickable spaces or Empty Spaces first.
This card cannot be removed or discarded privately.
This card cannot be picked.
Last edited by Not Known 15 on Sun Sep 19, 2021 3:45 pm, edited 2 times in total.
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Post Post #846 (isolation #68) » Sun Sep 19, 2021 3:05 pm

Post by Not Known 15 »

Cult
Paint Thinner
Alignment:Cult
Role:Paint Thinner
Each night, you may remove all colors from a player.
You cannot gain a color.
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Post Post #848 (isolation #69) » Sun Sep 19, 2021 3:12 pm

Post by Not Known 15 »

Werewolf
Novice Frozen Vote
Alignment:Werewolf
Role:Frozen Vote
You can only vote once per day.
Not Voting does not count as a vote.
If you voted your vote cannot be removed by any means.
These effects are disabled during Day 1.
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Post Post #849 (isolation #70) » Sun Sep 19, 2021 3:29 pm

Post by Not Known 15 »

Critical Failure

Draw 1 extra card.
Reroll all other cards of this player that cannot be picked for role and/or alignment.
If you pick this card you do not play the game and the player count is reduced by 1.
This card is treated as an Empty Space and unpickable by cards imposing card maximums.
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Post Post #851 (isolation #71) » Sun Sep 19, 2021 3:51 pm

Post by Not Known 15 »

Werewolf
Counter-converter(Town)
Alignment:Werewolf
Role:Counter-converter(Town)
A role attempting to convert you into their faction converts themselves and every other member of their faction into a Vanilla Townie.
You cannot be converted.

In post 850, TemporalLich wrote:
Alien Extremely Strange Binary Investigative
(
Alien
/ Extremely Strange Binary Investigative)

Each night, you may learn if a player is a Quebble or a Gorlock. Mod discretion on defining one of the two terms, the other is Not the first term.

On Day 3, you will learn what a Quebble and a Gorlock mean.



In post 842, Not Known 15 wrote:
Inflation

The player holding this card has a card maximum of 4 and draws an extra card..
All other players have a card maximum of 3.
The mod removes a card of their choice from a player if that player exceeds their card maximum.
The mod choice is restricted in the following way:The mod must remove cards with unpickable spaces or Empty Spaces first.
This card cannot be removed by other cards or discarded privately.
What alignment and role is this? I assume (N/A / N/A) but idk if the card gets removed by itself or not - and it being (N/A / N/A) forces this card to be a public discard.
Fixed...
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Post Post #864 (isolation #72) » Mon Sep 20, 2021 1:42 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
It's all Free Spaces from now on. Go crazy.
Ok.
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Post Post #865 (isolation #73) » Mon Sep 20, 2021 1:43 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
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Not Known 15
Mafia Scum
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Mafia Scum
Mafia Scum
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Post Post #866 (isolation #74) » Mon Sep 20, 2021 1:43 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
Not Known 15
Not Known 15
Mafia Scum
Not Known 15
Mafia Scum
Mafia Scum
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Post Post #867 (isolation #75) » Mon Sep 20, 2021 1:43 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
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Not Known 15
Mafia Scum
Not Known 15
Mafia Scum
Mafia Scum
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Post Post #868 (isolation #76) » Mon Sep 20, 2021 1:43 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
Not Known 15
Not Known 15
Mafia Scum
Not Known 15
Mafia Scum
Mafia Scum
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Post Post #869 (isolation #77) » Mon Sep 20, 2021 1:43 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
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Post Post #870 (isolation #78) » Mon Sep 20, 2021 1:43 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
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Post Post #871 (isolation #79) » Mon Sep 20, 2021 1:43 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
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Post Post #872 (isolation #80) » Mon Sep 20, 2021 1:43 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
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Post Post #873 (isolation #81) » Mon Sep 20, 2021 1:44 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
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Not Known 15
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Not Known 15
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Mafia Scum
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Post Post #874 (isolation #82) » Mon Sep 20, 2021 1:44 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
Not Known 15
Not Known 15
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Not Known 15
Mafia Scum
Mafia Scum
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Post Post #875 (isolation #83) » Mon Sep 20, 2021 1:44 am

Post by Not Known 15 »

Mod Chooses After Picks
Mod Chooses After Picks
Alignment:Mod Choice After Picks
Role:Mod Choice After Picks
Not Known 15
Not Known 15
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Mafia Scum
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Post Post #876 (isolation #84) » Mon Sep 20, 2021 1:46 am

Post by Not Known 15 »

Crazy

Re-roll this card, using only 1d150+849
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Post Post #877 (isolation #85) » Mon Sep 20, 2021 1:50 am

Post by Not Known 15 »

Town
Abomination
Alignment:Town
Role:Abomination
At night, visit a player.
That player will be roleblocked until your death.
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Post Post #878 (isolation #86) » Mon Sep 20, 2021 1:54 am

Post by Not Known 15 »

You Are Town.

You must pick Town as alignment if possible.
Alignment:Town.
If you pick this as your role card and Town as an alignment then you are a Strongman Day Vigilante.(Each day, you may kill a player. That kill can only be stopped by Day commuters.)
If you pick this as your role and not town as an alignment then your role is Vanilla(You have no role-related abilities.)
Last edited by Not Known 15 on Mon Sep 20, 2021 1:56 am, edited 1 time in total.
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Post Post #880 (isolation #87) » Mon Sep 20, 2021 2:02 am

Post by Not Known 15 »

Nothing to See Here

Re-roll this card.
Last edited by Not Known 15 on Mon Sep 20, 2021 5:02 am, edited 1 time in total.
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Post Post #881 (isolation #88) » Mon Sep 20, 2021 2:19 am

Post by Not Known 15 »

Town Focus of Light

Alignment:Town
Role:Focus of Light
At the end of each Day, as long as you are alive, subtract one Doom Counter from the game thread.
Doom counter effects:

-4 or less - Dark Creatures become unable to plunge into darkness and there is a 20% chance for all killing actions to fail.

-2 or less - The mod flavor becomes motivational.

2 or more - The mod flavor becomes creepy.

4 or more - Mafia and Werewolf kills become Strong-Willed unless they are targeting Dark Creatures.

6 or more - There is a 20% chance for all Results PMs to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

8 or more - A random non-Dark Creature player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

10 or more - Dark Creatures may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
Last edited by Not Known 15 on Mon Sep 20, 2021 10:46 am, edited 1 time in total.
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Post Post #882 (isolation #89) » Mon Sep 20, 2021 2:24 am

Post by Not Known 15 »

No Information

Draw 1 more card.
This card cannot be picked or privately discarded.
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Post Post #891 (isolation #90) » Mon Sep 20, 2021 8:16 am

Post by Not Known 15 »

Vanilla Astral Creature

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:Vanilla


In post 888, Guillotina wrote:
In post 880, Not Known 15 wrote:
False Blessing

Draw 100 cards from the Deck of Astral Roles.
This card cannot be applied twice.
This card cannot be picked.
this sounds more like "overwork the moderator" especially with Inflation coming into play.

I'm considering a veto for it being unfun for the moderator.
I thought the same, i would veto all roles that are meant to troll the mod or the players, if they want those roles in a game then they should submit them for “Worst Idea” instead.
I actually totally overlooked that and changed it before ever recieving an official veto. Sorry.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:50 am, edited 1 time in total.
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Post Post #892 (isolation #91) » Mon Sep 20, 2021 8:18 am

Post by Not Known 15 »

Astral Creature 1-shot Roleblocker

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Roleblocker
Once, at night, you may target a player to prevent them from acting that night.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:50 am, edited 1 time in total.
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Post Post #893 (isolation #92) » Mon Sep 20, 2021 8:19 am

Post by Not Known 15 »

Astral Creature 1-shot Vanilla Cop

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Vanilla Cop
Once, at night, you may target a player to learn if their role is Vanilla or not.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:51 am, edited 1 time in total.
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Post Post #894 (isolation #93) » Mon Sep 20, 2021 8:20 am

Post by Not Known 15 »

Astral Creature 1-shot Follower

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Follower
Once, at night, you may target a player to learn what type of action they used that night.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:51 am, edited 1 time in total.
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Post Post #895 (isolation #94) » Mon Sep 20, 2021 8:22 am

Post by Not Known 15 »

Astral Creature Night 1 Watcher

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:Night 1 Watcher
At Night 1 you may target a player to learn who visited them.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:51 am, edited 1 time in total.
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Post Post #896 (isolation #95) » Mon Sep 20, 2021 8:23 am

Post by Not Known 15 »

Astral Creature 1-shot Bulletproof

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Bulletproof
You will survive the first attempt on your life.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:51 am, edited 1 time in total.
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Post Post #898 (isolation #96) » Mon Sep 20, 2021 8:25 am

Post by Not Known 15 »

Astral Creature Activated Non-Consecutive Night Bulletproof

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:Activated Non-Consecutive Night Bulletproof
Each night, unless you used this ability last night, you may protect yourself from being killed.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:51 am, edited 1 time in total.
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Post Post #899 (isolation #97) » Mon Sep 20, 2021 8:26 am

Post by Not Known 15 »

Astral Creature 1-shot Roleblocker

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Roleblocker
Once, at night, you may target a player to prevent them from acting that night.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:51 am, edited 1 time in total.
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Post Post #900 (isolation #98) » Mon Sep 20, 2021 8:27 am

Post by Not Known 15 »

Astral Creature 1-shot Rolestopper

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Rolestopper
Once, at night, you may target a player to prevent others from visiting them
Last edited by Not Known 15 on Mon Sep 20, 2021 8:52 am, edited 1 time in total.
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Post Post #901 (isolation #99) » Mon Sep 20, 2021 8:29 am

Post by Not Known 15 »

Astral Creature 1-shot Neigborizer

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Neighborizer
Once, at night, you may target a player to add them and yourself to a PT.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:52 am, edited 1 time in total.
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Post Post #902 (isolation #100) » Mon Sep 20, 2021 8:31 am

Post by Not Known 15 »

Astral Creature 2-shot Checker

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Roleblocker
Twice per game, and once per night, you may target a player to perform a blank investigative action on them. You get "Result" if you were able to investigate and "No Result" if you were not.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:52 am, edited 1 time in total.
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Post Post #903 (isolation #101) » Mon Sep 20, 2021 8:32 am

Post by Not Known 15 »

Astral Creature 1-shot Tracker

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Tracker
Once, at night, you may target a player to learn whom they visited.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:52 am, edited 1 time in total.
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Post Post #904 (isolation #102) » Mon Sep 20, 2021 8:36 am

Post by Not Known 15 »

Astral Creature 1-shot Vote Freezer

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Vote Freezer
Once, at night, you may target a player to prevent them from changing their vote if they vote for a player of the game, for the next day only. This effect will be public, announced to the target at the start of that day, and works in ExLo/MxLo
Last edited by Not Known 15 on Mon Sep 20, 2021 8:52 am, edited 1 time in total.
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Post Post #905 (isolation #103) » Mon Sep 20, 2021 8:39 am

Post by Not Known 15 »

Astral Creature 1-shot True Vigilante

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Combined True Vigilante
Once, at night, you may target a player to attempt to kill them. All your kill attempts will fail if your alignment cannot normally win with Town.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:52 am, edited 1 time in total.
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Post Post #907 (isolation #104) » Mon Sep 20, 2021 8:42 am

Post by Not Known 15 »

Astral Creature 1-shot Janitor

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Janitor
Once, at night, you may target a player to prevent their role and alignment from being flipped due to their death at that night. You will instead privately see these as flips. Nothing happens if your target isn't killed the same night.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:53 am, edited 1 time in total.
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Post Post #908 (isolation #105) » Mon Sep 20, 2021 8:44 am

Post by Not Known 15 »

Astral Creature 1-shot Roleblocker

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Roleblocker
Once, at night, you may target a player to prevent them from acting that night.
Last edited by Not Known 15 on Mon Sep 20, 2021 8:53 am, edited 1 time in total.
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Post Post #909 (isolation #106) » Mon Sep 20, 2021 8:46 am

Post by Not Known 15 »

Astral Creature 1-shot Fruit Vendor

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Fruit Vendor
Once, at night, you may target a player who will be told that they got a piece of fruit.
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Post Post #910 (isolation #107) » Mon Sep 20, 2021 8:53 am

Post by Not Known 15 »

Astral Creature 1-shot Fruit Vendor

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Fruit Vendor
Once, at night, you may target a player who will be told that they got a piece of fruit.
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Post Post #911 (isolation #108) » Mon Sep 20, 2021 8:55 am

Post by Not Known 15 »

Astral Creature 1-shot Bodyguard

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:1-shot Bodyguard
Once, at night, you may target a player. If they are targeted that night, with at least one kill, you will stop one of these kills by being killed yourself.
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Post Post #913 (isolation #109) » Mon Sep 20, 2021 9:03 am

Post by Not Known 15 »

Astral Creature Astral Mark

Alignment:Astral Creature
The following abilities are unlocked for your faction permanently if these conditions are met.
If there are more than 4 Astral Creatures alive the requirements for the other conditions are reduced by 1(which is bad for your faction, not good)
If there are 3 or less Astral Creatures alive your faction gains a PT.
If there are 3 or less Astral Creatures alive your faction gains a factional Roleblock(at night)
If there are 2 or less Astral Creature alive the target of your factional Roleblock is nightkilled(This is not a combined ability).
You win when all threats to the Astral Creatures are dead and at least one Astral Creature is alive. Town and Astral Creatures are not threats to each other.
Role:Astral Mark
You will treated as Astral Creature for all alignment checks


EDIT:Ok, this is the last one :(
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Post Post #914 (isolation #110) » Mon Sep 20, 2021 9:08 am

Post by Not Known 15 »

Dark Creature White Ray


Dark Creature: You are a
Dark Creature
.
Dark Creatures
are a scum team with a factional "Plunge in Darkness" ability to roleblock someone that Night and also cause them to die the next Night.
White Ray:Plunge in Darkness has no effect on you. Players attempting to target you with Plunge in Darkness cannot use Plunge in Darkness for the next three nights, but will be informed about your role.
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Post Post #918 (isolation #111) » Mon Sep 20, 2021 9:15 am

Post by Not Known 15 »

Vanilla Townie



In post 917, TemporalLich wrote:



Some Non-standard groupscum amounts:

Apparition
- 14
Pirate
- 8
Dark Creature
- 13
Sunshine Club
- 8
Starkin
- 14
Specter
- 7
Astral Creature
- 20
I am not sure if Astral Creatures and Pirates satisfy the conditions for Groupscum.
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Post Post #922 (isolation #112) » Mon Sep 20, 2021 9:34 am

Post by Not Known 15 »

Mod Chooses Group List After Picks 1-shot Fruit Vendor


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:1-shot Fruit Vendor
Once, at night, you may target a player who will be told that they got a piece of fruit.
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Post Post #923 (isolation #113) » Mon Sep 20, 2021 9:37 am

Post by Not Known 15 »

Mod Chooses Group List After Picks 1-shot Fruit Vendor


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:1-shot Fruit Vendor
Once, at night, you may target a player who will be told that they got a piece of fruit.
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Post Post #924 (isolation #114) » Mon Sep 20, 2021 9:37 am

Post by Not Known 15 »

Mod Chooses Group List After Picks 1-shot Vigilante


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:1-shot Vigilante
Once, at night, you may target a player to attempt to kill them.
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Post Post #925 (isolation #115) » Mon Sep 20, 2021 9:42 am

Post by Not Known 15 »

Mod Chooses Group List After Picks 1-shot Visitor


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:1-shot Visitor
Once, at night, you may target a player to visit them.
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Post Post #929 (isolation #116) » Mon Sep 20, 2021 9:49 am

Post by Not Known 15 »

Mod Chooses Group List After Picks 1-shot Gift Inventor(Bomb/Gun/Vest)


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:1-shot Gift Inventor(Bomb/Gun/Vest)
Once, at night, you may target a player you do not share a aligment PT with, and give them a bomb, a gun or a vest.
Your target may reject the gift during the next day, if it does, you will open it instead. Otherwise, your target will open it at the end of that day.
A player opening the gift:
-dies if it is a bomb
-can attempt to kill a player once, at night if it is a gun
-will be protected from the first kill that targets that player if it is a vest.
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Post Post #933 (isolation #117) » Mon Sep 20, 2021 9:54 am

Post by Not Known 15 »

Game-ending Jester

Alignment:Game-ending Jester
Your presence is announced at the start of the game, but not who you are.
Get killed by the elimination(by vote) during the day to win. If you do, the game ends.
You will die after Day 3, and you cannot be revived, protected against death and/or converted.
Day 3 cannot be skipped.
Whilst you are alive No Elimination may not occur, and plurality applies at day end.
Role:Vanilla
You have no role-related abilities.
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Post Post #935 (isolation #118) » Mon Sep 20, 2021 9:57 am

Post by Not Known 15 »

The End Is Near

Re-roll this with 1d125+874.
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Post Post #943 (isolation #119) » Mon Sep 20, 2021 10:14 am

Post by Not Known 15 »

W
I
L
D
C
A
R
D

If you choose this as role, pick a card from the entire Deck Of Astral Roles as your role.
If you choose this as alignment, pick a card from the entire Deck of Astral Roles as your alignment.
Ignore re-rolls.
If you would not get a role from your role card pick you get the role Vanilla.
If you would not get an alignment from your role card pick you get the alignment Jester.
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Post Post #944 (isolation #120) » Mon Sep 20, 2021 10:15 am

Post by Not Known 15 »

Mod Chooses Group List After Picks 1-shot Visitor


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:1-shot Visitor
Once, at night, you may target a player to visit them.
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Post Post #945 (isolation #121) » Mon Sep 20, 2021 10:16 am

Post by Not Known 15 »

Mod Chooses Group List After Picks Ninja


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:Ninja
Your visits are hidden.
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Post Post #946 (isolation #122) » Mon Sep 20, 2021 10:17 am

Post by Not Known 15 »

Mod Chooses Group List After Picks 2-shot Passive Strongman


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:2-shot Passive Strongman
Your first two kills cannot be stopped except by commuting.
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Post Post #949 (isolation #123) » Mon Sep 20, 2021 10:21 am

Post by Not Known 15 »

Mod Chooses From List Before Picks Ninja

Alignment:The mod chooses your alignment from the following list before picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:Ninja
Your visits are hidden.
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Post Post #951 (isolation #124) » Mon Sep 20, 2021 10:25 am

Post by Not Known 15 »

Mod Chooses Before Picks Ascetic Disloyal Ninja Babysitter

Alignment:The mod chooses your alignment from the following list before picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature
Role:Ascetic Disloyal [Ninja Babysitter]
You are not affected by visits, except kills.
You cannot visit people aligned with your own faction.
Every night, you may visit a player to protect them from death if you survive the night, and to kill them if you do not. The usage of this ability cannot be seen.
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Post Post #960 (isolation #125) » Mon Sep 20, 2021 10:45 am

Post by Not Known 15 »

Mod Chooses From List Before Picks Festival Master(Doom)

Alignment:The mod chooses your alignment from the following list before picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature
Role:Festival Master(Doom)
As long as you are alive, and until the beginning of the next night after you died(e.g. Night 1 death, ceases to apply at the beginning Night 2):
During the night, choose a role from the following list:Strongman Vigilante, 2-shot Deathproof.
The moderator rolls a 1d10 and gives you the result. The result is the place of the item in the list
The moderator, during the beginning of the day, makes a list from 1 to 10. The players have to vote on a number, and on a player who recieves the numbered item, seperately, both by plurality at day end, with ties resolved randomly.
The item on the player is applied permanently regardless of your death.
The item you chose permanently changes the role of the player to the role of the item and the Doom Counters on the thread are halved if positive; rounded down.
The items before and after the item you chose are Portals To Death and kill the player an infinite amount of time, even during death(reviving is useless)
All other items are Doom Tokens and increase Doom Counters on the thread by one if picked. This happens only once per Doom Token.
Doom counter effects:

-4 or less - Dark Creatures become unable to plunge into darkness and there is a 20% chance for all killing actions to fail.

-2 or less - The mod flavor becomes motivational.

2 or more - The mod flavor becomes creepy.

4 or more - Mafia and Werewolf kills become Strong-Willed unless they are targeting Dark Creatures.

6 or more - There is a 20% chance for all Results PMs to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

8 or more - A random non-Dark Creature player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

10 or more - Dark Creatures may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
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Post Post #961 (isolation #126) » Mon Sep 20, 2021 10:47 am

Post by Not Known 15 »

Town Focus of Light

Alignment:Town
Role:Focus of Light
At the end of each Day, as long as you are alive, subtract one Doom Counter from the game thread.
Doom counter effects:

-4 or less - Dark Creatures become unable to plunge into darkness and there is a 20% chance for all killing actions to fail.

-2 or less - The mod flavor becomes motivational.

2 or more - The mod flavor becomes creepy.

4 or more - Mafia and Werewolf kills become Strong-Willed unless they are targeting Dark Creatures.

6 or more - There is a 20% chance for all Results PMs to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

8 or more - A random non-Dark Creature player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

10 or more - Dark Creatures may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
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Post Post #963 (isolation #127) » Mon Sep 20, 2021 10:49 am

Post by Not Known 15 »

Mod Chooses From List Before Picks Focus Of Light

Alignment:The mod chooses your alignment from the following list before picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature
Role:Focus of Light
At the end of each Day, as long as you are alive, subtract one Doom Counter from the game thread.
Doom counter effects:

-4 or less - Dark Creatures become unable to plunge into darkness and there is a 20% chance for all killing actions to fail.

-2 or less - The mod flavor becomes motivational.

2 or more - The mod flavor becomes creepy.

4 or more - Mafia and Werewolf kills become Strong-Willed unless they are targeting Dark Creatures.

6 or more - There is a 20% chance for all Results PMs to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

8 or more - A random non-Dark Creature player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

10 or more - Dark Creatures may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
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Post Post #965 (isolation #128) » Mon Sep 20, 2021 10:54 am

Post by Not Known 15 »

Mixed Blessing

The following rule applies to the game if this is rolled:
The game thread starts with -11 Doom Counters. As long as one Dark Creature is alive, increase the number of Doom Counters by 1 at the start of each night and each day


Re-roll this card. Its effects still apply.
Doom counter effects:

-4 or less - Dark Creatures become unable to plunge into darkness and there is a 20% chance for all killing actions to fail.

-2 or less - The mod flavor becomes motivational.

2 or more - The mod flavor becomes creepy.

4 or more - Mafia and Werewolf kills become Strong-Willed unless they are targeting Dark Creatures.

6 or more - There is a 20% chance for all Results PMs to be consumed by the darkness, having the PM only say "
This Results PM was consumed by the darkness.
"

8 or more - A random non-Dark Creature player is consumed by the darkness, disappearing without a flip and becoming unable to be interacted with even by dead interacting roles. This effect only triggers once in the game.

10 or more - Dark Creatures may act twice each night. The moderator posts "
The sky has melted into abyssal darkness. This is going to be a wretched night.
"
Last edited by Not Known 15 on Mon Sep 20, 2021 10:59 am, edited 1 time in total.
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Post Post #967 (isolation #129) » Mon Sep 20, 2021 10:58 am

Post by Not Known 15 »

Dark Creature
Doom Barrier
Alignment:Dark Creature
Role:Doom Barrier
Doom counters on the thread cannot increase to more than 8 or decrease to less than -1



In post 964, TemporalLich wrote:Should I add a -6 or less Doom Counter effect?
Probably not.
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Post Post #971 (isolation #130) » Mon Sep 20, 2021 11:04 am

Post by Not Known 15 »

Not Known 15 Chooses After Picks/Not Known 15 Chooses After Picks

PM Not Known 15 for the alignment of the player if this has been picked as alignment.
PM Not Known 15 for the role of the player if this has been picked as role.
If the PM is not answered with a pick within 24 hours or Not Known 15 is a player in this game the moderator may choose instead.
DO NOT PM NOT KNOWN 15 IF THEY ARE A PLAYER IN THE GAME




Adding a failsafe to cards like that is necessary.
The doom counter effects are fine. Any more would be unfair for players.
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Post Post #973 (isolation #131) » Mon Sep 20, 2021 11:13 am

Post by Not Known 15 »

Mod Chooses Before Picks Exorcist

Alignment:The mod chooses your alignment from the following list before picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature
Role:Exorcist
Once per night, you may visit a player.
If they are a Dark Creature, Specter, Starkin, Astral Creature or Demon(including roles with a role name including "Demon") your target cannot use any active abilities until the end of the game. They are notified if this applies.
This includes factional abilities.
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Post Post #976 (isolation #132) » Mon Sep 20, 2021 11:17 am

Post by Not Known 15 »

Mod Chooses Before Picks 1-shot Role Re-roll

Alignment:The mod chooses your alignment from the following list before picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature
Role:1-shot Role Re-roll
Once, at night, you may target a player. That player re-rolls their role card. If the result is empty and there is no substitution or re-roll, then the role is Vanilla.
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Post Post #978 (isolation #133) » Mon Sep 20, 2021 11:20 am

Post by Not Known 15 »

Mod Chooses Before Picks Empty Space

Alignment:The mod chooses your alignment from the following list before picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature
This card cannot be picked for role, unless all other cards have Empty Spaces and/or cannot be picked for role.
Then this card can be picked for the following role: Duel Winner(Your faction wins if only you and another player are alive. Parity wins are disabled for any faction with less than 2 members as long as you are alive)
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Post Post #980 (isolation #134) » Mon Sep 20, 2021 11:22 am

Post by Not Known 15 »

The End Is Really Near

Randomly choose another card from the Deck of Astral Roles that was created by Not Known 15. Change this card into the card you chose.
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Post Post #983 (isolation #135) » Mon Sep 20, 2021 11:27 am

Post by Not Known 15 »

Town Ascetic Macho Gladiator

Alignment:Town

Role:Ascetic Macho Gladiator

You will prevent any visits to you, except kills.
You cannot be protected from death by others.

Once per day, you may target a player.
Only you and the other player may be voted for the rest of the day. All votes are reset.
You cannot use this ability if one quarter of the daytime, or less, remain.
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Post Post #984 (isolation #136) » Mon Sep 20, 2021 11:30 am

Post by Not Known 15 »

Town Post 999 will be the last one

Alignment:Town
Role:Post 999 will be the last one (Named)
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Post Post #986 (isolation #137) » Mon Sep 20, 2021 11:35 am

Post by Not Known 15 »

All Roads Lead To...

The mod chooses a role/alignment combination that was used in the last(this includes current) semi-open or open setup to be used in Newbie Games before picks. It becomes this card for the remainder of the game.
Last edited by Not Known 15 on Mon Sep 20, 2021 11:36 am, edited 1 time in total.
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Post Post #988 (isolation #138) » Mon Sep 20, 2021 11:38 am

Post by Not Known 15 »

This Is Unfun

Re-roll this card.



In post 985, Jake The Wolfie wrote:
seloR larsA fo kceD
(Null)

The Moderator draws one additional card, which will be your alignment and role. Instead of choosing Alignment and role picks, you choose 1 card to publicly discard.
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Post Post #989 (isolation #139) » Mon Sep 20, 2021 11:40 am

Post by Not Known 15 »

Bottom Ten

Re-roll this card, using 1d10+989.
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Post Post #993 (isolation #140) » Mon Sep 20, 2021 11:43 am

Post by Not Known 15 »

Not Known 15 Chooses After Picks/Not Known 15 Chooses After Picks

PM Not Known 15 for the alignment of the player if this has been picked as alignment.
PM Not Known 15 for the role of the player if this has been picked as role.
If the PM is not answered with a pick within 24 hours or Not Known 15 is a player in this game the moderator may choose instead.
DO NOT PM NOT KNOWN 15 IF THEY ARE A PLAYER IN THE GAME
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Post Post #994 (isolation #141) » Mon Sep 20, 2021 11:44 am

Post by Not Known 15 »

Town
Abomination
Alignment:Town
Role:Abomination
At night, visit a player.
That player will be roleblocked until your death.
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Post Post #995 (isolation #142) » Mon Sep 20, 2021 11:44 am

Post by Not Known 15 »

Mod Chooses Group List After Picks 1-shot Gift Inventor(Bomb/Gun/Vest)


Alignment:The mod chooses your alignment from the following list after picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature

Role:1-shot Gift Inventor(Bomb/Gun/Vest)
Once, at night, you may target a player you do not share a aligment PT with, and give them a bomb, a gun or a vest.
Your target may reject the gift during the next day, if it does, you will open it instead. Otherwise, your target will open it at the end of that day.
A player opening the gift:
-dies if it is a bomb
-can attempt to kill a player once, at night if it is a gun
-will be protected from the first kill that targets that player if it is a vest.
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Post Post #996 (isolation #143) » Mon Sep 20, 2021 11:45 am

Post by Not Known 15 »

Mod Chooses Before Picks Empty Space

Alignment:The mod chooses your alignment from the following list before picks:

Apparition,Pirate,Dark Creature,Sunshine Club,Starkin,Specter,Astral Creature
This card cannot be picked for role, unless all other cards have Empty Spaces and/or cannot be picked for role.
Then this card can be picked for the following role: Duel Winner(Your faction wins if only you and another player are alive. Parity wins are disabled for any faction with less than 2 members as long as you are alive)

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