Non-standard Groupscum:
- Has a 1-shot factional kill, a 1-shot "alien tech" factional invention from a random active role in the Deck of Astral Roles: Reopened, and the ability to win ties in endgame.
- Converts single-target active abilities into reflexive abilities. Each night, may give a slime the reflexive version of an active Normal ability with at most two modifiers.
- Has a factional Exploder ability and a factional Modposter ability (limit of 500 words). If a Hostile dies in any way other than a killing ability, they may elect to still be able to post in the Hostile PT at the cost of not being added to the Dead PT.
- A scumteam with one Cult Leader. The cult picks the Cult Leader from all the Cultists during pregame. Picking the Cult Leader adds on to the existing role and always works under any circumstance. The Cult Leader is a special role (which can be used with a personal ability as if it were a factional ability) that changes alignment to Cult, though it will fail on groupscum with living partners and will fail if either the Cult Leader or the target die that Night. The Cult Leader may not recruit more than 25% of the playerlist at one time. The Cult Leader will flip as a Cult Leader.
- On Day or Night 3, and every four Day/Night cycles after Day/Night 3(7, 11,15...), you may target a player to convert them into the Daylight Cult at the end of the Day(if targeting at Day) or the end of the Night(if targeting at Night). If the target is part of a non-town faction with more than one living member, is being targeted by a kill or the performer is being targeted with a kill, the action fails. If the target is not part of the town and not part of a non-town faction with more than one living member the target dies. If the target is a Mason or revealed Innocent Child the action fails.
As soon as this action is picked by one member, it will no longer be reversible.
This action also fails if it does not hit the intended target.
Your faction prevents unnatural changes in the Day/Night cycles (e.g. Nightskip, changes of day number...) as long as at least one member of it is alive.
On Day or Night 2, and every second Day/Night cycle after Day/Night 2, you may target a player to attempt to kill them. These kills are instantly resolved, and can only be prevented by something already present(
not
submitted regularly, these are only resolved at the end of the night) at the time the kill was submitted.
Your alignment actions are not affected by luck.
- You have the following factional abilities:
Coven -- you know the other members of your faction, and may talk with them in a PT
Hex -- each Night, one Hexer may curse a player. When you die, all players you have personally cursed die with you.
You win if either at least one Hexer is alive and all non-Hexer players are dead; or all players are dead by the end of the phase when the last Hexer dies.
- Factional Abilities:
-
Light Deity's Protection
: Members of the
are passively 1-Shot Bulletproof. They will survive the first killing action that targets them in most instances due to the protective light of their deity.
Members of this Faction are inherently 1-Shot Bulletproof
-
Shield of Light
: Each night a member of the
may cast a heavenly light shield around a player. That player will be protected from all killing actions (even juggernaut killing actions) during that night phase. This cannot be blocked, and will have no effect on other
. This and divine intervention may not be cast by the same player.
Factional Strong-Willed Doctor Ability
-
Divine Intervention
: Each night a member of the
may cast divine intervention on a player. Should that target be hammered during the following day phase they will be saved from elimination by this ability. This ends the day if triggered. This cannot be blocked and will have no effect on other
. This and Shield of light may not be cast by the same player. Upon use it will take 2 cycles for it to recharge and be useable again.
Factional Rechargeable Strong-Willed Diplomatizer Ability
-
Absolution
: The
ultimate goal is to achieve absolution and purge the world of other entities. The amount of time it takes for the
to achieve absolution varies depending on the number of them in the game. Should there be 1
in the game, they will achieve absolution at the end of the 5th day cycle. This will increment by 2 day cycles for every full
added to the game and 1 day cycle for every
traitor added to the game. This faction wins if there's at least 1 full
left alive when the absolution condition has been met, with all other factions losing. This faction will compulsively lose should any other
groupscum
or
non-standard groupscum
achieve their win condition. The mod will post the number of day cycles until the
achieve absolution at every daystart.
Time based win-condition, Wipes out other factions should a member be alive upon the absolution date passing, compulsively loses if other groupscum achieve their win-condition
- Factional Abilities:
Alluring Gaze
- Each night, a member of the
may target another player to captivate them. This will cause the target to reveal their role to the member that used this ability. This action bypasses ascetic modifiers, but not blocking actions. Once per game this may be supercharged to target three players with this in the same night at the cost of being unable to use factional abilities during the following night phase.
Factional Rolecop ability, ignores ascetic modifiers, enables use of "Dedicated Followers" ability
Broken Heart
- During even-numbered night phases, a member of the
may target a player. Assuming no interference with your action, the target's heart will explode killing them in the process. The resulting explosion will cause all players who targeted those killed by this ability to be roleblocked during the following night phase. Once per game this may be supercharged to allow this action to bypass all protections at the cost of being unable to use factional abilities during the following night phase.
Even-Night Factional kill, if successful those who targeted the victim will be reflexively roleblocked the following night, can be charged once to bypass protection
Dedicated Followers
- During odd-numbered night phases a member of the
may target a player that has already been captivated by alluring gaze. Upon doing so if successful, the member will submit an action for the target to perform, and the target will perform that action on their behalf. The member will receive the target's results should there be any. Those targeted by this action will have their original action fail. Each player may only be successful targeted by this ability once during the game. Should a member submit an action that the target can't perform, this ability will fail.
Odd-Night Factional roaming "control" ability, must be enabled by using alluring gaze first
Love Hurts
- The
win when it's members make up 50% of living players remaining in the game and at least 1 of it's members is alive, or when nothing can prevent the same with all other factions losing should this occur.
Parity Win-Condition
- Factional Abilities:
Drown
- Each night, a member of the
may target a player. Assuming no interference with this action, the target will be drowned causing them to unavoidably die at the end of the following night phase. While drowned, players will be restricted to a maximum of 10 words per post. If this restriction has been broken three times (or earlier depending on how blatant a player is breaking the restriction) then they will succumb to this ability early and die as a result. Players will be informed should they be drowned.
Factional Poison based night kill flavored as drowning, post-restricts the victim upon successful use, can't be cured
Storm Conjurer
- Each night a member of the
may use their control of the sea to cast torrential downpour or hurricane. Torrential downpour will cause actions performed by all players to be invisible to action-investigative roles, such roles will fail to gather any result. Hurricane will cause all actions performed by those not aligned with the
to fail during that night. This ability will take 1 night cycle to recharge after using torrential downpour, and will take 3 night cycles to recharge after using hurricane.
Factional Rechargeable Global Ninja or Global Disloyal Roleblock ability
Water World
- The
win when it's members make up 50% of living players remaining in the game and at least 1 of it's members is alive, or when nothing can prevent the same with all other factions losing should this occur.
Parity Win-Condition
- Has a factional ability to add Dissident (Immune to all abilities, investigates as Ascetic Survivor) to a player's role. Wins if at least one Insurgent remains and all others have left the game or nothing can prevent the same.
Quasi Groupscum:
- The Astral Creature PT may be locked at the start of the game.
If more than 4 Astral Creatures exist in the setup, the requirements for the other conditions are reduced by 1 (which is bad, not good).
If there are 3 or less Astral Creatures alive, the Astral Creature PT is unlocked and the Astral Creatures gain a factional roleblock.
If there are 2 or less Astral Creatures alive, the target of the factional roleblock is also targeted with a factional nightkill.
Wins when all threats to the Astral Creatures are gone. Town is not considered a threat to the Astral Creatures and the Astral Creatures may win with the Town.
- Pirates have a factional plunder ability. A plundered player is Vanillaized. The plunderer will learn their target's role. This ability will fail on any Vanilla.
Pirates win when at least 1 player from each alignment in the game has been successfully plundered and at least one Pirate is alive. When this happens, all Pirates currently in the game will sail away on their ship (permanently leave the game victorious). Alignments that are completely wiped out do not count for this win condition, thus Pirates may win by getting rid of other teams.
-
All members start out at -3 Luck Tier (Very Unlucky)
Inherently luck-immune, luck tier is not taken into account when a member of this faction performs an action, luck tier can't be altered by outside forces
Factional Luck Siphon: Each member of this faction may target a player during the night to steal their luck causing them to gain one luck tier and their target to lose one luck tier.
End of the Rainbow: Upon a Leprechaun reaching the highest luck tier, they will passively cause other members of their faction to gain +1 luck tier from then onwards (even after their death)
All members will inherently gain 1 luck tier upon successfully using an active ability. This does not stack with luck-gaining roles should they have access to one, should a leprechaun choose a luck-gaining ability then this trait will not apply on top of it.
Wins once all living leprechauns reach the maximum luck tier (Absolutely Lucky) as long as more than 1 of them is alive with the game continuing afterwards.
- Factional Abilities:
Blood Suck
- Each Night, each member of this faction may use a factional bite ability on other players. Bitten players will be informed they were bitten and will turn vampiric.
Factional Bite Ability. Turns victims Vampiric, upgradeable using blood sacrifice
Blood Sacrifice
- Each night, a member of the
Vampires
may sacrifice blood to another member. Should they do this they will become frail during that night causing any action that successfully targets them that night to result in their death. In exchange, the member who was given the sacrifice will have their bite become strong-willed that night, it can't be redirected or blocked.
Members may upgrade another members bite making themselves frail in the process
Vampiric Plague
- Should players successfully visit someone while their vampiric, those targeted by them will also become vampiric
Vampiric status is contagious, spreads via successful targeting
Even-Night Informed
- At the beginning of even-numbered nights, the faction will be informed of all players who are not yet vampiric.
Informed on Even-Nights who is not yet vampiric
Rise of the Vampires
- This faction wins when all players alive in the game are vampiric and at least one of it's members is alive, with the game continuing afterwards. Should this faction exit the game by achieving it's win condition, then all players who were bitten by original members of the
vampire
faction will be vanillaized, no ill effects will occur should someone have become vampiric via a second-hand vampire bite or the faction exits the game via wipeout.
Wins when all living players are vampiric, should this faction exit via achieving it's win condition those bitten by an original vampire (not someone turned vampiric) will be vanillaized, doesn't occur should the faction be wiped out.