Deck of Astral Roles [Complete]

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Post Post #1000 (ISO) » Mon Sep 20, 2021 11:46 am

Post by Jake The Wolfie »

Damnit Not Known, that's not how you play the game!
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Post Post #1001 (ISO) » Mon Sep 20, 2021 11:50 am

Post by Jake The Wolfie »

Oh yeah, pro tip for Game Moderators:

You can go to any role directly by changing the [NUMBER] in this URL to the Card's number:

viewtopic.php?f=5&t=86320&start=[NUMBER]
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Post Post #1002 (ISO) » Mon Sep 20, 2021 12:07 pm

Post by TemporalLich »

In post 1000, Jake The Wolfie wrote:
The Last Townie
(
Town
alignment / The Last role)

You managed to roll post 999. Enjoy having the introductory post in your Role PM. You are a named Townie. You have no special abilities.



Welcome to the Deck of Astral Roles thread. This is a role list quite like Grand Idea Mafia that is going to be used in a 13-player Mini Theme I will be running. This will be more structured than the actual Grand Idea Mafia thread however.

The Deck of Astral Roles game is a custom Grandest Idea Mafia (Greatest Idea Mafia rules, but with a Grand Idea Mafia esque deck) with a size of 300 or 1000. For this game, the moderator randomizes a number from 0 to 999 or the last post if 999 doesn't exist yet (this specific range is known as the Deck of Astral Roles: Expanded Universe) three times for each player and gives role cards corresponding to the rolled post number. The player will then be asked to choose one card for their alignment, one card for their role, and to publically discard the remaining card. For the Classic Deck of Astral Roles, the randomization range is instead 0 to 299.

The Classic Deck of Astral Roles proper had a fixed alignment ratio. The ratio was 100
Town
/ 30
Mafia
/ 30
Werewolf
/ 15
Alien
/ 10
Cult
/ 15
Third-Party
/ 20
Mod Discretion
/ 80
Free Space
.
Aliens
are a scumteam with a 1-shot factional kill and a 1-shot "alien tech" factional invention from a random active role in the Deck of Astral Roles that wins ties in endgame.
Cult
is 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.
Third-Party
slots can be filled with any third party like
Serial Killer
or
Jester
.
Mod Discretion
slots can be filled with
Mod Chooses After Picks
or
Mod Chooses Before Picks
.
Free Spaces
may be filled with any alignment, this includes rare scumteams such as
Pirates
or
Dark Creatures
and reroll for alignment and any other crazy thing you can think of.

The target alignment ratio for the entire Deck of Astral Roles was 300
Town
/ 90
Mafia
/ 90
Werewolf
/ 45
Alien
/ 30
Cult
/ 45
Third-Party
/ 60
Mod Discretion
/ 340
Free Space
.

Ideally you should list the alignment / role split in your posts. This is being used for a game where the alignment / role split is vital.

You can view the wiki page for the Deck of Astral Roles here: Deck of Astral Roles

Spoiler: Standard Wincons
Town
: You win when there are no longer any threats to the
Town
, and at least one
Townie
is still alive.
Mafia
: You win when all the threats to the
Mafia
are gone and at least one
Mafioso
is still alive, or when nothing can prevent this from occurring.
Werewolf
: You win when all the threats to the
Werewolves
are gone and at least one
Werewolf
is still alive, or when nothing can prevent this from occurring.
Alien
: You win when all the threats to the
Aliens
are gone and at least one
Alien
is still alive, or when nothing can prevent this from occurring. Your faction wins ties in endgames.
Cult
: You win when all the threats to the
Cult
are gone and at least one
Cultist
is still alive, or when nothing can prevent this from occurring.
Serial Killer
: You win when all threats to you are gone, and you are currently alive or were alive in the last phase, or nothing can prevent this from occurring.
Survivor
: You win if you are alive during endgame.
Jester
: You win if you are eliminated via vote.
Unjester
: You win if you die in any way other than elimination via vote.
Condemner
: You win and exit the game if your target is eliminated via vote.
Savior
: You win if your target isn't eliminated via vote. You win and exit the game if your target dies in any way other than elimination via vote.


Balance is absolutely not guaranteed.

IMPORTANT!: This thread will be locked after post #999 is made!
for what it's worth this should be the real #999, as just aliases to anyway.
time will end
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Post Post #1003 (ISO) » Mon Sep 20, 2021 12:07 pm

Post by TemporalLich »

Locking this thread in (expired on 2021-09-20 20:07:53).
time will end
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Post Post #1004 (ISO) » Mon Sep 20, 2021 12:10 pm

Post by Jake The Wolfie »

Then Delet 999 and make that the real 999.

(:
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Post Post #1005 (ISO) » Mon Sep 20, 2021 12:12 pm

Post by TemporalLich »

In post 1004, Jake The Wolfie wrote:Then Delet 999 and make that the real 999.

(:
ok - this is the only time I did that but the role that was deleted was
THE END AND THE BEGINNING
and asked for a roll of 1d1-1.
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Post Post #1006 (ISO) » Mon Sep 20, 2021 12:13 pm

Post by Jake The Wolfie »

I'll add a note at the end of my post to signify what was there.
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Post Post #1007 (ISO) » Mon Sep 20, 2021 12:32 pm

Post by NotAJumbleOfNumbers »

Edited posts 209 and 210 to be something substantially different than what they were before.
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Post Post #1008 (ISO) » Mon Sep 20, 2021 12:35 pm

Post by Morning Tweet »

>ω<)ノ
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Post Post #1009 (ISO) » Mon Sep 20, 2021 1:54 pm

Post by TemporalLich »

The thread is now locked.


If you have any edits you want to make to your roles let me know.

The wiki page should be updated: Deck of Astral Roles
time will end
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