Deck of Astral Roles [Complete]

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Post Post #325 (ISO) » Tue Apr 27, 2021 5:07 am

Post by Jingle »

Cereal Killer
(Alignment Serial Killer / Role Cereal Killer)

When this role is chosen, randomly assign every other player a modifier of Breakfast, Lunch, or Dinner. If the player list does not divide cleanly, assign an extra Breakfast and then an extra lunch. Your win condition triggers and you leave the game if it is true of the breakfast players, regardless of any other living players. You may target a player each night. If they are Breakfast, they will die.

4 Players would be 2 Breakfasts, 1 Lunch, and 1 Dinner. 5 Players would be 2 Breakfasts, 2 Lunches, and 1 Dinner. If this role is somehow chosen twice, the modifiers of breakfast, lunch and dinner are randomly distributed independently for each instance of this role. Breakfast, Lunch, and Dinner are not effected by vanillazation or role copying as they are not actually a part of the player's role. A town Cereal Killer wins if all threats to town who are also breakfast are eliminated. A mafia Cereal Killer wins if half or more of the remaining Breakfast players are members of the mafia.
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Post Post #326 (ISO) » Tue Apr 27, 2021 5:21 am

Post by Jingle »

Town Lunchbox
(Alignment Town / Role Lunchbox)

When this role is chosen, randomly assign every other player a modifier of Breakfast, Lunch, or Dinner. If the player list does not divide cleanly, assign an extra Breakfast and then an extra Lunch. Each night you may target a player. If they are Lunch, they will be forced to commute (All other actions taken by or on that player will fail, including strongman kills).

The first kill targeting you each game will fail, and you will receive the notification that you have been dented and are as such no longer fit to be used as a collector's item.

4 Players would be 2 Breakfasts, 1 Lunch, and 1 Dinner. 5 Players would be 2 Breakfasts, 2 Lunches, and 1 Dinner. If this role is somehow chosen twice, the modifiers of breakfast, lunch and dinner are randomly distributed independently for each instance of this role. Breakfast, Lunch, and Dinner are not effected by vanillazation or role copying as they are not actually a part of the player's role.
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Post Post #327 (ISO) » Tue Apr 27, 2021 5:27 am

Post by Jingle »

Mafia Beef
(Alignment Mafia / Role Beef)

You have the Dinner modifier. When this role is chosen, randomly assign every other player a modifier of Breakfast, Lunch, or Dinner. If the player list does not divide cleanly, assign an extra Breakfast and then an extra Lunch.

If a player with the dinner modifier is targeted by a member of the Werewolf faction for any reason and you are alive, they die immediately with the kill flavor of "was devoured". Doctors cannot protect against this death as it is a passive effect and not an active ability. If you perform a factional kill, it has the strongman modifier. This does not apply to kills granted by other effects, such as inventors.

4 Players would be 2 Breakfasts, 1 Lunch, and 1 Dinner. 5 Players would be 2 Breakfasts, 2 Lunches, and 1 Dinner. If this role is somehow chosen twice, the modifiers of breakfast, lunch and dinner are randomly distributed independently for each instance of this role. Breakfast, Lunch, and Dinner are not effected by vanillazation or role copying as they are not actually a part of the player's role.
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Post Post #328 (ISO) » Tue Apr 27, 2021 6:37 am

Post by Guillotina »

In post 323, Jake The Wolfie wrote:
Hey, that's my idea!
(Town/Named Vanilla)

You are a named Vanilla Townie.
Yes! And I loved it!
(Town / Yes! And I Loved it! role)

Every night you may target a player, if they have any modifiers, you remove them permanently and you are informed of this but not what modifiers were removed.
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Post Post #329 (ISO) » Tue Apr 27, 2021 7:20 am

Post by Ircher »

Town Quadruplet Voter
(
Town
alignment, Quadruplet Voter role)
You possess four votes each worth 1/4 of a vote for a grand total of one vote. You may cast them as you like.

Mod Notes: Do not round elimination thresholds and allow exactly 50% to count as majority.
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Post Post #330 (ISO) » Tue Apr 27, 2021 7:42 am

Post by TemporalLich »

Mafia Sesquivoter
(
Mafia
/ Sesquivoter)

Your vote is worth one and a half (3/2) votes.

Mod Note: If anything allowing non-integer votes has ever existed in the setup, do not round elimination thresholds and allow exactly 50% to count as majority.
Last edited by TemporalLich on Thu May 06, 2021 8:38 am, edited 1 time in total.
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Post Post #331 (ISO) » Tue Apr 27, 2021 7:47 am

Post by TemporalLich »

Werewolf 2-shot Fuzzy Parity Cop
(
Werewolf
/ 2-shot Fuzzy Parity Cop)

Twice in the game during night, you may target two players. You will learn whether the two players share the same type of alignments listed in this role card or not.

Types of alignments:

Town - Town
Groupscum - Mafia, Werewolf, Alien, Cult, anything opposed to the town and granting factional communication to its members
Third Party - Serial Killer, Condemner, Savior, Jester, Survivor, Unjester, anything else
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Post Post #332 (ISO) » Tue Apr 27, 2021 11:37 am

Post by Guillotina »

Immeasurably Reckless Soldier With A Secret Stash Of Toys
(Town Alignment / Immeasurably Reckless Soldier With A Secret Stash Of Toys role)

You possess the following inventions. You may only use/give one each night. You cannot both use an ability and give an invention on a single night. Unless otherwise specified, you have a choice of either using a particular invention or giving that invention to someone else. Once you use an invention, you can no longer give that particular invention away.

a)
1-Shot M61 Vulcan
: Once per game, you may target a player. You will attempt to shoot the player. Your shot is bulletproof piercing, going through any and all protections. If the target is visited by anyone else, you'll vanillalize them for the rest of the game.

b)
1-Shot Night Vision Goggles
: Once per game, you may target a player. You will attempt to watch and track that player ignoring undetectable statuses that they may have.
You neighborize whoever visits your target, making a chat with them with day and night talk. You investigate whoever your target visits and find out if they have any modifiers on them and which ones.

c)
2-Shot Bomb Detector
: At night, you may target a player. You will attempt to detect whether it carries bomb items or if they have bomb related roles and how many (Items or shots). Then the following day you may trigger those bombs killing their carriers.

d)
1-Shot Nikita
: At night, you may self target. If someone visits you the Nikita will lock and shoot its missile to them, killing them and two more targets sharing a PT with them (Scum chats, Neighborhoods, Mason chats, Cult Chats etc). If you use this shot and nobody visits you, you will lose it regardless.
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Post Post #333 (ISO) » Wed Apr 28, 2021 12:03 pm

Post by TemporalLich »

Town Card Swapper
(
Town
/ Card Swapper)

During the setup phase (as in whenever you are picking your alignment and role cards), if you are picking this as your role card, you may target a player. That player will have their role card and alignment card swapped with each other.

Reroll this role but not alignment if you aren't playing a setup where you choose alignment and role cards independently.






Here's a Town Card Swapper in the XU to replace the Card Swapper that got alignment changed in the first 300 due to alignment ratio violation.
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Post Post #334 (ISO) » Wed Apr 28, 2021 1:22 pm

Post by Jingle »

Cultist for The Greater Good
(Alignment Cult / Role The Greater Good)

So long as you are alive, members of the cult retain their original alignment, in addition to joining the cult. They may win with their original alignment. So long as you are alive, all cultists must post the phrase "The Greater Good" in every post. (Quoting someone who says "The Greater Good" satisfies this.) If a cultist fails to do so, they will immediately die with the flavor of "Eliminated for the Greater Good." Members of the cult will be notified of this Post Restriction. So long as you are alive, the cult does not win when they achieve parity, but rather if any member of the cult is alive at the end of the game. They will revert to a normal cult should you die by any means.

After the pregame phase, if there is at least one member of the cult, a random player who is not a member of the cult will be notified that they have been promoted to Sergeant. They will have the alternative win condition of winning should the cult be fully eliminated, will be unrecruitable by the cult, and will gain a factional Nightkill that will fail if it doesn't target a cultist. They still retain any other win conditions and factions.

Spoiler:
Image


Mod Note: You may substitute any alternative for "Eliminated", but it must still be for the greater good.
Last edited by Jingle on Thu Apr 29, 2021 11:42 am, edited 1 time in total.
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Post Post #335 (ISO) » Thu Apr 29, 2021 9:49 am

Post by NotAJumbleOfNumbers »

Vanilla Apparition
(Apparition / Vanilla)

The apparition faction doesn't kill. Instead, they "possess" people. What this means is that a apparition can take the role of the person they possessed. In the morning it will say that no body was found, and there will be no flip. The apparition doesn't take the alignment of the person, only the role. Each apparition can only possess one person.
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Post Post #336 (ISO) » Thu Apr 29, 2021 1:04 pm

Post by Ircher »

Town Multitasking 3-Multishot Doctor
(
Town
alignment, Multitasking 3-Multishot Doctor role)
Three times per game at night, you may target a player. You will attempt to protect them from a single kill. You may use as many shots as you would like on a given night, and you may use any number of actions on a given night (provided you have the necessary shots).
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Post Post #337 (ISO) » Fri Apr 30, 2021 2:25 am

Post by TemporalLich »

Town Multitasking 20-Multishot Checker
(
Town
/ Multitasking 20-Multishot Checker)

Twenty times per game at Night, you may check a player. You will be informed of whether your check attempt on that player succeeded or not. You may use as many shots as you would like on a given night, and you may use any number of actions on a given night (provided you have the necessary shots).
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Post Post #338 (ISO) » Fri Apr 30, 2021 2:28 am

Post by TemporalLich »

Town Role Reroller
(
Town
/ Role Reroller)

Each night, you may target a player. That player's role but not alignment will be rerolled from the Deck of Astral Roles: Expanded Universe.
Last edited by TemporalLich on Fri Apr 30, 2021 2:43 pm, edited 1 time in total.
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Post Post #339 (ISO) » Fri Apr 30, 2021 2:39 pm

Post by TemporalLich »

Generic Anti-Scum Baddie Mysterious Conduit
(
Generic Anti-Scum Baddie
/ Mysterious Conduit)

Alignment: You are a third party and non-town for all purposes.

You win with the town.

Role: Each night, you may target a player to charge them with a mysterious energy.

Mod Note: This role charges someone with a mysterious energy indefinitely. (Roles like Mysterious Eidolon can lose mysterious energy charge)

Still, have fun figuring out what being charged with a mysterious energy does.
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Post Post #340 (ISO) » Fri Apr 30, 2021 5:29 pm

Post by Guillotina »

Town Dark Priest
(Town / Dark Priest)

If are ever charged with any kind of mysterious energy, you give everyone an ITA with 20% kill success rate each.
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Post Post #341 (ISO) » Fri Apr 30, 2021 6:00 pm

Post by TemporalLich »

Mod Chooses After Picks Weakizer
(
Mod Chooses After Picks
/ Weakizer)

Each night, you may give the Weak modifier to someone (If you target someone who isn't aligned with the Town, you unavoidably die.).
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Post Post #342 (ISO) » Sat May 01, 2021 4:53 am

Post by TemporalLich »

Condemner Compulsive Vote Doubler
(
Condemner
/ Compulsive Vote Doubler)

Each night, you
must
double someone's vote weight for the next Day. You may not self-target.
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Post Post #343 (ISO) » Sat May 01, 2021 10:07 am

Post by Guillotina »

Mafia Yeet Trickster
(Mafia / Yeet Trickstar)

If you are the last voter on your own wagon you don’t die.
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Post Post #344 (ISO) » Sat May 01, 2021 10:12 am

Post by Guillotina »

Town Dark Doctor
(Town / Dark Doctor)

If are ever charged with any kind of mysterious energy, your targets before the night you got the energy get 1-shot doctor themselves.
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Post Post #345 (ISO) » Sat May 01, 2021 10:16 am

Post by Guillotina »

Pissed off Human
(Town /Pissed Off Human)

If are ever charged with any kind of mysterious energy, you get the role in the Astral Deck.
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Post Post #346 (ISO) » Sat May 01, 2021 10:17 am

Post by Ircher »

Town Nuclear Submarine
(
Town
alignment, Nuclear Submarine role)
Each night, you may target a player. You will attempt to kill them with a nuclear missile. This missile bypasses all forms of protection and can hit targets that commute/are otherwise untargetable. Other players who visit the targeted player are also killed by the resulting radiaction.
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Post Post #347 (ISO) » Sat May 01, 2021 10:43 am

Post by Ircher »

Werewolf Awakener
(
Werewolf
alignment, Awakener role)
Each night, you may attempt to participate in a special awakening ritual. Each time you (or a fellow member of your faction) successfully perform the awakening ritual, you will grant your faction newfound power.

After
one
successful ritual: 1-Shot Factional Tracker: Once per game at night, you may target a player. You will attempt to learn who they targeted that night.

After
two
successful rituals: 1-Shot Factional Doctor: Once per game at night, you may target a player. You will attempt to protect them from a single kill attempt that night.

After
three
successful rituals: Factional Watcher: Each night, you may target a player. You will attempt to learn who targeted that player tha night.

After
five
successful rituals: Factional Poisoner: Each night, you may target a player. You will attempt to poison the player, causing them to die at the end of the following night. This kill may be used in addition to the traditional factional kill many antitown factions possess.

After
eight
successful rituals: 1-Shot Factional Combined Elite Seraph Knight Neighborizer: Once per game at night, you may target a player. You will become that's player's seraph knight for the rest of the game, protecting them from any and all harm. You will protect them from all kills as well as prevent their elimination as long as you remain alive. In addition, you gain a neighborhood to speak with your chosen target.

After
thirteen
successful rituals: Your faction immediately win and exit the game. If the game has no remaining threats to town-aligned players left, then the game immediately ends. Otherwise, the game continues as normal until a winning faction is declared.
Exception: If the awakener is
town
-aligned, then the game immediately ends.


Only the last benefit applies to
town
-aligned awakeners.

Mod Notes: The
town
faction is excluded from receiving any of these benefits except the last one (requiring thirteen successful rituals), in which case the town wins and the game ends. These benefits become factional powers, usable by any living player in the awakener's faction. Dying does not cause an awakening ritual to fail nor does it remove any of these powers. Alignment conversion of the awakener does not disable already obtained powers for the original faction; however, powers are accumulated starting from the lowest tier again in the new faction. The number of successful rituals is considered on a per-faction basis. This means that having two awakeners with the same alignment can progress through the ritual tiers twice as fast as one with only one awakener.
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Post Post #348 (ISO) » Sat May 01, 2021 6:13 pm

Post by Guillotina »

Town Bunker Owner
(Town / Bunker owner)

Every night you may target two players to your bunker which will protect you and them from bomb, missiles, grenades and nuclear attacks. However, no one is protected from those type of kills within the bunker.
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Post Post #349 (ISO) » Sun May 02, 2021 4:13 pm

Post by Guillotina »

Pissed Off Scum
(Mafia / Pissed Off Scum role).

If you are ever charged with any kind of mysterious energy, your faction gets two factional night kills per night for as long as you are alive and only if you carry them out yourself.
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